Merge branch 'master' into 1.5

This commit is contained in:
Wojtek Figat
2022-11-22 19:58:53 +01:00
40 changed files with 400 additions and 206 deletions

View File

@@ -435,6 +435,11 @@ API_ENUM() enum class MaterialSceneTextures
/// The material shading mode.
/// </summary>
ShadingModel = 10,
/// <summary>
/// The scene world-space position (relative to the render view origin).
/// </summary>
WorldPosition = 11,
};
/// <summary>

View File

@@ -439,6 +439,7 @@ void MaterialParameter::Bind(BindMeta& meta) const
switch (type)
{
case MaterialSceneTextures::SceneDepth:
case MaterialSceneTextures::WorldPosition:
view = meta.CanSampleDepth
? meta.Buffers->DepthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView
? meta.Buffers->DepthBuffer->ViewReadOnlyDepth()

View File

@@ -18,6 +18,7 @@ PACK_STRUCT(struct PostFxMaterialShaderData {
Float4 ViewInfo;
Float4 ScreenSize;
Float4 TemporalAAJitter;
Matrix InverseViewProjectionMatrix;
});
void PostFxMaterialShader::Bind(BindParameters& params)
@@ -44,6 +45,7 @@ void PostFxMaterialShader::Bind(BindParameters& params)
// Setup material constants
{
Matrix::Transpose(view.View, materialData->ViewMatrix);
Matrix::Transpose(view.IVP, materialData->InverseViewProjectionMatrix);
materialData->ViewPos = view.Position;
materialData->ViewFar = view.Far;
materialData->ViewDir = view.Direction;

View File

@@ -113,6 +113,11 @@ bool ShaderAssetBase::Save()
bool IsValidShaderCache(DataContainer<byte>& shaderCache, Array<String>& includes)
{
if (shaderCache.Length() == 0)
{
return false;
}
MemoryReadStream stream(shaderCache.Get(), shaderCache.Length());
// Read cache format version

View File

@@ -245,6 +245,9 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
value = writeLocal(VariantType::Int, String::Format(TEXT("(int)({0}.a * 3.999)"), gBuffer1Sample.Value), node);
break;
}
case MaterialSceneTextures::WorldPosition:
value = Value::Zero; // Not implemented
break;
default:
{
// Sample single texture

View File

@@ -8,7 +8,7 @@
/// <summary>
/// Physical materials are used to define the response of a physical object when interacting dynamically with the world.
/// </summary>
API_CLASS() class FLAXENGINE_API PhysicalMaterial final : public ISerializable
API_CLASS(Attributes = "ContentContextMenu(\"New/Physics/Physical Material\")") class FLAXENGINE_API PhysicalMaterial final : public ISerializable
{
API_AUTO_SERIALIZATION();
DECLARE_SCRIPTING_TYPE_MINIMAL(PhysicalMaterial);

View File

@@ -0,0 +1,26 @@
using System;
namespace FlaxEngine
{
/// <summary>
/// This attribute is used to show content items that can be created in the content browser context menu. Separate the subcontext menus with a /.
/// </summary>
[Serializable]
[AttributeUsage(AttributeTargets.Class)]
public class ContentContextMenuAttribute : Attribute
{
/// <summary>
/// The path to be used in the context menu
/// </summary>
public string Path;
/// <summary>
/// Initializes a new instance of the <see cref="ContentContextMenuAttribute"/> class.
/// </summary>
/// <param name="path">The path to use to create the context menu</param>
public ContentContextMenuAttribute(string path)
{
Path = path;
}
}
}

View File

@@ -1,166 +0,0 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_MATERIAL_GRAPH
#include "MaterialGenerator.h"
MaterialValue* MaterialGenerator::sampleTextureRaw(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture)
{
ASSERT(texture && box);
// Cache data
const auto parent = box->GetParent<ShaderGraphNode<>>();
const bool isCubemap = texture->Type == MaterialParameterType::CubeTexture;
const bool isArray = texture->Type == MaterialParameterType::GPUTextureArray;
const bool isVolume = texture->Type == MaterialParameterType::GPUTextureVolume;
const bool isNormalMap = texture->Type == MaterialParameterType::NormalMap;
const bool canUseSample = CanUseSample(_treeType);
MaterialGraphBox* valueBox = parent->GetBox(1);
// Check if has variable assigned
if (texture->Type != MaterialParameterType::Texture
&& texture->Type != MaterialParameterType::NormalMap
&& texture->Type != MaterialParameterType::SceneTexture
&& texture->Type != MaterialParameterType::GPUTexture
&& texture->Type != MaterialParameterType::GPUTextureVolume
&& texture->Type != MaterialParameterType::GPUTextureCube
&& texture->Type != MaterialParameterType::GPUTextureArray
&& texture->Type != MaterialParameterType::CubeTexture)
{
OnError(caller, box, TEXT("No parameter for texture sample node."));
return nullptr;
}
// Check if it's 'Object' box that is using only texture object without sampling
if (box->ID == 6)
{
// Return texture object
value.Value = texture->ShaderName;
value.Type = VariantType::Object;
return nullptr;
}
// Check if hasn't been sampled during that tree eating
if (valueBox->Cache.IsInvalid())
{
// Check if use custom UVs
String uv;
MaterialGraphBox* uvBox = parent->GetBox(0);
bool useCustomUVs = uvBox->HasConnection();
bool use3dUVs = isCubemap || isArray || isVolume;
if (useCustomUVs)
{
// Get custom UVs
auto textureParamId = texture->ID;
ASSERT(textureParamId.IsValid());
MaterialValue v = tryGetValue(uvBox, getUVs);
uv = MaterialValue::Cast(v, use3dUVs ? VariantType::Float3 : VariantType::Float2).Value;
// Restore texture (during tryGetValue pointer could go invalid)
texture = findParam(textureParamId);
ASSERT(texture);
}
else
{
// Use default UVs
uv = use3dUVs ? TEXT("float3(input.TexCoord.xy, 0)") : TEXT("input.TexCoord.xy");
}
// Select sampler
// TODO: add option for texture groups and per texture options like wrap mode etc.
// TODO: changing texture sampler option
const Char* sampler = TEXT("SamplerLinearWrap");
// Sample texture
if (isNormalMap)
{
const Char* format = canUseSample ? TEXT("{0}.Sample({1}, {2}).xyz") : TEXT("{0}.SampleLevel({1}, {2}, 0).xyz");
// Sample encoded normal map
const String sampledValue = String::Format(format, texture->ShaderName, sampler, uv);
const auto normalVector = writeLocal(VariantType::Float3, sampledValue, parent);
// Decode normal vector
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 2.0 - 1.0;\n"), normalVector.Value);
_writer.Write(TEXT("\t{0}.z = sqrt(saturate(1.0 - dot({0}.xy, {0}.xy)));\n"), normalVector.Value);
valueBox->Cache = normalVector;
}
else
{
// Select format string based on texture type
const Char* format;
/*if (isCubemap)
{
MISSING_CODE("sampling cube maps and 3d texture in material generator");
//format = TEXT("SAMPLE_CUBEMAP({0}, {1})");
}
else*/
{
/*if (useCustomUVs)
{
createGradients(writer, parent);
format = TEXT("SAMPLE_TEXTURE_GRAD({0}, {1}, {2}, {3})");
}
else*/
{
format = canUseSample ? TEXT("{0}.Sample({1}, {2})") : TEXT("{0}.SampleLevel({1}, {2}, 0)");
}
}
// Sample texture
String sampledValue = String::Format(format, texture->ShaderName, sampler, uv, _ddx.Value, _ddy.Value);
valueBox->Cache = writeLocal(VariantType::Float4, sampledValue, parent);
}
}
return &valueBox->Cache;
}
void MaterialGenerator::sampleTexture(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture)
{
const auto sample = sampleTextureRaw(caller, value, box, texture);
if (sample == nullptr)
return;
// Set result values based on box ID
switch (box->ID)
{
case 1:
value = *sample;
break;
case 2:
value.Value = sample->Value + _subs[0];
break;
case 3:
value.Value = sample->Value + _subs[1];
break;
case 4:
value.Value = sample->Value + _subs[2];
break;
case 5:
value.Value = sample->Value + _subs[3];
break;
default: CRASH;
break;
}
value.Type = box->Type.Type;
}
void MaterialGenerator::sampleSceneDepth(Node* caller, Value& value, Box* box)
{
// Sample depth buffer
auto param = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
const auto depthSample = sampleTextureRaw(caller, value, box, &param);
if (depthSample == nullptr)
return;
// Linearize raw device depth
linearizeSceneDepth(caller, *depthSample, value);
}
void MaterialGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Value& value)
{
value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
}
#endif

View File

@@ -4,6 +4,165 @@
#include "MaterialGenerator.h"
MaterialValue* MaterialGenerator::sampleTextureRaw(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture)
{
ASSERT(texture && box);
// Cache data
const auto parent = box->GetParent<ShaderGraphNode<>>();
const bool isCubemap = texture->Type == MaterialParameterType::CubeTexture;
const bool isArray = texture->Type == MaterialParameterType::GPUTextureArray;
const bool isVolume = texture->Type == MaterialParameterType::GPUTextureVolume;
const bool isNormalMap = texture->Type == MaterialParameterType::NormalMap;
const bool canUseSample = CanUseSample(_treeType);
MaterialGraphBox* valueBox = parent->GetBox(1);
// Check if has variable assigned
if (texture->Type != MaterialParameterType::Texture
&& texture->Type != MaterialParameterType::NormalMap
&& texture->Type != MaterialParameterType::SceneTexture
&& texture->Type != MaterialParameterType::GPUTexture
&& texture->Type != MaterialParameterType::GPUTextureVolume
&& texture->Type != MaterialParameterType::GPUTextureCube
&& texture->Type != MaterialParameterType::GPUTextureArray
&& texture->Type != MaterialParameterType::CubeTexture)
{
OnError(caller, box, TEXT("No parameter for texture sample node."));
return nullptr;
}
// Check if it's 'Object' box that is using only texture object without sampling
if (box->ID == 6)
{
// Return texture object
value.Value = texture->ShaderName;
value.Type = VariantType::Object;
return nullptr;
}
// Check if hasn't been sampled during that tree eating
if (valueBox->Cache.IsInvalid())
{
// Check if use custom UVs
String uv;
MaterialGraphBox* uvBox = parent->GetBox(0);
bool useCustomUVs = uvBox->HasConnection();
bool use3dUVs = isCubemap || isArray || isVolume;
if (useCustomUVs)
{
// Get custom UVs
auto textureParamId = texture->ID;
ASSERT(textureParamId.IsValid());
MaterialValue v = tryGetValue(uvBox, getUVs);
uv = MaterialValue::Cast(v, use3dUVs ? VariantType::Float3 : VariantType::Float2).Value;
// Restore texture (during tryGetValue pointer could go invalid)
texture = findParam(textureParamId);
ASSERT(texture);
}
else
{
// Use default UVs
uv = use3dUVs ? TEXT("float3(input.TexCoord.xy, 0)") : TEXT("input.TexCoord.xy");
}
// Select sampler
// TODO: add option for texture groups and per texture options like wrap mode etc.
// TODO: changing texture sampler option
const Char* sampler = TEXT("SamplerLinearWrap");
// Sample texture
if (isNormalMap)
{
const Char* format = canUseSample ? TEXT("{0}.Sample({1}, {2}).xyz") : TEXT("{0}.SampleLevel({1}, {2}, 0).xyz");
// Sample encoded normal map
const String sampledValue = String::Format(format, texture->ShaderName, sampler, uv);
const auto normalVector = writeLocal(VariantType::Float3, sampledValue, parent);
// Decode normal vector
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 2.0 - 1.0;\n"), normalVector.Value);
_writer.Write(TEXT("\t{0}.z = sqrt(saturate(1.0 - dot({0}.xy, {0}.xy)));\n"), normalVector.Value);
valueBox->Cache = normalVector;
}
else
{
// Select format string based on texture type
const Char* format;
/*if (isCubemap)
{
MISSING_CODE("sampling cube maps and 3d texture in material generator");
//format = TEXT("SAMPLE_CUBEMAP({0}, {1})");
}
else*/
{
/*if (useCustomUVs)
{
createGradients(writer, parent);
format = TEXT("SAMPLE_TEXTURE_GRAD({0}, {1}, {2}, {3})");
}
else*/
{
format = canUseSample ? TEXT("{0}.Sample({1}, {2})") : TEXT("{0}.SampleLevel({1}, {2}, 0)");
}
}
// Sample texture
String sampledValue = String::Format(format, texture->ShaderName, sampler, uv, _ddx.Value, _ddy.Value);
valueBox->Cache = writeLocal(VariantType::Float4, sampledValue, parent);
}
}
return &valueBox->Cache;
}
void MaterialGenerator::sampleTexture(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture)
{
const auto sample = sampleTextureRaw(caller, value, box, texture);
if (sample == nullptr)
return;
// Set result values based on box ID
switch (box->ID)
{
case 1:
value = *sample;
break;
case 2:
value.Value = sample->Value + _subs[0];
break;
case 3:
value.Value = sample->Value + _subs[1];
break;
case 4:
value.Value = sample->Value + _subs[2];
break;
case 5:
value.Value = sample->Value + _subs[3];
break;
default: CRASH;
break;
}
value.Type = box->Type.Type;
}
void MaterialGenerator::sampleSceneDepth(Node* caller, Value& value, Box* box)
{
// Sample depth buffer
auto param = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
const auto depthSample = sampleTextureRaw(caller, value, box, &param);
if (depthSample == nullptr)
return;
// Linearize raw device depth
linearizeSceneDepth(caller, *depthSample, value);
}
void MaterialGenerator::linearizeSceneDepth(Node* caller, const Value& depth, Value& value)
{
value = writeLocal(VariantType::Float, String::Format(TEXT("ViewInfo.w / ({0}.x - ViewInfo.z)"), depth.Value), caller);
}
void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
@@ -257,6 +416,23 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = writeLocal(VariantType::Int, String::Format(TEXT("(int)({0}.a * 3.999)"), gBuffer1Sample->Value), node);
break;
}
case MaterialSceneTextures::WorldPosition:
{
auto depthParam = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
auto depthSample = sampleTextureRaw(node, value, box, &depthParam);
if (depthSample == nullptr)
break;
const auto parent = box->GetParent<ShaderGraphNode<>>();
MaterialGraphBox* uvBox = parent->GetBox(0);
bool useCustomUVs = uvBox->HasConnection();
String uv;
if (useCustomUVs)
uv = MaterialValue::Cast(tryGetValue(uvBox, getUVs), VariantType::Float2).Value;
else
uv = TEXT("input.TexCoord.xy");
value = writeLocal(VariantType::Float3, String::Format(TEXT("GetWorldPos({1}, {0}.rgb)"), depthSample->Value, uv), node);
break;
}
default:
{
// Sample single texture

View File

@@ -229,6 +229,11 @@ namespace FlaxEngine.GUI
[EditorOrder(529)]
public bool ClipText { get; set; } = true;
/// <summary>
/// Gets or sets a value indicating whether you can scroll the text in the text box (eg. with a mouse wheel).
/// </summary>
public bool IsMultilineScrollable { get; set; } = true;
/// <summary>
/// Gets or sets textbox background color when the control is selected (has focus).
/// </summary>
@@ -1157,7 +1162,7 @@ namespace FlaxEngine.GUI
return true;
// Multiline scroll
if (IsMultiline && _text.Length != 0)
if (IsMultiline && _text.Length != 0 && IsMultilineScrollable)
{
TargetViewOffset = Float2.Clamp(_targetViewOffset - new Float2(0, delta * 10.0f), Float2.Zero, new Float2(_targetViewOffset.X, _textSize.Y));
return true;