Files
UnrealEngine/Engine/Plugins/FX/Niagara/Shaders/Private/Stateless/NiagaraStatelessCommon.ush
2025-05-18 13:04:45 +08:00

257 lines
14 KiB
HLSL

// 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<float> Common_FloatOutputBuffer;
RWBuffer<int> Common_IntOutputBuffer;
Buffer<float> Common_StaticFloatBuffer;
Buffer<uint> 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"