5#include "Data/ST_AudioReactiveBoidsLib.h"
6#include "Compute/Utils/ST_VJ_PingPongBuffer.h"
7#include "Data/ST_AudioIOLib.h"
28 const TCHAR* OwnerName,
29 const TArray<FST_VJ_BoidItem>& BoidsArray,
48 const TCHAR* OwnerName,
65 const TCHAR* OwnerName,
78 const TCHAR* OwnerName,
Handles the construction and execution of boid simulations and audio processing for the ST Audio Visu...
Definition ST_VJ_BoidsGB.h:13
static void InitST_Audio_RenderThread(FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, FST_AudioIOData_GameThread &ST_AudioIOData_GT, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
Initializes the audio data buffers on the render thread.
Definition ST_VJ_BoidsGB.cpp:151
static void ExecuteST_Audio_RenderThread(FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, FST_AudioIOData_GameThread &ST_AudioIOData_GT, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
Executes audio data processing on the render thread.
Definition ST_VJ_BoidsGB.cpp:157
static void InitReactiveBoids_RenderThread(FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, const TArray< FST_VJ_BoidItem > &BoidsArray, const FST_VJ_BoidCurrentParameters &BoidCurrentParameters, const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters, FST_VJ_BoidsRDGStateData &BoidsRDGStateData, FST_VJ_PingPongBuffer &BoidsPingPongBuffer)
Initializes the reactive boids simulation on the render thread.
Definition ST_VJ_BoidsGB.cpp:12
static void ExecuteReactiveBoids_RenderThread(FRDGBuilder &GraphBuilder, const TCHAR *OwnerName, const FST_VJ_BoidCurrentParameters &BoidCurrentParameters, const FST_VJ_ReactiveBoidDynamicParameters ReactiveBoidDynamicParameters, FST_VJ_BoidsRDGStateData &BoidsRDGStateData, FST_VJ_PingPongBuffer &BoidsPingPongBuffer, float DeltaTime, FST_AudioIOBuffers_RenderThread &ST_AudioIOBuffers_RT)
Executes the reactive boids simulation on the render thread.
Definition ST_VJ_BoidsGB.cpp:62
Struct that holds audio I/O buffers for the render thread, including scoped references and pooled buf...
Definition ST_AudioIOLib.h:165
Struct that holds audio I/O data for the game thread.
Definition ST_AudioIOLib.h:31
Struct to hold current parameters for VJ boids, combining constant and dynamic parameters along with ...
Definition ST_AudioReactiveBoidsLib.h:254
Struct representing the render graph state data for VJ boids, including passes and fences.
Definition ST_AudioReactiveBoidsLib.h:70
Structure representing a Ping-Pong buffer setup for compute shaders.
Definition ST_VJ_PingPongBuffer.h:17
Struct to hold reactive dynamic parameters for boids, such as audio-reactive noise multipliers and fr...
Definition ST_AudioReactiveBoidsLib.h:196