public void ProcessExpressionLogical() { bool a = true; bool b = false; var resultA = a && b; var resultB = a || b; var resultC = !a; var resultD = !b; var value_a = new VFXValue <bool>((bool)a); var value_b = new VFXValue <bool>((bool)b); var expressionA = new VFXExpressionLogicalAnd(value_a, value_b); var expressionB = new VFXExpressionLogicalOr(value_a, value_b); var expressionC = new VFXExpressionLogicalNot(value_a); var expressionD = new VFXExpressionLogicalNot(value_b); var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var resultExpressionA = context.Compile(expressionA); var resultExpressionB = context.Compile(expressionB); var resultExpressionC = context.Compile(expressionC); var resultExpressionD = context.Compile(expressionD); Assert.AreEqual((bool)resultA, resultExpressionA.Get <bool>()); Assert.AreEqual((bool)resultB, resultExpressionB.Get <bool>()); Assert.AreEqual((bool)resultC, resultExpressionC.Get <bool>()); Assert.AreEqual((bool)resultD, resultExpressionD.Get <bool>()); }
protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpression) { // Offset to compensate for the numerous custom camera generated expressions _customCameraOffset = 0; // Get the extra number of expressions if a custom camera input is used if (camera == CameraMode.Custom) { _customCameraOffset = GetInputSlot(0).children.Count() - 1; } // List to gather all output expressions as their number can vary List <VFXExpression> outputs = new List <VFXExpression>(); // Camera expressions var expressions = Block.CameraHelper.AddCameraExpressions(GetExpressionsFromSlots(this), camera); Block.CameraMatricesExpressions camMatrices = Block.CameraHelper.GetMatricesExpressions(expressions); var Camera_depthBuffer = expressions.First(e => e.name == "Camera_depthBuffer").exp; var CamPixDim = expressions.First(e => e.name == "Camera_pixelDimensions").exp; // Set uvs VFXExpression uv = VFXValue.Constant <Vector2>(); // Determine how the particles are spawned on the screen switch (mode) { case PositionMode.Random: // Random UVs uv = new VFXExpressionCombine(VFXOperatorUtility.FixedRandom(0, VFXSeedMode.PerParticle), VFXOperatorUtility.FixedRandom(1, VFXSeedMode.PerParticle)); break; case PositionMode.Sequential: // Pixel perfect spawn VFXExpression gridStep = inputExpression[inputSlots.IndexOf(inputSlots.First(o => o.name == "GridStep")) + _customCameraOffset]; VFXExpression sSizeX = new VFXExpressionCastFloatToUint(CamPixDim.x / new VFXExpressionCastUintToFloat(gridStep)); VFXExpression sSizeY = new VFXExpressionCastFloatToUint(CamPixDim.y / new VFXExpressionCastUintToFloat(gridStep)); VFXExpression nbPixels = sSizeX * sSizeY; VFXExpression particleID = new VFXAttributeExpression(VFXAttribute.ParticleId); VFXExpression id = VFXOperatorUtility.Modulo(particleID, nbPixels); VFXExpression shift = new VFXExpressionBitwiseRightShift(gridStep, VFXValue.Constant <uint>(1)); VFXExpression U = VFXOperatorUtility.Modulo(id, sSizeX) * gridStep + shift; VFXExpression V = id / sSizeX * gridStep + shift; VFXExpression ids = new VFXExpressionCombine(new VFXExpressionCastUintToFloat(U), new VFXExpressionCastUintToFloat(V)); uv = new VFXExpressionDivide(ids + VFXOperatorUtility.CastFloat(VFXValue.Constant(0.5f), VFXValueType.Float2), CamPixDim); break; case PositionMode.Custom: // Custom UVs uv = inputExpression[inputSlots.IndexOf(inputSlots.FirstOrDefault(o => o.name == "UVSpawn")) + _customCameraOffset]; break; } VFXExpression projpos = uv * VFXValue.Constant <Vector2>(new Vector2(2f, 2f)) - VFXValue.Constant <Vector2>(Vector2.one); VFXExpression uvs = new VFXExpressionCombine(uv.x * CamPixDim.x, uv.y * CamPixDim.y, VFXValue.Constant(0f), VFXValue.Constant(0f)); // Get depth VFXExpression depth = new VFXExpressionExtractComponent(new VFXExpressionLoadTexture2DArray(Camera_depthBuffer, uvs), 0); if (SystemInfo.usesReversedZBuffer) { depth = VFXOperatorUtility.OneExpression[depth.valueType] - depth; } VFXExpression isAlive = VFXValue.Constant(true); // Determine how the particles are culled switch (cullMode) { case CullMode.None: // do nothing break; case CullMode.Range: VFXExpression depthRange = inputExpression[inputSlots.IndexOf(inputSlots.LastOrDefault(o => o.name == "DepthRange")) + _customCameraOffset]; VFXExpression nearRangeCheck = new VFXExpressionCondition(VFXCondition.Less, depth, depthRange.x); VFXExpression farRangeCheck = new VFXExpressionCondition(VFXCondition.Greater, depth, depthRange.y); VFXExpression logicOr = new VFXExpressionLogicalOr(nearRangeCheck, farRangeCheck); isAlive = new VFXExpressionBranch(logicOr, VFXValue.Constant(false), VFXValue.Constant(true)); break; case CullMode.FarPlane: VFXExpression farPlaneCheck = new VFXExpressionCondition(VFXCondition.GreaterOrEqual, depth, VFXValue.Constant(1f) - VFXValue.Constant(Mathf.Epsilon)); isAlive = new VFXExpressionBranch(farPlaneCheck, VFXValue.Constant(false), VFXValue.Constant(true)); break; } VFXExpression zMultiplier = inputExpression[inputSlots.IndexOf(inputSlots.First(o => o.name == "ZMultiplier")) + _customCameraOffset]; VFXExpression clipPos = new VFXExpressionCombine(projpos.x, projpos.y, depth * zMultiplier * VFXValue.Constant(2f) - VFXValue.Constant(1f), VFXValue.Constant(1f) ); VFXExpression clipToVFX = new VFXExpressionTransformMatrix(camMatrices.ViewToVFX.exp, camMatrices.ClipToView.exp); VFXExpression vfxPos = new VFXExpressionTransformVector4(clipToVFX, clipPos); VFXExpression position = new VFXExpressionCombine(vfxPos.x, vfxPos.y, vfxPos.z) / VFXOperatorUtility.CastFloat(vfxPos.w, VFXValueType.Float3); VFXExpression color = VFXValue.Constant <Vector4>(); // Assigning the color output to the corresponding color buffer value if (inheritSceneColor) { VFXExpression Camera_colorBuffer = expressions.First(e => e.name == "Camera_colorBuffer").exp; VFXExpression tempColor = new VFXExpressionLoadTexture2DArray(Camera_colorBuffer, uvs); color = new VFXExpressionCombine(tempColor.x, tempColor.y, tempColor.z, VFXValue.Constant(1.0f)); } // Add expressions in the right output order outputs.Add(position); if (inheritSceneColor) { outputs.Add(color); } if (cullMode != CullMode.None) { outputs.Add(isAlive); } return(outputs.ToArray()); }