// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "/Engine/Private/Common.ush" #include "/Engine/Private/Random.ush" #include "/Plugin/FX/Niagara/Shared/NiagaraStatelessDefinitions.h" #include "/Plugin/FX/Niagara/Shared/NiagaraStatelessBuiltDistribution.h" #include "/Plugin/FX/Niagara/Private/NiagaraQuaternionUtils.ush" //////////////////////////////////////////////////////////////////////////////////// #define INVALID_COMPONENT -1 #define UE_SMALL_NUMBER (1.e-8f) #define UE_KINDA_SMALL_NUMBER (1.e-4f) #define UE_PI (3.1415926535897932f) #define UE_INV_PI (0.31830988618f) #define UE_HALF_PI (1.57079632679f) #define UE_TWO_PI (6.28318530717f) #define UE_PI_SQUARED (9.86960440108f) #define UE_DEG_TO_RAD (UE_PI / 180.0f) bool IsValidComponent(int ComponentOffset) { return ComponentOffset != INVALID_COMPONENT; } float4 Common_ToSimulationRotations[3]; uint Common_OutputBufferStride; RWBuffer Common_FloatOutputBuffer; RWBuffer Common_IntOutputBuffer; Buffer Common_StaticFloatBuffer; Buffer Common_ParameterBuffer; //////////////////////////////////////////////////////////////////////////////////// float4 GetToSimulationRotation(int SourceSpace) { return Common_ToSimulationRotations[SourceSpace]; } //////////////////////////////////////////////////////////////////////////////////// float2 SinCos(float v) { float2 sc; sincos(v, sc.x, sc.y); return sc; } float2 SafeNormalize(float2 v, float2 Fallback) { const float l2 = length2(v); return l2 < UE_KINDA_SMALL_NUMBER ? Fallback : v * rsqrt(l2); } float2 SafeNormalize(float2 v) { return SafeNormalize(v, float2(1.0f, 0.0f)); } float3 SafeNormalize(float3 v, float3 Fallback) { const float l2 = length2(v); return l2 < UE_KINDA_SMALL_NUMBER ? Fallback : v * rsqrt(l2); } float3 SafeNormalize(float3 v) { return SafeNormalize(v, float3(1.0f, 0.0f, 0.0f)); } //////////////////////////////////////////////////////////////////////////////////// struct FStatelessParticle { bool bAlive; // If the particle should remain alive or not (only evaluated as specific points) uint UniqueIndex; // Unique particle index, sequential based on previous spawn info accumulation float MaterialRandom; // Random float passed to materials float Lifetime; // Overall lifetime for the particle float Age; // Current age for the particle float NormalizedAge; // Current normalized age for the particle float PreviousAge; // Previous age for the particle float PreviousNormalizedAge; // Previous normalized age for the particle float DeltaTime; // Simulation DT float InvDeltaTime; // Simulation Inverse DT ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // TBD this might produce sub optimal code, needs investigate and is temporary #define PARTICLE_ATTRIBUTE_OUTPUT(TYPE, NAME) TYPE NAME##; #define PARTICLE_ATTRIBUTE_OUTPUT_IMPLICIT(TYPE, NAME) #define PARTICLE_ATTRIBUTE_TRANSIENT(TYPE, NAME) TYPE NAME##; PARTICLE_ATTRIBUTES #undef PARTICLE_ATTRIBUTE #undef PARTICLE_ATTRIBUTE_OUTPUT_IMPLICIT #undef PARTICLE_ATTRIBUTE_TRANSIENT ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// }; static uint4 GRandomSeedInternal; uint4 RandomUInt4(uint RandomSeedOffset) { uint4 RandomSeed = FNiagaraStatelessDefinitions::OffsetRandomSeedForCall(GRandomSeedInternal, RandomSeedOffset); return Rand4DPCG32(RandomSeed); } uint RandomUInt(uint RandomSeedOffset) { return RandomUInt4(RandomSeedOffset).x; } uint2 RandomUInt2(uint RandomSeedOffset) { return RandomUInt4(RandomSeedOffset).xy; } uint3 RandomUInt3(uint RandomSeedOffset) { return RandomUInt4(RandomSeedOffset).xyz; } float4 RandomFloat4(uint RandomSeedOffset) { uint4 v = RandomUInt4(RandomSeedOffset); return float4((v >> 8) & 0x00ffffff) / 16777216.0; // 0x01000000 == 16777216 } float RandomFloat(uint RandomSeedOffset) { return RandomFloat4(RandomSeedOffset).x; } float2 RandomFloat2(uint RandomSeedOffset) { return RandomFloat4(RandomSeedOffset).xy; } float3 RandomFloat3(uint RandomSeedOffset) { return RandomFloat4(RandomSeedOffset).xyz; } float RandomRangeFloat(uint RandomSeedOffset, float Min, float Max) { return (RandomFloat(RandomSeedOffset) * (Max - Min)) + Min; } float2 RandomRangeFloat(uint RandomSeedOffset, float2 Min, float2 Max) { return (RandomFloat2(RandomSeedOffset) * (Max - Min)) + Min; } float3 RandomRangeFloat(uint RandomSeedOffset, float3 Min, float3 Max) { return (RandomFloat3(RandomSeedOffset) * (Max - Min)) + Min; } float4 RandomRangeFloat(uint RandomSeedOffset, float4 Min, float4 Max) { return (RandomFloat4(RandomSeedOffset) * (Max - Min)) + Min; } float RandomScaleBiasFloat(uint RandomSeedOffset, float Scale, float Bias) { return (RandomFloat(RandomSeedOffset) * Scale) + Bias; } float2 RandomScaleBiasFloat(uint RandomSeedOffset, float2 Scale, float2 Bias) { return (RandomFloat2(RandomSeedOffset) * Scale) + Bias; } float3 RandomScaleBiasFloat(uint RandomSeedOffset, float3 Scale, float3 Bias) { return (RandomFloat3(RandomSeedOffset) * Scale) + Bias; } float4 RandomScaleBiasFloat(uint RandomSeedOffset, float4 Scale, float4 Bias) { return (RandomFloat4(RandomSeedOffset) * Scale) + Bias; } float RandomScaleBiasFloat(uint RandomSeedOffset, float Scale, float Bias, bool bUniform) { return (RandomFloat(RandomSeedOffset) * Scale) + Bias; } float2 RandomScaleBiasFloat(uint RandomSeedOffset, float2 Scale, float2 Bias, bool bUniform) { float2 Random = (RandomFloat2(RandomSeedOffset) * Scale) + Bias; return bUniform ? Random.xx : Random; } float3 RandomScaleBiasFloat(uint RandomSeedOffset, float3 Scale, float3 Bias, bool bUniform) { float3 Random = (RandomFloat3(RandomSeedOffset) * Scale) + Bias; return bUniform ? Random.xxx : Random; } float4 RandomScaleBiasFloat(uint RandomSeedOffset, float4 Scale, float4 Bias, bool bUniform) { float4 Random = (RandomFloat4(RandomSeedOffset) * Scale) + Bias; return bUniform ? Random.xxxx : Random; } float2 RandomUnitFloat2(uint RandomSeedOffset) { return SafeNormalize(RandomFloat2(RandomSeedOffset) - 0.5f); } float3 RandomUnitFloat3(uint RandomSeedOffset) { return SafeNormalize(RandomFloat3(RandomSeedOffset) - 0.5f); } float GetStaticFloat (int BaseOffset, int Element) { return Common_StaticFloatBuffer[BaseOffset + Element]; } float2 GetStaticFloat2(int BaseOffset, int Element) { return float2(Common_StaticFloatBuffer[BaseOffset + Element*2], Common_StaticFloatBuffer[BaseOffset + 1 + Element*2]); } float3 GetStaticFloat3(int BaseOffset, int Element) { return float3(Common_StaticFloatBuffer[BaseOffset + Element*3], Common_StaticFloatBuffer[BaseOffset + 1 + Element*3], Common_StaticFloatBuffer[BaseOffset + 2 + Element*3]); } float4 GetStaticFloat4(int BaseOffset, int Element) { return float4(Common_StaticFloatBuffer[BaseOffset + Element*4], Common_StaticFloatBuffer[BaseOffset + 1 + Element*4], Common_StaticFloatBuffer[BaseOffset + 2 + Element*4], Common_StaticFloatBuffer[BaseOffset + 3 + Element*4]); } uint GetParameterBufferUint (int BaseOffset, int Element) { return Common_ParameterBuffer[BaseOffset + Element]; } int GetParameterBufferInt (int BaseOffset, int Element) { return asint(Common_ParameterBuffer[BaseOffset + Element]); } float GetParameterBufferFloat (int BaseOffset, int Element) { return asfloat(Common_ParameterBuffer[BaseOffset + Element]); } float2 GetParameterBufferFloat2(int BaseOffset, int Element) { return float2(asfloat(Common_ParameterBuffer[BaseOffset + Element*2]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*2])); } float3 GetParameterBufferFloat3(int BaseOffset, int Element) { return float3(asfloat(Common_ParameterBuffer[BaseOffset + Element*3]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*3]), asfloat(Common_ParameterBuffer[BaseOffset + 2 + Element*3])); } float4 GetParameterBufferFloat4(int BaseOffset, int Element) { return float4(asfloat(Common_ParameterBuffer[BaseOffset + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 2 + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 3 + Element*4])); } uint GetParameterBufferUint (int BaseOffset, int Element, uint DefaultValue) { return BaseOffset >= 0 ? Common_ParameterBuffer[BaseOffset + Element] : DefaultValue; } int GetParameterBufferInt (int BaseOffset, int Element, int DefaultValue) { return BaseOffset >= 0 ? asint(Common_ParameterBuffer[BaseOffset + Element]) : DefaultValue; } float GetParameterBufferFloat (int BaseOffset, int Element, float DefaultValue) { return BaseOffset >= 0 ? asfloat(Common_ParameterBuffer[BaseOffset + Element]) : DefaultValue; } float2 GetParameterBufferFloat2(int BaseOffset, int Element, float2 DefaultValue) { return BaseOffset >= 0 ? float2(asfloat(Common_ParameterBuffer[BaseOffset + Element*2]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*2])) : DefaultValue; } float3 GetParameterBufferFloat3(int BaseOffset, int Element, float3 DefaultValue) { return BaseOffset >= 0 ? float3(asfloat(Common_ParameterBuffer[BaseOffset + Element*3]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*3]), asfloat(Common_ParameterBuffer[BaseOffset + 2 + Element*3])) : DefaultValue; } float4 GetParameterBufferFloat4(int BaseOffset, int Element, float4 DefaultValue) { return BaseOffset >= 0 ? float4(asfloat(Common_ParameterBuffer[BaseOffset + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 1 + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 2 + Element*4]), asfloat(Common_ParameterBuffer[BaseOffset + 3 + Element*4])) : DefaultValue; } float LerpStaticFloat (uint2 Parameters, float U) { const float Offset = U * float(Parameters.y); const float Value0 = GetStaticFloat(Parameters.x, floor(Offset)); const float Value1 = GetStaticFloat(Parameters.x, ceil(Offset)); return lerp(Value0, Value1, frac(Offset)); } float2 LerpStaticFloat2(uint2 Parameters, float U) { const float Offset = U * float(Parameters.y); const float2 Value0 = GetStaticFloat2(Parameters.x, floor(Offset)); const float2 Value1 = GetStaticFloat2(Parameters.x, ceil(Offset)); return lerp(Value0, Value1, frac(Offset)); } float3 LerpStaticFloat3(uint2 Parameters, float U) { const float Offset = U * float(Parameters.y); const float3 Value0 = GetStaticFloat3(Parameters.x, floor(Offset)); const float3 Value1 = GetStaticFloat3(Parameters.x, ceil(Offset)); return lerp(Value0, Value1, frac(Offset)); } float StatelessLerp(float lhs, float rhs, float u, bool bUniform) { return lerp(lhs, rhs, u); } float2 StatelessLerp(float2 lhs, float2 rhs, float2 u, bool bUniform) { return bUniform ? lerp(lhs.x, rhs.x, u.x).xx : lerp(lhs, rhs, u); } float3 StatelessLerp(float3 lhs, float3 rhs, float3 u, bool bUniform) { return bUniform ? lerp(lhs.x, rhs.x, u.x).xxx : lerp(lhs, rhs, u); } float4 StatelessLerp(float4 lhs, float4 rhs, float4 u, bool bUniform) { return bUniform ? lerp(lhs.x, rhs.x, u.x).xxxx : lerp(lhs, rhs, u); } float SampleCurveFloat (FNiagaraStatelessBuiltDistributionType Distribution, float Time) { const uint DataOffset = FNiagaraStatelessBuiltDistribution::GetDataOffset(Distribution); const float Offset = FNiagaraStatelessBuiltDistribution::ConvertTimeToLookup(Distribution, Time); const float Value0 = GetStaticFloat(DataOffset, floor(Offset)); const float Value1 = GetStaticFloat(DataOffset, ceil(Offset)); return lerp(Value0, Value1, frac(Offset)); } float3 SampleCurveFloat3(FNiagaraStatelessBuiltDistributionType Distribution, float Time) { const uint DataOffset = FNiagaraStatelessBuiltDistribution::GetDataOffset(Distribution); const float Offset = FNiagaraStatelessBuiltDistribution::ConvertTimeToLookup(Distribution, Time); const float3 Value0 = GetStaticFloat3(DataOffset, floor(Offset)); const float3 Value1 = GetStaticFloat3(DataOffset, ceil(Offset)); return lerp(Value0, Value1, frac(Offset)); } uint GetComponentOffset(uint OutputIndex, int ComponentOffset) { return ComponentOffset * Common_OutputBufferStride + OutputIndex; } void OutputComponentData(uint OutputIndex, int ComponentOffset, float Value) { if (IsValidComponent(ComponentOffset)) { Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset)] = Value; } } void OutputComponentData(uint OutputIndex, int ComponentOffset, float2 Value) { if (IsValidComponent(ComponentOffset)) { Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 0)] = Value.x; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 1)] = Value.y; } } void OutputComponentData(uint OutputIndex, int ComponentOffset, float3 Value) { if (IsValidComponent(ComponentOffset)) { Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 0)] = Value.x; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 1)] = Value.y; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 2)] = Value.z; } } void OutputComponentData(uint OutputIndex, int ComponentOffset, float4 Value) { if (IsValidComponent(ComponentOffset)) { Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 0)] = Value.x; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 1)] = Value.y; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 2)] = Value.z; Common_FloatOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset + 3)] = Value.w; } } void OutputComponentData(uint OutputIndex, int ComponentOffset, int Value) { if (IsValidComponent(ComponentOffset)) { Common_IntOutputBuffer[GetComponentOffset(OutputIndex, ComponentOffset)] = Value; } } #include "/Plugin/FX/Niagara/Private/Stateless/NiagaraStatelessDistribution.ush"