diff --git a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl
index 625a78e36..657d990e4 100644
--- a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl
+++ b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl
@@ -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);
diff --git a/Content/Editor/MaterialTemplates/Terrain.shader b/Content/Editor/MaterialTemplates/Terrain.shader
index abc444316..63313e304 100644
--- a/Content/Editor/MaterialTemplates/Terrain.shader
+++ b/Content/Editor/MaterialTemplates/Terrain.shader
@@ -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)
{
diff --git a/Flax.sln.DotSettings b/Flax.sln.DotSettings
index 86647d380..3611934dd 100644
--- a/Flax.sln.DotSettings
+++ b/Flax.sln.DotSettings
@@ -267,6 +267,7 @@
True
True
True
+ True
True
True
True
diff --git a/Source/Editor/CustomEditors/Editors/TagEditor.cs b/Source/Editor/CustomEditors/Editors/TagEditor.cs
index 79f700a2b..60639a8cb 100644
--- a/Source/Editor/CustomEditors/Editors/TagEditor.cs
+++ b/Source/Editor/CustomEditors/Editors/TagEditor.cs
@@ -604,6 +604,9 @@ namespace FlaxEditor.CustomEditors.Editors
root.SortChildrenRecursive();
root.Expand(true);
+ if (Input.GetKey(KeyboardKeys.Shift))
+ root.ExpandAll(true);
+
return menu;
}
}
diff --git a/Source/Editor/GUI/ItemsListContextMenu.cs b/Source/Editor/GUI/ItemsListContextMenu.cs
index 58f8c2eb4..6cb5a84fb 100644
--- a/Source/Editor/GUI/ItemsListContextMenu.cs
+++ b/Source/Editor/GUI/ItemsListContextMenu.cs
@@ -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- GetVisibleItems()
+ private List
- GetVisibleItems(bool ignoreFoldedCategories)
{
var result = new List
- ();
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);
+ }
+
///
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]);
diff --git a/Source/Editor/SceneGraph/Actors/TerrainNode.cs b/Source/Editor/SceneGraph/Actors/TerrainNode.cs
index f5cef604d..4e2cd3346 100644
--- a/Source/Editor/SceneGraph/Actors/TerrainNode.cs
+++ b/Source/Editor/SceneGraph/Actors/TerrainNode.cs
@@ -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))
diff --git a/Source/Editor/States/ChangingScenesState.cs b/Source/Editor/States/ChangingScenesState.cs
index a146b7fa9..72259e832 100644
--- a/Source/Editor/States/ChangingScenesState.cs
+++ b/Source/Editor/States/ChangingScenesState.cs
@@ -19,6 +19,7 @@ namespace FlaxEditor.States
private readonly List _scenesToLoad = new List();
private readonly List _scenesToUnload = new List();
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)
diff --git a/Source/Editor/Surface/SurfaceNode.cs b/Source/Editor/Surface/SurfaceNode.cs
index 5dedd604f..97ecab1d0 100644
--- a/Source/Editor/Surface/SurfaceNode.cs
+++ b/Source/Editor/Surface/SurfaceNode.cs
@@ -40,6 +40,11 @@ namespace FlaxEditor.Surface
[HideInEditor]
public class SurfaceNode : SurfaceControl
{
+ ///
+ /// The box to draw a highlight around. Drawing will be skipped if null.
+ ///
+ internal Box highlightBox;
+
///
/// Flag used to discard node values setting during event sending for node UI flushing.
///
@@ -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);
}
///
diff --git a/Source/Editor/Surface/VisjectSurface.ContextMenu.cs b/Source/Editor/Surface/VisjectSurface.ContextMenu.cs
index 84055aaf0..b1af9589b 100644
--- a/Source/Editor/Surface/VisjectSurface.ContextMenu.cs
+++ b/Source/Editor/Surface/VisjectSurface.ContextMenu.cs
@@ -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)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));
diff --git a/Source/Editor/Surface/VisjectSurface.Draw.cs b/Source/Editor/Surface/VisjectSurface.Draw.cs
index 01277d0d2..f60c19d21 100644
--- a/Source/Editor/Surface/VisjectSurface.Draw.cs
+++ b/Source/Editor/Surface/VisjectSurface.Draw.cs
@@ -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();
diff --git a/Source/Editor/Surface/VisjectSurface.Input.cs b/Source/Editor/Surface/VisjectSurface.Input.cs
index 63dfa063d..09df195eb 100644
--- a/Source/Editor/Surface/VisjectSurface.Input.cs
+++ b/Source/Editor/Surface/VisjectSurface.Input.cs
@@ -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;
diff --git a/Source/Editor/Windows/DebugLogWindow.cs b/Source/Editor/Windows/DebugLogWindow.cs
index b5d71f6a0..ed133d4e8 100644
--- a/Source/Editor/Windows/DebugLogWindow.cs
+++ b/Source/Editor/Windows/DebugLogWindow.cs
@@ -447,6 +447,10 @@ namespace FlaxEditor.Windows
///
public void Clear()
{
+ lock (_locker)
+ {
+ _pendingEntries.Clear();
+ }
if (_entriesPanel == null)
return;
RemoveEntries();
@@ -735,10 +739,10 @@ namespace FlaxEditor.Windows
}
///
- public override void OnPlayBegin()
+ public override void OnPlayBeginning()
{
// Clear on Play
- if (_clearOnPlayButton.Checked)
+ if (Editor.Options.Options.Interface.DebugLogClearOnPlay)
{
Clear();
}
diff --git a/Source/Editor/Windows/SceneTreeWindow.cs b/Source/Editor/Windows/SceneTreeWindow.cs
index 3c7583b0e..75a3723cf 100644
--- a/Source/Editor/Windows/SceneTreeWindow.cs
+++ b/Source/Editor/Windows/SceneTreeWindow.cs
@@ -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);
}
+
+ ///
+ public override void OnPlayBeginning()
+ {
+ base.OnPlayBeginning();
+ _blockSceneTreeScroll = true;
+ }
+
+ ///
+ public override void OnPlayBegin()
+ {
+ base.OnPlayBegin();
+ _blockSceneTreeScroll = false;
+ }
+
+ ///
+ public override void OnPlayEnding()
+ {
+ base.OnPlayEnding();
+ _blockSceneTreeScroll = true;
+ }
+
+ ///
+ public override void OnPlayEnd()
+ {
+ base.OnPlayEnd();
+ _blockSceneTreeScroll = true;
+ }
///
/// 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;
}
+ ///
+ public override void OnEditorStateChanged()
+ {
+ _blockSceneTreeScroll = Editor.StateMachine.ReloadingScriptsState.IsActive;
+ }
+
private bool ValidateDragAsset(AssetItem assetItem)
{
if (assetItem.IsOfType())
diff --git a/Source/Editor/Windows/Search/SearchItem.cs b/Source/Editor/Windows/Search/SearchItem.cs
index 11bc79991..63263cc58 100644
--- a/Source/Editor/Windows/Search/SearchItem.cs
+++ b/Source/Editor/Windows/Search/SearchItem.cs
@@ -20,6 +20,11 @@ namespace FlaxEditor.Windows.Search
///
protected Image _icon;
+ ///
+ /// The color of the accent strip.
+ ///
+ protected Color _accentColor;
+
///
/// The item name.
///
@@ -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;
}
+ ///
+ 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);
+ }
+
///
public override bool OnMouseUp(Float2 location, MouseButton button)
{
@@ -86,6 +105,15 @@ namespace FlaxEditor.Windows.Search
return base.OnMouseUp(location, button);
}
+ ///
+ public override void Draw()
+ {
+ if (IsMouseOver)
+ Render2D.FillRectangle(new Rectangle(Float2.Zero, Size), Style.Current.BackgroundHighlighted);
+
+ base.Draw();
+ }
+
///
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;
}
///
@@ -128,6 +151,7 @@ namespace FlaxEditor.Windows.Search
{
_asset = item;
_asset.AddReference(this);
+ _accentColor = Editor.Instance.ContentDatabase.GetProxy(item).AccentColor;
}
///
@@ -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);
}
///
diff --git a/Source/Engine/Core/Config/GraphicsSettings.h b/Source/Engine/Core/Config/GraphicsSettings.h
index 831605596..d8b35533a 100644
--- a/Source/Engine/Core/Config/GraphicsSettings.h
+++ b/Source/Engine/Core/Config/GraphicsSettings.h
@@ -84,7 +84,7 @@ public:
bool EnableGlobalSDF = false;
///
- /// 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.
///
API_FIELD(Attributes="EditorOrder(2001), EditorDisplay(\"Global SDF\"), Limit(1000), ValueCategory(Utils.ValueCategory.Distance)")
float GlobalSDFDistance = 15000.0f;
diff --git a/Source/Engine/Core/ObjectsRemovalService.cpp b/Source/Engine/Core/ObjectsRemovalService.cpp
index 6d40c3f78..88f054a30 100644
--- a/Source/Engine/Core/ObjectsRemovalService.cpp
+++ b/Source/Engine/Core/ObjectsRemovalService.cpp
@@ -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
diff --git a/Source/Engine/Foliage/Foliage.cpp b/Source/Engine/Foliage/Foliage.cpp
index 29771c29c..4fc576ff8 100644
--- a/Source/Engine/Foliage/Foliage.cpp
+++ b/Source/Engine/Foliage/Foliage.cpp
@@ -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()
diff --git a/Source/Engine/Foliage/Foliage.h b/Source/Engine/Foliage/Foliage.h
index f9055f377..1855e9914 100644
--- a/Source/Engine/Foliage/Foliage.h
+++ b/Source/Engine/Foliage/Foliage.h
@@ -139,6 +139,11 @@ public:
///
API_FUNCTION() void RemoveAllInstances();
+ ///
+ /// Removes the lightmap data from the foliage instances.
+ ///
+ API_FUNCTION() void RemoveLightmap();
+
public:
///
/// 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.
diff --git a/Source/Engine/Graphics/Materials/MaterialParams.cpp b/Source/Engine/Graphics/Materials/MaterialParams.cpp
index 55726c20c..2fa5a8e5f 100644
--- a/Source/Engine/Graphics/Materials/MaterialParams.cpp
+++ b/Source/Engine/Graphics/Materials/MaterialParams.cpp
@@ -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;
}
diff --git a/Source/Engine/Level/Scene/Scene.cpp b/Source/Engine/Level/Scene/Scene.cpp
index 215153122..f60aa8d2f 100644
--- a/Source/Engine/Level/Scene/Scene.cpp
+++ b/Source/Engine/Level/Scene/Scene.cpp
@@ -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 function = [this](Actor* actor)
+ {
+ if (auto* staticModel = Cast(actor))
+ staticModel->RemoveLightmap();
+ else if (auto* terrain = Cast(actor))
+ terrain->RemoveLightmap();
+ else if (auto* foliage = Cast(actor))
+ foliage->RemoveLightmap();
+ return true;
+ };
+ TreeExecute(function);
}
void Scene::BuildCSG(float timeoutMs)
diff --git a/Source/Engine/Terrain/TerrainPatch.cpp b/Source/Engine/Terrain/TerrainPatch.cpp
index 65cdace25..f7896feae 100644
--- a/Source/Engine/Terrain/TerrainPatch.cpp
+++ b/Source/Engine/Terrain/TerrainPatch.cpp
@@ -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);
diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
index 0617385bc..9105fcd2e 100644
--- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
+++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
@@ -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"));
diff --git a/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp b/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
index 2cc2823af..81ce46d6c 100644
--- a/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
+++ b/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
@@ -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)
diff --git a/Source/Engine/Visject/ShaderGraph.cpp b/Source/Engine/Visject/ShaderGraph.cpp
index ef4f53cf9..b6616d159 100644
--- a/Source/Engine/Visject/ShaderGraph.cpp
+++ b/Source/Engine/Visject/ShaderGraph.cpp
@@ -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
diff --git a/Source/Shaders/TerrainCommon.hlsl b/Source/Shaders/TerrainCommon.hlsl
index a4db9bd4f..0c2f57168 100644
--- a/Source/Shaders/TerrainCommon.hlsl
+++ b/Source/Shaders/TerrainCommon.hlsl
@@ -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 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 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 heightmap, float3 localPosition, float4 localToUV, out float3 normal, out bool isHole, float mipOffset = 0.0f)
@@ -36,12 +38,9 @@ float3 SampleHeightmap(Texture2D 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);