// Copyright 2020 Phyronnaz #include "VoxelExample_Ravines.h" PRAGMA_GENERATED_VOXEL_GRAPH_START using FVoxelGraphSeed = int32; #if VOXEL_GRAPH_GENERATED_VERSION == 1 class FVoxelExample_RavinesInstance : public TVoxelGraphGeneratorInstanceHelper { public: struct FParams { const float _3D_Noise_Frequency; const int32 _3D_Noise_Seed; const float Bottom_Transition_Smoothness; const float Height; const float Top_Transition_Smoothness; }; 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_9; // Top Transition Smoothness = 5.0 output 0 v_flt Variable_10; // Bottom Transition Smoothness = 5.0 output 0 v_flt Variable_11; // 3D Noise Frequency = 0.02 output 0 v_flt Variable_5; // Height = 50.0 output 0 }; struct FBufferX { FBufferX() {} v_flt Variable_0; // X output 0 }; struct FBufferXY { FBufferXY() {} 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 3D Noise Seed = 1443 FVoxelGraphSeed Variable_12; // 3D Noise Seed = 1443 output 0 Variable_12 = Params._3D_Noise_Seed; //////////////////////////////////////////////////// ///////////// Then init constant nodes ///////////// //////////////////////////////////////////////////// } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { // Top Transition Smoothness = 5.0 BufferConstant.Variable_9 = Params.Top_Transition_Smoothness; // Bottom Transition Smoothness = 5.0 BufferConstant.Variable_10 = Params.Bottom_Transition_Smoothness; // 3D Noise Frequency = 0.02 BufferConstant.Variable_11 = Params._3D_Noise_Frequency; // Height = 50.0 BufferConstant.Variable_5 = Params.Height; } } 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_Perlin_Noise_Fractal_0_Noise; TStaticArray _3D_Perlin_Noise_Fractal_0_LODToOctaves; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { // Init of 3D Noise Seed = 1443 FVoxelGraphSeed Variable_12; // 3D Noise Seed = 1443 output 0 Variable_12 = Params._3D_Noise_Seed; // Init of 3D Perlin Noise Fractal _3D_Perlin_Noise_Fractal_0_Noise.SetSeed(Variable_12); _3D_Perlin_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic); _3D_Perlin_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(1, 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] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[1] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[2] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[3] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[4] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[5] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[6] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[7] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[8] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[9] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[10] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[11] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[12] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[13] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[14] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[15] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[16] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[17] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[18] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[19] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[20] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[21] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[22] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[23] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[24] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[25] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[26] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[27] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[28] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[29] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[30] = 1; _3D_Perlin_Noise_Fractal_0_LODToOctaves[31] = 1; } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const { // X BufferX.Variable_0 = Context.GetLocalX(); } void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { // Y BufferXY.Variable_1 = Context.GetLocalY(); } void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const { // Y BufferXY.Variable_1 = Context.GetLocalY(); // X BufferX.Variable_0 = Context.GetLocalX(); } void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const { // Z v_flt Variable_6; // Z output 0 Variable_6 = Context.GetLocalZ(); // Z v_flt Variable_8; // Z output 0 Variable_8 = Context.GetLocalZ(); // Z v_flt Variable_2; // Z output 0 Variable_2 = Context.GetLocalZ(); // + v_flt Variable_7; // + output 0 Variable_7 = Variable_8 + BufferConstant.Variable_5; // 3D Perlin Noise Fractal v_flt Variable_3; // 3D Perlin Noise Fractal output 0 Variable_3 = _3D_Perlin_Noise_Fractal_0_Noise.GetPerlinFractal_3D(BufferX.Variable_0, BufferXY.Variable_1, Variable_2, BufferConstant.Variable_11, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]); Variable_3 = FMath::Clamp(Variable_3, -0.852398, 0.865098); // * v_flt Variable_4; // * output 0 Variable_4 = Variable_3 * v_flt(5.0f); // Smooth Intersection.- v_flt Variable_20; // Smooth Intersection.- output 0 Variable_20 = Variable_6 - Variable_4; // Smooth Intersection./ v_flt Variable_13; // Smooth Intersection./ output 0 Variable_13 = Variable_20 / BufferConstant.Variable_9; // Smooth Intersection.* v_flt Variable_14; // Smooth Intersection.* output 0 Variable_14 = Variable_13 * v_flt(0.5f); // Smooth Intersection.- v_flt Variable_21; // Smooth Intersection.- output 0 Variable_21 = v_flt(0.5f) - Variable_14; // Smooth Intersection.Clamp v_flt Variable_15; // Smooth Intersection.Clamp output 0 Variable_15 = FVoxelNodeFunctions::Clamp(Variable_21, v_flt(0.0f), v_flt(1.0f)); // Smooth Intersection.Lerp v_flt Variable_16; // Smooth Intersection.Lerp output 0 Variable_16 = FVoxelNodeFunctions::Lerp(Variable_6, Variable_4, Variable_15); // Smooth Intersection.1 - X v_flt Variable_18; // Smooth Intersection.1 - X output 0 Variable_18 = 1 - Variable_15; // Smooth Intersection.* v_flt Variable_17; // Smooth Intersection.* output 0 Variable_17 = BufferConstant.Variable_9 * Variable_15 * Variable_18; // Smooth Intersection.+ v_flt Variable_19; // Smooth Intersection.+ output 0 Variable_19 = Variable_16 + Variable_17; // Smooth Union.- v_flt Variable_22; // Smooth Union.- output 0 Variable_22 = Variable_7 - Variable_19; // Smooth Union./ v_flt Variable_23; // Smooth Union./ output 0 Variable_23 = Variable_22 / BufferConstant.Variable_10; // Smooth Union.* v_flt Variable_24; // Smooth Union.* output 0 Variable_24 = Variable_23 * v_flt(0.5f); // Smooth Union.+ v_flt Variable_25; // Smooth Union.+ output 0 Variable_25 = Variable_24 + v_flt(0.5f); // Smooth Union.Clamp v_flt Variable_26; // Smooth Union.Clamp output 0 Variable_26 = FVoxelNodeFunctions::Clamp(Variable_25, v_flt(0.0f), v_flt(1.0f)); // Smooth Union.Lerp v_flt Variable_27; // Smooth Union.Lerp output 0 Variable_27 = FVoxelNodeFunctions::Lerp(Variable_7, Variable_19, Variable_26); // Smooth Union.1 - X v_flt Variable_30; // Smooth Union.1 - X output 0 Variable_30 = 1 - Variable_26; // Smooth Union.* v_flt Variable_29; // Smooth Union.* output 0 Variable_29 = BufferConstant.Variable_10 * Variable_26 * Variable_30; // Smooth Union.- v_flt Variable_28; // Smooth Union.- output 0 Variable_28 = Variable_27 - Variable_29; Outputs.Value = Variable_28; } void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const { // Z v_flt Variable_6; // Z output 0 Variable_6 = Context.GetLocalZ(); // Y v_flt Variable_1; // Y output 0 Variable_1 = Context.GetLocalY(); // Z v_flt Variable_8; // Z output 0 Variable_8 = Context.GetLocalZ(); // Z v_flt Variable_2; // Z output 0 Variable_2 = Context.GetLocalZ(); // X v_flt Variable_0; // X output 0 Variable_0 = Context.GetLocalX(); // + v_flt Variable_7; // + output 0 Variable_7 = Variable_8 + BufferConstant.Variable_5; // 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_0, Variable_1, Variable_2, BufferConstant.Variable_11, _3D_Perlin_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]); Variable_3 = FMath::Clamp(Variable_3, -0.852398, 0.865098); // * v_flt Variable_4; // * output 0 Variable_4 = Variable_3 * v_flt(5.0f); // Smooth Intersection.- v_flt Variable_20; // Smooth Intersection.- output 0 Variable_20 = Variable_6 - Variable_4; // Smooth Intersection./ v_flt Variable_13; // Smooth Intersection./ output 0 Variable_13 = Variable_20 / BufferConstant.Variable_9; // Smooth Intersection.* v_flt Variable_14; // Smooth Intersection.* output 0 Variable_14 = Variable_13 * v_flt(0.5f); // Smooth Intersection.- v_flt Variable_21; // Smooth Intersection.- output 0 Variable_21 = v_flt(0.5f) - Variable_14; // Smooth Intersection.Clamp v_flt Variable_15; // Smooth Intersection.Clamp output 0 Variable_15 = FVoxelNodeFunctions::Clamp(Variable_21, v_flt(0.0f), v_flt(1.0f)); // Smooth Intersection.Lerp v_flt Variable_16; // Smooth Intersection.Lerp output 0 Variable_16 = FVoxelNodeFunctions::Lerp(Variable_6, Variable_4, Variable_15); // Smooth Intersection.1 - X v_flt Variable_18; // Smooth Intersection.1 - X output 0 Variable_18 = 1 - Variable_15; // Smooth Intersection.* v_flt Variable_17; // Smooth Intersection.* output 0 Variable_17 = BufferConstant.Variable_9 * Variable_15 * Variable_18; // Smooth Intersection.+ v_flt Variable_19; // Smooth Intersection.+ output 0 Variable_19 = Variable_16 + Variable_17; // Smooth Union.- v_flt Variable_22; // Smooth Union.- output 0 Variable_22 = Variable_7 - Variable_19; // Smooth Union./ v_flt Variable_23; // Smooth Union./ output 0 Variable_23 = Variable_22 / BufferConstant.Variable_10; // Smooth Union.* v_flt Variable_24; // Smooth Union.* output 0 Variable_24 = Variable_23 * v_flt(0.5f); // Smooth Union.+ v_flt Variable_25; // Smooth Union.+ output 0 Variable_25 = Variable_24 + v_flt(0.5f); // Smooth Union.Clamp v_flt Variable_26; // Smooth Union.Clamp output 0 Variable_26 = FVoxelNodeFunctions::Clamp(Variable_25, v_flt(0.0f), v_flt(1.0f)); // Smooth Union.Lerp v_flt Variable_27; // Smooth Union.Lerp output 0 Variable_27 = FVoxelNodeFunctions::Lerp(Variable_7, Variable_19, Variable_26); // Smooth Union.1 - X v_flt Variable_30; // Smooth Union.1 - X output 0 Variable_30 = 1 - Variable_26; // Smooth Union.* v_flt Variable_29; // Smooth Union.* output 0 Variable_29 = BufferConstant.Variable_10 * Variable_26 * Variable_30; // Smooth Union.- v_flt Variable_28; // Smooth Union.- output 0 Variable_28 = Variable_27 - Variable_29; Outputs.Value = Variable_28; } }; 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_7; // Bottom Transition Smoothness = 5.0 output 0 TVoxelRange Variable_2; // Height = 50.0 output 0 TVoxelRange Variable_6; // Top Transition Smoothness = 5.0 output 0 TVoxelRange Variable_1; // * output 0 }; struct FBufferX { FBufferX() {} }; struct FBufferXY { FBufferXY() {} }; 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(1, 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] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[1] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[2] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[3] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[4] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[5] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[6] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[7] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[8] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[9] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[10] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[11] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[12] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[13] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[14] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[15] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[16] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[17] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[18] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[19] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[20] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[21] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[22] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[23] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[24] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[25] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[26] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[27] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[28] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[29] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[30] = 1; _3D_Perlin_Noise_Fractal_1_LODToOctaves[31] = 1; } //////////////////////////////////////////////////// //////////////////// Other inits /////////////////// //////////////////////////////////////////////////// Function0_XYZWithoutCache_Init(InitStruct); } //////////////////////////////////////////////////// //////////////// Compute constants ///////////////// //////////////////////////////////////////////////// { // Bottom Transition Smoothness = 5.0 BufferConstant.Variable_7 = Params.Bottom_Transition_Smoothness; // Height = 50.0 BufferConstant.Variable_2 = Params.Height; // Top Transition Smoothness = 5.0 BufferConstant.Variable_6 = Params.Top_Transition_Smoothness; // 3D Perlin Noise Fractal TVoxelRange Variable_0; // 3D Perlin Noise Fractal output 0 Variable_0 = { -0.852398f, 0.865098f }; // * BufferConstant.Variable_1 = Variable_0 * TVoxelRange(5.0f); } } 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; /////////////////////////////////////////////////////////////////////// //////////////////////////// Init functions /////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct) { } /////////////////////////////////////////////////////////////////////// ////////////////////////// Compute functions ////////////////////////// /////////////////////////////////////////////////////////////////////// void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const { // Z TVoxelRange Variable_5; // Z output 0 Variable_5 = Context.GetLocalZ(); // Z TVoxelRange Variable_3; // Z output 0 Variable_3 = Context.GetLocalZ(); // + TVoxelRange Variable_4; // + output 0 Variable_4 = Variable_5 + BufferConstant.Variable_2; // Smooth Intersection.- TVoxelRange Variable_15; // Smooth Intersection.- output 0 Variable_15 = Variable_3 - BufferConstant.Variable_1; // Smooth Intersection./ TVoxelRange Variable_8; // Smooth Intersection./ output 0 Variable_8 = Variable_15 / BufferConstant.Variable_6; // Smooth Intersection.* TVoxelRange Variable_9; // Smooth Intersection.* output 0 Variable_9 = Variable_8 * TVoxelRange(0.5f); // Smooth Intersection.- TVoxelRange Variable_16; // Smooth Intersection.- output 0 Variable_16 = TVoxelRange(0.5f) - Variable_9; // Smooth Intersection.Clamp TVoxelRange Variable_10; // Smooth Intersection.Clamp output 0 Variable_10 = FVoxelNodeFunctions::Clamp(Variable_16, TVoxelRange(0.0f), TVoxelRange(1.0f)); // Smooth Intersection.1 - X TVoxelRange Variable_13; // Smooth Intersection.1 - X output 0 Variable_13 = 1 - Variable_10; // Smooth Intersection.Lerp TVoxelRange Variable_11; // Smooth Intersection.Lerp output 0 Variable_11 = FVoxelNodeFunctions::Lerp(Variable_3, BufferConstant.Variable_1, Variable_10); // Smooth Intersection.* TVoxelRange Variable_12; // Smooth Intersection.* output 0 Variable_12 = BufferConstant.Variable_6 * Variable_10 * Variable_13; // Smooth Intersection.+ TVoxelRange Variable_14; // Smooth Intersection.+ output 0 Variable_14 = Variable_11 + Variable_12; // Smooth Union.- TVoxelRange Variable_17; // Smooth Union.- output 0 Variable_17 = Variable_4 - Variable_14; // Smooth Union./ TVoxelRange Variable_18; // Smooth Union./ output 0 Variable_18 = Variable_17 / BufferConstant.Variable_7; // Smooth Union.* TVoxelRange Variable_19; // Smooth Union.* output 0 Variable_19 = Variable_18 * TVoxelRange(0.5f); // Smooth Union.+ TVoxelRange Variable_20; // Smooth Union.+ output 0 Variable_20 = Variable_19 + TVoxelRange(0.5f); // Smooth Union.Clamp TVoxelRange Variable_21; // Smooth Union.Clamp output 0 Variable_21 = FVoxelNodeFunctions::Clamp(Variable_20, TVoxelRange(0.0f), TVoxelRange(1.0f)); // Smooth Union.1 - X TVoxelRange Variable_25; // Smooth Union.1 - X output 0 Variable_25 = 1 - Variable_21; // Smooth Union.Lerp TVoxelRange Variable_22; // Smooth Union.Lerp output 0 Variable_22 = FVoxelNodeFunctions::Lerp(Variable_4, Variable_14, Variable_21); // Smooth Union.* TVoxelRange Variable_24; // Smooth Union.* output 0 Variable_24 = BufferConstant.Variable_7 * Variable_21 * Variable_25; // Smooth Union.- TVoxelRange Variable_23; // Smooth Union.- output 0 Variable_23 = Variable_22 - Variable_24; Outputs.Value = Variable_23; } }; FVoxelExample_RavinesInstance(UVoxelExample_Ravines& 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._3D_Noise_Frequency, Object._3D_Noise_Seed, Object.Bottom_Transition_Smoothness, Object.Height, Object.Top_Transition_Smoothness }) , 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_RavinesInstance::FLocalComputeStruct_LocalValue::FOutputs::Get() const { return Value; } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValue::FOutputs::Set(v_flt InValue) { Value = InValue; } template<> inline FVoxelMaterial FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get() const { return MaterialBuilder.Build(); } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set(FVoxelMaterial Material) { } template<> inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorX; } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorX = InValue; } template<> inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorY; } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorY = InValue; } template<> inline v_flt FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get() const { return UpVectorZ; } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set(v_flt InValue) { UpVectorZ = InValue; } template<> inline TVoxelRange FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get() const { return Value; } template<> inline void FVoxelExample_RavinesInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set(TVoxelRange InValue) { Value = InValue; } template<> inline auto& FVoxelExample_RavinesInstance::GetTarget<1>() const { return LocalValue; } template<> inline auto& FVoxelExample_RavinesInstance::GetTarget<2>() const { return LocalMaterial; } template<> inline auto& FVoxelExample_RavinesInstance::GetRangeTarget<0, 1>() const { return LocalValueRangeAnalysis; } template<> inline auto& FVoxelExample_RavinesInstance::GetTarget<3, 4, 5>() const { return LocalUpVectorXUpVectorYUpVectorZ; } #endif //////////////////////////////////////////////////////////// ////////////////////////// UCLASS ////////////////////////// //////////////////////////////////////////////////////////// UVoxelExample_Ravines::UVoxelExample_Ravines() { bEnableRangeAnalysis = true; } TVoxelSharedRef UVoxelExample_Ravines::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_Ravines. You need to regenerate it."); FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_Ravines. You need to regenerate it."); #else EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Ravines. You need to update the plugin."); FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_Ravines. You need to update the plugin."); #endif return MakeVoxelShared(); #endif } PRAGMA_GENERATED_VOXEL_GRAPH_END