// Copyright 2020 Phyronnaz #include "VoxelExample_HollowPlanet.h" PRAGMA_GENERATED_VOXEL_GRAPH_START using FVoxelGraphSeed = int32; #if VOXEL_GRAPH_GENERATED_VERSION == 1 class FVoxelExample_HollowPlanetInstance : public TVoxelGraphGeneratorInstanceHelper { public: struct FParams { const float Intersection_Smoothness; const float Noise_Bias; const float Noise_Frequency; const float Noise_Scale; const float Radius; const int32 Seed; const bool Use_IQ_Noise; }; class FLocalComputeStruct_LocalValue { public: struct FOutputs { FOutputs() {} void Init(const FVoxelGraphOutputsInit& Init) { } template T Get() const; template void Set(T Value); v_flt Value; }; struct FBufferConstant { FBufferConstant() {} v_flt Variable_11; // Radius = 250.0 output 0 bool Variable_22; // Use IQ Noise = True output 0 v_flt Variable_16; // Noise Bias = 0.2 output 0 v_flt Variable_17; // Intersection Smoothness = 10.0 output 0 v_flt Variable_19; // Noise Frequency = 4.0 output 0 v_flt Variable_10; // Noise Scale = 20.0 output 0 v_flt Variable_12; // * -1 output 0 }; struct FBufferX { FBufferX() {} v_flt Variable_6; // X output 0 v_flt Variable_0; // X output 0 }; struct FBufferXY { FBufferXY() {} v_flt Variable_7; // Y output 0 v_flt Variable_1; // Y output 0 }; FLocalComputeStruct_LocalValue(const FParams& InParams) : Params(InParams) { } void Init(const FVoxelGeneratorInit& InitStruct) { //////////////////////////////////////////////////// //////////////////// Init nodes //////////////////// //////////////////////////////////////////////////// { //////////////////////////////////////////////////// /////////////// Constant nodes init //////////////// //////////////////////////////////////////////////// { ///////////////////////////////////////////////////////////////////////////////// //////// First compute all seeds in case they are used by constant nodes //////// ///////////////////////////////////////////////////////////////////////////////// // Init of Seed = 1443 FVoxelGraphSeed Variable_20; // Seed = 1443 output 0 Variable_20 = Params.Seed; //////////////////////////////////////////////////// ///////////// Then init constant nodes ///////////// //////////////////////////////////////////////////// } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { // Radius = 250.0 BufferConstant.Variable_11 = Params.Radius; // Use IQ Noise = True BufferConstant.Variable_22 = Params.Use_IQ_Noise; // Noise Bias = 0.2 BufferConstant.Variable_16 = Params.Noise_Bias; // Intersection Smoothness = 10.0 BufferConstant.Variable_17 = Params.Intersection_Smoothness; // Noise Frequency = 4.0 BufferConstant.Variable_19 = Params.Noise_Frequency; // Noise Scale = 20.0 BufferConstant.Variable_10 = Params.Noise_Scale; // * -1 BufferConstant.Variable_12 = BufferConstant.Variable_10 * -1; } } void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const { Function0_X_Compute(Context, BufferX); } void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithCache_Compute(Context, BufferX, BufferXY); } void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY); } void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs); } void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const { Function0_XYZWithoutCache_Compute(Context, Outputs); } inline FBufferX GetBufferX() const { return {}; } inline FBufferXY GetBufferXY() const { return {}; } inline FOutputs GetOutputs() const { return {}; } private: FBufferConstant BufferConstant; const FParams& Params; FVoxelFastNoise _3D_IQ_Noise_0_Noise; TStaticArray _3D_IQ_Noise_0_LODToOctaves; FVoxelFastNoise _3D_Perlin_Noise_Fractal_0_Noise; TStaticArray _3D_Perlin_Noise_Fractal_0_LODToOctaves; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { // Init of Seed = 1443 FVoxelGraphSeed Variable_20; // Seed = 1443 output 0 Variable_20 = Params.Seed; // Init of 3D IQ Noise _3D_IQ_Noise_0_Noise.SetSeed(Variable_20); _3D_IQ_Noise_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic); _3D_IQ_Noise_0_Noise.SetFractalOctavesAndGain(15, 0.5); _3D_IQ_Noise_0_Noise.SetFractalLacunarity(2.0); _3D_IQ_Noise_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM); _3D_IQ_Noise_0_Noise.SetMatrixFromRotation_3D(FRotator(40.000000, 45.000000, 50.000000)); _3D_IQ_Noise_0_LODToOctaves[0] = 15; _3D_IQ_Noise_0_LODToOctaves[1] = 15; _3D_IQ_Noise_0_LODToOctaves[2] = 15; _3D_IQ_Noise_0_LODToOctaves[3] = 15; _3D_IQ_Noise_0_LODToOctaves[4] = 15; _3D_IQ_Noise_0_LODToOctaves[5] = 15; _3D_IQ_Noise_0_LODToOctaves[6] = 15; _3D_IQ_Noise_0_LODToOctaves[7] = 15; _3D_IQ_Noise_0_LODToOctaves[8] = 15; _3D_IQ_Noise_0_LODToOctaves[9] = 15; _3D_IQ_Noise_0_LODToOctaves[10] = 15; _3D_IQ_Noise_0_LODToOctaves[11] = 15; _3D_IQ_Noise_0_LODToOctaves[12] = 15; _3D_IQ_Noise_0_LODToOctaves[13] = 15; _3D_IQ_Noise_0_LODToOctaves[14] = 15; _3D_IQ_Noise_0_LODToOctaves[15] = 15; _3D_IQ_Noise_0_LODToOctaves[16] = 15; _3D_IQ_Noise_0_LODToOctaves[17] = 15; _3D_IQ_Noise_0_LODToOctaves[18] = 15; _3D_IQ_Noise_0_LODToOctaves[19] = 15; _3D_IQ_Noise_0_LODToOctaves[20] = 15; _3D_IQ_Noise_0_LODToOctaves[21] = 15; _3D_IQ_Noise_0_LODToOctaves[22] = 15; _3D_IQ_Noise_0_LODToOctaves[23] = 15; _3D_IQ_Noise_0_LODToOctaves[24] = 15; _3D_IQ_Noise_0_LODToOctaves[25] = 15; _3D_IQ_Noise_0_LODToOctaves[26] = 15; _3D_IQ_Noise_0_LODToOctaves[27] = 15; _3D_IQ_Noise_0_LODToOctaves[28] = 15; _3D_IQ_Noise_0_LODToOctaves[29] = 15; _3D_IQ_Noise_0_LODToOctaves[30] = 15; _3D_IQ_Noise_0_LODToOctaves[31] = 15; // Init of 3D Perlin Noise Fractal _3D_Perlin_Noise_Fractal_0_Noise.SetSeed(Variable_20); _3D_Perlin_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic); _3D_Perlin_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(3, 0.5); _3D_Perlin_Noise_Fractal_0_Noise.SetFractalLacunarity(2.0); _3D_Perlin_Noise_Fractal_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM); _3D_Perlin_Noise_Fractal_0_LODToOctaves[0] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[1] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[2] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[3] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[4] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[5] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[6] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[7] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[8] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[9] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[10] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[11] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[12] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[13] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[14] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[15] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[16] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[17] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[18] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[19] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[20] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[21] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[22] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[23] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[24] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[25] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[26] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[27] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[28] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[29] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[30] = 3; _3D_Perlin_Noise_Fractal_0_LODToOctaves[31] = 3; } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const { // X BufferX.Variable_6 = Context.GetLocalX(); // X BufferX.Variable_0 = Context.GetLocalX(); } void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { // Y BufferXY.Variable_7 = Context.GetLocalY(); // Y BufferXY.Variable_1 = Context.GetLocalY(); } void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { // X BufferX.Variable_6 = Context.GetLocalX(); // X BufferX.Variable_0 = Context.GetLocalX(); // Y BufferXY.Variable_7 = Context.GetLocalY(); // Y BufferXY.Variable_1 = Context.GetLocalY(); } void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { // Z v_flt Variable_2; // Z output 0 Variable_2 = Context.GetLocalZ(); // Z v_flt Variable_8; // Z output 0 Variable_8 = Context.GetLocalZ(); // Normalize.Vector Length v_flt Variable_24; // Normalize.Vector Length output 0 Variable_24 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_0, BufferXY.Variable_1, Variable_2); // Vector Length v_flt Variable_5; // Vector Length output 0 Variable_5 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_6, BufferXY.Variable_7, Variable_8); // Normalize./ v_flt Variable_25; // Normalize./ output 0 Variable_25 = BufferX.Variable_0 / Variable_24; // Normalize./ v_flt Variable_26; // Normalize./ output 0 Variable_26 = BufferXY.Variable_1 / Variable_24; // Normalize./ v_flt Variable_27; // Normalize./ output 0 Variable_27 = Variable_2 / Variable_24; // 3D IQ Noise v_flt Variable_18; // 3D IQ Noise output 0 v_flt _3D_IQ_Noise_0_Temp_1; // 3D IQ Noise output 1 v_flt _3D_IQ_Noise_0_Temp_2; // 3D IQ Noise output 2 v_flt _3D_IQ_Noise_0_Temp_3; // 3D IQ Noise output 3 Variable_18 = _3D_IQ_Noise_0_Noise.IQNoise_3D_Deriv(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_3D_IQ_Noise_0_Temp_1,_3D_IQ_Noise_0_Temp_2,_3D_IQ_Noise_0_Temp_3); Variable_18 = FMath::Clamp(Variable_18, -0.732619, 0.767129); _3D_IQ_Noise_0_Temp_1 = FMath::Clamp(_3D_IQ_Noise_0_Temp_1, -1.577728, 1.771872); _3D_IQ_Noise_0_Temp_2 = FMath::Clamp(_3D_IQ_Noise_0_Temp_2, -1.779903, 1.388687); _3D_IQ_Noise_0_Temp_3 = FMath::Clamp(_3D_IQ_Noise_0_Temp_3, -1.667376, 1.695596); // 3D Perlin Noise Fractal v_flt Variable_3; // 3D Perlin Noise Fractal output 0 Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]); Variable_3 = FMath::Clamp(Variable_3, -0.419158, 0.458317); // Switch (float) v_flt Variable_21; // Switch (float) output 0 Variable_21 = FVoxelNodeFunctions::Switch(Variable_18, Variable_3, BufferConstant.Variable_22); // + v_flt Variable_14; // + output 0 Variable_14 = Variable_21 + BufferConstant.Variable_16; // 2D Noise SDF.* v_flt Variable_29; // 2D Noise SDF.* output 0 Variable_29 = Variable_14 * BufferConstant.Variable_10; // 2D Noise SDF.* v_flt Variable_31; // 2D Noise SDF.* output 0 Variable_31 = Variable_14 * BufferConstant.Variable_12; // 2D Noise SDF.+ v_flt Variable_9; // 2D Noise SDF.+ output 0 Variable_9 = Variable_31 + BufferConstant.Variable_11; // 2D Noise SDF.+ v_flt Variable_4; // 2D Noise SDF.+ output 0 Variable_4 = Variable_29 + BufferConstant.Variable_11; // 2D Noise SDF.- v_flt Variable_28; // 2D Noise SDF.- output 0 Variable_28 = Variable_5 - Variable_4; // 2D Noise SDF.- v_flt Variable_30; // 2D Noise SDF.- output 0 Variable_30 = Variable_5 - Variable_9; // * -1 v_flt Variable_13; // * -1 output 0 Variable_13 = Variable_30 * -1; // Smooth Intersection v_flt Variable_15; // Smooth Intersection output 0 Variable_15 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_28, Variable_13, BufferConstant.Variable_17); // Set High Quality Value.* v_flt Variable_23; // Set High Quality Value.* output 0 Variable_23 = Variable_15 * v_flt(0.2f); Outputs.Value = Variable_23; } void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const { // X v_flt Variable_6; // X output 0 Variable_6 = Context.GetLocalX(); // Z v_flt Variable_2; // Z output 0 Variable_2 = Context.GetLocalZ(); // X v_flt Variable_0; // X output 0 Variable_0 = Context.GetLocalX(); // Y v_flt Variable_7; // Y output 0 Variable_7 = Context.GetLocalY(); // Z v_flt Variable_8; // Z output 0 Variable_8 = Context.GetLocalZ(); // Y v_flt Variable_1; // Y output 0 Variable_1 = Context.GetLocalY(); // Normalize.Vector Length v_flt Variable_24; // Normalize.Vector Length output 0 Variable_24 = FVoxelNodeFunctions::VectorLength(Variable_0, Variable_1, Variable_2); // Vector Length v_flt Variable_5; // Vector Length output 0 Variable_5 = FVoxelNodeFunctions::VectorLength(Variable_6, Variable_7, Variable_8); // Normalize./ v_flt Variable_25; // Normalize./ output 0 Variable_25 = Variable_0 / Variable_24; // Normalize./ v_flt Variable_26; // Normalize./ output 0 Variable_26 = Variable_1 / Variable_24; // Normalize./ v_flt Variable_27; // Normalize./ output 0 Variable_27 = Variable_2 / Variable_24; // 3D IQ Noise v_flt Variable_18; // 3D IQ Noise output 0 v_flt _3D_IQ_Noise_0_Temp_1; // 3D IQ Noise output 1 v_flt _3D_IQ_Noise_0_Temp_2; // 3D IQ Noise output 2 v_flt _3D_IQ_Noise_0_Temp_3; // 3D IQ Noise output 3 Variable_18 = _3D_IQ_Noise_0_Noise.IQNoise_3D_Deriv(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_IQ_Noise_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)],_3D_IQ_Noise_0_Temp_1,_3D_IQ_Noise_0_Temp_2,_3D_IQ_Noise_0_Temp_3); Variable_18 = FMath::Clamp(Variable_18, -0.732619, 0.767129); _3D_IQ_Noise_0_Temp_1 = FMath::Clamp(_3D_IQ_Noise_0_Temp_1, -1.577728, 1.771872); _3D_IQ_Noise_0_Temp_2 = FMath::Clamp(_3D_IQ_Noise_0_Temp_2, -1.779903, 1.388687); _3D_IQ_Noise_0_Temp_3 = FMath::Clamp(_3D_IQ_Noise_0_Temp_3, -1.667376, 1.695596); // 3D Perlin Noise Fractal v_flt Variable_3; // 3D Perlin Noise Fractal output 0 Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(Variable_25, Variable_26, Variable_27, BufferConstant.Variable_19, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]); Variable_3 = FMath::Clamp(Variable_3, -0.419158, 0.458317); // Switch (float) v_flt Variable_21; // Switch (float) output 0 Variable_21 = FVoxelNodeFunctions::Switch(Variable_18, Variable_3, BufferConstant.Variable_22); // + v_flt Variable_14; // + output 0 Variable_14 = Variable_21 + BufferConstant.Variable_16; // 2D Noise SDF.* v_flt Variable_29; // 2D Noise SDF.* output 0 Variable_29 = Variable_14 * BufferConstant.Variable_10; // 2D Noise SDF.* v_flt Variable_31; // 2D Noise SDF.* output 0 Variable_31 = Variable_14 * BufferConstant.Variable_12; // 2D Noise SDF.+ v_flt Variable_9; // 2D Noise SDF.+ output 0 Variable_9 = Variable_31 + BufferConstant.Variable_11; // 2D Noise SDF.+ v_flt Variable_4; // 2D Noise SDF.+ output 0 Variable_4 = Variable_29 + BufferConstant.Variable_11; // 2D Noise SDF.- v_flt Variable_28; // 2D Noise SDF.- output 0 Variable_28 = Variable_5 - Variable_4; // 2D Noise SDF.- v_flt Variable_30; // 2D Noise SDF.- output 0 Variable_30 = Variable_5 - Variable_9; // * -1 v_flt Variable_13; // * -1 output 0 Variable_13 = Variable_30 * -1; // Smooth Intersection v_flt Variable_15; // Smooth Intersection output 0 Variable_15 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_28, Variable_13, BufferConstant.Variable_17); // Set High Quality Value.* v_flt Variable_23; // Set High Quality Value.* output 0 Variable_23 = Variable_15 * v_flt(0.2f); Outputs.Value = Variable_23; } }; class FLocalComputeStruct_LocalMaterial { public: struct FOutputs { FOutputs() {} void Init(const FVoxelGraphOutputsInit& Init) { MaterialBuilder.SetMaterialConfig(Init.MaterialConfig); } template T Get() const; template void Set(T Value); FVoxelMaterialBuilder MaterialBuilder; }; struct FBufferConstant { FBufferConstant() {} }; struct FBufferX { FBufferX() {} }; struct FBufferXY { FBufferXY() {} }; FLocalComputeStruct_LocalMaterial(const FParams& InParams) : Params(InParams) { } void Init(const FVoxelGeneratorInit& InitStruct) { //////////////////////////////////////////////////// //////////////////// Init nodes //////////////////// //////////////////////////////////////////////////// { //////////////////////////////////////////////////// /////////////// Constant nodes init //////////////// //////////////////////////////////////////////////// { ///////////////////////////////////////////////////////////////////////////////// //////// First compute all seeds in case they are used by constant nodes //////// ///////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////// ///////////// Then init constant nodes ///////////// //////////////////////////////////////////////////// } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { } } void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const { Function0_X_Compute(Context, BufferX); } void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithCache_Compute(Context, BufferX, BufferXY); } void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY); } void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs); } void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const { Function0_XYZWithoutCache_Compute(Context, Outputs); } inline FBufferX GetBufferX() const { return {}; } inline FBufferXY GetBufferXY() const { return {}; } inline FOutputs GetOutputs() const { return {}; } private: FBufferConstant BufferConstant; const FParams& Params; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const { } void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { } void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { } void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { } void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const { } }; class FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ { public: struct FOutputs { FOutputs() {} void Init(const FVoxelGraphOutputsInit& Init) { } template T Get() const; template void Set(T Value); v_flt UpVectorX; v_flt UpVectorY; v_flt UpVectorZ; }; struct FBufferConstant { FBufferConstant() {} }; struct FBufferX { FBufferX() {} }; struct FBufferXY { FBufferXY() {} }; FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ(const FParams& InParams) : Params(InParams) { } void Init(const FVoxelGeneratorInit& InitStruct) { //////////////////////////////////////////////////// //////////////////// Init nodes //////////////////// //////////////////////////////////////////////////// { //////////////////////////////////////////////////// /////////////// Constant nodes init //////////////// //////////////////////////////////////////////////// { ///////////////////////////////////////////////////////////////////////////////// //////// First compute all seeds in case they are used by constant nodes //////// ///////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////// ///////////// Then init constant nodes ///////////// //////////////////////////////////////////////////// } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { } } void ComputeX(const FVoxelContext& Context, FBufferX& BufferX) const { Function0_X_Compute(Context, BufferX); } void ComputeXYWithCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithCache_Compute(Context, BufferX, BufferXY); } void ComputeXYWithoutCache(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { Function0_XYWithoutCache_Compute(Context, BufferX, BufferXY); } void ComputeXYZWithCache(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { Function0_XYZWithCache_Compute(Context, BufferX, BufferXY, Outputs); } void ComputeXYZWithoutCache(const FVoxelContext& Context, FOutputs& Outputs) const { Function0_XYZWithoutCache_Compute(Context, Outputs); } inline FBufferX GetBufferX() const { return {}; } inline FBufferXY GetBufferXY() const { return {}; } inline FOutputs GetOutputs() const { return {}; } private: FBufferConstant BufferConstant; const FParams& Params; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const { } void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { } void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { } void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { } void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const { } }; class FLocalComputeStruct_LocalValueRangeAnalysis { public: struct FOutputs { FOutputs() {} void Init(const FVoxelGraphOutputsInit& Init) { } template TVoxelRange Get() const; template void Set(TVoxelRange Value); TVoxelRange Value; }; struct FBufferConstant { FBufferConstant() {} TVoxelRange Variable_14; // Intersection Smoothness = 10.0 output 0 TVoxelRange Variable_6; // 2D Noise SDF.+ output 0 TVoxelRange Variable_1; // 2D Noise SDF.+ output 0 }; struct FBufferX { FBufferX() {} TVoxelRange Variable_3; // X output 0 }; struct FBufferXY { FBufferXY() {} TVoxelRange Variable_4; // Y output 0 }; FLocalComputeStruct_LocalValueRangeAnalysis(const FParams& InParams) : Params(InParams) { } void Init(const FVoxelGeneratorInit& InitStruct) { //////////////////////////////////////////////////// //////////////////// Init nodes //////////////////// //////////////////////////////////////////////////// { //////////////////////////////////////////////////// /////////////// Constant nodes init //////////////// //////////////////////////////////////////////////// { ///////////////////////////////////////////////////////////////////////////////// //////// First compute all seeds in case they are used by constant nodes //////// ///////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////// ///////////// Then init constant nodes ///////////// //////////////////////////////////////////////////// // Init of 3D Perlin Noise Fractal _3D_Perlin_Noise_Fractal_1_Noise.SetSeed(FVoxelGraphSeed(1337)); _3D_Perlin_Noise_Fractal_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic); _3D_Perlin_Noise_Fractal_1_Noise.SetFractalOctavesAndGain(3, 0.5); _3D_Perlin_Noise_Fractal_1_Noise.SetFractalLacunarity(2.0); _3D_Perlin_Noise_Fractal_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM); _3D_Perlin_Noise_Fractal_1_LODToOctaves[0] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[1] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[2] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[3] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[4] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[5] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[6] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[7] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[8] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[9] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[10] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[11] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[12] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[13] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[14] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[15] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[16] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[17] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[18] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[19] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[20] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[21] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[22] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[23] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[24] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[25] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[26] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[27] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[28] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[29] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[30] = 3; _3D_Perlin_Noise_Fractal_1_LODToOctaves[31] = 3; // Init of 3D IQ Noise _3D_IQ_Noise_1_Noise.SetSeed(FVoxelGraphSeed(1337)); _3D_IQ_Noise_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic); _3D_IQ_Noise_1_Noise.SetFractalOctavesAndGain(15, 0.5); _3D_IQ_Noise_1_Noise.SetFractalLacunarity(2.0); _3D_IQ_Noise_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM); _3D_IQ_Noise_1_Noise.SetMatrixFromRotation_3D(FRotator(40.000000, 45.000000, 50.000000)); _3D_IQ_Noise_1_LODToOctaves[0] = 15; _3D_IQ_Noise_1_LODToOctaves[1] = 15; _3D_IQ_Noise_1_LODToOctaves[2] = 15; _3D_IQ_Noise_1_LODToOctaves[3] = 15; _3D_IQ_Noise_1_LODToOctaves[4] = 15; _3D_IQ_Noise_1_LODToOctaves[5] = 15; _3D_IQ_Noise_1_LODToOctaves[6] = 15; _3D_IQ_Noise_1_LODToOctaves[7] = 15; _3D_IQ_Noise_1_LODToOctaves[8] = 15; _3D_IQ_Noise_1_LODToOctaves[9] = 15; _3D_IQ_Noise_1_LODToOctaves[10] = 15; _3D_IQ_Noise_1_LODToOctaves[11] = 15; _3D_IQ_Noise_1_LODToOctaves[12] = 15; _3D_IQ_Noise_1_LODToOctaves[13] = 15; _3D_IQ_Noise_1_LODToOctaves[14] = 15; _3D_IQ_Noise_1_LODToOctaves[15] = 15; _3D_IQ_Noise_1_LODToOctaves[16] = 15; _3D_IQ_Noise_1_LODToOctaves[17] = 15; _3D_IQ_Noise_1_LODToOctaves[18] = 15; _3D_IQ_Noise_1_LODToOctaves[19] = 15; _3D_IQ_Noise_1_LODToOctaves[20] = 15; _3D_IQ_Noise_1_LODToOctaves[21] = 15; _3D_IQ_Noise_1_LODToOctaves[22] = 15; _3D_IQ_Noise_1_LODToOctaves[23] = 15; _3D_IQ_Noise_1_LODToOctaves[24] = 15; _3D_IQ_Noise_1_LODToOctaves[25] = 15; _3D_IQ_Noise_1_LODToOctaves[26] = 15; _3D_IQ_Noise_1_LODToOctaves[27] = 15; _3D_IQ_Noise_1_LODToOctaves[28] = 15; _3D_IQ_Noise_1_LODToOctaves[29] = 15; _3D_IQ_Noise_1_LODToOctaves[30] = 15; _3D_IQ_Noise_1_LODToOctaves[31] = 15; } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { // Noise Bias = 0.2 TVoxelRange Variable_13; // Noise Bias = 0.2 output 0 Variable_13 = Params.Noise_Bias; // 3D Perlin Noise Fractal TVoxelRange Variable_0; // 3D Perlin Noise Fractal output 0 Variable_0 = { -0.419158f, 0.458317f }; // Intersection Smoothness = 10.0 BufferConstant.Variable_14 = Params.Intersection_Smoothness; // Noise Scale = 20.0 TVoxelRange Variable_7; // Noise Scale = 20.0 output 0 Variable_7 = Params.Noise_Scale; // Radius = 250.0 TVoxelRange Variable_8; // Radius = 250.0 output 0 Variable_8 = Params.Radius; // 3D IQ Noise TVoxelRange Variable_15; // 3D IQ Noise output 0 TVoxelRange _3D_IQ_Noise_1_Temp_1; // 3D IQ Noise output 1 TVoxelRange _3D_IQ_Noise_1_Temp_2; // 3D IQ Noise output 2 TVoxelRange _3D_IQ_Noise_1_Temp_3; // 3D IQ Noise output 3 Variable_15 = { -0.732619f, 0.767129f }; _3D_IQ_Noise_1_Temp_1 = { -1.577728f, 1.771872f }; _3D_IQ_Noise_1_Temp_2 = { -1.779903f, 1.388687f }; _3D_IQ_Noise_1_Temp_3 = { -1.667376f, 1.695596f }; // Use IQ Noise = True FVoxelBoolRange Variable_17; // Use IQ Noise = True output 0 Variable_17 = Params.Use_IQ_Noise; // Switch (float) TVoxelRange Variable_16; // Switch (float) output 0 Variable_16 = FVoxelNodeFunctions::Switch(Variable_15, Variable_0, Variable_17); // * -1 TVoxelRange Variable_9; // * -1 output 0 Variable_9 = Variable_7 * -1; // + TVoxelRange Variable_11; // + output 0 Variable_11 = Variable_16 + Variable_13; // 2D Noise SDF.* TVoxelRange Variable_20; // 2D Noise SDF.* output 0 Variable_20 = Variable_11 * Variable_7; // 2D Noise SDF.* TVoxelRange Variable_22; // 2D Noise SDF.* output 0 Variable_22 = Variable_11 * Variable_9; // 2D Noise SDF.+ BufferConstant.Variable_6 = Variable_22 + Variable_8; // 2D Noise SDF.+ BufferConstant.Variable_1 = Variable_20 + Variable_8; } } void ComputeXYZWithoutCache(const FVoxelContextRange& Context, FOutputs& Outputs) const { Function0_XYZWithoutCache_Compute(Context, Outputs); } inline FBufferX GetBufferX() const { return {}; } inline FBufferXY GetBufferXY() const { return {}; } inline FOutputs GetOutputs() const { return {}; } private: FBufferConstant BufferConstant; const FParams& Params; FVoxelFastNoise _3D_Perlin_Noise_Fractal_1_Noise; TStaticArray _3D_Perlin_Noise_Fractal_1_LODToOctaves; FVoxelFastNoise _3D_IQ_Noise_1_Noise; TStaticArray _3D_IQ_Noise_1_LODToOctaves; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const { // X TVoxelRange Variable_3; // X output 0 Variable_3 = Context.GetLocalX(); // Y TVoxelRange Variable_4; // Y output 0 Variable_4 = Context.GetLocalY(); // Z TVoxelRange Variable_5; // Z output 0 Variable_5 = Context.GetLocalZ(); // Vector Length TVoxelRange Variable_2; // Vector Length output 0 Variable_2 = FVoxelNodeFunctions::VectorLength(Variable_3, Variable_4, Variable_5); // 2D Noise SDF.- TVoxelRange Variable_21; // 2D Noise SDF.- output 0 Variable_21 = Variable_2 - BufferConstant.Variable_6; // 2D Noise SDF.- TVoxelRange Variable_19; // 2D Noise SDF.- output 0 Variable_19 = Variable_2 - BufferConstant.Variable_1; // * -1 TVoxelRange Variable_10; // * -1 output 0 Variable_10 = Variable_21 * -1; // Smooth Intersection TVoxelRange Variable_12; // Smooth Intersection output 0 Variable_12 = FVoxelSDFNodeFunctions::SmoothIntersection(Variable_19, Variable_10, BufferConstant.Variable_14); // Set High Quality Value.* TVoxelRange Variable_18; // Set High Quality Value.* output 0 Variable_18 = Variable_12 * TVoxelRange(0.2f); Outputs.Value = Variable_18; } }; FVoxelExample_HollowPlanetInstance(UVoxelExample_HollowPlanet& Object) : TVoxelGraphGeneratorInstanceHelper( { { "Value", 1 }, }, { }, { }, { { { "Value", NoTransformAccessor::Get<1, TOutputFunctionPtr>() }, }, { }, { }, { { "Value", NoTransformRangeAccessor::Get<1, TRangeOutputFunctionPtr>() }, } }, { { { "Value", WithTransformAccessor::Get<1, TOutputFunctionPtr_Transform>() }, }, { }, { }, { { "Value", WithTransformRangeAccessor::Get<1, TRangeOutputFunctionPtr_Transform>() }, } }, Object) , Params(FParams { Object.Intersection_Smoothness, Object.Noise_Bias, Object.Noise_Frequency, Object.Noise_Scale, Object.Radius, Object.Seed, Object.Use_IQ_Noise }) , LocalValue(Params) , LocalMaterial(Params) , LocalUpVectorXUpVectorYUpVectorZ(Params) , LocalValueRangeAnalysis(Params) { } virtual void InitGraph(const FVoxelGeneratorInit& InitStruct) override final { LocalValue.Init(InitStruct); LocalMaterial.Init(InitStruct); LocalUpVectorXUpVectorYUpVectorZ.Init(InitStruct); LocalValueRangeAnalysis.Init(InitStruct); } template auto& GetTarget() const; template auto& GetRangeTarget() const; private: FParams Params; FLocalComputeStruct_LocalValue LocalValue; FLocalComputeStruct_LocalMaterial LocalMaterial; FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ LocalUpVectorXUpVectorYUpVectorZ; FLocalComputeStruct_LocalValueRangeAnalysis LocalValueRangeAnalysis; }; template<> inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValue::FOutputs::Get() const { return Value; } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValue::FOutputs::Set(v_flt InValue) { Value = InValue; } template<> inline FVoxelMaterial FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get() const { return MaterialBuilder.Build(); } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set(FVoxelMaterial Material) { } template<> inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorX; } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorX = InValue; } template<> inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorY; } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorY = InValue; } template<> inline v_flt FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorZ; } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorZ = InValue; } template<> inline TVoxelRange FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get() const { return Value; } template<> inline void FVoxelExample_HollowPlanetInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set(TVoxelRange InValue) { Value = InValue; } template<> inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<1>() const { return LocalValue; } template<> inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<2>() const { return LocalMaterial; } template<> inline auto& FVoxelExample_HollowPlanetInstance::GetRangeTarget<0, 1>() const { return LocalValueRangeAnalysis; } template<> inline auto& FVoxelExample_HollowPlanetInstance::GetTarget<3, 4, 5>() const { return LocalUpVectorXUpVectorYUpVectorZ; } #endif //////////////////////////////////////////////////////////// ////////////////////////// UCLASS ////////////////////////// //////////////////////////////////////////////////////////// UVoxelExample_HollowPlanet::UVoxelExample_HollowPlanet() { bEnableRangeAnalysis = true; } TVoxelSharedRef UVoxelExample_HollowPlanet::GetTransformableInstance() { #if VOXEL_GRAPH_GENERATED_VERSION == 1 return MakeVoxelShared(*this); #else #if VOXEL_GRAPH_GENERATED_VERSION > 1 EMIT_CUSTOM_WARNING("Outdated generated voxel graph: VoxelExample_HollowPlanet. You need to regenerate it."); FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_HollowPlanet. You need to regenerate it."); #else EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_HollowPlanet. You need to update the plugin."); FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_HollowPlanet. You need to update the plugin."); #endif return MakeVoxelShared(); #endif } PRAGMA_GENERATED_VOXEL_GRAPH_END