CelticCraft/Plugins/VoxelFree/Source/VoxelGraph/Private/Examples/VoxelExample_RingWorld.cpp

3110 lines
107 KiB
C++

// Copyright 2020 Phyronnaz
#include "VoxelExample_RingWorld.h"
PRAGMA_GENERATED_VOXEL_GRAPH_START
using FVoxelGraphSeed = int32;
#if VOXEL_GRAPH_GENERATED_VERSION == 1
class FVoxelExample_RingWorldInstance : public TVoxelGraphGeneratorInstanceHelper<FVoxelExample_RingWorldInstance, UVoxelExample_RingWorld>
{
public:
struct FParams
{
const float Radius;
const float RingEdgesHardness;
const float Scale;
const float Thickness;
const float Width_in_Degrees;
const float RiverDepth;
const float RiverWidth;
const FColor BeachColor;
const FColor MountainsColorHigh;
const FColor MountainsColorLowHigh;
const FColor MountainsColorLowLow;
const FVoxelRichCurve MoutainsMaskCurve;
const FColor PlainsColorHigh;
const FColor PlainsColorLow;
const float PlainsNoiseFrequency;
const float PlainsNoiseHeight;
const FVoxelRichCurve PlainsNoiseStrengthCurve;
const FVoxelRichCurve RingMainShapeCurve;
const FColor RingOuterColor;
const FColor RiverColor;
const FVoxelRichCurve RiverDepthCurve;
const float MountainsNoiseFrequency;
const float MountainsNoiseHeight;
const float BaseNoiseFrquency;
const float BaseNoiseHeight;
const float BaseHeight;
};
class FLocalComputeStruct_LocalValue
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
v_flt Value;
};
struct FBufferConstant
{
FBufferConstant() {}
v_flt Variable_51; // MountainsNoiseFrequency = 0.2 output 0
v_flt Variable_22; // RingEdgesHardness = 10.0 output 0
v_flt Variable_60; // PlainsNoiseFrequency = 0.2 output 0
v_flt Variable_48; // MountainsNoiseHeight = 500.0 output 0
v_flt Variable_42; // BaseNoiseHeight = 250.0 output 0
v_flt Variable_89; // RiverWidth = 1.0 output 0
v_flt Variable_39; // BaseHeight = 1000.0 output 0
v_flt Variable_57; // PlainsNoiseHeight = 250.0 output 0
v_flt Variable_45; // BaseNoiseFrquency = 0.005 output 0
v_flt Variable_65; // RiverDepth = 100.0 output 0
v_flt Variable_84; // Scale = 10.0 output 0
v_flt Variable_85; // * output 0
v_flt Variable_36; // / output 0
v_flt Variable_6; // + output 0
v_flt Variable_86; // / output 0
v_flt Variable_35; // - output 0
};
struct FBufferX
{
FBufferX() {}
v_flt Variable_0; // X output 0
v_flt Variable_24; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
v_flt Variable_1; // Y output 0
v_flt Variable_44; // * output 0
v_flt Variable_59; // * output 0
v_flt Variable_50; // * output 0
v_flt Variable_74; // * 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 ////////
/////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////
///////////// Then init constant nodes /////////////
////////////////////////////////////////////////////
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// MountainsNoiseFrequency = 0.2
BufferConstant.Variable_51 = Params.MountainsNoiseFrequency;
// Radius = 7000.0
v_flt Variable_5; // Radius = 7000.0 output 0
Variable_5 = Params.Radius;
// RingEdgesHardness = 10.0
BufferConstant.Variable_22 = Params.RingEdgesHardness;
// Width in Degrees = 50.0
v_flt Variable_30; // Width in Degrees = 50.0 output 0
Variable_30 = Params.Width_in_Degrees;
// PlainsNoiseFrequency = 0.2
BufferConstant.Variable_60 = Params.PlainsNoiseFrequency;
// MountainsNoiseHeight = 500.0
BufferConstant.Variable_48 = Params.MountainsNoiseHeight;
// BaseNoiseHeight = 250.0
BufferConstant.Variable_42 = Params.BaseNoiseHeight;
// RiverWidth = 1.0
BufferConstant.Variable_89 = Params.RiverWidth;
// BaseHeight = 1000.0
BufferConstant.Variable_39 = Params.BaseHeight;
// Thickness = 500.0
v_flt Variable_90; // Thickness = 500.0 output 0
Variable_90 = Params.Thickness;
// PlainsNoiseHeight = 250.0
BufferConstant.Variable_57 = Params.PlainsNoiseHeight;
// BaseNoiseFrquency = 0.005
BufferConstant.Variable_45 = Params.BaseNoiseFrquency;
// RiverDepth = 100.0
BufferConstant.Variable_65 = Params.RiverDepth;
// Scale = 10.0
BufferConstant.Variable_84 = Params.Scale;
// *
v_flt Variable_91; // * output 0
Variable_91 = Variable_90 * BufferConstant.Variable_84;
// *
BufferConstant.Variable_85 = Variable_5 * BufferConstant.Variable_84;
// /
BufferConstant.Variable_36 = Variable_30 / v_flt(360.0f);
// +
BufferConstant.Variable_6 = BufferConstant.Variable_85 + Variable_91;
// /
BufferConstant.Variable_86 = BufferConstant.Variable_85 / BufferConstant.Variable_84;
// -
BufferConstant.Variable_35 = v_flt(0.5f) - BufferConstant.Variable_36;
}
}
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 _2D_Simplex_Noise_0_Noise;
FVoxelFastNoise _2D_Simplex_Noise_Fractal_0_Noise;
TStaticArray<uint8, 32> _2D_Simplex_Noise_Fractal_0_LODToOctaves;
FVoxelFastNoise _2D_Simplex_Noise_1_Noise;
FVoxelFastNoise _2D_Perlin_Noise_0_Noise;
FVoxelFastNoise _2D_Simplex_Noise_Fractal_1_Noise;
TStaticArray<uint8, 32> _2D_Simplex_Noise_Fractal_1_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
// Init of 2D Simplex Noise
_2D_Simplex_Noise_0_Noise.SetSeed(FVoxelGraphSeed(1000));
_2D_Simplex_Noise_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise Fractal
_2D_Simplex_Noise_Fractal_0_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_Fractal_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Simplex_Noise_Fractal_0_Noise.SetFractalOctavesAndGain(5, 0.5);
_2D_Simplex_Noise_Fractal_0_Noise.SetFractalLacunarity(2.0);
_2D_Simplex_Noise_Fractal_0_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Simplex_Noise_Fractal_0_LODToOctaves[0] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[1] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[2] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[3] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[4] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[5] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[6] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[7] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[8] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[9] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[10] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[11] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[12] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[13] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[14] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[15] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[16] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[17] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[18] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[19] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[20] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[21] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[22] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[23] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[24] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[25] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[26] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[27] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[28] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[29] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[30] = 5;
_2D_Simplex_Noise_Fractal_0_LODToOctaves[31] = 5;
// Init of 2D Simplex Noise
_2D_Simplex_Noise_1_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Perlin Noise
_2D_Perlin_Noise_0_Noise.SetSeed(FVoxelGraphSeed(1338));
_2D_Perlin_Noise_0_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise Fractal
_2D_Simplex_Noise_Fractal_1_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_Fractal_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Simplex_Noise_Fractal_1_Noise.SetFractalOctavesAndGain(8, 0.5);
_2D_Simplex_Noise_Fractal_1_Noise.SetFractalLacunarity(2.0);
_2D_Simplex_Noise_Fractal_1_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Simplex_Noise_Fractal_1_LODToOctaves[0] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[1] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[2] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[3] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[4] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[5] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[6] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[7] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[8] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[9] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[10] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[11] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[12] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[13] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[14] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[15] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[16] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[17] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[18] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[19] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[20] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[21] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[22] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[23] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[24] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[25] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[26] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[27] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[28] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[29] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[30] = 8;
_2D_Simplex_Noise_Fractal_1_LODToOctaves[31] = 8;
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
// X
BufferX.Variable_0 = Context.GetLocalX();
// X
BufferX.Variable_24 = Context.GetLocalX();
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_1 = Context.GetLocalY();
// Y
v_flt Variable_28; // Y output 0
Variable_28 = Context.GetLocalY();
// Atan2
v_flt Variable_23; // Atan2 output 0
Variable_23 = FVoxelNodeFunctions::Atan2(Variable_28, BufferX.Variable_24);
// /
v_flt Variable_25; // / output 0
Variable_25 = Variable_23 / v_flt(3.141593f);
// *
v_flt Variable_27; // * output 0
Variable_27 = BufferConstant.Variable_86 * Variable_25;
// *
BufferXY.Variable_44 = Variable_27 * BufferConstant.Variable_45;
// *
BufferXY.Variable_59 = Variable_27 * BufferConstant.Variable_60;
// *
BufferXY.Variable_50 = Variable_27 * BufferConstant.Variable_51;
// 2D Simplex Noise
v_flt Variable_77; // 2D Simplex Noise output 0
Variable_77 = _2D_Simplex_Noise_0_Noise.GetSimplex_2D(Variable_27, Variable_27, v_flt(0.001f));
Variable_77 = FMath::Clamp<v_flt>(Variable_77, -0.997888, 0.997883);
// *
BufferXY.Variable_74 = Variable_77 * v_flt(0.1f);
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_1 = Context.GetLocalY();
// X
BufferX.Variable_0 = Context.GetLocalX();
// X
BufferX.Variable_24 = Context.GetLocalX();
// Y
v_flt Variable_28; // Y output 0
Variable_28 = Context.GetLocalY();
// Atan2
v_flt Variable_23; // Atan2 output 0
Variable_23 = FVoxelNodeFunctions::Atan2(Variable_28, BufferX.Variable_24);
// /
v_flt Variable_25; // / output 0
Variable_25 = Variable_23 / v_flt(3.141593f);
// *
v_flt Variable_27; // * output 0
Variable_27 = BufferConstant.Variable_86 * Variable_25;
// *
BufferXY.Variable_44 = Variable_27 * BufferConstant.Variable_45;
// *
BufferXY.Variable_59 = Variable_27 * BufferConstant.Variable_60;
// *
BufferXY.Variable_50 = Variable_27 * BufferConstant.Variable_51;
// 2D Simplex Noise
v_flt Variable_77; // 2D Simplex Noise output 0
Variable_77 = _2D_Simplex_Noise_0_Noise.GetSimplex_2D(Variable_27, Variable_27, v_flt(0.001f));
Variable_77 = FMath::Clamp<v_flt>(Variable_77, -0.997888, 0.997883);
// *
BufferXY.Variable_74 = Variable_77 * v_flt(0.1f);
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
// Z
v_flt Variable_70; // Z output 0
Variable_70 = Context.GetLocalZ();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Z
v_flt Variable_12; // Z output 0
Variable_12 = Context.GetLocalZ();
// Vector Length
v_flt Variable_3; // Vector Length output 0
Variable_3 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_0, BufferXY.Variable_1, Variable_2);
// +
v_flt Variable_29; // + output 0
Variable_29 = Variable_3 + v_flt(0.001f);
// /
v_flt Variable_13; // / output 0
Variable_13 = Variable_12 / Variable_29;
// -
v_flt Variable_7; // - output 0
Variable_7 = Variable_29 - BufferConstant.Variable_6;
// /
v_flt Variable_71; // / output 0
Variable_71 = Variable_70 / Variable_29;
// ACOS
v_flt Variable_14; // ACOS output 0
Variable_14 = FVoxelNodeFunctions::Acos(Variable_13);
// /
v_flt Variable_10; // / output 0
Variable_10 = Variable_14 / v_flt(3.141593f);
// 1 - X
v_flt Variable_11; // 1 - X output 0
Variable_11 = 1 - Variable_10;
// *
v_flt Variable_26; // * output 0
Variable_26 = BufferConstant.Variable_86 * Variable_10;
// +
v_flt Variable_73; // + output 0
Variable_73 = Variable_71 + BufferXY.Variable_74;
// Min (float)
v_flt Variable_9; // Min (float) output 0
Variable_9 = FVoxelNodeFunctions::Min<v_flt>(Variable_10, Variable_11);
// *
v_flt Variable_43; // * output 0
Variable_43 = Variable_26 * BufferConstant.Variable_45;
// *
v_flt Variable_49; // * output 0
Variable_49 = Variable_26 * BufferConstant.Variable_51;
// ACOS
v_flt Variable_72; // ACOS output 0
Variable_72 = FVoxelNodeFunctions::Acos(Variable_73);
// *
v_flt Variable_58; // * output 0
Variable_58 = Variable_26 * BufferConstant.Variable_60;
// -
v_flt Variable_15; // - output 0
Variable_15 = Variable_9 - BufferConstant.Variable_35;
// 2D Simplex Noise Fractal
v_flt Variable_40; // 2D Simplex Noise Fractal output 0
Variable_40 = _2D_Simplex_Noise_Fractal_0_Noise.GetSimplexFractal_2D(Variable_43, BufferXY.Variable_44, v_flt(0.02f), _2D_Simplex_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_40 = FMath::Clamp<v_flt>(Variable_40, -0.802678, 0.846347);
// 2D Simplex Noise
v_flt Variable_62; // 2D Simplex Noise output 0
Variable_62 = _2D_Simplex_Noise_1_Noise.GetSimplex_2D(Variable_58, BufferXY.Variable_59, v_flt(0.02f));
Variable_62 = FMath::Clamp<v_flt>(Variable_62, -0.997652, 0.996970);
// 2D Perlin Noise
v_flt Variable_53; // 2D Perlin Noise output 0
Variable_53 = _2D_Perlin_Noise_0_Noise.GetPerlin_2D(Variable_49, BufferXY.Variable_50, v_flt(0.1f));
Variable_53 = FMath::Clamp<v_flt>(Variable_53, -0.888317, 0.811183);
// 2D Simplex Noise Fractal
v_flt Variable_46; // 2D Simplex Noise Fractal output 0
Variable_46 = _2D_Simplex_Noise_Fractal_1_Noise.GetSimplexFractal_2D(Variable_49, BufferXY.Variable_50, v_flt(0.02f), _2D_Simplex_Noise_Fractal_1_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_46 = FMath::Clamp<v_flt>(Variable_46, -0.780446, 0.760988);
// /
v_flt Variable_69; // / output 0
Variable_69 = Variable_72 / v_flt(3.141593f);
// /
v_flt Variable_34; // / output 0
Variable_34 = Variable_15 / BufferConstant.Variable_36;
// 1 - X
v_flt Variable_67; // 1 - X output 0
Variable_67 = 1 - Variable_69;
// *
v_flt Variable_41; // * output 0
Variable_41 = Variable_40 * BufferConstant.Variable_42;
// 1 - X
v_flt Variable_33; // 1 - X output 0
Variable_33 = 1 - Variable_34;
// Max (float)
v_flt Variable_18; // Max (float) output 0
Variable_18 = FVoxelNodeFunctions::Max<v_flt>(Variable_34, v_flt(0.0f));
// Min (float)
v_flt Variable_66; // Min (float) output 0
Variable_66 = FVoxelNodeFunctions::Min<v_flt>(Variable_69, Variable_67);
// Float Curve: PlainsNoiseStrengthCurve
v_flt Variable_61; // Float Curve: PlainsNoiseStrengthCurve output 0
Variable_61 = FVoxelNodeFunctions::GetCurveValue(Params.PlainsNoiseStrengthCurve, Variable_33);
// Float Curve: RingMainShapeCurve
v_flt Variable_37; // Float Curve: RingMainShapeCurve output 0
Variable_37 = FVoxelNodeFunctions::GetCurveValue(Params.RingMainShapeCurve, Variable_33);
// Float Curve: MoutainsMaskCurve
v_flt Variable_52; // Float Curve: MoutainsMaskCurve output 0
Variable_52 = FVoxelNodeFunctions::GetCurveValue(Params.MoutainsMaskCurve, Variable_33);
// *
v_flt Variable_20; // * output 0
Variable_20 = Variable_18 * BufferConstant.Variable_22;
// /
v_flt Variable_68; // / output 0
Variable_68 = Variable_66 / v_flt(0.5f);
// *
v_flt Variable_54; // * output 0
Variable_54 = BufferConstant.Variable_48 * Variable_52 * Variable_53 * v_flt(0.1f);
// *
v_flt Variable_38; // * output 0
Variable_38 = Variable_37 * BufferConstant.Variable_39;
// *
v_flt Variable_47; // * output 0
Variable_47 = Variable_46 * BufferConstant.Variable_48 * Variable_52;
// Min (float)
v_flt Variable_21; // Min (float) output 0
Variable_21 = FVoxelNodeFunctions::Min<v_flt>(Variable_20, v_flt(1.0f));
// 1 - X
v_flt Variable_75; // 1 - X output 0
Variable_75 = 1 - Variable_68;
// 1 - X
v_flt Variable_55; // 1 - X output 0
Variable_55 = 1 - Variable_52;
// *
v_flt Variable_76; // * output 0
Variable_76 = Variable_75 * v_flt(20.0f);
// /
v_flt Variable_88; // / output 0
Variable_88 = Variable_76 / BufferConstant.Variable_89;
// Float Curve: RiverDepthCurve
v_flt Variable_63; // Float Curve: RiverDepthCurve output 0
Variable_63 = FVoxelNodeFunctions::GetCurveValue(Params.RiverDepthCurve, Variable_88);
// Max (float)
v_flt Variable_78; // Max (float) output 0
Variable_78 = FVoxelNodeFunctions::Max<v_flt>(Variable_63, v_flt(0.0f));
// Min (float)
v_flt Variable_79; // Min (float) output 0
Variable_79 = FVoxelNodeFunctions::Min<v_flt>(Variable_63, v_flt(0.0f));
// *
v_flt Variable_64; // * output 0
Variable_64 = Variable_78 * v_flt(-1.0f) * BufferConstant.Variable_65;
// *
v_flt Variable_80; // * output 0
Variable_80 = Variable_79 * v_flt(-1.0f);
// 1 - X
v_flt Variable_82; // 1 - X output 0
Variable_82 = 1 - Variable_80;
// *
v_flt Variable_81; // * output 0
Variable_81 = Variable_62 * Variable_80;
// -
v_flt Variable_83; // - output 0
Variable_83 = Variable_81 - Variable_82;
// *
v_flt Variable_56; // * output 0
Variable_56 = Variable_83 * BufferConstant.Variable_57 * Variable_55 * Variable_61;
// +
v_flt Variable_32; // + output 0
Variable_32 = Variable_38 + Variable_41 + Variable_47 + Variable_54 + Variable_56 + Variable_64;
// *
v_flt Variable_87; // * output 0
Variable_87 = Variable_32 * BufferConstant.Variable_84;
// -
v_flt Variable_31; // - output 0
Variable_31 = BufferConstant.Variable_85 - Variable_87;
// -
v_flt Variable_4; // - output 0
Variable_4 = Variable_31 - Variable_29;
// Max (float)
v_flt Variable_8; // Max (float) output 0
Variable_8 = FVoxelNodeFunctions::Max<v_flt>(Variable_4, Variable_7);
// -
v_flt Variable_19; // - output 0
Variable_19 = Variable_8 - v_flt(1.0f);
// *
v_flt Variable_16; // * output 0
Variable_16 = Variable_19 * Variable_21;
// +
v_flt Variable_17; // + output 0
Variable_17 = Variable_16 + v_flt(1.0f);
Outputs.Value = Variable_17;
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
// Z
v_flt Variable_70; // Z output 0
Variable_70 = Context.GetLocalZ();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// X
v_flt Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// X
v_flt Variable_24; // X output 0
Variable_24 = Context.GetLocalX();
// Z
v_flt Variable_12; // Z output 0
Variable_12 = Context.GetLocalZ();
// Y
v_flt Variable_28; // Y output 0
Variable_28 = Context.GetLocalY();
// Atan2
v_flt Variable_23; // Atan2 output 0
Variable_23 = FVoxelNodeFunctions::Atan2(Variable_28, Variable_24);
// Vector Length
v_flt Variable_3; // Vector Length output 0
Variable_3 = FVoxelNodeFunctions::VectorLength(Variable_0, Variable_1, Variable_2);
// /
v_flt Variable_25; // / output 0
Variable_25 = Variable_23 / v_flt(3.141593f);
// +
v_flt Variable_29; // + output 0
Variable_29 = Variable_3 + v_flt(0.001f);
// /
v_flt Variable_13; // / output 0
Variable_13 = Variable_12 / Variable_29;
// -
v_flt Variable_7; // - output 0
Variable_7 = Variable_29 - BufferConstant.Variable_6;
// /
v_flt Variable_71; // / output 0
Variable_71 = Variable_70 / Variable_29;
// *
v_flt Variable_27; // * output 0
Variable_27 = BufferConstant.Variable_86 * Variable_25;
// ACOS
v_flt Variable_14; // ACOS output 0
Variable_14 = FVoxelNodeFunctions::Acos(Variable_13);
// *
v_flt Variable_44; // * output 0
Variable_44 = Variable_27 * BufferConstant.Variable_45;
// *
v_flt Variable_59; // * output 0
Variable_59 = Variable_27 * BufferConstant.Variable_60;
// *
v_flt Variable_50; // * output 0
Variable_50 = Variable_27 * BufferConstant.Variable_51;
// 2D Simplex Noise
v_flt Variable_77; // 2D Simplex Noise output 0
Variable_77 = _2D_Simplex_Noise_0_Noise.GetSimplex_2D(Variable_27, Variable_27, v_flt(0.001f));
Variable_77 = FMath::Clamp<v_flt>(Variable_77, -0.997888, 0.997883);
// *
v_flt Variable_74; // * output 0
Variable_74 = Variable_77 * v_flt(0.1f);
// /
v_flt Variable_10; // / output 0
Variable_10 = Variable_14 / v_flt(3.141593f);
// 1 - X
v_flt Variable_11; // 1 - X output 0
Variable_11 = 1 - Variable_10;
// *
v_flt Variable_26; // * output 0
Variable_26 = BufferConstant.Variable_86 * Variable_10;
// +
v_flt Variable_73; // + output 0
Variable_73 = Variable_71 + Variable_74;
// Min (float)
v_flt Variable_9; // Min (float) output 0
Variable_9 = FVoxelNodeFunctions::Min<v_flt>(Variable_10, Variable_11);
// *
v_flt Variable_43; // * output 0
Variable_43 = Variable_26 * BufferConstant.Variable_45;
// *
v_flt Variable_49; // * output 0
Variable_49 = Variable_26 * BufferConstant.Variable_51;
// ACOS
v_flt Variable_72; // ACOS output 0
Variable_72 = FVoxelNodeFunctions::Acos(Variable_73);
// *
v_flt Variable_58; // * output 0
Variable_58 = Variable_26 * BufferConstant.Variable_60;
// -
v_flt Variable_15; // - output 0
Variable_15 = Variable_9 - BufferConstant.Variable_35;
// 2D Simplex Noise Fractal
v_flt Variable_40; // 2D Simplex Noise Fractal output 0
Variable_40 = _2D_Simplex_Noise_Fractal_0_Noise.GetSimplexFractal_2D(Variable_43, Variable_44, v_flt(0.02f), _2D_Simplex_Noise_Fractal_0_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_40 = FMath::Clamp<v_flt>(Variable_40, -0.802678, 0.846347);
// 2D Simplex Noise
v_flt Variable_62; // 2D Simplex Noise output 0
Variable_62 = _2D_Simplex_Noise_1_Noise.GetSimplex_2D(Variable_58, Variable_59, v_flt(0.02f));
Variable_62 = FMath::Clamp<v_flt>(Variable_62, -0.997652, 0.996970);
// 2D Perlin Noise
v_flt Variable_53; // 2D Perlin Noise output 0
Variable_53 = _2D_Perlin_Noise_0_Noise.GetPerlin_2D(Variable_49, Variable_50, v_flt(0.1f));
Variable_53 = FMath::Clamp<v_flt>(Variable_53, -0.888317, 0.811183);
// 2D Simplex Noise Fractal
v_flt Variable_46; // 2D Simplex Noise Fractal output 0
Variable_46 = _2D_Simplex_Noise_Fractal_1_Noise.GetSimplexFractal_2D(Variable_49, Variable_50, v_flt(0.02f), _2D_Simplex_Noise_Fractal_1_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_46 = FMath::Clamp<v_flt>(Variable_46, -0.780446, 0.760988);
// /
v_flt Variable_69; // / output 0
Variable_69 = Variable_72 / v_flt(3.141593f);
// /
v_flt Variable_34; // / output 0
Variable_34 = Variable_15 / BufferConstant.Variable_36;
// 1 - X
v_flt Variable_67; // 1 - X output 0
Variable_67 = 1 - Variable_69;
// *
v_flt Variable_41; // * output 0
Variable_41 = Variable_40 * BufferConstant.Variable_42;
// 1 - X
v_flt Variable_33; // 1 - X output 0
Variable_33 = 1 - Variable_34;
// Max (float)
v_flt Variable_18; // Max (float) output 0
Variable_18 = FVoxelNodeFunctions::Max<v_flt>(Variable_34, v_flt(0.0f));
// Min (float)
v_flt Variable_66; // Min (float) output 0
Variable_66 = FVoxelNodeFunctions::Min<v_flt>(Variable_69, Variable_67);
// Float Curve: PlainsNoiseStrengthCurve
v_flt Variable_61; // Float Curve: PlainsNoiseStrengthCurve output 0
Variable_61 = FVoxelNodeFunctions::GetCurveValue(Params.PlainsNoiseStrengthCurve, Variable_33);
// Float Curve: RingMainShapeCurve
v_flt Variable_37; // Float Curve: RingMainShapeCurve output 0
Variable_37 = FVoxelNodeFunctions::GetCurveValue(Params.RingMainShapeCurve, Variable_33);
// Float Curve: MoutainsMaskCurve
v_flt Variable_52; // Float Curve: MoutainsMaskCurve output 0
Variable_52 = FVoxelNodeFunctions::GetCurveValue(Params.MoutainsMaskCurve, Variable_33);
// *
v_flt Variable_20; // * output 0
Variable_20 = Variable_18 * BufferConstant.Variable_22;
// /
v_flt Variable_68; // / output 0
Variable_68 = Variable_66 / v_flt(0.5f);
// *
v_flt Variable_54; // * output 0
Variable_54 = BufferConstant.Variable_48 * Variable_52 * Variable_53 * v_flt(0.1f);
// *
v_flt Variable_38; // * output 0
Variable_38 = Variable_37 * BufferConstant.Variable_39;
// *
v_flt Variable_47; // * output 0
Variable_47 = Variable_46 * BufferConstant.Variable_48 * Variable_52;
// Min (float)
v_flt Variable_21; // Min (float) output 0
Variable_21 = FVoxelNodeFunctions::Min<v_flt>(Variable_20, v_flt(1.0f));
// 1 - X
v_flt Variable_75; // 1 - X output 0
Variable_75 = 1 - Variable_68;
// 1 - X
v_flt Variable_55; // 1 - X output 0
Variable_55 = 1 - Variable_52;
// *
v_flt Variable_76; // * output 0
Variable_76 = Variable_75 * v_flt(20.0f);
// /
v_flt Variable_88; // / output 0
Variable_88 = Variable_76 / BufferConstant.Variable_89;
// Float Curve: RiverDepthCurve
v_flt Variable_63; // Float Curve: RiverDepthCurve output 0
Variable_63 = FVoxelNodeFunctions::GetCurveValue(Params.RiverDepthCurve, Variable_88);
// Max (float)
v_flt Variable_78; // Max (float) output 0
Variable_78 = FVoxelNodeFunctions::Max<v_flt>(Variable_63, v_flt(0.0f));
// Min (float)
v_flt Variable_79; // Min (float) output 0
Variable_79 = FVoxelNodeFunctions::Min<v_flt>(Variable_63, v_flt(0.0f));
// *
v_flt Variable_64; // * output 0
Variable_64 = Variable_78 * v_flt(-1.0f) * BufferConstant.Variable_65;
// *
v_flt Variable_80; // * output 0
Variable_80 = Variable_79 * v_flt(-1.0f);
// 1 - X
v_flt Variable_82; // 1 - X output 0
Variable_82 = 1 - Variable_80;
// *
v_flt Variable_81; // * output 0
Variable_81 = Variable_62 * Variable_80;
// -
v_flt Variable_83; // - output 0
Variable_83 = Variable_81 - Variable_82;
// *
v_flt Variable_56; // * output 0
Variable_56 = Variable_83 * BufferConstant.Variable_57 * Variable_55 * Variable_61;
// +
v_flt Variable_32; // + output 0
Variable_32 = Variable_38 + Variable_41 + Variable_47 + Variable_54 + Variable_56 + Variable_64;
// *
v_flt Variable_87; // * output 0
Variable_87 = Variable_32 * BufferConstant.Variable_84;
// -
v_flt Variable_31; // - output 0
Variable_31 = BufferConstant.Variable_85 - Variable_87;
// -
v_flt Variable_4; // - output 0
Variable_4 = Variable_31 - Variable_29;
// Max (float)
v_flt Variable_8; // Max (float) output 0
Variable_8 = FVoxelNodeFunctions::Max<v_flt>(Variable_4, Variable_7);
// -
v_flt Variable_19; // - output 0
Variable_19 = Variable_8 - v_flt(1.0f);
// *
v_flt Variable_16; // * output 0
Variable_16 = Variable_19 * Variable_21;
// +
v_flt Variable_17; // + output 0
Variable_17 = Variable_16 + v_flt(1.0f);
Outputs.Value = Variable_17;
}
};
class FLocalComputeStruct_LocalMaterial
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
MaterialBuilder.SetMaterialConfig(Init.MaterialConfig);
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
void Set(T Value);
FVoxelMaterialBuilder MaterialBuilder;
};
struct FBufferConstant
{
FBufferConstant() {}
v_flt Variable_15; // RingEdgesHardness = 10.0 output 0
v_flt Variable_31; // MountainsNoiseFrequency = 0.2 output 0
v_flt Variable_72; // RiverWidth = 1.0 output 0
v_flt Variable_39; // PlainsNoiseFrequency = 0.2 output 0
v_flt Variable_27; // / output 0
v_flt Variable_117; // Lerp Colors.Break Color output 0
v_flt Variable_118; // Lerp Colors.Break Color output 1
v_flt Variable_119; // Lerp Colors.Break Color output 2
v_flt Variable_120; // Lerp Colors.Break Color output 3
v_flt Variable_95; // Lerp Colors.Break Color output 0
v_flt Variable_96; // Lerp Colors.Break Color output 1
v_flt Variable_97; // Lerp Colors.Break Color output 2
v_flt Variable_98; // Lerp Colors.Break Color output 3
v_flt Variable_91; // Lerp Colors.Break Color output 0
v_flt Variable_92; // Lerp Colors.Break Color output 1
v_flt Variable_93; // Lerp Colors.Break Color output 2
v_flt Variable_94; // Lerp Colors.Break Color output 3
v_flt Variable_147; // Lerp Colors.Break Color output 0
v_flt Variable_148; // Lerp Colors.Break Color output 1
v_flt Variable_149; // Lerp Colors.Break Color output 2
v_flt Variable_150; // Lerp Colors.Break Color output 3
v_flt Variable_169; // Lerp Colors.Break Color output 0
v_flt Variable_170; // Lerp Colors.Break Color output 1
v_flt Variable_171; // Lerp Colors.Break Color output 2
v_flt Variable_172; // Lerp Colors.Break Color output 3
v_flt Variable_121; // Lerp Colors.Break Color output 0
v_flt Variable_122; // Lerp Colors.Break Color output 1
v_flt Variable_123; // Lerp Colors.Break Color output 2
v_flt Variable_124; // Lerp Colors.Break Color output 3
v_flt Variable_130; // Lerp Colors.Break Color output 0
v_flt Variable_131; // Lerp Colors.Break Color output 1
v_flt Variable_132; // Lerp Colors.Break Color output 2
v_flt Variable_133; // Lerp Colors.Break Color output 3
v_flt Variable_134; // Lerp Colors.Break Color output 0
v_flt Variable_135; // Lerp Colors.Break Color output 1
v_flt Variable_136; // Lerp Colors.Break Color output 2
v_flt Variable_137; // Lerp Colors.Break Color output 3
v_flt Variable_26; // - output 0
v_flt Variable_70; // / output 0
v_flt Variable_75; // + output 0
};
struct FBufferX
{
FBufferX() {}
v_flt Variable_0; // X output 0
v_flt Variable_17; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
v_flt Variable_1; // Y output 0
v_flt Variable_30; // * output 0
v_flt Variable_38; // * output 0
v_flt Variable_56; // * output 0
};
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 /////////////////
////////////////////////////////////////////////////
{
// MountainsColorLowHigh
FColor Variable_36; // MountainsColorLowHigh output 0
Variable_36 = Params.MountainsColorLowHigh;
// RingEdgesHardness = 10.0
BufferConstant.Variable_15 = Params.RingEdgesHardness;
// Width in Degrees = 50.0
v_flt Variable_23; // Width in Degrees = 50.0 output 0
Variable_23 = Params.Width_in_Degrees;
// RingOuterColor
FColor Variable_80; // RingOuterColor output 0
Variable_80 = Params.RingOuterColor;
// PlainsColorHigh
FColor Variable_40; // PlainsColorHigh output 0
Variable_40 = Params.PlainsColorHigh;
// MountainsNoiseFrequency = 0.2
BufferConstant.Variable_31 = Params.MountainsNoiseFrequency;
// MountainsColorHigh
FColor Variable_33; // MountainsColorHigh output 0
Variable_33 = Params.MountainsColorHigh;
// MountainsColorLowLow
FColor Variable_34; // MountainsColorLowLow output 0
Variable_34 = Params.MountainsColorLowLow;
// RiverWidth = 1.0
BufferConstant.Variable_72 = Params.RiverWidth;
// PlainsNoiseFrequency = 0.2
BufferConstant.Variable_39 = Params.PlainsNoiseFrequency;
// PlainsColorLow
FColor Variable_43; // PlainsColorLow output 0
Variable_43 = Params.PlainsColorLow;
// RiverColor
FColor Variable_47; // RiverColor output 0
Variable_47 = Params.RiverColor;
// BeachColor
FColor Variable_66; // BeachColor output 0
Variable_66 = Params.BeachColor;
// Scale = 10.0
v_flt Variable_68; // Scale = 10.0 output 0
Variable_68 = Params.Scale;
// Radius = 7000.0
v_flt Variable_4; // Radius = 7000.0 output 0
Variable_4 = Params.Radius;
// Thickness = 500.0
v_flt Variable_76; // Thickness = 500.0 output 0
Variable_76 = Params.Thickness;
// /
BufferConstant.Variable_27 = Variable_23 / v_flt(360.0f);
// *
v_flt Variable_69; // * output 0
Variable_69 = Variable_4 * Variable_68;
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_66, BufferConstant.Variable_117, BufferConstant.Variable_118, BufferConstant.Variable_119, BufferConstant.Variable_120);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_40, BufferConstant.Variable_95, BufferConstant.Variable_96, BufferConstant.Variable_97, BufferConstant.Variable_98);
// *
v_flt Variable_77; // * output 0
Variable_77 = Variable_76 * Variable_68;
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_43, BufferConstant.Variable_91, BufferConstant.Variable_92, BufferConstant.Variable_93, BufferConstant.Variable_94);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_33, BufferConstant.Variable_147, BufferConstant.Variable_148, BufferConstant.Variable_149, BufferConstant.Variable_150);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_80, BufferConstant.Variable_169, BufferConstant.Variable_170, BufferConstant.Variable_171, BufferConstant.Variable_172);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_47, BufferConstant.Variable_121, BufferConstant.Variable_122, BufferConstant.Variable_123, BufferConstant.Variable_124);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_34, BufferConstant.Variable_130, BufferConstant.Variable_131, BufferConstant.Variable_132, BufferConstant.Variable_133);
// Lerp Colors.Break Color
FVoxelNodeFunctions::BreakColorFloat(Variable_36, BufferConstant.Variable_134, BufferConstant.Variable_135, BufferConstant.Variable_136, BufferConstant.Variable_137);
// -
BufferConstant.Variable_26 = v_flt(0.5f) - BufferConstant.Variable_27;
// /
BufferConstant.Variable_70 = Variable_69 / Variable_68;
// +
BufferConstant.Variable_75 = Variable_69 + Variable_77 + v_flt(-5.0f);
}
}
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 _2D_Simplex_Noise_2_Noise;
FVoxelFastNoise _2D_Perlin_Noise_1_Noise;
FVoxelFastNoise _2D_Simplex_Noise_3_Noise;
FVoxelFastNoise _2D_Simplex_Noise_Fractal_2_Noise;
TStaticArray<uint8, 32> _2D_Simplex_Noise_Fractal_2_LODToOctaves;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
// Init of 2D Simplex Noise
_2D_Simplex_Noise_2_Noise.SetSeed(FVoxelGraphSeed(1000));
_2D_Simplex_Noise_2_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Perlin Noise
_2D_Perlin_Noise_1_Noise.SetSeed(FVoxelGraphSeed(1338));
_2D_Perlin_Noise_1_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise
_2D_Simplex_Noise_3_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_3_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise Fractal
_2D_Simplex_Noise_Fractal_2_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_Fractal_2_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Simplex_Noise_Fractal_2_Noise.SetFractalOctavesAndGain(8, 0.5);
_2D_Simplex_Noise_Fractal_2_Noise.SetFractalLacunarity(2.0);
_2D_Simplex_Noise_Fractal_2_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Simplex_Noise_Fractal_2_LODToOctaves[0] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[1] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[2] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[3] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[4] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[5] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[6] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[7] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[8] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[9] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[10] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[11] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[12] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[13] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[14] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[15] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[16] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[17] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[18] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[19] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[20] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[21] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[22] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[23] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[24] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[25] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[26] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[27] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[28] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[29] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[30] = 8;
_2D_Simplex_Noise_Fractal_2_LODToOctaves[31] = 8;
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_X_Compute(const FVoxelContext& Context, FBufferX& BufferX) const
{
// X
BufferX.Variable_0 = Context.GetLocalX();
// X
BufferX.Variable_17 = Context.GetLocalX();
}
void Function0_XYWithCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// Y
BufferXY.Variable_1 = Context.GetLocalY();
// Y
v_flt Variable_21; // Y output 0
Variable_21 = Context.GetLocalY();
// Atan2
v_flt Variable_16; // Atan2 output 0
Variable_16 = FVoxelNodeFunctions::Atan2(Variable_21, BufferX.Variable_17);
// /
v_flt Variable_18; // / output 0
Variable_18 = Variable_16 / v_flt(3.141593f);
// *
v_flt Variable_20; // * output 0
Variable_20 = BufferConstant.Variable_70 * Variable_18;
// *
BufferXY.Variable_30 = Variable_20 * BufferConstant.Variable_31;
// 2D Simplex Noise
v_flt Variable_59; // 2D Simplex Noise output 0
Variable_59 = _2D_Simplex_Noise_2_Noise.GetSimplex_2D(Variable_20, Variable_20, v_flt(0.001f));
Variable_59 = FMath::Clamp<v_flt>(Variable_59, -0.997888, 0.997883);
// *
BufferXY.Variable_38 = Variable_20 * BufferConstant.Variable_39;
// *
BufferXY.Variable_56 = Variable_59 * v_flt(0.1f);
}
void Function0_XYWithoutCache_Compute(const FVoxelContext& Context, FBufferX& BufferX, FBufferXY& BufferXY) const
{
// X
BufferX.Variable_0 = Context.GetLocalX();
// Y
BufferXY.Variable_1 = Context.GetLocalY();
// X
BufferX.Variable_17 = Context.GetLocalX();
// Y
v_flt Variable_21; // Y output 0
Variable_21 = Context.GetLocalY();
// Atan2
v_flt Variable_16; // Atan2 output 0
Variable_16 = FVoxelNodeFunctions::Atan2(Variable_21, BufferX.Variable_17);
// /
v_flt Variable_18; // / output 0
Variable_18 = Variable_16 / v_flt(3.141593f);
// *
v_flt Variable_20; // * output 0
Variable_20 = BufferConstant.Variable_70 * Variable_18;
// *
BufferXY.Variable_30 = Variable_20 * BufferConstant.Variable_31;
// 2D Simplex Noise
v_flt Variable_59; // 2D Simplex Noise output 0
Variable_59 = _2D_Simplex_Noise_2_Noise.GetSimplex_2D(Variable_20, Variable_20, v_flt(0.001f));
Variable_59 = FMath::Clamp<v_flt>(Variable_59, -0.997888, 0.997883);
// *
BufferXY.Variable_38 = Variable_20 * BufferConstant.Variable_39;
// *
BufferXY.Variable_56 = Variable_59 * v_flt(0.1f);
}
void Function0_XYZWithCache_Compute(const FVoxelContext& Context, const FBufferX& BufferX, const FBufferXY& BufferXY, FOutputs& Outputs) const
{
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Z
v_flt Variable_52; // Z output 0
Variable_52 = Context.GetLocalZ();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Vector Length
v_flt Variable_3; // Vector Length output 0
Variable_3 = FVoxelNodeFunctions::VectorLength(BufferX.Variable_0, BufferXY.Variable_1, Variable_2);
// +
v_flt Variable_22; // + output 0
Variable_22 = Variable_3 + v_flt(0.001f);
// /
v_flt Variable_9; // / output 0
Variable_9 = Variable_8 / Variable_22;
// -
v_flt Variable_79; // - output 0
Variable_79 = BufferConstant.Variable_75 - Variable_22;
// /
v_flt Variable_53; // / output 0
Variable_53 = Variable_52 / Variable_22;
// Clamp
v_flt Variable_73; // Clamp output 0
Variable_73 = FVoxelNodeFunctions::Clamp(Variable_79, v_flt(0.0f), v_flt(1.0f));
// ACOS
v_flt Variable_10; // ACOS output 0
Variable_10 = FVoxelNodeFunctions::Acos(Variable_9);
// /
v_flt Variable_6; // / output 0
Variable_6 = Variable_10 / v_flt(3.141593f);
// +
v_flt Variable_55; // + output 0
Variable_55 = Variable_53 + BufferXY.Variable_56;
// *
v_flt Variable_19; // * output 0
Variable_19 = BufferConstant.Variable_70 * Variable_6;
// 1 - X
v_flt Variable_7; // 1 - X output 0
Variable_7 = 1 - Variable_6;
// *
v_flt Variable_29; // * output 0
Variable_29 = Variable_19 * BufferConstant.Variable_31;
// *
v_flt Variable_37; // * output 0
Variable_37 = Variable_19 * BufferConstant.Variable_39;
// ACOS
v_flt Variable_54; // ACOS output 0
Variable_54 = FVoxelNodeFunctions::Acos(Variable_55);
// Min (float)
v_flt Variable_5; // Min (float) output 0
Variable_5 = FVoxelNodeFunctions::Min<v_flt>(Variable_6, Variable_7);
// 2D Perlin Noise
v_flt Variable_35; // 2D Perlin Noise output 0
Variable_35 = _2D_Perlin_Noise_1_Noise.GetPerlin_2D(Variable_29, BufferXY.Variable_30, v_flt(0.1f));
Variable_35 = FMath::Clamp<v_flt>(Variable_35, -0.888317, 0.811183);
// 2D Simplex Noise
v_flt Variable_41; // 2D Simplex Noise output 0
Variable_41 = _2D_Simplex_Noise_3_Noise.GetSimplex_2D(Variable_37, BufferXY.Variable_38, v_flt(0.02f));
Variable_41 = FMath::Clamp<v_flt>(Variable_41, -0.997652, 0.996970);
// /
v_flt Variable_51; // / output 0
Variable_51 = Variable_54 / v_flt(3.141593f);
// -
v_flt Variable_11; // - output 0
Variable_11 = Variable_5 - BufferConstant.Variable_26;
// 2D Simplex Noise Fractal
v_flt Variable_28; // 2D Simplex Noise Fractal output 0
Variable_28 = _2D_Simplex_Noise_Fractal_2_Noise.GetSimplexFractal_2D(Variable_29, BufferXY.Variable_30, v_flt(0.02f), _2D_Simplex_Noise_Fractal_2_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_28 = FMath::Clamp<v_flt>(Variable_28, -0.780446, 0.760988);
// Lerp Colors.Clamp
v_flt Variable_84; // Lerp Colors.Clamp output 0
Variable_84 = FVoxelNodeFunctions::Clamp(Variable_28, v_flt(0.0f), v_flt(1.0f));
// /
v_flt Variable_25; // / output 0
Variable_25 = Variable_11 / BufferConstant.Variable_27;
// Lerp Colors.Clamp
v_flt Variable_83; // Lerp Colors.Clamp output 0
Variable_83 = FVoxelNodeFunctions::Clamp(Variable_35, v_flt(0.0f), v_flt(1.0f));
// 1 - X
v_flt Variable_49; // 1 - X output 0
Variable_49 = 1 - Variable_51;
// Min (float)
v_flt Variable_48; // Min (float) output 0
Variable_48 = FVoxelNodeFunctions::Min<v_flt>(Variable_51, Variable_49);
// 1 - X
v_flt Variable_24; // 1 - X output 0
Variable_24 = 1 - Variable_25;
// Lerp Colors.Lerp
v_flt Variable_126; // Lerp Colors.Lerp output 0
Variable_126 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_130, BufferConstant.Variable_134, Variable_83);
// Lerp Colors.Lerp
v_flt Variable_128; // Lerp Colors.Lerp output 0
Variable_128 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_132, BufferConstant.Variable_136, Variable_83);
// Lerp Colors.Lerp
v_flt Variable_127; // Lerp Colors.Lerp output 0
Variable_127 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_131, BufferConstant.Variable_135, Variable_83);
// Max (float)
v_flt Variable_12; // Max (float) output 0
Variable_12 = FVoxelNodeFunctions::Max<v_flt>(Variable_25, v_flt(0.0f));
// Lerp Colors.Lerp
v_flt Variable_129; // Lerp Colors.Lerp output 0
Variable_129 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_133, BufferConstant.Variable_137, Variable_83);
// *
v_flt Variable_13; // * output 0
Variable_13 = Variable_12 * BufferConstant.Variable_15;
// /
v_flt Variable_50; // / output 0
Variable_50 = Variable_48 / v_flt(0.5f);
// Lerp Colors.Make Color
FColor Variable_138; // Lerp Colors.Make Color output 0
Variable_138 = FVoxelNodeFunctions::MakeColorFloat(Variable_126, Variable_127, Variable_128, Variable_129);
// Float Curve: MoutainsMaskCurve
v_flt Variable_32; // Float Curve: MoutainsMaskCurve output 0
Variable_32 = FVoxelNodeFunctions::GetCurveValue(Params.MoutainsMaskCurve, Variable_24);
// Min (float)
v_flt Variable_14; // Min (float) output 0
Variable_14 = FVoxelNodeFunctions::Min<v_flt>(Variable_13, v_flt(1.0f));
// *
v_flt Variable_42; // * output 0
Variable_42 = Variable_32 * v_flt(3.0f);
// 1 - X
v_flt Variable_57; // 1 - X output 0
Variable_57 = 1 - Variable_50;
// Lerp Colors.Break Color
v_flt Variable_143; // Lerp Colors.Break Color output 0
v_flt Variable_144; // Lerp Colors.Break Color output 1
v_flt Variable_145; // Lerp Colors.Break Color output 2
v_flt Variable_146; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_138, Variable_143, Variable_144, Variable_145, Variable_146);
// *
v_flt Variable_58; // * output 0
Variable_58 = Variable_57 * v_flt(20.0f);
// Lerp Colors.Lerp
v_flt Variable_141; // Lerp Colors.Lerp output 0
Variable_141 = FVoxelNodeFunctions::Lerp(Variable_145, BufferConstant.Variable_149, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_142; // Lerp Colors.Lerp output 0
Variable_142 = FVoxelNodeFunctions::Lerp(Variable_146, BufferConstant.Variable_150, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_140; // Lerp Colors.Lerp output 0
Variable_140 = FVoxelNodeFunctions::Lerp(Variable_144, BufferConstant.Variable_148, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_139; // Lerp Colors.Lerp output 0
Variable_139 = FVoxelNodeFunctions::Lerp(Variable_143, BufferConstant.Variable_147, Variable_84);
// Min (float)
v_flt Variable_74; // Min (float) output 0
Variable_74 = FVoxelNodeFunctions::Min<v_flt>(Variable_14, Variable_73);
// Lerp Colors.Make Color
FColor Variable_151; // Lerp Colors.Make Color output 0
Variable_151 = FVoxelNodeFunctions::MakeColorFloat(Variable_139, Variable_140, Variable_141, Variable_142);
// Lerp Colors.Clamp
v_flt Variable_86; // Lerp Colors.Clamp output 0
Variable_86 = FVoxelNodeFunctions::Clamp(Variable_74, v_flt(0.0f), v_flt(1.0f));
// /
v_flt Variable_71; // / output 0
Variable_71 = Variable_58 / BufferConstant.Variable_72;
// Lerp Colors.Break Color
v_flt Variable_160; // Lerp Colors.Break Color output 0
v_flt Variable_161; // Lerp Colors.Break Color output 1
v_flt Variable_162; // Lerp Colors.Break Color output 2
v_flt Variable_163; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_151, Variable_160, Variable_161, Variable_162, Variable_163);
// Float Curve: RiverDepthCurve
v_flt Variable_46; // Float Curve: RiverDepthCurve output 0
Variable_46 = FVoxelNodeFunctions::GetCurveValue(Params.RiverDepthCurve, Variable_71);
// Min (float)
v_flt Variable_60; // Min (float) output 0
Variable_60 = FVoxelNodeFunctions::Min<v_flt>(Variable_46, v_flt(0.0f));
// +
v_flt Variable_65; // + output 0
Variable_65 = Variable_46 + v_flt(0.3f);
// *
v_flt Variable_67; // * output 0
Variable_67 = Variable_46 * v_flt(10.0f);
// Lerp Colors.Clamp
v_flt Variable_82; // Lerp Colors.Clamp output 0
Variable_82 = FVoxelNodeFunctions::Clamp(Variable_67, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Clamp
v_flt Variable_81; // Lerp Colors.Clamp output 0
Variable_81 = FVoxelNodeFunctions::Clamp(Variable_65, v_flt(0.0f), v_flt(1.0f));
// *
v_flt Variable_61; // * output 0
Variable_61 = Variable_60 * v_flt(-1.0f);
// Lerp Colors.Lerp
v_flt Variable_113; // Lerp Colors.Lerp output 0
Variable_113 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_117, BufferConstant.Variable_121, Variable_82);
// Lerp Colors.Lerp
v_flt Variable_115; // Lerp Colors.Lerp output 0
Variable_115 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_119, BufferConstant.Variable_123, Variable_82);
// *
v_flt Variable_62; // * output 0
Variable_62 = Variable_41 * Variable_61;
// Lerp Colors.Lerp
v_flt Variable_116; // Lerp Colors.Lerp output 0
Variable_116 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_120, BufferConstant.Variable_124, Variable_82);
// Lerp Colors.Lerp
v_flt Variable_114; // Lerp Colors.Lerp output 0
Variable_114 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_118, BufferConstant.Variable_122, Variable_82);
// 1 - X
v_flt Variable_63; // 1 - X output 0
Variable_63 = 1 - Variable_61;
// -
v_flt Variable_64; // - output 0
Variable_64 = Variable_62 - Variable_63;
// Lerp Colors.Make Color
FColor Variable_125; // Lerp Colors.Make Color output 0
Variable_125 = FVoxelNodeFunctions::MakeColorFloat(Variable_113, Variable_114, Variable_115, Variable_116);
// Max (float)
v_flt Variable_44; // Max (float) output 0
Variable_44 = FVoxelNodeFunctions::Max<v_flt>(Variable_64, v_flt(0.0f));
// Lerp Colors.Clamp
v_flt Variable_78; // Lerp Colors.Clamp output 0
Variable_78 = FVoxelNodeFunctions::Clamp(Variable_64, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Break Color
v_flt Variable_108; // Lerp Colors.Break Color output 0
v_flt Variable_109; // Lerp Colors.Break Color output 1
v_flt Variable_110; // Lerp Colors.Break Color output 2
v_flt Variable_111; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_125, Variable_108, Variable_109, Variable_110, Variable_111);
// -
v_flt Variable_45; // - output 0
Variable_45 = Variable_42 - Variable_44;
// Lerp Colors.Lerp
v_flt Variable_88; // Lerp Colors.Lerp output 0
Variable_88 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_92, BufferConstant.Variable_96, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_89; // Lerp Colors.Lerp output 0
Variable_89 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_93, BufferConstant.Variable_97, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_90; // Lerp Colors.Lerp output 0
Variable_90 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_94, BufferConstant.Variable_98, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_87; // Lerp Colors.Lerp output 0
Variable_87 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_91, BufferConstant.Variable_95, Variable_78);
// Lerp Colors.Make Color
FColor Variable_99; // Lerp Colors.Make Color output 0
Variable_99 = FVoxelNodeFunctions::MakeColorFloat(Variable_87, Variable_88, Variable_89, Variable_90);
// Lerp Colors.Clamp
v_flt Variable_85; // Lerp Colors.Clamp output 0
Variable_85 = FVoxelNodeFunctions::Clamp(Variable_45, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Break Color
v_flt Variable_104; // Lerp Colors.Break Color output 0
v_flt Variable_105; // Lerp Colors.Break Color output 1
v_flt Variable_106; // Lerp Colors.Break Color output 2
v_flt Variable_107; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_99, Variable_104, Variable_105, Variable_106, Variable_107);
// Lerp Colors.Lerp
v_flt Variable_101; // Lerp Colors.Lerp output 0
Variable_101 = FVoxelNodeFunctions::Lerp(Variable_105, Variable_109, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_103; // Lerp Colors.Lerp output 0
Variable_103 = FVoxelNodeFunctions::Lerp(Variable_107, Variable_111, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_102; // Lerp Colors.Lerp output 0
Variable_102 = FVoxelNodeFunctions::Lerp(Variable_106, Variable_110, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_100; // Lerp Colors.Lerp output 0
Variable_100 = FVoxelNodeFunctions::Lerp(Variable_104, Variable_108, Variable_81);
// Lerp Colors.Make Color
FColor Variable_112; // Lerp Colors.Make Color output 0
Variable_112 = FVoxelNodeFunctions::MakeColorFloat(Variable_100, Variable_101, Variable_102, Variable_103);
// Lerp Colors.Break Color
v_flt Variable_156; // Lerp Colors.Break Color output 0
v_flt Variable_157; // Lerp Colors.Break Color output 1
v_flt Variable_158; // Lerp Colors.Break Color output 2
v_flt Variable_159; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_112, Variable_156, Variable_157, Variable_158, Variable_159);
// Lerp Colors.Lerp
v_flt Variable_154; // Lerp Colors.Lerp output 0
Variable_154 = FVoxelNodeFunctions::Lerp(Variable_158, Variable_162, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_153; // Lerp Colors.Lerp output 0
Variable_153 = FVoxelNodeFunctions::Lerp(Variable_157, Variable_161, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_155; // Lerp Colors.Lerp output 0
Variable_155 = FVoxelNodeFunctions::Lerp(Variable_159, Variable_163, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_152; // Lerp Colors.Lerp output 0
Variable_152 = FVoxelNodeFunctions::Lerp(Variable_156, Variable_160, Variable_85);
// Lerp Colors.Make Color
FColor Variable_164; // Lerp Colors.Make Color output 0
Variable_164 = FVoxelNodeFunctions::MakeColorFloat(Variable_152, Variable_153, Variable_154, Variable_155);
// Lerp Colors.Break Color
v_flt Variable_173; // Lerp Colors.Break Color output 0
v_flt Variable_174; // Lerp Colors.Break Color output 1
v_flt Variable_175; // Lerp Colors.Break Color output 2
v_flt Variable_176; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_164, Variable_173, Variable_174, Variable_175, Variable_176);
// Lerp Colors.Lerp
v_flt Variable_165; // Lerp Colors.Lerp output 0
Variable_165 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_169, Variable_173, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_166; // Lerp Colors.Lerp output 0
Variable_166 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_170, Variable_174, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_167; // Lerp Colors.Lerp output 0
Variable_167 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_171, Variable_175, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_168; // Lerp Colors.Lerp output 0
Variable_168 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_172, Variable_176, Variable_86);
// Lerp Colors.Make Color
FColor Variable_177; // Lerp Colors.Make Color output 0
Variable_177 = FVoxelNodeFunctions::MakeColorFloat(Variable_165, Variable_166, Variable_167, Variable_168);
Outputs.MaterialBuilder.SetColor(Variable_177);
}
void Function0_XYZWithoutCache_Compute(const FVoxelContext& Context, FOutputs& Outputs) const
{
// X
v_flt Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// Z
v_flt Variable_8; // Z output 0
Variable_8 = Context.GetLocalZ();
// Z
v_flt Variable_52; // Z output 0
Variable_52 = Context.GetLocalZ();
// Y
v_flt Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// X
v_flt Variable_17; // X output 0
Variable_17 = Context.GetLocalX();
// Y
v_flt Variable_21; // Y output 0
Variable_21 = Context.GetLocalY();
// Z
v_flt Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Atan2
v_flt Variable_16; // Atan2 output 0
Variable_16 = FVoxelNodeFunctions::Atan2(Variable_21, Variable_17);
// Vector Length
v_flt Variable_3; // Vector Length output 0
Variable_3 = FVoxelNodeFunctions::VectorLength(Variable_0, Variable_1, Variable_2);
// /
v_flt Variable_18; // / output 0
Variable_18 = Variable_16 / v_flt(3.141593f);
// +
v_flt Variable_22; // + output 0
Variable_22 = Variable_3 + v_flt(0.001f);
// /
v_flt Variable_9; // / output 0
Variable_9 = Variable_8 / Variable_22;
// -
v_flt Variable_79; // - output 0
Variable_79 = BufferConstant.Variable_75 - Variable_22;
// /
v_flt Variable_53; // / output 0
Variable_53 = Variable_52 / Variable_22;
// *
v_flt Variable_20; // * output 0
Variable_20 = BufferConstant.Variable_70 * Variable_18;
// Clamp
v_flt Variable_73; // Clamp output 0
Variable_73 = FVoxelNodeFunctions::Clamp(Variable_79, v_flt(0.0f), v_flt(1.0f));
// *
v_flt Variable_30; // * output 0
Variable_30 = Variable_20 * BufferConstant.Variable_31;
// 2D Simplex Noise
v_flt Variable_59; // 2D Simplex Noise output 0
Variable_59 = _2D_Simplex_Noise_2_Noise.GetSimplex_2D(Variable_20, Variable_20, v_flt(0.001f));
Variable_59 = FMath::Clamp<v_flt>(Variable_59, -0.997888, 0.997883);
// ACOS
v_flt Variable_10; // ACOS output 0
Variable_10 = FVoxelNodeFunctions::Acos(Variable_9);
// *
v_flt Variable_38; // * output 0
Variable_38 = Variable_20 * BufferConstant.Variable_39;
// *
v_flt Variable_56; // * output 0
Variable_56 = Variable_59 * v_flt(0.1f);
// /
v_flt Variable_6; // / output 0
Variable_6 = Variable_10 / v_flt(3.141593f);
// +
v_flt Variable_55; // + output 0
Variable_55 = Variable_53 + Variable_56;
// *
v_flt Variable_19; // * output 0
Variable_19 = BufferConstant.Variable_70 * Variable_6;
// 1 - X
v_flt Variable_7; // 1 - X output 0
Variable_7 = 1 - Variable_6;
// *
v_flt Variable_29; // * output 0
Variable_29 = Variable_19 * BufferConstant.Variable_31;
// *
v_flt Variable_37; // * output 0
Variable_37 = Variable_19 * BufferConstant.Variable_39;
// ACOS
v_flt Variable_54; // ACOS output 0
Variable_54 = FVoxelNodeFunctions::Acos(Variable_55);
// Min (float)
v_flt Variable_5; // Min (float) output 0
Variable_5 = FVoxelNodeFunctions::Min<v_flt>(Variable_6, Variable_7);
// 2D Perlin Noise
v_flt Variable_35; // 2D Perlin Noise output 0
Variable_35 = _2D_Perlin_Noise_1_Noise.GetPerlin_2D(Variable_29, Variable_30, v_flt(0.1f));
Variable_35 = FMath::Clamp<v_flt>(Variable_35, -0.888317, 0.811183);
// 2D Simplex Noise
v_flt Variable_41; // 2D Simplex Noise output 0
Variable_41 = _2D_Simplex_Noise_3_Noise.GetSimplex_2D(Variable_37, Variable_38, v_flt(0.02f));
Variable_41 = FMath::Clamp<v_flt>(Variable_41, -0.997652, 0.996970);
// /
v_flt Variable_51; // / output 0
Variable_51 = Variable_54 / v_flt(3.141593f);
// -
v_flt Variable_11; // - output 0
Variable_11 = Variable_5 - BufferConstant.Variable_26;
// 2D Simplex Noise Fractal
v_flt Variable_28; // 2D Simplex Noise Fractal output 0
Variable_28 = _2D_Simplex_Noise_Fractal_2_Noise.GetSimplexFractal_2D(Variable_29, Variable_30, v_flt(0.02f), _2D_Simplex_Noise_Fractal_2_LODToOctaves[FMath::Clamp(Context.LOD, 0, 31)]);
Variable_28 = FMath::Clamp<v_flt>(Variable_28, -0.780446, 0.760988);
// Lerp Colors.Clamp
v_flt Variable_84; // Lerp Colors.Clamp output 0
Variable_84 = FVoxelNodeFunctions::Clamp(Variable_28, v_flt(0.0f), v_flt(1.0f));
// /
v_flt Variable_25; // / output 0
Variable_25 = Variable_11 / BufferConstant.Variable_27;
// Lerp Colors.Clamp
v_flt Variable_83; // Lerp Colors.Clamp output 0
Variable_83 = FVoxelNodeFunctions::Clamp(Variable_35, v_flt(0.0f), v_flt(1.0f));
// 1 - X
v_flt Variable_49; // 1 - X output 0
Variable_49 = 1 - Variable_51;
// Min (float)
v_flt Variable_48; // Min (float) output 0
Variable_48 = FVoxelNodeFunctions::Min<v_flt>(Variable_51, Variable_49);
// 1 - X
v_flt Variable_24; // 1 - X output 0
Variable_24 = 1 - Variable_25;
// Lerp Colors.Lerp
v_flt Variable_126; // Lerp Colors.Lerp output 0
Variable_126 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_130, BufferConstant.Variable_134, Variable_83);
// Lerp Colors.Lerp
v_flt Variable_128; // Lerp Colors.Lerp output 0
Variable_128 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_132, BufferConstant.Variable_136, Variable_83);
// Lerp Colors.Lerp
v_flt Variable_127; // Lerp Colors.Lerp output 0
Variable_127 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_131, BufferConstant.Variable_135, Variable_83);
// Max (float)
v_flt Variable_12; // Max (float) output 0
Variable_12 = FVoxelNodeFunctions::Max<v_flt>(Variable_25, v_flt(0.0f));
// Lerp Colors.Lerp
v_flt Variable_129; // Lerp Colors.Lerp output 0
Variable_129 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_133, BufferConstant.Variable_137, Variable_83);
// *
v_flt Variable_13; // * output 0
Variable_13 = Variable_12 * BufferConstant.Variable_15;
// /
v_flt Variable_50; // / output 0
Variable_50 = Variable_48 / v_flt(0.5f);
// Lerp Colors.Make Color
FColor Variable_138; // Lerp Colors.Make Color output 0
Variable_138 = FVoxelNodeFunctions::MakeColorFloat(Variable_126, Variable_127, Variable_128, Variable_129);
// Float Curve: MoutainsMaskCurve
v_flt Variable_32; // Float Curve: MoutainsMaskCurve output 0
Variable_32 = FVoxelNodeFunctions::GetCurveValue(Params.MoutainsMaskCurve, Variable_24);
// Min (float)
v_flt Variable_14; // Min (float) output 0
Variable_14 = FVoxelNodeFunctions::Min<v_flt>(Variable_13, v_flt(1.0f));
// *
v_flt Variable_42; // * output 0
Variable_42 = Variable_32 * v_flt(3.0f);
// 1 - X
v_flt Variable_57; // 1 - X output 0
Variable_57 = 1 - Variable_50;
// Lerp Colors.Break Color
v_flt Variable_143; // Lerp Colors.Break Color output 0
v_flt Variable_144; // Lerp Colors.Break Color output 1
v_flt Variable_145; // Lerp Colors.Break Color output 2
v_flt Variable_146; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_138, Variable_143, Variable_144, Variable_145, Variable_146);
// *
v_flt Variable_58; // * output 0
Variable_58 = Variable_57 * v_flt(20.0f);
// Lerp Colors.Lerp
v_flt Variable_141; // Lerp Colors.Lerp output 0
Variable_141 = FVoxelNodeFunctions::Lerp(Variable_145, BufferConstant.Variable_149, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_142; // Lerp Colors.Lerp output 0
Variable_142 = FVoxelNodeFunctions::Lerp(Variable_146, BufferConstant.Variable_150, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_140; // Lerp Colors.Lerp output 0
Variable_140 = FVoxelNodeFunctions::Lerp(Variable_144, BufferConstant.Variable_148, Variable_84);
// Lerp Colors.Lerp
v_flt Variable_139; // Lerp Colors.Lerp output 0
Variable_139 = FVoxelNodeFunctions::Lerp(Variable_143, BufferConstant.Variable_147, Variable_84);
// Min (float)
v_flt Variable_74; // Min (float) output 0
Variable_74 = FVoxelNodeFunctions::Min<v_flt>(Variable_14, Variable_73);
// Lerp Colors.Make Color
FColor Variable_151; // Lerp Colors.Make Color output 0
Variable_151 = FVoxelNodeFunctions::MakeColorFloat(Variable_139, Variable_140, Variable_141, Variable_142);
// Lerp Colors.Clamp
v_flt Variable_86; // Lerp Colors.Clamp output 0
Variable_86 = FVoxelNodeFunctions::Clamp(Variable_74, v_flt(0.0f), v_flt(1.0f));
// /
v_flt Variable_71; // / output 0
Variable_71 = Variable_58 / BufferConstant.Variable_72;
// Lerp Colors.Break Color
v_flt Variable_160; // Lerp Colors.Break Color output 0
v_flt Variable_161; // Lerp Colors.Break Color output 1
v_flt Variable_162; // Lerp Colors.Break Color output 2
v_flt Variable_163; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_151, Variable_160, Variable_161, Variable_162, Variable_163);
// Float Curve: RiverDepthCurve
v_flt Variable_46; // Float Curve: RiverDepthCurve output 0
Variable_46 = FVoxelNodeFunctions::GetCurveValue(Params.RiverDepthCurve, Variable_71);
// Min (float)
v_flt Variable_60; // Min (float) output 0
Variable_60 = FVoxelNodeFunctions::Min<v_flt>(Variable_46, v_flt(0.0f));
// +
v_flt Variable_65; // + output 0
Variable_65 = Variable_46 + v_flt(0.3f);
// *
v_flt Variable_67; // * output 0
Variable_67 = Variable_46 * v_flt(10.0f);
// Lerp Colors.Clamp
v_flt Variable_82; // Lerp Colors.Clamp output 0
Variable_82 = FVoxelNodeFunctions::Clamp(Variable_67, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Clamp
v_flt Variable_81; // Lerp Colors.Clamp output 0
Variable_81 = FVoxelNodeFunctions::Clamp(Variable_65, v_flt(0.0f), v_flt(1.0f));
// *
v_flt Variable_61; // * output 0
Variable_61 = Variable_60 * v_flt(-1.0f);
// Lerp Colors.Lerp
v_flt Variable_113; // Lerp Colors.Lerp output 0
Variable_113 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_117, BufferConstant.Variable_121, Variable_82);
// Lerp Colors.Lerp
v_flt Variable_115; // Lerp Colors.Lerp output 0
Variable_115 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_119, BufferConstant.Variable_123, Variable_82);
// *
v_flt Variable_62; // * output 0
Variable_62 = Variable_41 * Variable_61;
// Lerp Colors.Lerp
v_flt Variable_116; // Lerp Colors.Lerp output 0
Variable_116 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_120, BufferConstant.Variable_124, Variable_82);
// Lerp Colors.Lerp
v_flt Variable_114; // Lerp Colors.Lerp output 0
Variable_114 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_118, BufferConstant.Variable_122, Variable_82);
// 1 - X
v_flt Variable_63; // 1 - X output 0
Variable_63 = 1 - Variable_61;
// -
v_flt Variable_64; // - output 0
Variable_64 = Variable_62 - Variable_63;
// Lerp Colors.Make Color
FColor Variable_125; // Lerp Colors.Make Color output 0
Variable_125 = FVoxelNodeFunctions::MakeColorFloat(Variable_113, Variable_114, Variable_115, Variable_116);
// Max (float)
v_flt Variable_44; // Max (float) output 0
Variable_44 = FVoxelNodeFunctions::Max<v_flt>(Variable_64, v_flt(0.0f));
// Lerp Colors.Clamp
v_flt Variable_78; // Lerp Colors.Clamp output 0
Variable_78 = FVoxelNodeFunctions::Clamp(Variable_64, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Break Color
v_flt Variable_108; // Lerp Colors.Break Color output 0
v_flt Variable_109; // Lerp Colors.Break Color output 1
v_flt Variable_110; // Lerp Colors.Break Color output 2
v_flt Variable_111; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_125, Variable_108, Variable_109, Variable_110, Variable_111);
// -
v_flt Variable_45; // - output 0
Variable_45 = Variable_42 - Variable_44;
// Lerp Colors.Lerp
v_flt Variable_88; // Lerp Colors.Lerp output 0
Variable_88 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_92, BufferConstant.Variable_96, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_89; // Lerp Colors.Lerp output 0
Variable_89 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_93, BufferConstant.Variable_97, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_90; // Lerp Colors.Lerp output 0
Variable_90 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_94, BufferConstant.Variable_98, Variable_78);
// Lerp Colors.Lerp
v_flt Variable_87; // Lerp Colors.Lerp output 0
Variable_87 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_91, BufferConstant.Variable_95, Variable_78);
// Lerp Colors.Make Color
FColor Variable_99; // Lerp Colors.Make Color output 0
Variable_99 = FVoxelNodeFunctions::MakeColorFloat(Variable_87, Variable_88, Variable_89, Variable_90);
// Lerp Colors.Clamp
v_flt Variable_85; // Lerp Colors.Clamp output 0
Variable_85 = FVoxelNodeFunctions::Clamp(Variable_45, v_flt(0.0f), v_flt(1.0f));
// Lerp Colors.Break Color
v_flt Variable_104; // Lerp Colors.Break Color output 0
v_flt Variable_105; // Lerp Colors.Break Color output 1
v_flt Variable_106; // Lerp Colors.Break Color output 2
v_flt Variable_107; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_99, Variable_104, Variable_105, Variable_106, Variable_107);
// Lerp Colors.Lerp
v_flt Variable_101; // Lerp Colors.Lerp output 0
Variable_101 = FVoxelNodeFunctions::Lerp(Variable_105, Variable_109, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_103; // Lerp Colors.Lerp output 0
Variable_103 = FVoxelNodeFunctions::Lerp(Variable_107, Variable_111, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_102; // Lerp Colors.Lerp output 0
Variable_102 = FVoxelNodeFunctions::Lerp(Variable_106, Variable_110, Variable_81);
// Lerp Colors.Lerp
v_flt Variable_100; // Lerp Colors.Lerp output 0
Variable_100 = FVoxelNodeFunctions::Lerp(Variable_104, Variable_108, Variable_81);
// Lerp Colors.Make Color
FColor Variable_112; // Lerp Colors.Make Color output 0
Variable_112 = FVoxelNodeFunctions::MakeColorFloat(Variable_100, Variable_101, Variable_102, Variable_103);
// Lerp Colors.Break Color
v_flt Variable_156; // Lerp Colors.Break Color output 0
v_flt Variable_157; // Lerp Colors.Break Color output 1
v_flt Variable_158; // Lerp Colors.Break Color output 2
v_flt Variable_159; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_112, Variable_156, Variable_157, Variable_158, Variable_159);
// Lerp Colors.Lerp
v_flt Variable_154; // Lerp Colors.Lerp output 0
Variable_154 = FVoxelNodeFunctions::Lerp(Variable_158, Variable_162, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_153; // Lerp Colors.Lerp output 0
Variable_153 = FVoxelNodeFunctions::Lerp(Variable_157, Variable_161, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_155; // Lerp Colors.Lerp output 0
Variable_155 = FVoxelNodeFunctions::Lerp(Variable_159, Variable_163, Variable_85);
// Lerp Colors.Lerp
v_flt Variable_152; // Lerp Colors.Lerp output 0
Variable_152 = FVoxelNodeFunctions::Lerp(Variable_156, Variable_160, Variable_85);
// Lerp Colors.Make Color
FColor Variable_164; // Lerp Colors.Make Color output 0
Variable_164 = FVoxelNodeFunctions::MakeColorFloat(Variable_152, Variable_153, Variable_154, Variable_155);
// Lerp Colors.Break Color
v_flt Variable_173; // Lerp Colors.Break Color output 0
v_flt Variable_174; // Lerp Colors.Break Color output 1
v_flt Variable_175; // Lerp Colors.Break Color output 2
v_flt Variable_176; // Lerp Colors.Break Color output 3
FVoxelNodeFunctions::BreakColorFloat(Variable_164, Variable_173, Variable_174, Variable_175, Variable_176);
// Lerp Colors.Lerp
v_flt Variable_165; // Lerp Colors.Lerp output 0
Variable_165 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_169, Variable_173, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_166; // Lerp Colors.Lerp output 0
Variable_166 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_170, Variable_174, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_167; // Lerp Colors.Lerp output 0
Variable_167 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_171, Variable_175, Variable_86);
// Lerp Colors.Lerp
v_flt Variable_168; // Lerp Colors.Lerp output 0
Variable_168 = FVoxelNodeFunctions::Lerp(BufferConstant.Variable_172, Variable_176, Variable_86);
// Lerp Colors.Make Color
FColor Variable_177; // Lerp Colors.Make Color output 0
Variable_177 = FVoxelNodeFunctions::MakeColorFloat(Variable_165, Variable_166, Variable_167, Variable_168);
Outputs.MaterialBuilder.SetColor(Variable_177);
}
};
class FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ
{
public:
struct FOutputs
{
FOutputs() {}
void Init(const FVoxelGraphOutputsInit& Init)
{
}
template<typename T, uint32 Index>
T Get() const;
template<typename T, uint32 Index>
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<typename T, uint32 Index>
TVoxelRange<T> Get() const;
template<typename T, uint32 Index>
void Set(TVoxelRange<T> Value);
TVoxelRange<v_flt> Value;
};
struct FBufferConstant
{
FBufferConstant() {}
TVoxelRange<v_flt> Variable_39; // MountainsNoiseHeight = 500.0 output 0
TVoxelRange<v_flt> Variable_41; // 2D Perlin Noise output 0
TVoxelRange<v_flt> Variable_22; // RingEdgesHardness = 10.0 output 0
TVoxelRange<v_flt> Variable_45; // PlainsNoiseHeight = 250.0 output 0
TVoxelRange<v_flt> Variable_47; // 2D Simplex Noise output 0
TVoxelRange<v_flt> Variable_33; // BaseHeight = 1000.0 output 0
TVoxelRange<v_flt> Variable_50; // RiverDepth = 100.0 output 0
TVoxelRange<v_flt> Variable_37; // 2D Simplex Noise Fractal output 0
TVoxelRange<v_flt> Variable_73; // RiverWidth = 1.0 output 0
TVoxelRange<v_flt> Variable_69; // Scale = 10.0 output 0
TVoxelRange<v_flt> Variable_59; // * output 0
TVoxelRange<v_flt> Variable_30; // / output 0
TVoxelRange<v_flt> Variable_70; // * output 0
TVoxelRange<v_flt> Variable_35; // * output 0
TVoxelRange<v_flt> Variable_6; // + output 0
TVoxelRange<v_flt> Variable_29; // - output 0
};
struct FBufferX
{
FBufferX() {}
TVoxelRange<v_flt> Variable_0; // X output 0
};
struct FBufferXY
{
FBufferXY() {}
TVoxelRange<v_flt> Variable_1; // 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 2D Perlin Noise
_2D_Perlin_Noise_2_Noise.SetSeed(FVoxelGraphSeed(1338));
_2D_Perlin_Noise_2_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise
_2D_Simplex_Noise_4_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_4_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
// Init of 2D Simplex Noise Fractal
_2D_Simplex_Noise_Fractal_3_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_Fractal_3_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Simplex_Noise_Fractal_3_Noise.SetFractalOctavesAndGain(5, 0.5);
_2D_Simplex_Noise_Fractal_3_Noise.SetFractalLacunarity(2.0);
_2D_Simplex_Noise_Fractal_3_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Simplex_Noise_Fractal_3_LODToOctaves[0] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[1] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[2] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[3] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[4] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[5] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[6] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[7] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[8] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[9] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[10] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[11] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[12] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[13] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[14] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[15] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[16] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[17] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[18] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[19] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[20] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[21] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[22] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[23] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[24] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[25] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[26] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[27] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[28] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[29] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[30] = 5;
_2D_Simplex_Noise_Fractal_3_LODToOctaves[31] = 5;
// Init of 2D Simplex Noise Fractal
_2D_Simplex_Noise_Fractal_4_Noise.SetSeed(FVoxelGraphSeed(1337));
_2D_Simplex_Noise_Fractal_4_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
_2D_Simplex_Noise_Fractal_4_Noise.SetFractalOctavesAndGain(8, 0.5);
_2D_Simplex_Noise_Fractal_4_Noise.SetFractalLacunarity(2.0);
_2D_Simplex_Noise_Fractal_4_Noise.SetFractalType(EVoxelNoiseFractalType::FBM);
_2D_Simplex_Noise_Fractal_4_LODToOctaves[0] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[1] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[2] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[3] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[4] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[5] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[6] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[7] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[8] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[9] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[10] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[11] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[12] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[13] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[14] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[15] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[16] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[17] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[18] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[19] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[20] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[21] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[22] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[23] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[24] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[25] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[26] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[27] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[28] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[29] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[30] = 8;
_2D_Simplex_Noise_Fractal_4_LODToOctaves[31] = 8;
// Init of 2D Simplex Noise
_2D_Simplex_Noise_5_Noise.SetSeed(FVoxelGraphSeed(1000));
_2D_Simplex_Noise_5_Noise.SetInterpolation(EVoxelNoiseInterpolation::Quintic);
}
////////////////////////////////////////////////////
//////////////////// Other inits ///////////////////
////////////////////////////////////////////////////
Function0_XYZWithoutCache_Init(InitStruct);
}
////////////////////////////////////////////////////
//////////////// Compute constants /////////////////
////////////////////////////////////////////////////
{
// MountainsNoiseHeight = 500.0
BufferConstant.Variable_39 = Params.MountainsNoiseHeight;
// 2D Perlin Noise
BufferConstant.Variable_41 = { -0.888317f, 0.811183f };
// RingEdgesHardness = 10.0
BufferConstant.Variable_22 = Params.RingEdgesHardness;
// Width in Degrees = 50.0
TVoxelRange<v_flt> Variable_24; // Width in Degrees = 50.0 output 0
Variable_24 = Params.Width_in_Degrees;
// PlainsNoiseHeight = 250.0
BufferConstant.Variable_45 = Params.PlainsNoiseHeight;
// 2D Simplex Noise
BufferConstant.Variable_47 = { -0.997652f, 0.996970f };
// BaseHeight = 1000.0
BufferConstant.Variable_33 = Params.BaseHeight;
// 2D Simplex Noise Fractal
TVoxelRange<v_flt> Variable_34; // 2D Simplex Noise Fractal output 0
Variable_34 = { -0.802678f, 0.846347f };
// RiverDepth = 100.0
BufferConstant.Variable_50 = Params.RiverDepth;
// BaseNoiseHeight = 250.0
TVoxelRange<v_flt> Variable_36; // BaseNoiseHeight = 250.0 output 0
Variable_36 = Params.BaseNoiseHeight;
// 2D Simplex Noise Fractal
BufferConstant.Variable_37 = { -0.780446f, 0.760988f };
// Radius = 7000.0
TVoxelRange<v_flt> Variable_5; // Radius = 7000.0 output 0
Variable_5 = Params.Radius;
// 2D Simplex Noise
TVoxelRange<v_flt> Variable_62; // 2D Simplex Noise output 0
Variable_62 = { -0.997888f, 0.997883f };
// Thickness = 500.0
TVoxelRange<v_flt> Variable_74; // Thickness = 500.0 output 0
Variable_74 = Params.Thickness;
// RiverWidth = 1.0
BufferConstant.Variable_73 = Params.RiverWidth;
// Scale = 10.0
BufferConstant.Variable_69 = Params.Scale;
// *
BufferConstant.Variable_59 = Variable_62 * TVoxelRange<v_flt>(0.1f);
// /
BufferConstant.Variable_30 = Variable_24 / TVoxelRange<v_flt>(360.0f);
// *
TVoxelRange<v_flt> Variable_75; // * output 0
Variable_75 = Variable_74 * BufferConstant.Variable_69;
// *
BufferConstant.Variable_70 = Variable_5 * BufferConstant.Variable_69;
// *
BufferConstant.Variable_35 = Variable_34 * Variable_36;
// +
BufferConstant.Variable_6 = BufferConstant.Variable_70 + Variable_75;
// -
BufferConstant.Variable_29 = TVoxelRange<v_flt>(0.5f) - BufferConstant.Variable_30;
}
}
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 _2D_Perlin_Noise_2_Noise;
FVoxelFastNoise _2D_Simplex_Noise_4_Noise;
FVoxelFastNoise _2D_Simplex_Noise_Fractal_3_Noise;
TStaticArray<uint8, 32> _2D_Simplex_Noise_Fractal_3_LODToOctaves;
FVoxelFastNoise _2D_Simplex_Noise_Fractal_4_Noise;
TStaticArray<uint8, 32> _2D_Simplex_Noise_Fractal_4_LODToOctaves;
FVoxelFastNoise _2D_Simplex_Noise_5_Noise;
///////////////////////////////////////////////////////////////////////
//////////////////////////// Init functions ///////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Init(const FVoxelGeneratorInit& InitStruct)
{
}
///////////////////////////////////////////////////////////////////////
////////////////////////// Compute functions //////////////////////////
///////////////////////////////////////////////////////////////////////
void Function0_XYZWithoutCache_Compute(const FVoxelContextRange& Context, FOutputs& Outputs) const
{
// X
TVoxelRange<v_flt> Variable_0; // X output 0
Variable_0 = Context.GetLocalX();
// Z
TVoxelRange<v_flt> Variable_2; // Z output 0
Variable_2 = Context.GetLocalZ();
// Y
TVoxelRange<v_flt> Variable_1; // Y output 0
Variable_1 = Context.GetLocalY();
// Z
TVoxelRange<v_flt> Variable_12; // Z output 0
Variable_12 = Context.GetLocalZ();
// Z
TVoxelRange<v_flt> Variable_55; // Z output 0
Variable_55 = Context.GetLocalZ();
// Vector Length
TVoxelRange<v_flt> Variable_3; // Vector Length output 0
Variable_3 = FVoxelNodeFunctions::VectorLength(Variable_0, Variable_1, Variable_2);
// +
TVoxelRange<v_flt> Variable_23; // + output 0
Variable_23 = Variable_3 + TVoxelRange<v_flt>(0.001f);
// /
TVoxelRange<v_flt> Variable_56; // / output 0
Variable_56 = Variable_55 / Variable_23;
// -
TVoxelRange<v_flt> Variable_7; // - output 0
Variable_7 = Variable_23 - BufferConstant.Variable_6;
// /
TVoxelRange<v_flt> Variable_13; // / output 0
Variable_13 = Variable_12 / Variable_23;
// +
TVoxelRange<v_flt> Variable_58; // + output 0
Variable_58 = Variable_56 + BufferConstant.Variable_59;
// ACOS
TVoxelRange<v_flt> Variable_14; // ACOS output 0
Variable_14 = FVoxelNodeFunctions::Acos(Variable_13);
// ACOS
TVoxelRange<v_flt> Variable_57; // ACOS output 0
Variable_57 = FVoxelNodeFunctions::Acos(Variable_58);
// /
TVoxelRange<v_flt> Variable_10; // / output 0
Variable_10 = Variable_14 / TVoxelRange<v_flt>(3.141593f);
// /
TVoxelRange<v_flt> Variable_54; // / output 0
Variable_54 = Variable_57 / TVoxelRange<v_flt>(3.141593f);
// 1 - X
TVoxelRange<v_flt> Variable_11; // 1 - X output 0
Variable_11 = 1 - Variable_10;
// Min (float)
TVoxelRange<v_flt> Variable_9; // Min (float) output 0
Variable_9 = FVoxelNodeFunctions::Min<v_flt>(Variable_10, Variable_11);
// 1 - X
TVoxelRange<v_flt> Variable_52; // 1 - X output 0
Variable_52 = 1 - Variable_54;
// Min (float)
TVoxelRange<v_flt> Variable_51; // Min (float) output 0
Variable_51 = FVoxelNodeFunctions::Min<v_flt>(Variable_54, Variable_52);
// -
TVoxelRange<v_flt> Variable_15; // - output 0
Variable_15 = Variable_9 - BufferConstant.Variable_29;
// /
TVoxelRange<v_flt> Variable_28; // / output 0
Variable_28 = Variable_15 / BufferConstant.Variable_30;
// /
TVoxelRange<v_flt> Variable_53; // / output 0
Variable_53 = Variable_51 / TVoxelRange<v_flt>(0.5f);
// Max (float)
TVoxelRange<v_flt> Variable_18; // Max (float) output 0
Variable_18 = FVoxelNodeFunctions::Max<v_flt>(Variable_28, TVoxelRange<v_flt>(0.0f));
// 1 - X
TVoxelRange<v_flt> Variable_27; // 1 - X output 0
Variable_27 = 1 - Variable_28;
// 1 - X
TVoxelRange<v_flt> Variable_60; // 1 - X output 0
Variable_60 = 1 - Variable_53;
// *
TVoxelRange<v_flt> Variable_61; // * output 0
Variable_61 = Variable_60 * TVoxelRange<v_flt>(20.0f);
// Float Curve: PlainsNoiseStrengthCurve
TVoxelRange<v_flt> Variable_46; // Float Curve: PlainsNoiseStrengthCurve output 0
Variable_46 = FVoxelNodeFunctions::GetCurveValue(Params.PlainsNoiseStrengthCurve, Variable_27);
// Float Curve: MoutainsMaskCurve
TVoxelRange<v_flt> Variable_40; // Float Curve: MoutainsMaskCurve output 0
Variable_40 = FVoxelNodeFunctions::GetCurveValue(Params.MoutainsMaskCurve, Variable_27);
// Float Curve: RingMainShapeCurve
TVoxelRange<v_flt> Variable_31; // Float Curve: RingMainShapeCurve output 0
Variable_31 = FVoxelNodeFunctions::GetCurveValue(Params.RingMainShapeCurve, Variable_27);
// *
TVoxelRange<v_flt> Variable_20; // * output 0
Variable_20 = Variable_18 * BufferConstant.Variable_22;
// *
TVoxelRange<v_flt> Variable_32; // * output 0
Variable_32 = Variable_31 * BufferConstant.Variable_33;
// *
TVoxelRange<v_flt> Variable_38; // * output 0
Variable_38 = BufferConstant.Variable_37 * BufferConstant.Variable_39 * Variable_40;
// *
TVoxelRange<v_flt> Variable_42; // * output 0
Variable_42 = BufferConstant.Variable_39 * Variable_40 * BufferConstant.Variable_41 * TVoxelRange<v_flt>(0.1f);
// /
TVoxelRange<v_flt> Variable_72; // / output 0
Variable_72 = Variable_61 / BufferConstant.Variable_73;
// Min (float)
TVoxelRange<v_flt> Variable_21; // Min (float) output 0
Variable_21 = FVoxelNodeFunctions::Min<v_flt>(Variable_20, TVoxelRange<v_flt>(1.0f));
// 1 - X
TVoxelRange<v_flt> Variable_43; // 1 - X output 0
Variable_43 = 1 - Variable_40;
// Float Curve: RiverDepthCurve
TVoxelRange<v_flt> Variable_48; // Float Curve: RiverDepthCurve output 0
Variable_48 = FVoxelNodeFunctions::GetCurveValue(Params.RiverDepthCurve, Variable_72);
// Max (float)
TVoxelRange<v_flt> Variable_63; // Max (float) output 0
Variable_63 = FVoxelNodeFunctions::Max<v_flt>(Variable_48, TVoxelRange<v_flt>(0.0f));
// Min (float)
TVoxelRange<v_flt> Variable_64; // Min (float) output 0
Variable_64 = FVoxelNodeFunctions::Min<v_flt>(Variable_48, TVoxelRange<v_flt>(0.0f));
// *
TVoxelRange<v_flt> Variable_65; // * output 0
Variable_65 = Variable_64 * TVoxelRange<v_flt>(-1.0f);
// *
TVoxelRange<v_flt> Variable_49; // * output 0
Variable_49 = Variable_63 * TVoxelRange<v_flt>(-1.0f) * BufferConstant.Variable_50;
// *
TVoxelRange<v_flt> Variable_66; // * output 0
Variable_66 = BufferConstant.Variable_47 * Variable_65;
// 1 - X
TVoxelRange<v_flt> Variable_67; // 1 - X output 0
Variable_67 = 1 - Variable_65;
// -
TVoxelRange<v_flt> Variable_68; // - output 0
Variable_68 = Variable_66 - Variable_67;
// *
TVoxelRange<v_flt> Variable_44; // * output 0
Variable_44 = Variable_68 * BufferConstant.Variable_45 * Variable_43 * Variable_46;
// +
TVoxelRange<v_flt> Variable_26; // + output 0
Variable_26 = Variable_32 + BufferConstant.Variable_35 + Variable_38 + Variable_42 + Variable_44 + Variable_49;
// *
TVoxelRange<v_flt> Variable_71; // * output 0
Variable_71 = Variable_26 * BufferConstant.Variable_69;
// -
TVoxelRange<v_flt> Variable_25; // - output 0
Variable_25 = BufferConstant.Variable_70 - Variable_71;
// -
TVoxelRange<v_flt> Variable_4; // - output 0
Variable_4 = Variable_25 - Variable_23;
// Max (float)
TVoxelRange<v_flt> Variable_8; // Max (float) output 0
Variable_8 = FVoxelNodeFunctions::Max<v_flt>(Variable_4, Variable_7);
// -
TVoxelRange<v_flt> Variable_19; // - output 0
Variable_19 = Variable_8 - TVoxelRange<v_flt>(1.0f);
// *
TVoxelRange<v_flt> Variable_16; // * output 0
Variable_16 = Variable_19 * Variable_21;
// +
TVoxelRange<v_flt> Variable_17; // + output 0
Variable_17 = Variable_16 + TVoxelRange<v_flt>(1.0f);
Outputs.Value = Variable_17;
}
};
FVoxelExample_RingWorldInstance(UVoxelExample_RingWorld& Object)
: TVoxelGraphGeneratorInstanceHelper(
{
{ "Value", 1 },
},
{
},
{
},
{
{
{ "Value", NoTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr<v_flt>>() },
},
{
},
{
},
{
{ "Value", NoTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr<v_flt>>() },
}
},
{
{
{ "Value", WithTransformAccessor<v_flt>::Get<1, TOutputFunctionPtr_Transform<v_flt>>() },
},
{
},
{
},
{
{ "Value", WithTransformRangeAccessor<v_flt>::Get<1, TRangeOutputFunctionPtr_Transform<v_flt>>() },
}
},
Object)
, Params(FParams
{
Object.Radius,
Object.RingEdgesHardness,
Object.Scale,
Object.Thickness,
Object.Width_in_Degrees,
Object.RiverDepth,
Object.RiverWidth,
Object.BeachColor,
Object.MountainsColorHigh,
Object.MountainsColorLowHigh,
Object.MountainsColorLowLow,
FVoxelRichCurve(Object.MoutainsMaskCurve.LoadSynchronous()),
Object.PlainsColorHigh,
Object.PlainsColorLow,
Object.PlainsNoiseFrequency,
Object.PlainsNoiseHeight,
FVoxelRichCurve(Object.PlainsNoiseStrengthCurve.LoadSynchronous()),
FVoxelRichCurve(Object.RingMainShapeCurve.LoadSynchronous()),
Object.RingOuterColor,
Object.RiverColor,
FVoxelRichCurve(Object.RiverDepthCurve.LoadSynchronous()),
Object.MountainsNoiseFrequency,
Object.MountainsNoiseHeight,
Object.BaseNoiseFrquency,
Object.BaseNoiseHeight,
Object.BaseHeight
})
, 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<uint32... Permutation>
auto& GetTarget() const;
template<uint32... Permutation>
auto& GetRangeTarget() const;
private:
FParams Params;
FLocalComputeStruct_LocalValue LocalValue;
FLocalComputeStruct_LocalMaterial LocalMaterial;
FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ LocalUpVectorXUpVectorYUpVectorZ;
FLocalComputeStruct_LocalValueRangeAnalysis LocalValueRangeAnalysis;
};
template<>
inline v_flt FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalValue::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalValue::FOutputs::Set<v_flt, 1>(v_flt InValue)
{
Value = InValue;
}
template<>
inline FVoxelMaterial FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Get<FVoxelMaterial, 2>() const
{
return MaterialBuilder.Build();
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalMaterial::FOutputs::Set<FVoxelMaterial, 2>(FVoxelMaterial Material)
{
}
template<>
inline v_flt FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 3>() const
{
return UpVectorX;
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 3>(v_flt InValue)
{
UpVectorX = InValue;
}
template<>
inline v_flt FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 4>() const
{
return UpVectorY;
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 4>(v_flt InValue)
{
UpVectorY = InValue;
}
template<>
inline v_flt FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Get<v_flt, 5>() const
{
return UpVectorZ;
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalUpVectorXUpVectorYUpVectorZ::FOutputs::Set<v_flt, 5>(v_flt InValue)
{
UpVectorZ = InValue;
}
template<>
inline TVoxelRange<v_flt> FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Get<v_flt, 1>() const
{
return Value;
}
template<>
inline void FVoxelExample_RingWorldInstance::FLocalComputeStruct_LocalValueRangeAnalysis::FOutputs::Set<v_flt, 1>(TVoxelRange<v_flt> InValue)
{
Value = InValue;
}
template<>
inline auto& FVoxelExample_RingWorldInstance::GetTarget<1>() const
{
return LocalValue;
}
template<>
inline auto& FVoxelExample_RingWorldInstance::GetTarget<2>() const
{
return LocalMaterial;
}
template<>
inline auto& FVoxelExample_RingWorldInstance::GetRangeTarget<0, 1>() const
{
return LocalValueRangeAnalysis;
}
template<>
inline auto& FVoxelExample_RingWorldInstance::GetTarget<3, 4, 5>() const
{
return LocalUpVectorXUpVectorYUpVectorZ;
}
#endif
////////////////////////////////////////////////////////////
////////////////////////// UCLASS //////////////////////////
////////////////////////////////////////////////////////////
UVoxelExample_RingWorld::UVoxelExample_RingWorld()
{
bEnableRangeAnalysis = true;
}
TVoxelSharedRef<FVoxelTransformableGeneratorInstance> UVoxelExample_RingWorld::GetTransformableInstance()
{
#if VOXEL_GRAPH_GENERATED_VERSION == 1
return MakeVoxelShared<FVoxelExample_RingWorldInstance>(*this);
#else
#if VOXEL_GRAPH_GENERATED_VERSION > 1
EMIT_CUSTOM_WARNING("Outdated generated voxel graph: VoxelExample_RingWorld. You need to regenerate it.");
FVoxelMessages::Warning("Outdated generated voxel graph: VoxelExample_RingWorld. You need to regenerate it.");
#else
EMIT_CUSTOM_WARNING("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_RingWorld. You need to update the plugin.");
FVoxelMessages::Warning("Generated voxel graph is more recent than the Voxel Plugin version: VoxelExample_RingWorld. You need to update the plugin.");
#endif
return MakeVoxelShared<FVoxelTransformableEmptyGeneratorInstance>();
#endif
}
PRAGMA_GENERATED_VOXEL_GRAPH_END