VJ Master 1.0
Real-time audio analysis and visualisation.
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FST_VJ_ReactiveBoids_RPUpdate_CS Class Reference

Compute shader for updating reactive boid simulation based on physics and audio input. More...

#include <ST_VJ_BoidsRPCS.h>

Public Member Functions

 DECLARE_GLOBAL_SHADER (FST_VJ_ReactiveBoids_RPUpdate_CS)
 SHADER_USE_PARAMETER_STRUCT (FST_VJ_ReactiveBoids_RPUpdate_CS, FGlobalShader)

Static Public Member Functions

static bool ShouldCompilePermutation (const FGlobalShaderPermutationParameters &Parameters)
 Shader parameters for updating reactive boids.
static void ModifyCompilationEnvironment (const FGlobalShaderPermutationParameters &Parameters, FShaderCompilerEnvironment &OutEnvironment)
 Modifies the shader compilation environment before compiling.

Detailed Description

Compute shader for updating reactive boid simulation based on physics and audio input.

Member Function Documentation

◆ ModifyCompilationEnvironment()

void FST_VJ_ReactiveBoids_RPUpdate_CS::ModifyCompilationEnvironment ( const FGlobalShaderPermutationParameters & Parameters,
FShaderCompilerEnvironment & OutEnvironment )
static

Modifies the shader compilation environment before compiling.

Parameters
ParametersGlobal shader permutation parameters.
OutEnvironmentShader compiler environment settings to modify.

◆ ShouldCompilePermutation()

bool FST_VJ_ReactiveBoids_RPUpdate_CS::ShouldCompilePermutation ( const FGlobalShaderPermutationParameters & Parameters)
static

Shader parameters for updating reactive boids.

< Input buffer containing previous frame's boid data. Output buffer for updated boid data. Number of boids to update. Time step for simulation update. < Minimum allowed speed for a boid. Maximum allowed speed for a boid. Turning speed for boids. < Minimum distance for separation behavior. Squared minimum distance for efficient calculations. Cohesion factor when neighbors are within a certain range. Cohesion factor when neighbors are farther away. Separation factor for close proximity. Separation factor for farther distances. Alignment factor for close neighbors. Alignment factor for farther neighbors. Perlin noise force at low scale. Perlin noise force at high scale. < Matrix defining the simulation bounds. Inverse matrix of the simulation bounds. Radius of the simulation bounds. < Size of the IO data buffer. Audio IO data used for reactive behaviors. Size of the frequency bands buffer. Buffer containing frequency band data. Size of the amplitudes buffer. Buffer containing amplitude data. Size of the pitches buffer. Buffer containing pitch data. Size of the beats buffer. Buffer containing beats data. < Multiplier for the first reactive noise source based on audio. Frequency index for the first reactive noise. IO channel for the first reactive noise. Mono bool for the first reactive noise. Channel index for the first reactive noise. < Multiplier for the second reactive noise source based on audio. Frequency index for the second reactive noise. IO channel for the second reactive noise. Mono bool for the second reactive noise. Channel index for the second reactive noise.

Determines whether this shader should be compiled for a given platform.

Parameters
ParametersGlobal shader permutation parameters.
Returns
True if the shader should be compiled, false otherwise.

The documentation for this class was generated from the following files:
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Public/Compute/Shaders/ST_VJ_BoidsRPCS.h
  • H:/Games/Unreal/Aaron/FunWithShaders/Plugins/ST_VJMaster/Source/ST_AudioVisualisation/Private/Compute/Shaders/ST_VJ_BoidsRPCS.cpp