Merge remote-tracking branch 'origin/master' into 1.11

This commit is contained in:
Wojtek Figat
2025-07-04 12:05:19 +02:00
25 changed files with 241 additions and 75 deletions

View File

@@ -149,7 +149,7 @@ void PS_Forward(
#endif
#if USE_FOG
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
// Calculate exponential height fog
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);

View File

@@ -15,6 +15,7 @@
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/TerrainCommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
@@ -334,7 +335,7 @@ VertexOutput VS(TerrainVertexInput input)
float lodValue = CurrentLOD;
float morphAlpha = lodCalculated - CurrentLOD;
// Sample heightmap
// Sample heightmap and splatmaps
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
#if USE_SMOOTH_LOD_TRANSITION
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
@@ -342,7 +343,6 @@ VertexOutput VS(TerrainVertexInput input)
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
bool isHole = max(heightmapValueThisLOD.b + heightmapValueThisLOD.a, heightmapValueNextLOD.b + heightmapValueNextLOD.a) >= 1.9f;
#if USE_TERRAIN_LAYERS
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
@@ -355,7 +355,6 @@ VertexOutput VS(TerrainVertexInput input)
#endif
#else
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
bool isHole = (heightmapValue.b + heightmapValue.a) >= 1.9f;
#if USE_TERRAIN_LAYERS
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
#if TERRAIN_LAYERS_DATA_SIZE > 1
@@ -363,12 +362,11 @@ VertexOutput VS(TerrainVertexInput input)
#endif
#endif
#endif
float height = (float)((int)(heightmapValue.x * 255.0) + ((int)(heightmapValue.y * 255) << 8)) / 65535.0;
float height = DecodeHeightmapHeight(heightmapValue);
// Extract normal and the holes mask
float2 normalTemp = float2(heightmapValue.b, heightmapValue.a) * 2.0f - 1.0f;
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
normal = normalize(normal);
bool isHole;
float3 normal = DecodeHeightmapNormal(heightmapValue, isHole);
output.Geometry.HolesMask = isHole ? 0 : 1;
if (isHole)
{

View File

@@ -267,6 +267,7 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=comperand/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=coord/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=cubemap/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=DDGI/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Deformer/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=deformers/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=defragmentation/@EntryIndexedValue">True</s:Boolean>

View File

@@ -604,6 +604,9 @@ namespace FlaxEditor.CustomEditors.Editors
root.SortChildrenRecursive();
root.Expand(true);
if (Input.GetKey(KeyboardKeys.Shift))
root.ExpandAll(true);
return menu;
}
}

View File

@@ -227,9 +227,8 @@ namespace FlaxEditor.GUI
{
int order = -1 * SortScore.CompareTo(otherItem.SortScore);
if (order == 0)
{
order = string.Compare(Name, otherItem.Name, StringComparison.Ordinal);
}
return order;
}
return base.Compare(other);
@@ -509,7 +508,7 @@ namespace FlaxEditor.GUI
OnSearchFilterChanged();
}
private List<Item> GetVisibleItems()
private List<Item> GetVisibleItems(bool ignoreFoldedCategories)
{
var result = new List<Item>();
var items = ItemsPanel.Children;
@@ -523,7 +522,7 @@ namespace FlaxEditor.GUI
for (int i = 0; i < _categoryPanels.Count; i++)
{
var category = _categoryPanels[i];
if (!category.Visible)
if (!category.Visible || (ignoreFoldedCategories && category is DropPanel panel && panel.IsClosed))
continue;
for (int j = 0; j < category.Children.Count; j++)
{
@@ -535,6 +534,12 @@ namespace FlaxEditor.GUI
return result;
}
private void ExpandToItem(Item item)
{
if (item.Parent is DropPanel dropPanel)
dropPanel.Open(false);
}
/// <inheritdoc />
protected override void OnShow()
{
@@ -564,7 +569,7 @@ namespace FlaxEditor.GUI
Hide();
return true;
case KeyboardKeys.Backspace:
// Alow the user to quickly focus the searchbar
// Allow the user to quickly focus the searchbar
if (_searchBox != null && !_searchBox.IsFocused)
{
_searchBox.Focus();
@@ -582,14 +587,25 @@ namespace FlaxEditor.GUI
}
// Get the next item
var items = GetVisibleItems();
bool controlDown = Root.GetKey(KeyboardKeys.Control);
var items = GetVisibleItems(!controlDown);
var focusedIndex = items.IndexOf(focusedItem);
// If the user hasn't selected anything yet and is holding control, focus first folded item
if (focusedIndex == -1 && controlDown)
focusedIndex = GetVisibleItems(true).Count - 1;
int delta = key == KeyboardKeys.ArrowDown ? -1 : 1;
int nextIndex = Mathf.Wrap(focusedIndex - delta, 0, items.Count - 1);
var nextItem = items[nextIndex];
// Focus the next item
nextItem.Focus();
// Allow the user to expand groups while scrolling
if (controlDown)
ExpandToItem(nextItem);
_scrollPanel.ScrollViewTo(nextItem);
return true;
case KeyboardKeys.Return:
@@ -601,7 +617,7 @@ namespace FlaxEditor.GUI
else
{
// Select first item if no item is focused (most likely to be the best result), saves the user from pressing arrow down first
var visibleItems = GetVisibleItems();
var visibleItems = GetVisibleItems(true);
if (visibleItems.Count > 0)
{
OnClickItem(visibleItems[0]);

View File

@@ -76,9 +76,13 @@ namespace FlaxEditor.SceneGraph.Actors
// Skip removing this terrain file sif it's still referenced
var sceneReferences = Editor.GetAssetReferences(e.SceneId);
if (sceneReferences != null && sceneReferences.Contains(e.TerrainId))
{
Debug.Log($"Skip removing files used by terrain {e.TerrainId} on scene {e.SceneId} as it's still in use");
continue;
}
// Delete files
Debug.Log($"Removing files used by removed terrain {e.TerrainId} on scene {e.SceneId}");
foreach (var file in e.Files)
{
if (file != null && File.Exists(file))

View File

@@ -19,6 +19,7 @@ namespace FlaxEditor.States
private readonly List<Guid> _scenesToLoad = new List<Guid>();
private readonly List<Scene> _scenesToUnload = new List<Scene>();
private Guid _lastSceneFromRequest;
private bool _sameSceneReload = false;
internal ChangingScenesState(Editor editor)
: base(editor)
@@ -164,10 +165,22 @@ namespace FlaxEditor.States
{
Assert.AreEqual(Guid.Empty, _lastSceneFromRequest, "Invalid state.");
// Bind events
Level.SceneLoaded += OnSceneEvent;
Level.SceneLoadError += OnSceneEvent;
Level.SceneUnloaded += OnSceneEvent;
// Bind events, only bind loading event and error if re-loading the same scene to avoid issues.
if (_scenesToUnload.Count == 1 && _scenesToLoad.Count == 1)
{
if (_scenesToLoad[0] == _scenesToUnload[0].ID)
{
Level.SceneLoaded += OnSceneEvent;
Level.SceneLoadError += OnSceneEvent;
_sameSceneReload = true;
}
}
if (!_sameSceneReload)
{
Level.SceneLoaded += OnSceneEvent;
Level.SceneLoadError += OnSceneEvent;
Level.SceneUnloaded += OnSceneEvent;
}
// Push scenes changing requests
for (int i = 0; i < _scenesToUnload.Count; i++)
@@ -210,9 +223,18 @@ namespace FlaxEditor.States
}
// Unbind events
Level.SceneLoaded -= OnSceneEvent;
Level.SceneLoadError -= OnSceneEvent;
Level.SceneUnloaded -= OnSceneEvent;
if (_sameSceneReload)
{
Level.SceneLoaded -= OnSceneEvent;
Level.SceneLoadError -= OnSceneEvent;
_sameSceneReload = false;
}
else
{
Level.SceneLoaded -= OnSceneEvent;
Level.SceneLoadError -= OnSceneEvent;
Level.SceneUnloaded -= OnSceneEvent;
}
}
private void OnSceneEvent(Scene scene, Guid sceneId)

View File

@@ -40,6 +40,11 @@ namespace FlaxEditor.Surface
[HideInEditor]
public class SurfaceNode : SurfaceControl
{
/// <summary>
/// The box to draw a highlight around. Drawing will be skipped if null.
/// </summary>
internal Box highlightBox;
/// <summary>
/// Flag used to discard node values setting during event sending for node UI flushing.
/// </summary>
@@ -1102,6 +1107,9 @@ namespace FlaxEditor.Surface
Render2D.DrawSprite(icon, new Rectangle(-7, -7, 16, 16), new Color(0.9f, 0.9f, 0.9f));
Render2D.DrawSprite(icon, new Rectangle(-6, -6, 14, 14), new Color(0.894117647f, 0.0784313725f, 0.0f));
}
if (highlightBox != null)
Render2D.DrawRectangle(highlightBox.Bounds, style.BorderHighlighted, 2f);
}
/// <inheritdoc />

View File

@@ -427,7 +427,7 @@ namespace FlaxEditor.Surface
_cmDistributeNodesHorizontallyButton = _cmFormatNodesMenu.ContextMenu.AddButton("Distribute horizontally", Editor.Instance.Options.Options.Input.NodesDistributeHorizontal, () => { DistributeNodes(SelectedNodes, false); });
_cmDistributeNodesVerticallyButton = _cmFormatNodesMenu.ContextMenu.AddButton("Distribute vertically", Editor.Instance.Options.Options.Input.NodesDistributeVertical, () => { DistributeNodes(SelectedNodes, true); });
_cmRemoveNodeConnectionsButton = menu.AddButton("Remove all connections to that node(s)", () =>
_cmRemoveNodeConnectionsButton = menu.AddButton("Remove all connections", () =>
{
var nodes = ((List<SurfaceNode>)menu.Tag);
@@ -453,8 +453,10 @@ namespace FlaxEditor.Surface
MarkAsEdited();
});
_cmRemoveNodeConnectionsButton.Enabled = CanEdit;
_cmRemoveBoxConnectionsButton = menu.AddButton("Remove all connections to that box", () =>
bool anyConnection = SelectedNodes.Any(n => n.GetBoxes().Any(b => b.HasAnyConnection));
_cmRemoveNodeConnectionsButton.Enabled = CanEdit && anyConnection;
_cmRemoveBoxConnectionsButton = menu.AddButton("Remove all socket connections", () =>
{
var boxUnderMouse = (Box)_cmRemoveBoxConnectionsButton.Tag;
if (Undo != null)
@@ -475,6 +477,16 @@ namespace FlaxEditor.Surface
var boxUnderMouse = GetChildAtRecursive(location) as Box;
_cmRemoveBoxConnectionsButton.Enabled = boxUnderMouse != null && boxUnderMouse.HasAnyConnection;
_cmRemoveBoxConnectionsButton.Tag = boxUnderMouse;
if (boxUnderMouse != null)
{
boxUnderMouse.ParentNode.highlightBox = boxUnderMouse;
menu.VisibleChanged += (c) =>
{
if (!c.Visible)
boxUnderMouse.ParentNode.highlightBox = null;
};
}
}
controlUnderMouse?.OnShowSecondaryContextMenu(menu, controlUnderMouse.PointFromParent(location));

View File

@@ -225,6 +225,10 @@ namespace FlaxEditor.Surface
_rootControl.DrawComments();
// Reset input flags here because this is the closest to Update we have
WasBoxSelecting = IsBoxSelecting;
WasMovingSelection = IsMovingSelection;
if (IsBoxSelecting)
{
DrawSelection();

View File

@@ -590,9 +590,6 @@ namespace FlaxEditor.Surface
// Cache flags and state
if (_leftMouseDown && button == MouseButton.Left)
{
WasBoxSelecting = IsBoxSelecting;
WasMovingSelection = _isMovingSelection;
_leftMouseDown = false;
EndMouseCapture();
Cursor = CursorType.Default;

View File

@@ -447,6 +447,10 @@ namespace FlaxEditor.Windows
/// </summary>
public void Clear()
{
lock (_locker)
{
_pendingEntries.Clear();
}
if (_entriesPanel == null)
return;
RemoveEntries();
@@ -735,10 +739,10 @@ namespace FlaxEditor.Windows
}
/// <inheritdoc />
public override void OnPlayBegin()
public override void OnPlayBeginning()
{
// Clear on Play
if (_clearOnPlayButton.Checked)
if (Editor.Options.Options.Interface.DebugLogClearOnPlay)
{
Clear();
}

View File

@@ -27,6 +27,7 @@ namespace FlaxEditor.Windows
private Panel _sceneTreePanel;
private bool _isUpdatingSelection;
private bool _isMouseDown;
private bool _blockSceneTreeScroll = false;
private DragAssets _dragAssets;
private DragActorType _dragActorType;
@@ -111,6 +112,34 @@ namespace FlaxEditor.Windows
InputActions.Add(options => options.LockFocusSelection, () => Editor.Windows.EditWin.Viewport.LockFocusSelection());
InputActions.Add(options => options.Rename, RenameSelection);
}
/// <inheritdoc />
public override void OnPlayBeginning()
{
base.OnPlayBeginning();
_blockSceneTreeScroll = true;
}
/// <inheritdoc />
public override void OnPlayBegin()
{
base.OnPlayBegin();
_blockSceneTreeScroll = false;
}
/// <inheritdoc />
public override void OnPlayEnding()
{
base.OnPlayEnding();
_blockSceneTreeScroll = true;
}
/// <inheritdoc />
public override void OnPlayEnd()
{
base.OnPlayEnd();
_blockSceneTreeScroll = true;
}
/// <summary>
/// Enables or disables vertical and horizontal scrolling on the scene tree panel.
@@ -270,7 +299,7 @@ namespace FlaxEditor.Windows
_tree.Select(nodes);
// For single node selected scroll view so user can see it
if (nodes.Count == 1)
if (nodes.Count == 1 && !_blockSceneTreeScroll)
{
nodes[0].ExpandAllParents(true);
_sceneTreePanel.ScrollViewTo(nodes[0]);
@@ -280,6 +309,12 @@ namespace FlaxEditor.Windows
_isUpdatingSelection = false;
}
/// <inheritdoc />
public override void OnEditorStateChanged()
{
_blockSceneTreeScroll = Editor.StateMachine.ReloadingScriptsState.IsActive;
}
private bool ValidateDragAsset(AssetItem assetItem)
{
if (assetItem.IsOfType<SceneAsset>())

View File

@@ -20,6 +20,11 @@ namespace FlaxEditor.Windows.Search
/// </summary>
protected Image _icon;
/// <summary>
/// The color of the accent strip.
/// </summary>
protected Color _accentColor;
/// <summary>
/// The item name.
/// </summary>
@@ -56,7 +61,7 @@ namespace FlaxEditor.Windows.Search
var icon = new Image
{
Size = new Float2(logoSize),
Location = new Float2(5, (height - logoSize) / 2)
Location = new Float2(7, (height - logoSize) / 2)
};
_icon = icon;
@@ -74,6 +79,20 @@ namespace FlaxEditor.Windows.Search
typeLabel.TextColor = Style.Current.ForegroundGrey;
}
/// <inheritdoc />
public override bool OnMouseDown(Float2 location, MouseButton button)
{
// Select and focus the item on right click to prevent the search from being cleared
if (button == MouseButton.Right)
{
_finder.SelectedItem = this;
_finder.Hand = true;
Focus();
return true;
}
return base.OnMouseUp(location, button);
}
/// <inheritdoc />
public override bool OnMouseUp(Float2 location, MouseButton button)
{
@@ -86,6 +105,15 @@ namespace FlaxEditor.Windows.Search
return base.OnMouseUp(location, button);
}
/// <inheritdoc />
public override void Draw()
{
if (IsMouseOver)
Render2D.FillRectangle(new Rectangle(Float2.Zero, Size), Style.Current.BackgroundHighlighted);
base.Draw();
}
/// <inheritdoc />
public override void OnMouseEnter(Float2 location)
{
@@ -93,12 +121,7 @@ namespace FlaxEditor.Windows.Search
var root = RootWindow;
if (root != null)
{
root.Cursor = CursorType.Hand;
}
_finder.SelectedItem = this;
_finder.Hand = true;
}
/// <inheritdoc />
@@ -128,6 +151,7 @@ namespace FlaxEditor.Windows.Search
{
_asset = item;
_asset.AddReference(this);
_accentColor = Editor.Instance.ContentDatabase.GetProxy(item).AccentColor;
}
/// <inheritdoc />
@@ -176,9 +200,7 @@ namespace FlaxEditor.Windows.Search
{
string importLocation = System.IO.Path.GetDirectoryName(importPath);
if (!string.IsNullOrEmpty(importLocation) && System.IO.Directory.Exists(importLocation))
{
cm.AddButton("Show import location", () => FileSystem.ShowFileExplorer(importLocation));
}
}
}
cm.AddSeparator();
@@ -212,6 +234,10 @@ namespace FlaxEditor.Windows.Search
// Draw icon
var iconRect = _icon.Bounds;
_asset.DrawThumbnail(ref iconRect);
// Draw color strip
var rect = iconRect with { Width = 2, Height = Height, Location = new Float2(2, 0) };
Render2D.FillRectangle(rect, _accentColor);
}
/// <inheritdoc />

View File

@@ -84,7 +84,7 @@ public:
bool EnableGlobalSDF = false;
/// <summary>
/// Draw distance of the Global SDF. Actual value can be large when using DDGI.
/// Draw distance of the Global SDF. Actual value can be larger when using DDGI.
/// </summary>
API_FIELD(Attributes="EditorOrder(2001), EditorDisplay(\"Global SDF\"), Limit(1000), ValueCategory(Utils.ValueCategory.Distance)")
float GlobalSDFDistance = 15000.0f;

View File

@@ -154,7 +154,7 @@ void ObjectsRemoval::Dispose()
Object::~Object()
{
#if BUILD_DEBUG
#if BUILD_DEBUG && 0
// Prevent removing object that is still reverenced by the removal service
//ASSERT(!ObjectsRemovalService::IsInPool(this));
#endif

View File

@@ -998,6 +998,12 @@ void Foliage::RemoveAllInstances()
RebuildClusters();
}
void Foliage::RemoveLightmap()
{
for (auto& e : Instances)
e.RemoveLightmap();
}
static float GlobalDensityScale = 1.0f;
float Foliage::GetGlobalDensityScale()

View File

@@ -139,6 +139,11 @@ public:
/// </summary>
API_FUNCTION() void RemoveAllInstances();
/// <summary>
/// Removes the lightmap data from the foliage instances.
/// </summary>
API_FUNCTION() void RemoveLightmap();
public:
/// <summary>
/// Gets the global density scale for all foliage instances. The default value is 1. Use values from range 0-1. Lower values decrease amount of foliage instances in-game. Use it to tweak game performance for slower devices.

View File

@@ -605,10 +605,11 @@ int32 MaterialParams::GetVersionHash() const
void MaterialParams::Bind(MaterialParamsLink* link, MaterialParameter::BindMeta& meta)
{
ASSERT(link && link->This);
for (int32 i = 0; i < link->This->Count(); i++)
const int32 count = link->This->Count();
for (int32 i = 0; i < count; i++)
{
MaterialParamsLink* l = link;
while (l->Down && !l->This->At(i).IsOverride())
while (l->Down && !l->This->At(i).IsOverride() && l->Down->This->Count() == count)
{
l = l->Down;
}

View File

@@ -7,6 +7,7 @@
#include "Engine/Content/Content.h"
#include "Engine/Content/Deprecated.h"
#include "Engine/Content/Factories/JsonAssetFactory.h"
#include "Engine/Foliage/Foliage.h"
#include "Engine/Physics/Colliders/MeshCollider.h"
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/ActorsCache.h"
@@ -15,6 +16,7 @@
#include "Engine/Navigation/NavMesh.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Terrain/Terrain.h"
#if USE_EDITOR
#include "Engine/Engine/Globals.h"
#endif
@@ -98,6 +100,19 @@ void Scene::SetLightmapSettings(const LightmapSettings& value)
void Scene::ClearLightmaps()
{
LightmapsData.ClearLightmaps();
// Unlink any actors from lightmap
Function<bool(Actor*)> function = [this](Actor* actor)
{
if (auto* staticModel = Cast<StaticModel>(actor))
staticModel->RemoveLightmap();
else if (auto* terrain = Cast<Terrain>(actor))
terrain->RemoveLightmap();
else if (auto* foliage = Cast<Foliage>(actor))
foliage->RemoveLightmap();
return true;
};
TreeExecute(function);
}
void Scene::BuildCSG(float timeoutMs)

View File

@@ -433,8 +433,6 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
GET_VERTEX(1, 1);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
// Calculate normals for quad two vertices
Float3 n0 = Float3::Normalize((v00 - v01) ^ (v01 - v10));
Float3 n1 = Float3::Normalize((v11 - v10) ^ (v10 - v01));
@@ -448,6 +446,7 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
}
}
#if 0
// Smooth normals
for (int32 z = 1; z < normalsSize.Y - 1; z++)
{
@@ -468,8 +467,6 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
GET_NORMAL(2, 2);
#undef GET_VERTEX
// TODO: use SIMD for those calculations
/*
* The current vertex is (11). Calculate average for the nearby vertices.
* 00 01 02
@@ -483,6 +480,7 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
normalsPerVertex[i11] = Float3::Lerp(n11, avg, 0.6f);
}
}
#endif
// Write back to the data container
const auto ptr = (Color32*)data;
@@ -527,10 +525,9 @@ void UpdateNormalsAndHoles(const TerrainDataUpdateInfo& info, const float* heigh
const int32 textureIndex = tz + tx;
const int32 heightmapIndex = hz + hx;
const int32 normalIndex = sz + sx;
#if BUILD_DEBUG
ASSERT(normalIndex >= 0 && normalIndex < normalsLength);
#endif
Float3 normal = Float3::NormalizeFast(normalsPerVertex[normalIndex]) * 0.5f + 0.5f;
ASSERT_LOW_LAYER(normalIndex >= 0 && normalIndex < normalsLength);
Float3 normal = Float3::NormalizeFast(normalsPerVertex[normalIndex]);
normal = normal * 0.5f + 0.5f;
if (holesMask && !holesMask[heightmapIndex])
normal = Float3::One;
@@ -1252,6 +1249,11 @@ void TerrainPatch::ClearCache()
void TerrainPatch::CacheHeightData()
{
if (Heightmap == nullptr)
{
LOG(Error, "Missing heightmap.");
return;
}
PROFILE_CPU_NAMED("Terrain.CacheHeightData");
PROFILE_MEM(LevelTerrain);
const TerrainDataUpdateInfo info(this);
@@ -1756,7 +1758,7 @@ bool TerrainPatch::UpdateHeightData(TerrainDataUpdateInfo& info, const Int2& mod
// Prepare data for the uploading to GPU
ASSERT(Heightmap);
auto texture = Heightmap->GetTexture();
ASSERT(texture->ResidentMipLevels() > 0);
ASSERT(texture->IsAllocated());
const int32 textureSize = texture->Width();
const PixelFormat pixelFormat = texture->Format();
const int32 pixelStride = PixelFormatExtensions::SizeInBytes(pixelFormat);

View File

@@ -10,6 +10,10 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
{
switch (node->TypeID)
{
// Material
case 1:
value = tryGetValue(box, Value::Zero);
break;
// World Position
case 2:
value = Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"));

View File

@@ -692,8 +692,12 @@ int Triangulate(OpenFbxImporterData& data, const ofbx::GeometryData& geom, const
triangulatedIndices[i] = polygon.from_vertex + (earIndices[i] % polygon.vertex_count);
// Ensure that we've written enough ears
ASSERT(earIndices.Count() == 3 * (polygon.vertex_count - 2));
return earIndices.Count();
const int32 indexCount = 3 * (polygon.vertex_count - 2);
if (indexCount != earIndices.Count())
{
LOG(Error, "Invalid amount of vertices after triangulation. Expected {} but got {}. Use proper mesh triangulation when exporting source asset to the engine.", earIndices.Count(), indexCount);
}
return indexCount;
}
bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh* aMesh, MeshData& mesh, String& errorMsg, int partitionIndex)
@@ -729,7 +733,7 @@ bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh*
mesh.Positions.Get()[j] = ToFloat3(positions.get(triangulatedIndices[j]));
numIndicesTotal += numIndices;
}
ASSERT(numIndicesTotal == vertexCount);
ASSERT_LOW_LAYER(numIndicesTotal == vertexCount);
}
// Indices (dummy index buffer)

View File

@@ -286,7 +286,7 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
case 29:
{
Value inXY = tryGetValue(node->GetBox(0), Value::Zero).AsFloat2();
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}.xy, {0}.xy))))"), inXY.Value), node);
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, sqrt(saturate(1.0 - dot({0}, {0}))))"), inXY.Value), node);
break;
}
// Mad

View File

@@ -5,28 +5,30 @@
#include "./Flax/Common.hlsl"
float DecodeHeightmapHeight(float4 value)
{
return (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0;
}
float3 DecodeHeightmapNormal(float4 value, out bool isHole)
{
isHole = (value.b + value.a) >= 1.9f;
float2 normalTemp = float2(value.b, value.a) * 2.0f - 1.0f;
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
return normalize(normal);
}
float SampleHeightmap(Texture2D<float4> heightmap, float2 uv, float mipOffset = 0.0f)
{
// Sample heightmap
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
// Decode heightmap
float height = (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0;
return height;
return DecodeHeightmapHeight(value);
}
float SampleHeightmap(Texture2D<float4> heightmap, float2 uv, out float3 normal, out bool isHole, float mipOffset = 0.0f)
{
// Sample heightmap
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
// Decode heightmap
float height = (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0;
float2 normalTemp = float2(value.b, value.a) * 2.0f - 1.0f;
normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
isHole = (value.b + value.a) >= 1.9f;
normal = normalize(normal);
return height;
normal = DecodeHeightmapNormal(value, isHole);
return DecodeHeightmapHeight(value);
}
float3 SampleHeightmap(Texture2D<float4> heightmap, float3 localPosition, float4 localToUV, out float3 normal, out bool isHole, float mipOffset = 0.0f)
@@ -36,12 +38,9 @@ float3 SampleHeightmap(Texture2D<float4> heightmap, float3 localPosition, float4
float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
// Decode heightmap
isHole = (value.b + value.a) >= 1.9f;
float height = (float)((int)(value.x * 255.0) + ((int)(value.y * 255) << 8)) / 65535.0;
normal = DecodeHeightmapNormal(value, isHole);
float height = DecodeHeightmapHeight(value);;
float3 position = float3(localPosition.x, height, localPosition.z);
float2 normalTemp = float2(value.b, value.a) * 2.0f - 1.0f;
normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
normal = normalize(normal);
// UVs outside the heightmap are empty
isHole = isHole || any(uv < 0.0f) || any(uv > 1.0f);