diff --git a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl index 2db55111b..22d9ca9b4 100644 --- a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl +++ b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl @@ -143,9 +143,9 @@ 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); + float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z); // Apply fog to the output color #if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE diff --git a/Content/Editor/Particles/Smoke Material.flax b/Content/Editor/Particles/Smoke Material.flax index bd8c1c0e9..d5b8cb872 100644 --- a/Content/Editor/Particles/Smoke Material.flax +++ b/Content/Editor/Particles/Smoke Material.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6097a8ca31dbe7a985b5c512d2049d2d22c73175551965c75d6b360323505491 -size 38427 +oid sha256:a16a3fa5bed3bc8030c40fbe0e946f2bdec28745542bf08db1d7b4a43180f785 +size 38900 diff --git a/Content/Shaders/Fog.flax b/Content/Shaders/Fog.flax index 75590f84d..3f934412c 100644 --- a/Content/Shaders/Fog.flax +++ b/Content/Shaders/Fog.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7735a770a87483d4df5e4e653373067c26469de8088f071ca092ed3e797bf461 -size 2785 +oid sha256:e83f9dbbcf84550de09e7c63bbdd3acc6591cf6ba1bcce2a2699772122ae07f4 +size 2633 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/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 4ae975cfe..afbbf6c92 100644 --- a/Source/Editor/Windows/SceneTreeWindow.cs +++ b/Source/Editor/Windows/SceneTreeWindow.cs @@ -26,6 +26,7 @@ namespace FlaxEditor.Windows private Tree _tree; private Panel _sceneTreePanel; private bool _isUpdatingSelection; + private bool _blockSceneTreeScroll = false; private DragAssets _dragAssets; private DragActorType _dragActorType; @@ -110,6 +111,34 @@ 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. @@ -269,7 +298,7 @@ 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]); @@ -279,6 +308,12 @@ 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/Foliage/Foliage.cpp b/Source/Engine/Foliage/Foliage.cpp index a1cd046ae..c0e0b0b0e 100644 --- a/Source/Engine/Foliage/Foliage.cpp +++ b/Source/Engine/Foliage/Foliage.cpp @@ -993,6 +993,12 @@ 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/Level/Actors/ExponentialHeightFog.cpp b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp index d62aecac4..efb5351e7 100644 --- a/Source/Engine/Level/Actors/ExponentialHeightFog.cpp +++ b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp @@ -41,11 +41,10 @@ void ExponentialHeightFog::Draw(RenderContext& renderContext) && _shader->IsLoaded() && renderContext.View.IsPerspectiveProjection()) { - // Prepare if (_psFog.States[0] == nullptr) - { - // Create pipeline states _psFog.CreatePipelineStates(); + if (!_psFog.States[0]->IsValid()) + { GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle; psDesc.DepthWriteEnable = false; psDesc.BlendMode.BlendEnable = true; @@ -59,6 +58,7 @@ void ExponentialHeightFog::Draw(RenderContext& renderContext) if (_psFog.Create(psDesc, _shader->GetShader(), "PS_Fog")) { LOG(Warning, "Cannot create graphics pipeline state object for '{0}'.", ToString()); + return; } } @@ -160,7 +160,7 @@ void ExponentialHeightFog::GetExponentialHeightFogData(const RenderView& view, S result.FogAtViewPosition = density * Math::Pow(2.0f, Math::Clamp(-heightFalloff * (viewHeight - height), -125.f, 126.f)); result.StartDistance = StartDistance; result.FogMinOpacity = 1.0f - FogMaxOpacity; - result.FogCutoffDistance = FogCutoffDistance; + result.FogCutoffDistance = FogCutoffDistance >= 0 ? FogCutoffDistance : view.Far + FogCutoffDistance; if (useDirectionalLightInscattering) { result.InscatteringLightDirection = -DirectionalInscatteringLight->GetDirection(); diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.h b/Source/Engine/Level/Actors/ExponentialHeightFog.h index 0b442ba9f..c0e5407d2 100644 --- a/Source/Engine/Level/Actors/ExponentialHeightFog.h +++ b/Source/Engine/Level/Actors/ExponentialHeightFog.h @@ -55,9 +55,9 @@ public: float StartDistance = 0.0f; /// - /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. Setting this value to 0 disables it. + /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. Setting this value to 0 disables it. Negative value sets the cutoff distance relative to the far plane of the camera. /// - API_FIELD(Attributes="EditorOrder(60), DefaultValue(0.0f), Limit(0), EditorDisplay(\"Exponential Height Fog\")") + API_FIELD(Attributes="EditorOrder(60), DefaultValue(0.0f), EditorDisplay(\"Exponential Height Fog\")") float FogCutoffDistance = 0.0f; public: 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/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/Shaders/ExponentialHeightFog.hlsl b/Source/Shaders/ExponentialHeightFog.hlsl index 2e34936eb..f6fb918f5 100644 --- a/Source/Shaders/ExponentialHeightFog.hlsl +++ b/Source/Shaders/ExponentialHeightFog.hlsl @@ -29,7 +29,7 @@ struct ExponentialHeightFogData float StartDistance; }; -float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, float3 posWS, float3 camWS, float skipDistance) +float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, float3 posWS, float3 camWS, float skipDistance, float sceneDistance) { float3 cameraToPos = posWS - camWS; float cameraToPosSqr = dot(cameraToPos, cameraToPos); @@ -78,7 +78,7 @@ float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, fl // Disable fog after a certain distance FLATTEN - if (exponentialHeightFog.FogCutoffDistance > 0 && cameraToPosLen > exponentialHeightFog.FogCutoffDistance) + if (exponentialHeightFog.FogCutoffDistance > 0 && sceneDistance > exponentialHeightFog.FogCutoffDistance) { expFogFactor = 1; directionalInscattering = 0; @@ -87,4 +87,9 @@ float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, fl return float4(inscatteringColor * (1.0f - expFogFactor) + directionalInscattering, expFogFactor); } +float4 GetExponentialHeightFog(ExponentialHeightFogData exponentialHeightFog, float3 posWS, float3 camWS, float skipDistance) +{ + return GetExponentialHeightFog(exponentialHeightFog, posWS, camWS, skipDistance, distance(posWS, camWS)); +} + #endif diff --git a/Source/Shaders/Fog.shader b/Source/Shaders/Fog.shader index 7dcc679ec..dfea921cc 100644 --- a/Source/Shaders/Fog.shader +++ b/Source/Shaders/Fog.shader @@ -24,41 +24,17 @@ Texture2D Depth : register(t0); Texture3D IntegratedLightScattering : register(t1); #endif -// Get world space position at given pixel coordinate -float3 GetWorldPos(float2 uv) -{ - float depth = SAMPLE_RT(Depth, uv).r; - GBufferData gBufferData = GetGBufferData(); - float3 viewPos = GetViewPos(gBufferData, uv, depth); - return mul(float4(viewPos, 1), gBufferData.InvViewMatrix).xyz; -} - -float4 CalculateCombinedFog(float3 posWS, float sceneDepth, float3 volumeUV) -{ - float skipDistance = 0; - -#if VOLUMETRIC_FOG - skipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0); -#endif - - float4 fog = GetExponentialHeightFog(ExponentialHeightFog, posWS, GBuffer.ViewPos, skipDistance); - -#if VOLUMETRIC_FOG - float4 volumetricFog = IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0); - fog = float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a); -#endif - - return fog; -} - META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(VOLUMETRIC_FOG=0) META_PERMUTATION_1(VOLUMETRIC_FOG=1) float4 PS_Fog(Quad_VS2PS input) : SV_Target0 { - // Calculate pixel world space position - float3 posWS = GetWorldPos(input.TexCoord); - float3 viewVector = posWS - GBuffer.ViewPos; + // Get world space position at given pixel coordinate + float rawDepth = SAMPLE_RT(Depth, input.TexCoord).r; + GBufferData gBufferData = GetGBufferData(); + float3 viewPos = GetViewPos(gBufferData, input.TexCoord, rawDepth); + float3 worldPos = mul(float4(viewPos, 1), gBufferData.InvViewMatrix).xyz; + float3 viewVector = worldPos - GBuffer.ViewPos; float sceneDepth = length(viewVector); // Calculate volumetric fog coordinates @@ -67,17 +43,28 @@ float4 PS_Fog(Quad_VS2PS input) : SV_Target0 // Debug code #if VOLUMETRIC_FOG && 0 - volumeUV = posWS / 1000; + volumeUV = worldPos / 1000; if (!all(volumeUV >= 0 && volumeUV <= 1)) return 0; return float4(IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0).rgb, 1); //return float4(volumeUV, 1); - //return float4(posWS / 100, 1); + //return float4(worldPos / 100, 1); #endif - // Calculate fog color - float4 fog = CalculateCombinedFog(posWS, sceneDepth, volumeUV); + float skipDistance = 0; +#if VOLUMETRIC_FOG + skipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0); +#endif + + // Calculate exponential fog color + float4 fog = GetExponentialHeightFog(ExponentialHeightFog, worldPos, GBuffer.ViewPos, skipDistance, viewPos.z); + +#if VOLUMETRIC_FOG + // Sample volumetric fog and mix it in + float4 volumetricFog = IntegratedLightScattering.SampleLevel(SamplerLinearClamp, volumeUV, 0); + fog = float4(volumetricFog.rgb + fog.rgb * volumetricFog.a, volumetricFog.a * fog.a); +#endif return fog; }