Merge remote-tracking branch 'origin/1.1' into linux-editor

# Conflicts:
#	Source/FlaxEngine.Gen.cs
#	Source/Tools/Flax.Build/Utilities/Utilities.cs
This commit is contained in:
Wojtek Figat
2021-02-16 18:54:25 +01:00
654 changed files with 19651 additions and 10556 deletions

34
CONTRIBUTING.md Normal file
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# How to contribute to the FlaxEngine
For any questions, suggestions or help join our discord!
<a href="https://flaxengine.com/discord"><img src="https://discordapp.com/api/guilds/437989205315158016/widget.png"/></a>
Want to see whats planned for Flax?
Go check out our [Trello](https://trello.com/b/NQjLXRCP/flax-roadmap).
## **Found a bug?**
* Avoid opening any new issues without having checked if your problem has already been reported. If there are no currently open issues that fit your problem's description, feel free to [add it](https://github.com/FlaxEngine/FlaxEngine/issues/new).
* When writing an issue make sure to include a clear title and description as well as having filled out all the necessary information, depending on the severity of the issue also include the necessary log files and minidump.
* Try to following the given template when writing a new issue if possible.
## **Want to contribute?**
* Fork the FlaxEngine, create a new branch and push your changes there. Then, create a pull request.
* When creating a PR for fixing an issue/bug make sure to describe as to what led to the fix for better understanding, for small and obvious fixes this is not really needed.
However make sure to mention the relevant issue where it was first reported if possible.
* For feature PR's the first thing you should evaluate is the value of your contribution, as in, what would it bring to this engine? Is it really required?
If its a small change you could preferably suggest it to us on our discord, else feel free to open up a PR for it.
* Ensure when creating a PR that your contribution is well explained with a adequate description and title.
* Generally, good code quality is expected, make sure your contribution works as intended and is appropriately commented where necessary.
Thank you for taking interest in contributing to Flax!

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@@ -108,15 +108,14 @@ float4 GetVertexColor(MaterialInput input)
return 1;
}
@8
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
@4
}
// Fix line for errors/warnings for shader code from template
#line 1000
// Input macro specified by the material: DECAL_BLEND_MODE
#define DECAL_BLEND_MODE_TRANSLUCENT 0
@@ -211,3 +210,5 @@ void PS_Decal(
#error "Invalid decal blending mode"
#endif
}
@9

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// File generated by Flax Materials Editor
// Version: @0
#define MATERIAL 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 LocalMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 Dummy0;
float WorldDeterminantSign;
float MeshMinZ;
float Segment;
float ChunksPerSegment;
float PerInstanceRandom;
float4 TemporalAAJitter;
float3 GeometrySize;
float MeshMaxZ;
@1META_CB_END
// Shader resources
@2
// The spline deformation buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> SplineDeformation : register(t0);
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD2;
float4 WorldTangent : TEXCOORD3;
};
// Interpolants passed from the vertex shader
struct VertexOutput
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
#if USE_TESSELLATION
float TessellationMultiplier : TESS;
#endif
};
// Interpolants passed to the pixel shader
struct PixelInput
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
bool IsFrontFace : SV_IsFrontFace;
};
// Material properties generation input
struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
float3x3 TBN;
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
};
// Extracts geometry data to the material input
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
{
MaterialInput output = (MaterialInput)0;
output.WorldPosition = geometry.WorldPosition;
output.TexCoord = geometry.TexCoord;
#if USE_VERTEX_COLOR
output.VertexColor = geometry.VertexColor;
#endif
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
return output;
}
#if USE_TESSELLATION
// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
#define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset
// Offsets the geometry positions data only (used by the tessallation when generating vertices)
#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset
// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
{
GeometryData output = (GeometryData)0;
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
#if USE_VERTEX_COLOR
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
#endif
output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
return output;
}
#endif
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
#endif
return output;
}
// Removes the scale vector from the local to world transformation matrix
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
// Extract per axis scales from localToWorld transform
float scaleX = length(localToWorld[0]);
float scaleY = length(localToWorld[1]);
float scaleZ = length(localToWorld[2]);
float3 invScale = float3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
localToWorld[0] *= invScale.x;
localToWorld[1] *= invScale.y;
localToWorld[2] *= invScale.z;
return localToWorld;
}
// Transforms a vector from tangent space to world space
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
{
return mul(tangentVector, input.TBN);
}
// Transforms a vector from world space to tangent space
float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
{
return mul(input.TBN, worldVector);
}
// Transforms a vector from world space to view space
float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
{
return mul(worldVector, (float3x3)ViewMatrix);
}
// Transforms a vector from view space to world space
float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
{
return mul((float3x3)ViewMatrix, viewVector);
}
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
// Gets the current object position
float3 GetObjectPosition(MaterialInput input)
{
return WorldMatrix[3].xyz;
}
// Gets the current object size
float3 GetObjectSize(MaterialInput input)
{
float4x4 world = WorldMatrix;
return GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Get the current object random value
float GetPerInstanceRandom(MaterialInput input)
{
return PerInstanceRandom;
}
// Get the current object LOD transition dither factor
float GetLODDitherFactor(MaterialInput input)
{
return 0;
}
// Gets the interpolated vertex color (in linear space)
float4 GetVertexColor(MaterialInput input)
{
#if USE_VERTEX_COLOR
return input.VertexColor;
#else
return 1;
#endif
}
float3 SampleLightmap(Material material, MaterialInput materialInput)
{
return 0;
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
@5
}
// Get material properties function (for domain shader)
Material GetMaterialDS(MaterialInput input)
{
@6
}
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
@4
}
// Calculates the transform matrix from mesh tangent space to local space
float3x3 CalcTangentToLocal(ModelInput input)
{
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
return float3x3(tangent, bitangent, normal);
}
// Vertex Shader function for GBuffer Pass and Depth Pass (with full vertex data)
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
VertexOutput VS_SplineModel(ModelInput input)
{
VertexOutput output;
// Apply local transformation of the geometry before deformation
float3 position = mul(float4(input.Position, 1), LocalMatrix).xyz;
float4x4 world = LocalMatrix;
// Apply spline curve deformation
float splineAlpha = saturate((position.z - MeshMinZ) / (MeshMaxZ - MeshMinZ));
int splineIndex = (int)((Segment + splineAlpha) * ChunksPerSegment);
position.z = splineAlpha;
float3x4 splineMatrix = float3x4(SplineDeformation[splineIndex * 3], SplineDeformation[splineIndex * 3 + 1], SplineDeformation[splineIndex * 3 + 2]);
position = mul(splineMatrix, float4(position, 1));
float4x3 splineMatrixT = transpose(splineMatrix);
world = mul(world, float4x4(float4(splineMatrixT[0], 0), float4(splineMatrixT[1], 0), float4(splineMatrixT[2], 0), float4(splineMatrixT[3], 1)));
// Compute world space vertex position
output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
world = mul(world, WorldMatrix);
// Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
float3x3 tangentToWorld = mul(tangentToLocal, localToWorld);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
#if USE_TESSELLATION
output.TessellationMultiplier = material.TessellationMultiplier;
#endif
// Copy interpolants for other shader stages
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = material.CustomVSToPS;
#endif
return output;
}
#if USE_DITHERED_LOD_TRANSITION
void ClipLODTransition(PixelInput input)
{
}
#endif
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input)
{
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Perform per pixel clipping
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
#if MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
#endif
#endif
}
@9

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@@ -0,0 +1,84 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Deferred Shading: Defines
@1// Deferred Shading: Includes
@2// Deferred Shading: Constants
@3// Deferred Shading: Resources
@4// Deferred Shading: Utilities
@5// Deferred Shading: Shaders
// Pixel Shader function for GBuffer Pass
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_LIGHTMAP=0)
META_PERMUTATION_1(USE_LIGHTMAP=1)
void PS_GBuffer(
in PixelInput input
,out float4 Light : SV_Target0
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
// GBuffer
,out float4 RT0 : SV_Target1
,out float4 RT1 : SV_Target2
,out float4 RT2 : SV_Target3
#if USE_GBUFFER_CUSTOM_DATA
,out float4 RT3 : SV_Target4
#endif
#endif
)
{
Light = 0;
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
#if USE_LIGHTMAP
float3 diffuseColor = GetDiffuseColor(material.Color, material.Metalness);
float3 specularColor = GetSpecularColor(material.Color, material.Specular, material.Metalness);
// Sample lightmap
float3 diffuseIndirectLighting = SampleLightmap(material, materialInput);
// Apply static indirect light
Light.rgb = diffuseColor * diffuseIndirectLighting * AOMultiBounce(material.AO, diffuseColor);
#endif
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
// Pack material properties to GBuffer
RT0 = float4(material.Color, material.AO);
RT1 = float4(material.WorldNormal * 0.5 + 0.5, MATERIAL_SHADING_MODEL * (1.0 / 3.0));
RT2 = float4(material.Roughness, material.Metalness, material.Specular, 0);
// Custom data
#if USE_GBUFFER_CUSTOM_DATA
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
RT3 = float4(material.SubsurfaceColor, material.Opacity);
#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
RT3 = float4(material.SubsurfaceColor, material.Opacity);
#else
RT3 = float4(0, 0, 0, 0);
#endif
#endif
// Add light emission
#if USE_EMISSIVE
Light.rgb += material.Emissive;
#endif
#else
// Handle blending as faked forward pass (use Light buffer and skip GBuffer modification)
Light = float4(material.Emissive, material.Opacity);
#endif
}

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Distortion: Defines
@1// Distortion: Includes
@2// Distortion: Constants
@3// Distortion: Resources
@4// Distortion: Utilities
@5// Distortion: Shaders
#if USE_DISTORTION
// Pixel Shader function for Distortion Pass
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
float3 viewNormal = normalize(TransformWorldVectorToView(materialInput, material.WorldNormal));
float airIOR = 1.0f;
#if USE_PIXEL_NORMAL_OFFSET_REFRACTION
float3 viewVertexNormal = TransformWorldVectorToView(materialInput, TransformTangentVectorToWorld(materialInput, float3(0, 0, 1)));
float2 distortion = (viewVertexNormal.xy - viewNormal.xy) * (material.Refraction - airIOR);
#else
float2 distortion = viewNormal.xy * (material.Refraction - airIOR);
#endif
// Clip if the distortion distance (squared) is too small to be noticed
clip(dot(distortion, distortion) - 0.00001);
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
distortion *= 4.0f;
// Use separate storage for positive and negative offsets
float2 addOffset = max(distortion, 0);
float2 subOffset = abs(min(distortion, 0));
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
}
#endif

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Forward Shading: Defines
#define MAX_LOCAL_LIGHTS 4
@1// Forward Shading: Includes
#include "./Flax/LightingCommon.hlsl"
#if USE_REFLECTIONS
#include "./Flax/ReflectionsCommon.hlsl"
#endif
#include "./Flax/Lighting.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
@2// Forward Shading: Constants
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
LightData SkyLight;
ProbeData EnvironmentProbe;
ExponentialHeightFogData ExponentialHeightFog;
float3 Dummy2;
uint LocalLightsCount;
LightData LocalLights[MAX_LOCAL_LIGHTS];
@3// Forward Shading: Resources
TextureCube EnvProbe : register(t__SRV__);
TextureCube SkyLightTexture : register(t__SRV__);
Texture2DArray DirectionalLightShadowMap : register(t__SRV__);
@4// Forward Shading: Utilities
DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
@5// Forward Shading: Shaders
// Pixel Shader function for Forward Pass
META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
float4 PS_Forward(PixelInput input) : SV_Target0
{
float4 output = 0;
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
// Add emissive light
output = float4(material.Emissive, material.Opacity);
#if MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
// Setup GBuffer data as proxy for lighting
GBufferSample gBuffer;
gBuffer.Normal = material.WorldNormal;
gBuffer.Roughness = material.Roughness;
gBuffer.Metalness = material.Metalness;
gBuffer.Color = material.Color;
gBuffer.Specular = material.Specular;
gBuffer.AO = material.AO;
gBuffer.ViewPos = mul(float4(materialInput.WorldPosition, 1), ViewMatrix).xyz;
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
#else
gBuffer.CustomData = float4(0, 0, 0, 0);
#endif
gBuffer.WorldPos = materialInput.WorldPosition;
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
// Calculate lighting from a single directional light
float4 shadowMask = 1.0f;
if (DirectionalLight.CastShadows > 0)
{
LightShadowData directionalLightShadowData = GetDirectionalLightShadowData();
shadowMask.r = SampleShadow(DirectionalLight, directionalLightShadowData, DirectionalLightShadowMap, gBuffer, shadowMask.g);
}
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
// Calculate lighting from sky light
light += GetSkyLightLighting(SkyLight, gBuffer, SkyLightTexture);
// Calculate lighting from local lights
LOOP
for (uint localLightIndex = 0; localLightIndex < LocalLightsCount; localLightIndex++)
{
const LightData localLight = LocalLights[localLightIndex];
bool isSpotLight = localLight.SpotAngles.x > -2.0f;
shadowMask = 1.0f;
light += GetLighting(ViewPos, localLight, gBuffer, shadowMask, true, isSpotLight);
}
#if USE_REFLECTIONS
// Calculate reflections
light.rgb += GetEnvProbeLighting(ViewPos, EnvProbe, EnvironmentProbe, gBuffer) * light.a;
#endif
// Add lighting (apply ambient occlusion)
output.rgb += light.rgb * gBuffer.AO;
#if USE_FOG
// Calculate exponential height fog
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
// Apply fog to the output color
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
output = float4(output.rgb * fog.a + fog.rgb, output.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_TRANSPARENT
output = float4(output.rgb * fog.a + fog.rgb, output.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_ADDITIVE
output = float4(output.rgb * fog.a + fog.rgb, output.a * fog.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_MULTIPLY
output = float4(lerp(float3(1, 1, 1), output.rgb, fog.aaa * fog.aaa), output.a);
#endif
#endif
#endif
return output;
}

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Lightmap: Defines
#define CAN_USE_LIGHTMAP 1
@1// Lightmap: Includes
@2// Lightmap: Constants
float4 LightmapArea;
@3// Lightmap: Resources
#if USE_LIGHTMAP
// Irradiance and directionality prebaked lightmaps
Texture2D Lightmap0 : register(t__SRV__);
Texture2D Lightmap1 : register(t__SRV__);
Texture2D Lightmap2 : register(t__SRV__);
#endif
@4// Lightmap: Utilities
#if USE_LIGHTMAP
// Evaluates the H-Basis coefficients in the tangent space normal direction
float3 GetHBasisIrradiance(float3 n, float3 h0, float3 h1, float3 h2, float3 h3)
{
// Band 0
float3 color = h0 * (1.0f / sqrt(2.0f * PI));
// Band 1
color += h1 * -sqrt(1.5f / PI) * n.y;
color += h2 * sqrt(1.5f / PI) * (2 * n.z - 1.0f);
color += h3 * -sqrt(1.5f / PI) * n.x;
return color;
}
float3 SampleLightmap(Material material, MaterialInput materialInput)
{
// Sample lightmaps
float4 lightmap0 = Lightmap0.Sample(SamplerLinearClamp, materialInput.LightmapUV);
float4 lightmap1 = Lightmap1.Sample(SamplerLinearClamp, materialInput.LightmapUV);
float4 lightmap2 = Lightmap2.Sample(SamplerLinearClamp, materialInput.LightmapUV);
// Unpack H-basis
float3 h0 = float3(lightmap0.x, lightmap1.x, lightmap2.x);
float3 h1 = float3(lightmap0.y, lightmap1.y, lightmap2.y);
float3 h2 = float3(lightmap0.z, lightmap1.z, lightmap2.z);
float3 h3 = float3(lightmap0.w, lightmap1.w, lightmap2.w);
// Sample baked diffuse irradiance from the H-basis coefficients
float3 normal = material.TangentNormal;
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
normal *= material.TangentNormal;
#endif
return GetHBasisIrradiance(normal, h0, h1, h2, h3) / PI;
}
#endif
@5// Lightmap: Shaders

View File

@@ -0,0 +1,44 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Motion Vectors: Defines
@1// Motion Vectors: Includes
@2// Motion Vectors: Constants
@3// Motion Vectors: Resources
@4// Motion Vectors: Utilities
@5// Motion Vectors: Shaders
// Pixel Shader function for Motion Vectors Pass
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectors(PixelInput input) : SV_Target0
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
#if MATERIAL_MASKED
// Perform per pixel clipping if material requries it
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
// Calculate this and previosu frame pixel locations in clip space
float4 prevClipPos = mul(float4(input.Geometry.PrevWorldPosition, 1), PrevViewProjectionMatrix);
float4 curClipPos = mul(float4(input.Geometry.WorldPosition, 1), ViewProjectionMatrix);
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
float2 curHPos = curClipPos.xy / curClipPos.w;
// Revert temporal jitter offset
prevHPos -= TemporalAAJitter.zw;
curHPos -= TemporalAAJitter.xy;
// Clip Space -> UV Space
float2 vPosPrev = prevHPos.xy * 0.5f + 0.5f;
float2 vPosCur = curHPos.xy * 0.5f + 0.5f;
vPosPrev.y = 1.0 - vPosPrev.y;
vPosCur.y = 1.0 - vPosCur.y;
// Calculate per-pixel motion vector
return float4(vPosCur - vPosPrev, 0, 1);
}

View File

@@ -0,0 +1,184 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Tessellation: Defines
#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
@1// Tessellation: Includes
@2// Tessellation: Constants
@3// Tessellation: Resources
@4// Tessellation: Utilities
@5// Tessellation: Shaders
#if USE_TESSELLATION
// Interpolants passed from the hull shader to the domain shader
struct TessalationHSToDS
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
float TessellationMultiplier : TESS;
};
// Interpolants passed from the domain shader and to the pixel shader
struct TessalationDSToPS
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
};
MaterialInput GetMaterialInput(TessalationDSToPS input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.SvPosition = input.Position;
output.TwoSidedSign = WorldDeterminantSign;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
#endif
return output;
}
struct TessalationPatch
{
float EdgeTessFactor[3] : SV_TessFactor;
float InsideTessFactor : SV_InsideTessFactor;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
float3 B210 : POSITION4;
float3 B120 : POSITION5;
float3 B021 : POSITION6;
float3 B012 : POSITION7;
float3 B102 : POSITION8;
float3 B201 : POSITION9;
float3 B111 : CENTER;
#endif
};
TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
{
TessalationPatch output;
// Average tess factors along edges, and pick an edge tess factor for the interior tessellation
float4 tessellationMultipliers;
tessellationMultipliers.x = 0.5f * (input[1].TessellationMultiplier + input[2].TessellationMultiplier);
tessellationMultipliers.y = 0.5f * (input[2].TessellationMultiplier + input[0].TessellationMultiplier);
tessellationMultipliers.z = 0.5f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier);
tessellationMultipliers.w = 0.333f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier + input[2].TessellationMultiplier);
tessellationMultipliers = clamp(tessellationMultipliers, 1, MAX_TESSELLATION_FACTOR);
output.EdgeTessFactor[0] = tessellationMultipliers.x; // 1->2 edge
output.EdgeTessFactor[1] = tessellationMultipliers.y; // 2->0 edge
output.EdgeTessFactor[2] = tessellationMultipliers.z; // 0->1 edge
output.InsideTessFactor = tessellationMultipliers.w;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
// Calculate PN Triangle control points
// Reference: [Vlachos 2001]
float3 p1 = input[0].Geometry.WorldPosition;
float3 p2 = input[1].Geometry.WorldPosition;
float3 p3 = input[2].Geometry.WorldPosition;
float3 n1 = input[0].Geometry.WorldNormal;
float3 n2 = input[1].Geometry.WorldNormal;
float3 n3 = input[2].Geometry.WorldNormal;
output.B210 = (2.0f * p1 + p2 - dot((p2 - p1), n1) * n1) / 3.0f;
output.B120 = (2.0f * p2 + p1 - dot((p1 - p2), n2) * n2) / 3.0f;
output.B021 = (2.0f * p2 + p3 - dot((p3 - p2), n2) * n2) / 3.0f;
output.B012 = (2.0f * p3 + p2 - dot((p2 - p3), n3) * n3) / 3.0f;
output.B102 = (2.0f * p3 + p1 - dot((p1 - p3), n3) * n3) / 3.0f;
output.B201 = (2.0f * p1 + p3 - dot((p3 - p1), n1) * n1) / 3.0f;
float3 e = (output.B210 + output.B120 + output.B021 + output.B012 + output.B102 + output.B201) / 6.0f;
float3 v = (p1 + p2 + p3) / 3.0f;
output.B111 = e + ((e - v) / 2.0f);
#endif
return output;
}
META_HS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
META_HS_PATCH(TESSELLATION_IN_CONTROL_POINTS)
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[maxtessfactor(MAX_TESSELLATION_FACTOR)]
[outputcontrolpoints(3)]
[patchconstantfunc("HS_PatchConstant")]
TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> input, uint ControlPointID : SV_OutputControlPointID)
{
TessalationHSToDS output;
// Pass through shader
#define COPY(thing) output.thing = input[ControlPointID].thing;
COPY(Position);
COPY(Geometry);
COPY(TessellationMultiplier);
#if USE_CUSTOM_VERTEX_INTERPOLATORS
COPY(CustomVSToPS);
#endif
#undef COPY
return output;
}
META_DS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
[domain("tri")]
TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : SV_DomainLocation, const OutputPatch<TessalationHSToDS, 3> input)
{
TessalationDSToPS output;
// Get the barycentric coords
float U = barycentricCoords.x;
float V = barycentricCoords.y;
float W = barycentricCoords.z;
// Interpolate patch attributes to generated vertices
output.Geometry = InterpolateGeometry(input[0].Geometry, U, input[1].Geometry, V, input[2].Geometry, W);
#define INTERPOLATE(thing) output.thing = U * input[0].thing + V * input[1].thing + W * input[2].thing
INTERPOLATE(Position);
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
// Interpolate using barycentric coordinates and PN Triangle control points
float UU = U * U;
float VV = V * V;
float WW = W * W;
float UU3 = UU * 3.0f;
float VV3 = VV * 3.0f;
float WW3 = WW * 3.0f;
float3 offset =
constantData.B210 * UU3 * V +
constantData.B120 * VV3 * U +
constantData.B021 * VV3 * W +
constantData.B012 * WW3 * V +
constantData.B102 * WW3 * U +
constantData.B201 * UU3 * W +
constantData.B111 * 6.0f * W * U * V;
InterpolateGeometryPositions(output.Geometry, input[0].Geometry, UU * U, input[1].Geometry, VV * V, input[2].Geometry, WW * W, offset);
#else
InterpolateGeometryPositions(output.Geometry, input[0].Geometry, U, input[1].Geometry, V, input[2].Geometry, W, float3(0, 0, 0));
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
UNROLL
for (int i = 0; i < CUSTOM_VERTEX_INTERPOLATORS_COUNT; i++)
INTERPOLATE(CustomVSToPS[i]);
#endif
#undef INTERPOLATE
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
// Orthogonal projection in the tangent planes with interpolation
ApplyGeometryPositionsPhongTess(output.Geometry, input[0].Geometry, input[1].Geometry, input[2].Geometry, U, V, W);
#endif
// Perform displacement mapping
#if USE_DISPLACEMENT
MaterialInput materialInput = GetMaterialInput(output);
Material material = GetMaterialDS(materialInput);
OffsetGeometryPositions(output.Geometry, material.WorldDisplacement);
#endif
// Recalculate the clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
return output;
}
#endif

View File

@@ -3,7 +3,6 @@
#define MATERIAL 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
@@ -22,7 +21,7 @@ float4 ViewInfo;
float4 ScreenSize;
@1META_CB_END
// Material shader resources
// Shader resources
@2
// Interpolants passed from the vertex shader
struct VertexOutput
@@ -185,6 +184,8 @@ float4 GetVertexColor(MaterialInput input)
#endif
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
@@ -197,9 +198,6 @@ Material GetMaterialPS(MaterialInput input)
@4
}
// Fix line for errors/warnings for shader code from template
#line 1000
// Vertex Shader function for GUI materials rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
@@ -257,3 +255,5 @@ float4 PS_GUI(PixelInput input) : SV_Target0
return float4(material.Emissive, material.Opacity);
}
@9

View File

@@ -2,19 +2,13 @@
// Version: @0
#define MATERIAL 1
#define MAX_LOCAL_LIGHTS 4
@3
// Ribbons don't use sorted indices so overlap the segment distances buffer on the slot
#define HAS_SORTED_INDICES (!defined(_VS_Ribbon))
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/LightingCommon.hlsl"
#if USE_REFLECTIONS
#include "./Flax/ReflectionsCommon.hlsl"
#endif
#include "./Flax/Lighting.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
#include "./Flax/Matrix.hlsl"
@7
struct SpriteInput
@@ -55,44 +49,19 @@ uint RibbonSegmentCount;
float4x4 WorldMatrixInverseTransposed;
@1META_CB_END
// Secondary constantant buffer (for lighting)
META_CB_BEGIN(1, LightingData)
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
LightData SkyLight;
ProbeData EnvironmentProbe;
ExponentialHeightFogData ExponentialHeightFog;
float3 Dummy1;
uint LocalLightsCount;
LightData LocalLights[MAX_LOCAL_LIGHTS];
META_CB_END
DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
// Particles attributes buffer
ByteAddressBuffer ParticlesData : register(t0);
// Ribbons don't use sorted indices so overlap the segment distances buffer on the slot
#define HAS_SORTED_INDICES (!defined(_VS_Ribbon))
#if HAS_SORTED_INDICES
// Sorted particles indices
Buffer<uint> SortedIndices : register(t1);
#else
// Ribbon particles segments distances buffer
Buffer<float> SegmentDistances : register(t1);
#endif
// Shader resources
TextureCube EnvProbe : register(t2);
TextureCube SkyLightTexture : register(t3);
Texture2DArray DirectionalLightShadowMap : register(t4);
@2
// Interpolants passed from the vertex shader
struct VertexOutput
{
@@ -172,14 +141,11 @@ MaterialInput GetMaterialInput(PixelInput input)
}
// Gets the local to world transform matrix (supports instancing)
float4x4 GetInstanceTransform(ModelInput input)
{
return WorldMatrix;
}
float4x4 GetInstanceTransform(MaterialInput input)
{
return WorldMatrix;
}
#if USE_INSTANCING
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
#else
#define GetInstanceTransform(input) WorldMatrix;
#endif
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
@@ -312,6 +278,8 @@ float3 TransformParticleVector(float3 input)
return mul(float4(input, 0.0f), WorldMatrixInverseTransposed).xyz;
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
@@ -330,9 +298,6 @@ Material GetMaterialPS(MaterialInput input)
@4
}
// Fix line for errors/warnings for shader code from template
#line 1000
// Calculates the transform matrix from mesh tangent space to local space
half3x3 CalcTangentToLocal(ModelInput input)
{
@@ -712,142 +677,9 @@ VertexOutput VS_Ribbon(uint vertexIndex : SV_VertexID)
return output;
}
// Pixel Shader function for Forward Pass
META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
float4 PS_Forward(PixelInput input) : SV_Target0
{
float4 output = 0;
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
// Add emissive light
output = float4(material.Emissive, material.Opacity);
#if MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
// Setup GBuffer data as proxy for lighting
GBufferSample gBuffer;
gBuffer.Normal = material.WorldNormal;
gBuffer.Roughness = material.Roughness;
gBuffer.Metalness = material.Metalness;
gBuffer.Color = material.Color;
gBuffer.Specular = material.Specular;
gBuffer.AO = material.AO;
gBuffer.ViewPos = mul(float4(materialInput.WorldPosition, 1), ViewMatrix).xyz;
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity);
#else
gBuffer.CustomData = float4(0, 0, 0, 0);
#endif
gBuffer.WorldPos = materialInput.WorldPosition;
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
// Calculate lighting from a single directional light
float4 shadowMask = 1.0f;
if (DirectionalLight.CastShadows > 0)
{
LightShadowData directionalLightShadowData = GetDirectionalLightShadowData();
shadowMask.r = SampleShadow(DirectionalLight, directionalLightShadowData, DirectionalLightShadowMap, gBuffer, shadowMask.g);
}
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
// Calculate lighting from sky light
light += GetSkyLightLighting(SkyLight, gBuffer, SkyLightTexture);
// Calculate lighting from local lights
LOOP
for (uint localLightIndex = 0; localLightIndex < LocalLightsCount; localLightIndex++)
{
const LightData localLight = LocalLights[localLightIndex];
bool isSpotLight = localLight.SpotAngles.x > -2.0f;
shadowMask = 1.0f;
light += GetLighting(ViewPos, localLight, gBuffer, shadowMask, true, isSpotLight);
}
#if USE_REFLECTIONS
// Calculate reflections
light.rgb += GetEnvProbeLighting(ViewPos, EnvProbe, EnvironmentProbe, gBuffer) * light.a;
#endif
// Add lighting (apply ambient occlusion)
output.rgb += light.rgb * gBuffer.AO;
#if USE_FOG
// Calculate exponential height fog
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
// Apply fog to the output color
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
output = float4(output.rgb * fog.a + fog.rgb, output.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_TRANSPARENT
output = float4(output.rgb * fog.a + fog.rgb, output.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_ADDITIVE
output = float4(output.rgb * fog.a + fog.rgb, output.a * fog.a);
#elif MATERIAL_BLEND == MATERIAL_BLEND_MULTIPLY
output = float4(lerp(float3(1, 1, 1), output.rgb, fog.aaa * fog.aaa), output.a);
#endif
#endif
#endif
return output;
}
#if USE_DISTORTION
// Pixel Shader function for Distortion Pass
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
float3 viewNormal = normalize(TransformWorldVectorToView(materialInput, material.WorldNormal));
float airIOR = 1.0f;
#if USE_PIXEL_NORMAL_OFFSET_REFRACTION
float3 viewVertexNormal = TransformWorldVectorToView(materialInput, TransformTangentVectorToWorld(materialInput, float3(0, 0, 1)));
float2 distortion = (viewVertexNormal.xy - viewNormal.xy) * (material.Refraction - airIOR);
#else
float2 distortion = viewNormal.xy * (material.Refraction - airIOR);
#endif
// Clip if the distortion distance (squared) is too small to be noticed
clip(dot(distortion, distortion) - 0.00001);
// Scale up for better precision in low/subtle refractions at the expense of artefacts at higher refraction
distortion *= 4.0f;
// Use separate storage for positive and negative offsets
float2 addOffset = max(distortion, 0);
float2 subOffset = abs(min(distortion, 0));
return float4(addOffset.x, addOffset.y, subOffset.x, subOffset.y);
}
#endif
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input
#if GLSL
, out float4 OutColor : SV_Target0
#endif
)
void PS_Depth(PixelInput input)
{
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
@@ -860,8 +692,6 @@ void PS_Depth(PixelInput input
#if MATERIAL_BLEND == MATERIAL_BLEND_TRANSPARENT
clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
#endif
#if GLSL
OutColor = 0;
#endif
}
@9

View File

@@ -20,7 +20,7 @@ float4 ScreenSize;
float4 TemporalAAJitter;
@1META_CB_END
// Material shader resources
// Shader resources
@2
// Interpolants passed to the pixel shader
struct PixelInput
@@ -128,15 +128,14 @@ float4 GetVertexColor(MaterialInput input)
return 1;
}
@8
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
@4
}
// Fix line for errors/warnings for shader code from template
#line 1000
// Pixel Shader function for PostFx materials rendering
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_PostFx(PixelInput input) : SV_Target0
@@ -147,3 +146,5 @@ float4 PS_PostFx(PixelInput input) : SV_Target0
return float4(material.Emissive, material.Opacity);
}
@9

View File

@@ -0,0 +1,620 @@
// File generated by Flax Materials Editor
// Version: @0
#define MATERIAL 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 PrevViewProjectionMatrix;
float4x4 PrevWorldMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 WorldInvScale;
float WorldDeterminantSign;
float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
float4 TemporalAAJitter;
float3 GeometrySize;
float Dummy1;
@1META_CB_END
// Shader resources
@2
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
float3 InstanceOrigin : TEXCOORD5;
float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
float3 PrevWorldPosition : TEXCOORD7;
};
// Interpolants passed from the vertex shader
struct VertexOutput
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
#if USE_TESSELLATION
float TessellationMultiplier : TESS;
#endif
};
// Interpolants passed to the pixel shader
struct PixelInput
{
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
bool IsFrontFace : SV_IsFrontFace;
};
// Material properties generation input
struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
#if USE_LIGHTMAP
float2 LightmapUV;
#endif
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
float3x3 TBN;
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float3 InstanceOrigin;
float2 InstanceParams;
#if USE_INSTANCING
float3 InstanceTransform1;
float3 InstanceTransform2;
float3 InstanceTransform3;
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
};
// Extracts geometry data to the material input
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
{
MaterialInput output = (MaterialInput)0;
output.WorldPosition = geometry.WorldPosition;
output.TexCoord = geometry.TexCoord;
#if USE_LIGHTMAP
output.LightmapUV = geometry.LightmapUV;
#endif
#if USE_VERTEX_COLOR
output.VertexColor = geometry.VertexColor;
#endif
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
output.InstanceOrigin = geometry.InstanceOrigin;
output.InstanceParams = geometry.InstanceParams;
return output;
}
#if USE_TESSELLATION
// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
#define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset; output.PrevWorldPosition = p0.PrevWorldPosition * w0 + p1.PrevWorldPosition * w1 + p2.PrevWorldPosition * w2 + offset
// Offsets the geometry positions data only (used by the tessallation when generating vertices)
#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset; geometry.PrevWorldPosition += offset
// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW; \
posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.PrevWorldPosition, geometry.PrevWorldPosition); \
posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.PrevWorldPosition, geometry.PrevWorldPosition); \
posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.PrevWorldPosition, geometry.PrevWorldPosition); \
geometry.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
{
GeometryData output = (GeometryData)0;
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
#if USE_LIGHTMAP
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
#endif
#if USE_VERTEX_COLOR
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
#endif
output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
output.InstanceOrigin = p0.InstanceOrigin;
output.InstanceParams = p0.InstanceParams;
return output;
}
#endif
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
#endif
return output;
}
// Gets the local to world transform matrix (supports instancing)
#if USE_INSTANCING
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
#else
#define GetInstanceTransform(input) WorldMatrix;
#endif
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
#if USE_INSTANCING
// Extract per axis scales from localToWorld transform
float scaleX = length(localToWorld[0]);
float scaleY = length(localToWorld[1]);
float scaleZ = length(localToWorld[2]);
float3 invScale = float3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
#else
float3 invScale = WorldInvScale;
#endif
localToWorld[0] *= invScale.x;
localToWorld[1] *= invScale.y;
localToWorld[2] *= invScale.z;
return localToWorld;
}
// Transforms a vector from tangent space to world space
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
{
return mul(tangentVector, input.TBN);
}
// Transforms a vector from world space to tangent space
float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
{
return mul(input.TBN, worldVector);
}
// Transforms a vector from world space to view space
float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
{
return mul(worldVector, (float3x3)ViewMatrix);
}
// Transforms a vector from view space to world space
float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
{
return mul((float3x3)ViewMatrix, viewVector);
}
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
// Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input)
{
return input.InstanceOrigin.xyz;
}
// Gets the current object size (supports instancing)
float3 GetObjectSize(MaterialInput input)
{
float4x4 world = GetInstanceTransform(input);
return GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
return input.InstanceParams.x;
}
// Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input)
{
#if USE_DITHERED_LOD_TRANSITION
return input.InstanceParams.y;
#else
return 0;
#endif
}
// Gets the interpolated vertex color (in linear space)
float4 GetVertexColor(MaterialInput input)
{
#if USE_VERTEX_COLOR
return input.VertexColor;
#else
return 1;
#endif
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
@5
}
// Get material properties function (for domain shader)
Material GetMaterialDS(MaterialInput input)
{
@6
}
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
@4
}
// Calculates the transform matrix from mesh tangent space to local space
float3x3 CalcTangentToLocal(ModelInput input)
{
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
return float3x3(tangent, bitangent, normal);
}
float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
{
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
return mul(tangentToLocal, localToWorld);
}
// Vertex Shader function for GBuffer Pass and Depth Pass (with full vertex data)
META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_INSTANCING=0)
META_PERMUTATION_1(USE_INSTANCING=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
VertexOutput VS(ModelInput input)
{
VertexOutput output;
// Compute world space vertex position
float4x4 world = GetInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
// Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
#else
output.Geometry.LightmapUV = input.LightmapUV;
#endif
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
#if USE_INSTANCING
materialInput.InstanceTransform1 = input.InstanceTransform1.xyz;
materialInput.InstanceTransform2 = input.InstanceTransform2.xyz;
materialInput.InstanceTransform3 = input.InstanceTransform3.xyz;
#endif
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
#if USE_TESSELLATION
output.TessellationMultiplier = material.TessellationMultiplier;
#endif
// Copy interpolants for other shader stages
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = material.CustomVSToPS;
#endif
return output;
}
// Vertex Shader function for Depth Pass
META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_INSTANCING=0)
META_PERMUTATION_1(USE_INSTANCING=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{
float4x4 world = GetInstanceTransform(input);
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position;
}
#if USE_SKINNING
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> BoneMatrices : register(t0);
#if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t1);
float3x4 GetPrevBoneMatrix(int index)
{
float4 a = PrevBoneMatrices[index * 3];
float4 b = PrevBoneMatrices[index * 3 + 1];
float4 c = PrevBoneMatrices[index * 3 + 2];
return float3x4(a, b, c);
}
float3 SkinPrevPosition(ModelInput_Skinned input)
{
float4 position = float4(input.Position.xyz, 1);
float3x4 boneMatrix = input.BlendWeights.x * GetPrevBoneMatrix(input.BlendIndices.x);
boneMatrix += input.BlendWeights.y * GetPrevBoneMatrix(input.BlendIndices.y);
boneMatrix += input.BlendWeights.z * GetPrevBoneMatrix(input.BlendIndices.z);
boneMatrix += input.BlendWeights.w * GetPrevBoneMatrix(input.BlendIndices.w);
return mul(boneMatrix, position);
}
#endif
// Cached skinning data to avoid multiple calculation
struct SkinningData
{
float3x4 BlendMatrix;
};
// Calculates the transposed transform matrix for the given bone index
float3x4 GetBoneMatrix(int index)
{
float4 a = BoneMatrices[index * 3];
float4 b = BoneMatrices[index * 3 + 1];
float4 c = BoneMatrices[index * 3 + 2];
return float3x4(a, b, c);
}
// Calculates the transposed transform matrix for the given vertex (uses blending)
float3x4 GetBoneMatrix(ModelInput_Skinned input)
{
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
boneMatrix += input.BlendWeights.z * GetBoneMatrix(input.BlendIndices.z);
boneMatrix += input.BlendWeights.w * GetBoneMatrix(input.BlendIndices.w);
return boneMatrix;
}
// Transforms the vertex position by weighted sum of the skinning matrices
float3 SkinPosition(ModelInput_Skinned input, SkinningData data)
{
return mul(data.BlendMatrix, float4(input.Position.xyz, 1));
}
// Transforms the vertex position by weighted sum of the skinning matrices
float3x3 SkinTangents(ModelInput_Skinned input, SkinningData data)
{
// Unpack vertex tangent frame
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
// Apply skinning
tangent = mul(data.BlendMatrix, float4(tangent, 0));
normal = mul(data.BlendMatrix, float4(normal, 0));
float3 bitangent = cross(normal, tangent) * bitangentSign;
return float3x3(tangent, bitangent, normal);
}
// Vertex Shader function for GBuffers/Depth Pass (skinned mesh rendering)
META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_SKINNING=1)
META_PERMUTATION_2(USE_SKINNING=1, PER_BONE_MOTION_BLUR=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(BLENDINDICES, 0, R8G8B8A8_UINT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS_Skinned(ModelInput_Skinned input)
{
VertexOutput output;
// Perform skinning
SkinningData data;
data.BlendMatrix = GetBoneMatrix(input);
float3 position = SkinPosition(input, data);
float3x3 tangentToLocal = SkinTangents(input, data);
// Compute world space vertex position
float4x4 world = GetInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
#if PER_BONE_MOTION_BLUR
float3 prevPosition = SkinPrevPosition(input);
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz;
#else
output.Geometry.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz;
#endif
// Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = float4(0, 0, 0, 1);
#endif
output.Geometry.LightmapUV = float2(0, 0);
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
#if USE_TESSELLATION
output.TessellationMultiplier = material.TessellationMultiplier;
#endif
// Copy interpolants for other shader stages
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = material.CustomVSToPS;
#endif
return output;
}
#endif
#if USE_DITHERED_LOD_TRANSITION
void ClipLODTransition(PixelInput input)
{
float ditherFactor = input.InstanceParams.y;
if (abs(ditherFactor) > 0.001)
{
float randGrid = cos(dot(floor(input.Position.xy), float2(347.83452793, 3343.28371863)));
float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001);
}
}
#endif
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input)
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
#endif
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Perform per pixel clipping
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
#if MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
#endif
#endif
}
@9

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@@ -3,7 +3,6 @@
#define MATERIAL 1
@3
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
#define USE_SMOOTH_LOD_TRANSITION 1
@@ -26,7 +25,6 @@ float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float4 LightmapArea;
float3 WorldInvScale;
float WorldDeterminantSign;
float PerInstanceRandom;
@@ -39,35 +37,31 @@ float2 OffsetUV;
float2 Dummy0;
@1META_CB_END
#if CAN_USE_LIGHTMAP
// Irradiance and directionality prebaked lightmaps
Texture2D Lightmap0 : register(t0);
Texture2D Lightmap1 : register(t1);
Texture2D Lightmap2 : register(t2);
#endif
// Terrain data
Texture2D Heightmap : register(t3);
Texture2D Splatmap0 : register(t4);
Texture2D Splatmap1 : register(t5);
Texture2D Heightmap : register(t0);
Texture2D Splatmap0 : register(t1);
Texture2D Splatmap1 : register(t2);
// Material shader resources
// Shader resources
@2
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float HolesMask : TEXCOORD4;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
#endif
};
// Interpolants passed from the vertex shader
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float HolesMask : TEXCOORD4;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
#endif
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
@@ -79,19 +73,12 @@ struct VertexOutput
// Interpolants passed to the pixel shader
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float HolesMask : TEXCOORD4;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
#endif
float4 Position : SV_Position;
GeometryData Geometry;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
bool IsFrontFace : SV_IsFrontFace;
bool IsFrontFace : SV_IsFrontFace;
};
// Material properties generation input
@@ -116,25 +103,66 @@ struct MaterialInput
#endif
};
// Extracts geometry data to the material input
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
{
MaterialInput output = (MaterialInput)0;
output.WorldPosition = geometry.WorldPosition;
output.TexCoord = geometry.TexCoord;
#if USE_LIGHTMAP
output.LightmapUV = geometry.LightmapUV;
#endif
output.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
output.HolesMask = geometry.HolesMask;
#if USE_TERRAIN_LAYERS
output.Layers = geometry.Layers;
#endif
return output;
}
#if USE_TESSELLATION
// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
#define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset
// Offsets the geometry positions data only (used by the tessallation when generating vertices)
#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset
// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
{
GeometryData output = (GeometryData)0;
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
output.WorldNormal = normalize(output.WorldNormal);
output.HolesMask = p0.HolesMask * w0 + p1.HolesMask * w1 + p2.HolesMask * w2;
#if USE_TERRAIN_LAYERS
UNROLL
for (int i = 0; i < TERRAIN_LAYERS_DATA_SIZE; i++)
output.Layers[i] = p0.Layers[i] * w0 + p1.Layers[i] * w1 + p2.Layers[i] * w2;
#endif
return output;
}
#endif
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput result = (MaterialInput)0;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
#if USE_LIGHTMAP
result.LightmapUV = input.LightmapUV;
#endif
result.TBN = CalcTangentBasisFromWorldNormal(input.WorldNormal);
result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
result.SvPosition = input.Position;
result.HolesMask = input.HolesMask;
#if USE_TERRAIN_LAYERS
result.Layers = input.Layers;
#endif
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
result.CustomVSToPS = input.CustomVSToPS;
output.CustomVSToPS = input.CustomVSToPS;
#endif
return result;
return output;
}
// Removes the scale vector from the local to world transformation matrix
@@ -216,6 +244,8 @@ float4 GetVertexColor(MaterialInput input)
return 1;
}
@8
// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
@@ -234,9 +264,6 @@ Material GetMaterialPS(MaterialInput input)
@4
}
// Fix line for errors/warnings for shader code from template
#line 1000
// Calculates LOD value (with fractional part for blending)
float CalcLOD(float2 xy, float4 morph)
{
@@ -285,7 +312,7 @@ float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
struct TerrainVertexInput
{
float2 TexCoord : TEXCOORD0;
float4 Morph : TEXCOORD1;
float4 Morph : TEXCOORD1;
};
// Vertex Shader function for terrain rendering
@@ -336,7 +363,7 @@ VertexOutput VS(TerrainVertexInput input)
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);
output.HolesMask = isHole ? 0 : 1;
output.Geometry.HolesMask = isHole ? 0 : 1;
if (isHole)
{
normal = float3(0, 1, 0);
@@ -353,10 +380,10 @@ VertexOutput VS(TerrainVertexInput input)
float3 position = float3(positionXZ.x, height, positionXZ.y);
// Compute world space vertex position
output.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
// Compute clip space position
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
#if USE_SMOOTH_LOD_TRANSITION
@@ -364,46 +391,46 @@ VertexOutput VS(TerrainVertexInput input)
#else
float2 texCoord = input.TexCoord;
#endif
output.TexCoord = positionXZ * (1.0f / TerrainChunkSizeLOD0) + OffsetUV;
output.LightmapUV = texCoord * LightmapArea.zw + LightmapArea.xy;
output.Geometry.TexCoord = positionXZ * (1.0f / TerrainChunkSizeLOD0) + OffsetUV;
output.Geometry.LightmapUV = texCoord * LightmapArea.zw + LightmapArea.xy;
// Extract terrain layers weights from the splatmap
#if USE_TERRAIN_LAYERS
output.Layers[0] = splatmap0Value;
output.Geometry.Layers[0] = splatmap0Value;
#if TERRAIN_LAYERS_DATA_SIZE > 1
output.Layers[1] = splatmap1Value;
output.Geometry.Layers[1] = splatmap1Value;
#endif
#endif
// Compute world space normal vector
float3x3 tangentToLocal = CalcTangentBasisFromWorldNormal(normal);
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.WorldNormal = tangentToWorld[2];
output.Geometry.WorldNormal = tangentToWorld[2];
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = (MaterialInput)0;
materialInput.WorldPosition = output.WorldPosition;
materialInput.TexCoord = output.TexCoord;
materialInput.WorldPosition = output.Geometry.WorldPosition;
materialInput.TexCoord = output.Geometry.TexCoord;
#if USE_LIGHTMAP
materialInput.LightmapUV = output.LightmapUV;
materialInput.LightmapUV = output.Geometry.LightmapUV;
#endif
materialInput.TBN = CalcTangentBasisFromWorldNormal(output.WorldNormal);
materialInput.TBN = CalcTangentBasisFromWorldNormal(output.Geometry.WorldNormal);
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = position;
materialInput.PreSkinnedNormal = normal;
materialInput.HolesMask = output.HolesMask;
materialInput.HolesMask = output.Geometry.HolesMask;
#if USE_TERRAIN_LAYERS
materialInput.Layers = output.Layers;
materialInput.Layers = output.Geometry.Layers;
#endif
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.WorldPosition += material.PositionOffset;
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
@@ -419,356 +446,9 @@ VertexOutput VS(TerrainVertexInput input)
return output;
}
#if USE_TESSELLATION
// Interpolants passed from the hull shader to the domain shader
struct TessalationHSToDS
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float HolesMask : TEXCOORD4;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
float TessellationMultiplier : TESS;
};
// Interpolants passed from the domain shader and to the pixel shader
struct TessalationDSToPS
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float HolesMask : TEXCOORD4;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
};
MaterialInput GetMaterialInput(TessalationDSToPS input)
{
MaterialInput result = (MaterialInput)0;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
#if USE_LIGHTMAP
result.LightmapUV = input.LightmapUV;
#endif
result.TBN = CalcTangentBasisFromWorldNormal(input.WorldNormal);
result.TwoSidedSign = WorldDeterminantSign;
result.SvPosition = input.Position;
result.HolesMask = input.HolesMask;
#if USE_TERRAIN_LAYERS
result.Layers = input.Layers;
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
result.CustomVSToPS = input.CustomVSToPS;
#endif
return result;
}
struct TessalationPatch
{
float EdgeTessFactor[3] : SV_TessFactor;
float InsideTessFactor : SV_InsideTessFactor;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
float3 B210 : POSITION4;
float3 B120 : POSITION5;
float3 B021 : POSITION6;
float3 B012 : POSITION7;
float3 B102 : POSITION8;
float3 B201 : POSITION9;
float3 B111 : CENTER;
#endif
};
TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
{
TessalationPatch output;
// Average tess factors along edges, and pick an edge tess factor for the interior tessellation
float4 TessellationMultipliers;
TessellationMultipliers.x = 0.5f * (input[1].TessellationMultiplier + input[2].TessellationMultiplier);
TessellationMultipliers.y = 0.5f * (input[2].TessellationMultiplier + input[0].TessellationMultiplier);
TessellationMultipliers.z = 0.5f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier);
TessellationMultipliers.w = 0.333f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier + input[2].TessellationMultiplier);
TessellationMultipliers = clamp(TessellationMultipliers, 1, MAX_TESSELLATION_FACTOR);
output.EdgeTessFactor[0] = TessellationMultipliers.x; // 1->2 edge
output.EdgeTessFactor[1] = TessellationMultipliers.y; // 2->0 edge
output.EdgeTessFactor[2] = TessellationMultipliers.z; // 0->1 edge
output.InsideTessFactor = TessellationMultipliers.w;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
// Calculate PN-Triangle coefficients
// Refer to Vlachos 2001 for the original formula
float3 p1 = input[0].WorldPosition;
float3 p2 = input[1].WorldPosition;
float3 p3 = input[2].WorldPosition;
float3 n1 = input[0].WorldNormal;
float3 n2 = input[1].WorldNormal;
float3 n3 = input[2].WorldNormal;
// Calculate control points
output.B210 = (2.0f * p1 + p2 - dot((p2 - p1), n1) * n1) / 3.0f;
output.B120 = (2.0f * p2 + p1 - dot((p1 - p2), n2) * n2) / 3.0f;
output.B021 = (2.0f * p2 + p3 - dot((p3 - p2), n2) * n2) / 3.0f;
output.B012 = (2.0f * p3 + p2 - dot((p2 - p3), n3) * n3) / 3.0f;
output.B102 = (2.0f * p3 + p1 - dot((p1 - p3), n3) * n3) / 3.0f;
output.B201 = (2.0f * p1 + p3 - dot((p3 - p1), n1) * n1) / 3.0f;
float3 e = (output.B210 + output.B120 + output.B021 +
output.B012 + output.B102 + output.B201) / 6.0f;
float3 v = (p1 + p2 + p3) / 3.0f;
output.B111 = e + ((e - v) / 2.0f);
#endif
return output;
}
META_HS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
META_HS_PATCH(TESSELLATION_IN_CONTROL_POINTS)
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[maxtessfactor(MAX_TESSELLATION_FACTOR)]
[outputcontrolpoints(3)]
[patchconstantfunc("HS_PatchConstant")]
TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> input, uint ControlPointID : SV_OutputControlPointID)
{
TessalationHSToDS output;
// Pass through shader
#define COPY(thing) output.thing = input[ControlPointID].thing;
COPY(Position);
COPY(WorldPosition);
COPY(TexCoord);
COPY(LightmapUV);
COPY(WorldNormal);
COPY(HolesMask);
COPY(TessellationMultiplier);
#if USE_TERRAIN_LAYERS
COPY(Layers);
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
COPY(CustomVSToPS);
#endif
#undef COPY
return output;
}
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
// Orthogonal projection on to plane
float3 ProjectOntoPlane(float3 planeNormal, float3 planePoint, float3 pointToProject)
{
return pointToProject - dot(pointToProject-planePoint, planeNormal) * planeNormal;
}
#endif
META_DS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
[domain("tri")]
TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : SV_DomainLocation, const OutputPatch<TessalationHSToDS, 3> input)
{
TessalationDSToPS output;
// Get the barycentric coords
float U = barycentricCoords.x;
float V = barycentricCoords.y;
float W = barycentricCoords.z;
// Interpolate patch attributes to generated vertices
#define INTERPOLATE(thing) output.thing = U * input[0].thing + V * input[1].thing + W * input[2].thing
#define COPY(thing) output.thing = input[0].thing
INTERPOLATE(Position);
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
float UU = U * U;
float VV = V * V;
float WW = W * W;
float UU3 = UU * 3.0f;
float VV3 = VV * 3.0f;
float WW3 = WW * 3.0f;
// Interpolate using barycentric coordinates and PN Triangle control points
output.WorldPosition =
input[0].WorldPosition * UU * U +
input[1].WorldPosition * VV * V +
input[2].WorldPosition * WW * W +
constantData.B210 * UU3 * V +
constantData.B120 * VV3 * U +
constantData.B021 * VV3 * W +
constantData.B012 * WW3 * V +
constantData.B102 * WW3 * U +
constantData.B201 * UU3 * W +
constantData.B111 * 6.0f * W * U * V;
#else
INTERPOLATE(WorldPosition);
#endif
INTERPOLATE(TexCoord);
INTERPOLATE(LightmapUV);
INTERPOLATE(WorldNormal);
INTERPOLATE(HolesMask);
#if USE_TERRAIN_LAYERS
UNROLL
for (int i = 0; i < TERRAIN_LAYERS_DATA_SIZE; i++)
{
INTERPOLATE(Layers[i]);
}
#endif
#if USE_CUSTOM_VERTEX_INTERPOLATORS
UNROLL
for (int i = 0; i < CUSTOM_VERTEX_INTERPOLATORS_COUNT; i++)
{
INTERPOLATE(CustomVSToPS[i]);
}
#endif
#undef INTERPOLATE
#undef COPY
// Interpolating normal can unnormalize it, so normalize it
output.WorldNormal = normalize(output.WorldNormal);
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
// Orthogonal projection in the tangent planes
float3 posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].WorldPosition, output.WorldPosition);
float3 posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].WorldPosition, output.WorldPosition);
float3 posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].WorldPosition, output.WorldPosition);
// Interpolate the projected points
output.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
#endif
// Perform displacement mapping
#if USE_DISPLACEMENT
MaterialInput materialInput = GetMaterialInput(output);
Material material = GetMaterialDS(materialInput);
output.WorldPosition += material.WorldDisplacement;
#endif
// Recalculate the clip space position
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
return output;
}
#endif
#if USE_LIGHTMAP
float3 SampleLightmap(Material material, MaterialInput materialInput)
{
// Sample lightmaps
float4 lightmap0 = Lightmap0.Sample(SamplerLinearClamp, materialInput.LightmapUV);
float4 lightmap1 = Lightmap1.Sample(SamplerLinearClamp, materialInput.LightmapUV);
float4 lightmap2 = Lightmap2.Sample(SamplerLinearClamp, materialInput.LightmapUV);
// Unpack H-basis
float3 h0 = float3(lightmap0.x, lightmap1.x, lightmap2.x);
float3 h1 = float3(lightmap0.y, lightmap1.y, lightmap2.y);
float3 h2 = float3(lightmap0.z, lightmap1.z, lightmap2.z);
float3 h3 = float3(lightmap0.w, lightmap1.w, lightmap2.w);
// Sample baked diffuse irradiance from the H-basis coefficients
float3 normal = material.TangentNormal;
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
normal *= material.TangentNormal;
#endif
return GetHBasisIrradiance(normal, h0, h1, h2, h3) / PI;
}
#endif
// Pixel Shader function for GBuffer Pass
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_LIGHTMAP=0)
META_PERMUTATION_1(USE_LIGHTMAP=1)
void PS_GBuffer(
in PixelInput input
,out float4 Light : SV_Target0
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
,out float4 RT0 : SV_Target1
,out float4 RT1 : SV_Target2
,out float4 RT2 : SV_Target3
#if USE_GBUFFER_CUSTOM_DATA
,out float4 RT3 : SV_Target4
#endif
#endif
)
{
Light = 0;
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#if MATERIAL_MASKED
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
#if USE_LIGHTMAP
float3 diffuseColor = GetDiffuseColor(material.Color, material.Metalness);
float3 specularColor = GetSpecularColor(material.Color, material.Specular, material.Metalness);
// Sample lightmap
float3 diffuseIndirectLighting = SampleLightmap(material, materialInput);
// Apply static indirect light
Light.rgb = diffuseColor * diffuseIndirectLighting * AOMultiBounce(material.AO, diffuseColor);
#endif
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
// Pack material properties to GBuffer
RT0 = float4(material.Color, material.AO);
RT1 = float4(material.WorldNormal * 0.5 + 0.5, MATERIAL_SHADING_MODEL * (1.0 / 3.0));
RT2 = float4(material.Roughness, material.Metalness, material.Specular, 0);
// Custom data
#if USE_GBUFFER_CUSTOM_DATA
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE
RT3 = float4(material.SubsurfaceColor, material.Opacity);
#elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
RT3 = float4(material.SubsurfaceColor, material.Opacity);
#else
RT3 = float4(0, 0, 0, 0);
#endif
#endif
// Add light emission
#if USE_EMISSIVE
Light.rgb += material.Emissive;
#endif
#else
// Handle blending as faked forward pass (use Light buffer and skip GBuffer modification)
Light = float4(material.Emissive, material.Opacity);
#endif
}
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input
#if GLSL
, out float4 OutColor : SV_Target0
#endif
)
void PS_Depth(PixelInput input)
{
#if MATERIAL_MASKED
// Perform per pixel clipping if material requries it
@@ -776,8 +456,6 @@ void PS_Depth(PixelInput input
Material material = GetMaterialPS(materialInput);
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
#if GLSL
OutColor = 0;
#endif
}
@9

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Content/Editor/Primitives/Plane.flax (Stored with Git LFS)

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Content/Editor/TexturePreviewMaterial.flax (Stored with Git LFS)

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Content/Editor/Wires Debug Material.flax (Stored with Git LFS)

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Content/Engine/DefaultDeformableMaterial.flax (Stored with Git LFS) Normal file

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Content/Engine/DefaultMaterial.flax (Stored with Git LFS)

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Content/Engine/DefaultTerrainMaterial.flax (Stored with Git LFS)

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Content/Engine/SingleColorMaterial.flax (Stored with Git LFS)

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Content/Engine/SkyboxMaterial.flax (Stored with Git LFS)

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View File

@@ -3,6 +3,12 @@
set -e
testfilesize=$(wc -c < 'Source/Logo.png')
if [ $testfilesize -le 1000 ]; then
echo "CallBuildTool ERROR: Repository was not cloned using Git LFS" 1>&2
exit 1
fi
# Compile the build tool.
xbuild /nologo /verbosity:quiet "Source/Tools/Flax.Build/Flax.Build.csproj" /property:Configuration=Release /property:Platform=AnyCPU /target:Build

View File

@@ -4,6 +4,10 @@ rem Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
if not exist "Development\Scripts\Windows\GetMSBuildPath.bat" goto Error_InvalidLocation
for %%I in (Source\Logo.png) do if %%~zI LSS 2000 (
goto Error_MissingLFS
)
call "Development\Scripts\Windows\GetMSBuildPath.bat"
if errorlevel 1 goto Error_NoVisualStudioEnvironment
@@ -33,6 +37,9 @@ Binaries\Tools\Flax.Build.exe %*
if errorlevel 1 goto Error_FlaxBuildFailed
exit /B 0
:Error_MissingLFS
echo CallBuildTool ERROR: Repository was not cloned using Git LFS
goto Exit
:Error_InvalidLocation
echo CallBuildTool ERROR: The script is in invalid directory.
goto Exit

View File

@@ -3,7 +3,7 @@
"Version": {
"Major": 1,
"Minor": 0,
"Build": 6215
"Build": 6216
},
"Company": "Flax",
"Copyright": "Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.",

View File

@@ -16,6 +16,7 @@ exit /B 0
:BuildToolFailed
echo Flax.Build tool failed.
pause
goto Exit
:Exit

View File

@@ -26,6 +26,10 @@ This repository contains full source code of the Flax (excluding NDA-protected p
Follow the instructions below to compile and run the engine from source.
## Flax plugin for Visual Studio
Flax Visual Studio extension provides better programming workflow, C# scripts debugging functionality and allows to attach to running engine instance to debug C# source. This extension is available to download [here](https://marketplace.visualstudio.com/items?itemName=Flax.FlaxVS).
## Windows
* Install Visual Studio 2015 or newer
@@ -34,7 +38,8 @@ Follow the instructions below to compile and run the engine from source.
* Clone repo (with LFS)
* Run **GenerateProjectFiles.bat**
* Open `Flax.sln` and set solution configuration to **Editor.Development** and solution platform to **Win64**
* Compile Flax project (hit F7 key)
* Set Flax or FlaxEngine as startup project
* Compile Flax project (hit F7 or CTRL+Shift+B)
* Run Flax (hit F5 key)
## Linux
@@ -49,10 +54,6 @@ Follow the instructions below to compile and run the engine from source.
* Open workspace with Visual Code
* Build and run
# Flax plugin for Visual Studio
Flax Visual Studio extension provides better programming workflow, C# scripts debugging functionality and allows to attach to running engine instance to debug C# source. This extension is available to download [here](https://marketplace.visualstudio.com/items?itemName=Flax.FlaxVS).
## Workspace directory
- **Binaries/** - executable files

View File

@@ -262,9 +262,9 @@ namespace FlaxEditor.Content.Import
public int BaseLOD { get; set; } = 0;
/// <summary>
/// The amount of LODs to include in the model (all reaming ones starting from Base LOD will be generated).
/// The amount of LODs to include in the model (all remaining ones starting from Base LOD will be generated).
/// </summary>
[EditorOrder(1120), DefaultValue(4), Limit(1, Model.MaxLODs), EditorDisplay("Level Of Detail", "LOD Count"), Tooltip("The amount of LODs to include in the model (all reaming ones starting from Base LOD will be generated).")]
[EditorOrder(1120), DefaultValue(4), Limit(1, Model.MaxLODs), EditorDisplay("Level Of Detail", "LOD Count"), Tooltip("The amount of LODs to include in the model (all remaining ones starting from Base LOD will be generated).")]
public int LODCount { get; set; } = 4;
/// <summary>

View File

@@ -50,6 +50,9 @@ namespace FlaxEditor.Content
/// <inheritdoc />
public bool IsMethod => false;
/// <inheritdoc />
public bool IsEvent => false;
/// <inheritdoc />
public bool HasGet => true;
@@ -174,6 +177,9 @@ namespace FlaxEditor.Content
/// <inheritdoc />
public bool IsMethod => true;
/// <inheritdoc />
public bool IsEvent => false;
/// <inheritdoc />
public bool HasGet => false;

View File

@@ -162,8 +162,7 @@ namespace FlaxEditor.Content
// Auto fit actor to camera
float targetSize = 30.0f;
BoundingBox bounds;
Editor.GetActorEditorBox(_preview.Instance, out bounds);
Editor.GetActorEditorBox(_preview.Instance, out var bounds);
float maxSize = Mathf.Max(0.001f, bounds.Size.MaxValue);
_preview.Instance.Scale = new Vector3(targetSize / maxSize);
_preview.Instance.Position = Vector3.Zero;
@@ -175,6 +174,7 @@ namespace FlaxEditor.Content
/// <inheritdoc />
public override void OnThumbnailDrawEnd(ThumbnailRequest request, ContainerControl guiRoot)
{
_preview.RemoveChildren();
_preview.Prefab = null;
_preview.Parent = null;
}

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@@ -1,30 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The Android platform settings asset archetype. Allows to edit asset via editor.
/// </summary>
public class AndroidPlatformSettings : SettingsBase
{
/// <summary>
/// The application package name (eg. com.company.product). Custom tokens: ${PROJECT_NAME}, ${COMPANY_NAME}.
/// </summary>
[EditorOrder(0), EditorDisplay("General"), Tooltip("The application package name (eg. com.company.product). Custom tokens: ${PROJECT_NAME}, ${COMPANY_NAME}.")]
public string PackageName = "com.${COMPANY_NAME}.${PROJECT_NAME}";
/// <summary>
/// The application permissions list (eg. android.media.action.IMAGE_CAPTURE). Added to the generated manifest file.
/// </summary>
[EditorOrder(100), EditorDisplay("General"), Tooltip("The application permissions list (eg. android.media.action.IMAGE_CAPTURE). Added to the generated manifest file.")]
public string[] Permissions;
/// <summary>
/// Custom icon texture to use for the application (overrides the default one).
/// </summary>
[EditorOrder(1030), EditorDisplay("Other"), Tooltip("Custom icon texture to use for the application (overrides the default one).")]
public Texture OverrideIcon;
}
}

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@@ -1,34 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The audio payback engine settings container. Allows to edit asset via editor.
/// </summary>
public sealed class AudioSettings : SettingsBase
{
/// <summary>
/// If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.
/// </summary>
[DefaultValue(false)]
[EditorOrder(0), EditorDisplay("General"), Tooltip("If checked, audio playback will be disabled in build game. Can be used if game uses custom audio playback engine.")]
public bool DisableAudio;
/// <summary>
/// The doppler doppler effect factor. Scale for source and listener velocities. Default is 1.
/// </summary>
[DefaultValue(1.0f)]
[EditorOrder(100), EditorDisplay("General"), Limit(0, 10.0f, 0.01f), Tooltip("The doppler doppler effect factor. Scale for source and listener velocities. Default is 1.")]
public float DopplerFactor = 1.0f;
/// <summary>
/// True if mute all audio playback when game has no use focus.
/// </summary>
[DefaultValue(true)]
[EditorOrder(200), EditorDisplay("General", "Mute On Focus Loss"), Tooltip("If checked, engine will mute all audio playback when game has no use focus.")]
public bool MuteOnFocusLoss = true;
}
}

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@@ -1,77 +1,12 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The game building settings container. Allows to edit asset via editor.
/// </summary>
public sealed class BuildSettings : SettingsBase
partial class BuildSettings
{
/// <summary>
/// The maximum amount of assets to include into a single assets package. Assets will be split into several packages if need to.
/// </summary>
[DefaultValue(4096)]
[EditorOrder(10), Limit(32, short.MaxValue), EditorDisplay("General", "Max assets per package"), Tooltip("The maximum amount of assets to include into a single assets package. Assets will be split into several packages if need to.")]
public int MaxAssetsPerPackage = 4096;
/// <summary>
/// The maximum size of the single assets package (in megabytes). Assets will be split into several packages if need to.
/// </summary>
[DefaultValue(1024)]
[EditorOrder(20), Limit(16, short.MaxValue), EditorDisplay("General", "Max package size (in MB)"), Tooltip("The maximum size of the single assets package (in megabytes). Assets will be split into several packages if need to.")]
public int MaxPackageSizeMB = 1024;
/// <summary>
/// The game content cooking Keys. Use the same value for a game and DLC packages to support loading them by the build game. Use 0 to randomize it during building.
/// </summary>
[DefaultValue(0)]
[EditorOrder(30), EditorDisplay("General"), Tooltip("The game content cooking Keys. Use the same value for a game and DLC packages to support loading them by the build game. Use 0 to randomize it during building.")]
public int ContentKey = 0;
/// <summary>
/// If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett).
/// </summary>
[DefaultValue(false)]
[EditorOrder(40), EditorDisplay("General"), Tooltip("If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett).")]
public bool ForDistribution;
/// <summary>
/// If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.
/// </summary>
[DefaultValue(false)]
[EditorOrder(50), EditorDisplay("General"), Tooltip("If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.")]
public bool SkipPackaging;
/// <summary>
/// The additional assets to include into build (into root assets set).
/// </summary>
[EditorOrder(1000), EditorDisplay("Additional Data"), Tooltip("The additional assets to include into build (into root assets set).")]
public Asset[] AdditionalAssets;
/// <summary>
/// The additional folders with assets to include into build (into root assets set). List of paths relative to the project directory (or absolute).
/// </summary>
[EditorOrder(1010), EditorDisplay("Additional Data"), Tooltip("The additional folders with assets to include into build (to root assets set). List of paths relative to the project directory (or absolute).")]
public string[] AdditionalAssetFolders;
/// <summary>
/// Disables shaders compiler optimizations in cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2000), EditorDisplay("Content", "Shaders No Optimize"), Tooltip("Disables shaders compiler optimizations in cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time.")]
public bool ShadersNoOptimize;
/// <summary>
/// Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).
/// </summary>
[DefaultValue(false)]
[EditorOrder(2010), EditorDisplay("Content"), Tooltip("Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).")]
public bool ShadersGenerateDebugData;
/// <summary>
/// The build presets.
/// </summary>
@@ -90,13 +25,6 @@ namespace FlaxEditor.Content.Settings
Platform = BuildPlatform.Windows64,
Mode = BuildConfiguration.Development,
},
new BuildTarget
{
Name = "Windows 32bit",
Output = "Output\\Win32",
Platform = BuildPlatform.Windows32,
Mode = BuildConfiguration.Development,
},
}
},
new BuildPreset
@@ -109,14 +37,7 @@ namespace FlaxEditor.Content.Settings
Name = "Windows 64bit",
Output = "Output\\Win64",
Platform = BuildPlatform.Windows64,
Mode = BuildConfiguration.Development,
},
new BuildTarget
{
Name = "Windows 32bit",
Output = "Output\\Win32",
Platform = BuildPlatform.Windows32,
Mode = BuildConfiguration.Development,
Mode = BuildConfiguration.Release,
},
}
},

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@@ -35,6 +35,12 @@ namespace FlaxEditor.Content.Settings
[EditorOrder(30), Tooltip("Configuration build mode")]
public BuildConfiguration Mode;
/// <summary>
/// The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).
/// </summary>
[EditorOrder(90), Tooltip("The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).")]
public string[] CustomDefines;
/// <summary>
/// The pre-build action command line.
/// </summary>
@@ -46,11 +52,5 @@ namespace FlaxEditor.Content.Settings
/// </summary>
[EditorOrder(110)]
public string PostBuildAction;
/// <summary>
/// Gets the build options computed from the target configuration.
/// </summary>
[HideInEditor, NoSerialize]
public virtual BuildOptions Options => BuildOptions.None;
}
}

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@@ -7,32 +7,11 @@ using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The game settings asset archetype. Allows to edit asset via editor.
/// </summary>
public sealed class GameSettings : SettingsBase
partial class GameSettings
{
internal const string PS4PlatformSettingsTypename = "FlaxEditor.Content.Settings.PS4PlatformSettings";
internal const string XboxScarlettPlatformSettingsTypename = "FlaxEditor.Content.Settings.XboxScarlettPlatformSettings";
/// <summary>
/// The product full name.
/// </summary>
[EditorOrder(0), EditorDisplay("General"), Tooltip("The name of your product.")]
public string ProductName;
/// <summary>
/// The company full name.
/// </summary>
[EditorOrder(10), EditorDisplay("General"), Tooltip("The name of your company or organization.")]
public string CompanyName;
/// <summary>
/// The copyright note used for content signing (eg. source code header).
/// </summary>
[EditorOrder(15), EditorDisplay("General"), Tooltip("The copyright note used for content signing (eg. source code header).")]
public string CopyrightNotice;
/// <summary>
/// The default application icon.
/// </summary>

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@@ -1,61 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The graphics rendering settings container. Allows to edit asset via editor. To modify those settings at runtime use <see cref="GraphicsSettings"/>.
/// </summary>
/// <seealso cref="FlaxEngine.Graphics"/>
public sealed class GraphicsSettings : SettingsBase
{
/// <summary>
/// Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts.
/// </summary>
[EditorOrder(20), EditorDisplay("General", "Use V-Sync"), Tooltip("Enables rendering synchronization with the refresh rate of the display device to avoid \"tearing\" artifacts.")]
public bool UseVSync = false;
/// <summary>
/// Anti Aliasing quality setting.
/// </summary>
[EditorOrder(1000), EditorDisplay("Quality", "AA Quality"), Tooltip("Anti Aliasing quality.")]
public Quality AAQuality = Quality.Medium;
/// <summary>
/// Screen Space Reflections quality.
/// </summary>
[EditorOrder(1100), EditorDisplay("Quality", "SSR Quality"), Tooltip("Screen Space Reflections quality.")]
public Quality SSRQuality = Quality.Medium;
/// <summary>
/// Screen Space Ambient Occlusion quality setting.
/// </summary>
[EditorOrder(1200), EditorDisplay("Quality", "SSAO Quality"), Tooltip("Screen Space Ambient Occlusion quality setting.")]
public Quality SSAOQuality = Quality.Medium;
/// <summary>
/// Volumetric Fog quality setting.
/// </summary>
[EditorOrder(1250), EditorDisplay("Quality", "Volumetric Fog Quality"), Tooltip("Volumetric Fog quality setting.")]
public Quality VolumetricFogQuality = Quality.High;
/// <summary>
/// The shadows quality.
/// </summary>
[EditorOrder(1300), EditorDisplay("Quality", "Shadows Quality"), Tooltip("The shadows quality.")]
public Quality ShadowsQuality = Quality.Medium;
/// <summary>
/// The shadow maps quality (textures resolution).
/// </summary>
[EditorOrder(1310), EditorDisplay("Quality", "Shadow Maps Quality"), Tooltip("The shadow maps quality (textures resolution).")]
public Quality ShadowMapsQuality = Quality.Medium;
/// <summary>
/// Enables cascades splits blending for directional light shadows.
/// </summary>
[EditorOrder(1320), EditorDisplay("Quality", "Allow CSM Blending"), Tooltip("Enables cascades splits blending for directional light shadows.")]
public bool AllowCSMBlending = false;
}
}

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@@ -4,10 +4,7 @@ using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The input settings container. Allows to edit asset via editor.
/// </summary>
public sealed class InputSettings : SettingsBase
partial class InputSettings
{
/// <summary>
/// Maps a discrete button or key press events to a "friendly name" that will later be bound to event-driven behavior. The end effect is that pressing (and/or releasing) a key, mouse button, or keypad button.

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@@ -6,10 +6,7 @@ using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The layers and objects tags settings. Allows to edit asset via editor.
/// </summary>
public sealed class LayersAndTagsSettings : SettingsBase
partial class LayersAndTagsSettings
{
/// <summary>
/// The tag names.

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@@ -1,60 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The Linux platform settings asset archetype. Allows to edit asset via editor.
/// </summary>
public class LinuxPlatformSettings : SettingsBase
{
/// <summary>
/// The default game window mode.
/// </summary>
[EditorOrder(10), EditorDisplay("Window"), Tooltip("The default game window mode.")]
public GameWindowMode WindowMode = GameWindowMode.Windowed;
/// <summary>
/// The default game window width (in pixels).
/// </summary>
[EditorOrder(20), EditorDisplay("Window"), Tooltip("The default game window width (in pixels).")]
public int ScreenWidth = 1280;
/// <summary>
/// The default game window height (in pixels).
/// </summary>
[EditorOrder(30), EditorDisplay("Window"), Tooltip("The default game window height (in pixels).")]
public int ScreenHeight = 720;
/// <summary>
/// Enables resizing the game window by the user.
/// </summary>
[EditorOrder(40), EditorDisplay("Window"), Tooltip("Enables resizing the game window by the user.")]
public bool ResizableWindow = false;
/// <summary>
/// Enables game running when application window loses focus.
/// </summary>
[EditorOrder(1010), EditorDisplay("Other", "Run In Background"), Tooltip("Enables game running when application window loses focus.")]
public bool RunInBackground = false;
/// <summary>
/// Limits maximum amount of concurrent game instances running to one, otherwise user may launch application more than once.
/// </summary>
[EditorOrder(1020), EditorDisplay("Other"), Tooltip("Limits maximum amount of concurrent game instances running to one, otherwise user may launch application more than once.")]
public bool ForceSingleInstance = false;
/// <summary>
/// Custom icon texture to use for the application (overrides the default one).
/// </summary>
[EditorOrder(1030), EditorDisplay("Other"), Tooltip("Custom icon texture to use for the application (overrides the default one).")]
public Texture OverrideIcon;
/// <summary>
/// Enables support for Vulkan. Disabling it reduces compiled shaders count.
/// </summary>
[EditorOrder(2020), EditorDisplay("Graphics", "Support Vulkan"), Tooltip("Enables support for Vulkan. Disabling it reduces compiled shaders count.")]
public bool SupportVulkan = true;
}
}

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@@ -1,106 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The navigation system settings container.
/// </summary>
public sealed class NavigationSettings : SettingsBase
{
/// <summary>
/// The height of a grid cell in the navigation mesh building steps using heightfields.
/// A lower number means higher precision on the vertical axis but longer build times.
/// </summary>
[DefaultValue(10.0f), Limit(1, 400)]
[EditorOrder(10), EditorDisplay("Nav Mesh Options"), Tooltip("The height of a grid cell in the navigation mesh building steps using heightfields. A lower number means higher precision on the vertical axis but longer build times.")]
public float CellHeight = 10.0f;
/// <summary>
/// The width/height of a grid cell in the navigation mesh building steps using heightfields.
/// A lower number means higher precision on the horizontal axes but longer build times.
/// </summary>
[DefaultValue(30.0f), Limit(1, 400)]
[EditorOrder(20), EditorDisplay("Nav Mesh Options"), Tooltip("The width/height of a grid cell in the navigation mesh building steps using heightfields. A lower number means higher precision on the vertical axis but longer build times.")]
public float CellSize = 30.0f;
/// <summary>
/// Tile size used for Navigation mesh tiles, the final size of a tile is CellSize*TileSize.
/// </summary>
[DefaultValue(64), Limit(8, 4096)]
[EditorOrder(30), EditorDisplay("Nav Mesh Options"), Tooltip("Tile size used for Navigation mesh tiles, the final size of a tile is CellSize*TileSize.")]
public int TileSize = 64;
/// <summary>
/// The minimum number of cells allowed to form isolated island areas.
/// </summary>
[DefaultValue(0), Limit(0, 100)]
[EditorOrder(40), EditorDisplay("Nav Mesh Options"), Tooltip("The minimum number of cells allowed to form isolated island areas.")]
public int MinRegionArea = 0;
/// <summary>
/// Any regions with a span count smaller than this value will, if possible, be merged with larger regions.
/// </summary>
[DefaultValue(20), Limit(0, 100)]
[EditorOrder(50), EditorDisplay("Nav Mesh Options"), Tooltip("Any regions with a span count smaller than this value will, if possible, be merged with larger regions.")]
public int MergeRegionArea = 20;
/// <summary>
/// The maximum allowed length for contour edges along the border of the mesh.
/// </summary>
[DefaultValue(1200.0f), Limit(100)]
[EditorOrder(60), EditorDisplay("Nav Mesh Options", "Max Edge Length"), Tooltip("The maximum allowed length for contour edges along the border of the mesh.")]
public float MaxEdgeLen = 1200.0f;
/// <summary>
/// The maximum distance a simplified contour's border edges should deviate from the original raw contour.
/// </summary>
[DefaultValue(1.3f), Limit(0.1f, 4)]
[EditorOrder(70), EditorDisplay("Nav Mesh Options"), Tooltip("The maximum distance a simplified contour's border edges should deviate from the original raw contour.")]
public float MaxEdgeError = 1.3f;
/// <summary>
/// The sampling distance to use when generating the detail mesh. For height detail only.
/// </summary>
[DefaultValue(600.0f), Limit(1)]
[EditorOrder(80), EditorDisplay("Nav Mesh Options", "Detail Sampling Distance"), Tooltip("The sampling distance to use when generating the detail mesh.")]
public float DetailSamplingDist = 600.0f;
/// <summary>
/// The maximum distance the detail mesh surface should deviate from heightfield data. For height detail only.
/// </summary>
[DefaultValue(1.0f), Limit(0, 3)]
[EditorOrder(90), EditorDisplay("Nav Mesh Options"), Tooltip("The maximum distance the detail mesh surface should deviate from heightfield data.")]
public float MaxDetailSamplingError = 1.0f;
/// <summary>
/// The radius of the smallest objects to traverse this nav mesh. Objects can't pass through gaps of less than twice the radius.
/// </summary>
[DefaultValue(34.0f), Limit(0)]
[EditorOrder(1000), EditorDisplay("Agent Options"), Tooltip("The radius of the smallest objects to traverse this nav mesh. Objects can't pass through gaps of less than twice the radius.")]
public float WalkableRadius = 34.0f;
/// <summary>
/// The height of the smallest objects to traverse this nav mesh. Objects can't enter areas with ceilings lower than this value.
/// </summary>
[DefaultValue(144.0f), Limit(0)]
[EditorOrder(1010), EditorDisplay("Agent Options"), Tooltip("The height of the smallest objects to traverse this nav mesh. Objects can't enter areas with ceilings lower than this value.")]
public float WalkableHeight = 144.0f;
/// <summary>
/// The maximum ledge height that is considered to still be traversable.
/// </summary>
[DefaultValue(35.0f), Limit(0)]
[EditorOrder(1020), EditorDisplay("Agent Options"), Tooltip("The maximum ledge height that is considered to still be traversable.")]
public float WalkableMaxClimb = 35.0f;
/// <summary>
/// The maximum slope that is considered walkable (in degrees). Objects can't go up or down slopes higher than this value.
/// </summary>
[DefaultValue(60.0f), Limit(0, 89.0f)]
[EditorOrder(1030), EditorDisplay("Agent Options"), Tooltip("The maximum slope that is considered walkable (in degrees). Objects can't go up or down slopes higher than this value.")]
public float WalkableMaxSlopeAngle = 60.0f;
}
}

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@@ -1,112 +1,17 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The physics simulation settings container. Allows to edit asset via editor.
/// </summary>
public sealed class PhysicsSettings : SettingsBase
partial class PhysicsSettings
{
/// <summary>
/// The default gravity force value (in cm^2/s).
/// </summary>
[DefaultValue(typeof(Vector3), "0,-981.0,0")]
[EditorOrder(0), EditorDisplay("Simulation"), Tooltip("The default gravity force value (in cm^2/s).")]
public Vector3 DefaultGravity = new Vector3(0, -981.0f, 0);
/// <summary>
/// If enabled, any Raycast or other scene query that intersects with a Collider marked as a Trigger will returns with a hit. Individual raycasts can override this behavior.
/// </summary>
[DefaultValue(true)]
[EditorOrder(10), EditorDisplay("Simulation"), Tooltip("If enabled, any Raycast or other scene query that intersects with a Collider marked as a Trigger will returns with a hit. Individual raycasts can override this behavior.")]
public bool QueriesHitTriggers = true;
/// <summary>
/// Triangles from triangle meshes (CSG) with an area less than or equal to this value will be removed from physics collision data. Set to less than or equal 0 to disable.
/// </summary>
[DefaultValue(5.0f)]
[EditorOrder(20), EditorDisplay("Simulation"), Limit(-1, 10), Tooltip("Triangles from triangle meshes (CSG) with an area less than or equal to this value will be removed from physics collision data. Set to less than or equal 0 to disable.")]
public float TriangleMeshTriangleMinAreaThreshold = 5.0f;
/// <summary>
/// Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity
/// </summary>
[DefaultValue(200.0f)]
[EditorOrder(30), EditorDisplay("Simulation"), Limit(0), Tooltip("Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity")]
public float BounceThresholdVelocity = 200.0f;
/// <summary>
/// Default friction combine mode, controls how friction is computed for multiple materials.
/// </summary>
[DefaultValue(PhysicsCombineMode.Average)]
[EditorOrder(40), EditorDisplay("Simulation"), Tooltip("Default friction combine mode, controls how friction is computed for multiple materials.")]
public PhysicsCombineMode FrictionCombineMode = PhysicsCombineMode.Average;
/// <summary>
/// Default restitution combine mode, controls how restitution is computed for multiple materials.
/// </summary>
[DefaultValue(PhysicsCombineMode.Average)]
[EditorOrder(50), EditorDisplay("Simulation"), Tooltip("Default restitution combine mode, controls how restitution is computed for multiple materials.")]
public PhysicsCombineMode RestitutionCombineMode = PhysicsCombineMode.Average;
/// <summary>
/// If true CCD will be ignored. This is an optimization when CCD is never used which removes the need for PhysX to check it internally.
/// </summary>
[DefaultValue(false)]
[EditorOrder(70), EditorDisplay("Simulation", "Disable CCD"), Tooltip("If true CCD will be ignored. This is an optimization when CCD is never used which removes the need for PhysX to check it internally.")]
public bool DisableCCD;
/// <summary>
/// Enables adaptive forces to accelerate convergence of the solver. Can improve physics simulation performance but lead to artifacts.
/// </summary>
[DefaultValue(false)]
[EditorOrder(80), EditorDisplay("Simulation"), Tooltip("Enables adaptive forces to accelerate convergence of the solver. Can improve physics simulation performance but lead to artifacts.")]
public bool EnableAdaptiveForce;
/// <summary>
/// The maximum allowed delta time (in seconds) for the physics simulation step.
/// </summary>
[DefaultValue(1.0f / 10.0f)]
[EditorOrder(1000), EditorDisplay("Framerate"), Limit(0.0013f, 2.0f), Tooltip("The maximum allowed delta time (in seconds) for the physics simulation step.")]
public float MaxDeltaTime = 1.0f / 10.0f;
/// <summary>
/// Whether to substep the physics simulation.
/// </summary>
[DefaultValue(false)]
[EditorOrder(1005), EditorDisplay("Framerate"), Tooltip("Whether to substep the physics simulation.")]
public bool EnableSubstepping;
/// <summary>
/// Delta time (in seconds) for an individual simulation substep.
/// </summary>
[DefaultValue(1.0f / 120.0f)]
[EditorOrder(1010), EditorDisplay("Framerate"), Limit(0.0013f, 1.0f), Tooltip("Delta time (in seconds) for an individual simulation substep.")]
public float SubstepDeltaTime = 1.0f / 120.0f;
/// <summary>
/// The maximum number of substeps for physics simulation.
/// </summary>
[DefaultValue(5)]
[EditorOrder(1020), EditorDisplay("Framerate"), Limit(1, 16), Tooltip("The maximum number of substeps for physics simulation.")]
public int MaxSubsteps = 5;
/// <summary>
/// The collision layers masks. Used to define layer-based collision detection.
/// </summary>
[EditorOrder(1040), EditorDisplay("Layers Matrix"), CustomEditor(typeof(FlaxEditor.CustomEditors.Dedicated.LayersMatrixEditor))]
public uint[] LayerMasks = new uint[32];
/// <summary>
/// Enables support for cooking physical collision shapes geometry at runtime. Use it to enable generating runtime terrain collision or convex mesh colliders.
/// </summary>
[DefaultValue(false)]
[EditorOrder(1100), EditorDisplay("Other", "Support Cooking At Runtime"), Tooltip("Enables support for cooking physical collision shapes geometry at runtime. Use it to enable generating runtime terrain collision or convex mesh colliders.")]
public bool SupportCookingAtRuntime;
/// <summary>
/// Initializes a new instance of the <see cref="PhysicsSettings"/> class.
/// </summary>

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@@ -1,48 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The time settings asset archetype. Allows to edit asset via editor.
/// </summary>
public sealed class TimeSettings : SettingsBase
{
/// <summary>
/// The target amount of the game logic updates per second (script updates frequency). Use 0 for infinity.
/// </summary>
[DefaultValue(30.0f)]
[EditorOrder(1), Limit(0, 1000), EditorDisplay(null, "Update FPS"), Tooltip("Target amount of the game logic updates per second (script updates frequency). Use 0 for infinity.")]
public float UpdateFPS = 30.0f;
/// <summary>
/// The target amount of the physics simulation updates per second (also fixed updates frequency). Use 0 for infinity.
/// </summary>
[DefaultValue(60.0f)]
[EditorOrder(2), Limit(0, 1000), EditorDisplay(null, "Physics FPS"), Tooltip("Target amount of the physics simulation updates per second (also fixed updates frequency). Use 0 for infinity.")]
public float PhysicsFPS = 60.0f;
/// <summary>
/// The target amount of the frames rendered per second (actual game FPS). Use 0 for infinity.
/// </summary>
[DefaultValue(60.0f)]
[EditorOrder(3), Limit(0, 1000), EditorDisplay(null, "Draw FPS"), Tooltip("Target amount of the frames rendered per second (actual game FPS). Use 0 for infinity.")]
public float DrawFPS = 60.0f;
/// <summary>
/// The game time scale factor. Default is 1.
/// </summary>
[DefaultValue(1.0f)]
[EditorOrder(10), Limit(0, 1000.0f, 0.1f), Tooltip("Game time scaling factor. Default is 1 for real-time simulation.")]
public float TimeScale = 1.0f;
/// <summary>
/// The maximum allowed delta time (in seconds) for the game logic update step.
/// </summary>
[DefaultValue(1.0f / 10.0f)]
[EditorOrder(20), Limit(0.1f, 1000.0f, 0.01f), Tooltip("The maximum allowed delta time (in seconds) for the game logic update step.")]
public float MaxUpdateDeltaTime = 1.0f / 10.0f;
}
}

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@@ -1,97 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The Universal Windows Platform (UWP) platform settings asset archetype. Allows to edit asset via editor.
/// </summary>
public class UWPPlatformSettings : SettingsBase
{
/// <summary>
/// The preferred launch windowing mode.
/// </summary>
public enum WindowMode
{
/// <summary>
/// The full screen mode
/// </summary>
FullScreen = 0,
/// <summary>
/// The view size.
/// </summary>
ViewSize = 1,
}
/// <summary>
/// The display orientation modes. Can be combined as flags.
/// </summary>
[Flags]
public enum DisplayOrientations
{
/// <summary>
/// The none.
/// </summary>
None = 0,
/// <summary>
/// The landscape.
/// </summary>
Landscape = 1,
/// <summary>
/// The landscape flipped.
/// </summary>
LandscapeFlipped = 2,
/// <summary>
/// The portrait.
/// </summary>
Portrait = 4,
/// <summary>
/// The portrait flipped.
/// </summary>
PortraitFlipped = 8,
}
/// <summary>
/// The preferred launch windowing mode. Always fullscreen on Xbox.
/// </summary>
[DefaultValue(WindowMode.FullScreen)]
[EditorOrder(10), EditorDisplay("Window"), Tooltip("The preferred launch windowing mode. Always fullscreen on Xbox.")]
public WindowMode PreferredLaunchWindowingMode = WindowMode.FullScreen;
/// <summary>
/// The display orientation modes. Can be combined as flags.
/// </summary>
[DefaultValue(DisplayOrientations.Landscape | DisplayOrientations.LandscapeFlipped | DisplayOrientations.Portrait | DisplayOrientations.PortraitFlipped)]
[EditorOrder(20), EditorDisplay("Window"), Tooltip("The display orientation modes. Can be combined as flags.")]
public DisplayOrientations AutoRotationPreferences = DisplayOrientations.Landscape | DisplayOrientations.LandscapeFlipped | DisplayOrientations.Portrait | DisplayOrientations.PortraitFlipped;
/// <summary>
/// The location of the package certificate (relative to the project).
/// </summary>
[DefaultValue("")]
[EditorOrder(1010), EditorDisplay("Other"), Tooltip("The location of the package certificate (relative to the project).")]
public string CertificateLocation = string.Empty;
/// <summary>
/// Enables support for DirectX 11. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(true)]
[EditorOrder(2000), EditorDisplay("Graphics", "Support DirectX 11"), Tooltip("Enables support for DirectX 11. Disabling it reduces compiled shaders count.")]
public bool SupportDX11 = true;
/// <summary>
/// Enables support for DirectX 10 and DirectX 10.1. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2010), EditorDisplay("Graphics", "Support DirectX 10"), Tooltip("Enables support for DirectX 10 and DirectX 10.1. Disabling it reduces compiled shaders count.")]
public bool SupportDX10 = false;
}
}

View File

@@ -1,90 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.ComponentModel;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
/// <summary>
/// The Windows platform settings asset archetype. Allows to edit asset via editor.
/// </summary>
public class WindowsPlatformSettings : SettingsBase
{
/// <summary>
/// The default game window mode.
/// </summary>
[DefaultValue(GameWindowMode.Windowed)]
[EditorOrder(10), EditorDisplay("Window"), Tooltip("The default game window mode.")]
public GameWindowMode WindowMode = GameWindowMode.Windowed;
/// <summary>
/// The default game window width (in pixels).
/// </summary>
[DefaultValue(1280)]
[EditorOrder(20), EditorDisplay("Window"), Tooltip("The default game window width (in pixels).")]
public int ScreenWidth = 1280;
/// <summary>
/// The default game window height (in pixels).
/// </summary>
[DefaultValue(720)]
[EditorOrder(30), EditorDisplay("Window"), Tooltip("The default game window height (in pixels).")]
public int ScreenHeight = 720;
/// <summary>
/// Enables resizing the game window by the user.
/// </summary>
[DefaultValue(false)]
[EditorOrder(40), EditorDisplay("Window"), Tooltip("Enables resizing the game window by the user.")]
public bool ResizableWindow = false;
/// <summary>
/// Enables game running when application window loses focus.
/// </summary>
[DefaultValue(false)]
[EditorOrder(1010), EditorDisplay("Other", "Run In Background"), Tooltip("Enables game running when application window loses focus.")]
public bool RunInBackground = false;
/// <summary>
/// Limits maximum amount of concurrent game instances running to one, otherwise user may launch application more than once.
/// </summary>
[DefaultValue(false)]
[EditorOrder(1020), EditorDisplay("Other"), Tooltip("Limits maximum amount of concurrent game instances running to one, otherwise user may launch application more than once.")]
public bool ForceSingleInstance = false;
/// <summary>
/// Custom icon texture to use for the application (overrides the default one).
/// </summary>
[DefaultValue(null)]
[EditorOrder(1030), EditorDisplay("Other"), Tooltip("Custom icon texture to use for the application (overrides the default one).")]
public Texture OverrideIcon;
/// <summary>
/// Enables support for DirectX 12. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2000), EditorDisplay("Graphics", "Support DirectX 12"), Tooltip("Enables support for DirectX 12. Disabling it reduces compiled shaders count.")]
public bool SupportDX12 = false;
/// <summary>
/// Enables support for DirectX 11. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(true)]
[EditorOrder(2010), EditorDisplay("Graphics", "Support DirectX 11"), Tooltip("Enables support for DirectX 11. Disabling it reduces compiled shaders count.")]
public bool SupportDX11 = true;
/// <summary>
/// Enables support for DirectX 10 and DirectX 10.1. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2020), EditorDisplay("Graphics", "Support DirectX 10"), Tooltip("Enables support for DirectX 10 and DirectX 10.1. Disabling it reduces compiled shaders count.")]
public bool SupportDX10 = false;
/// <summary>
/// Enables support for Vulkan. Disabling it reduces compiled shaders count.
/// </summary>
[DefaultValue(false)]
[EditorOrder(2030), EditorDisplay("Graphics", "Support Vulkan"), Tooltip("Enables support for Vulkan. Disabling it reduces compiled shaders count.")]
public bool SupportVulkan = false;
}
}

View File

@@ -295,7 +295,8 @@ namespace FlaxEditor.Content
StartRenaming();
return true;
case KeyboardKeys.Delete:
Editor.Instance.Windows.ContentWin.Delete(Folder);
if (Folder.Exists)
Editor.Instance.Windows.ContentWin.Delete(Folder);
return true;
}
if (RootWindow.GetKey(KeyboardKeys.Control))
@@ -303,7 +304,8 @@ namespace FlaxEditor.Content
switch (key)
{
case KeyboardKeys.D:
Editor.Instance.Windows.ContentWin.Duplicate(Folder);
if (Folder.Exists)
Editor.Instance.Windows.ContentWin.Duplicate(Folder);
return true;
}
}

View File

@@ -174,6 +174,11 @@ struct FLAXENGINE_API CookingData
/// </summary>
BuildOptions Options;
/// <summary>
/// The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).
/// </summary>
Array<String> CustomDefines;
/// <summary>
/// The original output path (actual OutputPath could be modified by the Platform Tools or a plugin for additional layout customizations or packaging). This path is preserved.
/// </summary>

View File

@@ -43,53 +43,11 @@
#endif
#if PLATFORM_TOOLS_XBOX_SCARLETT
#include "Platforms/XboxScarlett/Editor/PlatformTools/XboxScarlettPlatformTools.h"
#include "Platforms/XboxScarlett/Engine/Platform/XboxScarlettPlatformSettings.h"
#endif
#if PLATFORM_TOOLS_ANDROID
#include "Platform/Android/AndroidPlatformTools.h"
#include "Engine/Platform/Android/AndroidPlatformSettings.h"
#endif
void LoadPlatformSettingsEditor(ISerializable::DeserializeStream& data)
{
#define LOAD_SETTINGS(nodeName, settingsType) \
{ \
Guid id = JsonTools::GetGuid(data, nodeName); \
if (id.IsValid()) \
{ \
AssetReference<JsonAsset> subAsset = Content::LoadAsync<JsonAsset>(id); \
if (subAsset) \
{ \
if (!subAsset->WaitForLoaded()) \
{ \
settingsType::Instance()->Deserialize(*subAsset->Data, nullptr); \
settingsType::Instance()->Apply(); \
} \
} \
else \
{ LOG(Warning, "Cannot load " nodeName " settings"); } \
} \
}
#if PLATFORM_TOOLS_WINDOWS
LOAD_SETTINGS("WindowsPlatform", WindowsPlatformSettings);
#endif
#if PLATFORM_TOOLS_UWP || PLATFORM_TOOLS_XBOX_ONE
LOAD_SETTINGS("UWPPlatform", UWPPlatformSettings);
#endif
#if PLATFORM_TOOLS_LINUX
LOAD_SETTINGS("LinuxPlatform", LinuxPlatformSettings);
#endif
#if PLATFORM_TOOLS_PS4
LOAD_SETTINGS("PS4Platform", PS4PlatformSettings);
#endif
#if PLATFORM_TOOLS_XBOX_SCARLETT
LOAD_SETTINGS("XboxScarlettPlatform", XboxScarlettPlatformSettings);
#endif
#if PLATFORM_TOOLS_ANDROID
LOAD_SETTINGS("AndroidPlatform", AndroidPlatformSettings);
#endif
}
namespace GameCookerImpl
{
MMethod* Internal_OnEvent = nullptr;
@@ -299,7 +257,7 @@ PlatformTools* GameCooker::GetTools(BuildPlatform platform)
return result;
}
void GameCooker::Build(BuildPlatform platform, BuildConfiguration configuration, const StringView& outputPath, BuildOptions options)
void GameCooker::Build(BuildPlatform platform, BuildConfiguration configuration, const StringView& outputPath, BuildOptions options, const Array<String>& customDefines)
{
if (IsRunning())
{
@@ -323,6 +281,7 @@ void GameCooker::Build(BuildPlatform platform, BuildConfiguration configuration,
data.Platform = platform;
data.Configuration = configuration;
data.Options = options;
data.CustomDefines = customDefines;
data.OutputPath = outputPath;
FileSystem::NormalizePath(data.OutputPath);
data.OutputPath = data.OriginalOutputPath = FileSystem::ConvertRelativePathToAbsolute(Globals::ProjectFolder, data.OutputPath);

View File

@@ -84,7 +84,8 @@ public:
/// <param name="configuration">The build configuration.</param>
/// <param name="outputPath">The output path (output directory).</param>
/// <param name="options">The build options.</param>
API_FUNCTION() static void Build(BuildPlatform platform, BuildConfiguration configuration, const StringView& outputPath, BuildOptions options);
/// <param name="customDefines">The list of custom defines passed to the build tool when compiling project scripts. Can be used in build scripts for configuration (Configuration.CustomDefines).</param>
API_FUNCTION() static void Build(BuildPlatform platform, BuildConfiguration configuration, const StringView& outputPath, BuildOptions options, const Array<String>& customDefines);
/// <summary>
/// Sends a cancel event to the game building service.

View File

@@ -12,6 +12,10 @@
#include "Engine/Core/Config/GameSettings.h"
#include "Engine/Core/Config/BuildSettings.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_SETTINGS_GETTER(AndroidPlatformSettings, AndroidPlatform);
namespace
{
@@ -106,7 +110,8 @@ void AndroidPlatformTools::OnBuildStarted(CookingData& data)
bool AndroidPlatformTools::OnPostProcess(CookingData& data)
{
const auto platformSettings = AndroidPlatformSettings::Instance();
const auto gameSettings = GameSettings::Get();
const auto platformSettings = AndroidPlatformSettings::Get();
const auto platformDataPath = data.GetPlatformBinariesRoot();
const auto assetsPath = data.OutputPath;
const auto jniLibsPath = data.OriginalOutputPath / TEXT("app/jniLibs");
@@ -125,11 +130,11 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
// Setup package name (eg. com.company.project)
String packageName = platformSettings->PackageName;
{
String productName = GameSettings::ProductName;
String productName = gameSettings->ProductName;
productName.Replace(TEXT(" "), TEXT(""));
productName.Replace(TEXT("."), TEXT(""));
productName.Replace(TEXT("-"), TEXT(""));
String companyName = GameSettings::CompanyName;
String companyName = gameSettings->CompanyName;
companyName.Replace(TEXT(" "), TEXT(""));
companyName.Replace(TEXT("."), TEXT(""));
companyName.Replace(TEXT("-"), TEXT(""));
@@ -141,7 +146,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
const auto c = packageName[i];
if (c != '_' && c != '.' && !StringUtils::IsAlnum(c))
{
LOG(Error, "Android Package Name \'{0}\' contains invalid chaarcter. Only letters, numbers, dots and underscore characters are allowed.", packageName);
LOG(Error, "Android Package Name \'{0}\' contains invalid character. Only letters, numbers, dots and underscore characters are allowed.", packageName);
return true;
}
}
@@ -235,7 +240,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
EditorUtilities::ReplaceInFile(manifestPath, TEXT("${AndroidPermissions}"), permissions);
EditorUtilities::ReplaceInFile(manifestPath, TEXT("${AndroidAttributes}"), attributes);
const String stringsPath = data.OriginalOutputPath / TEXT("app/src/main/res/values/strings.xml");
EditorUtilities::ReplaceInFile(stringsPath, TEXT("${ProjectName}"), GameSettings::ProductName);
EditorUtilities::ReplaceInFile(stringsPath, TEXT("${ProjectName}"), gameSettings->ProductName);
// Deploy native binaries to the output location (per-ABI)
const String abiBinariesPath = jniLibsPath / abi;
@@ -256,7 +261,8 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
// TODO: expose event to inject custom gradle and manifest options or custom binaries into app
if (BuildSettings::Instance()->SkipPackaging)
const auto buildSettings = BuildSettings::Get();
if (buildSettings->SkipPackaging)
{
return false;
}
@@ -286,7 +292,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
#else
const Char* gradlew = TEXT("gradlew");
#endif
const bool distributionPackage = BuildSettings::Instance()->ForDistribution;
const bool distributionPackage = buildSettings->ForDistribution;
const String gradleCommand = String::Format(TEXT("\"{0}\" {1}"), data.OriginalOutputPath / gradlew, distributionPackage ? TEXT("assemble") : TEXT("assembleDebug"));
const int32 result = Platform::RunProcess(gradleCommand, data.OriginalOutputPath, envVars, true);
if (result != 0)
@@ -297,7 +303,7 @@ bool AndroidPlatformTools::OnPostProcess(CookingData& data)
// Copy result package
const String apk = data.OriginalOutputPath / (distributionPackage ? TEXT("app/build/outputs/apk/release/app-release-unsigned.apk") : TEXT("app/build/outputs/apk/debug/app-debug.apk"));
const String outputApk = data.OriginalOutputPath / GameSettings::ProductName + TEXT(".apk");
const String outputApk = data.OriginalOutputPath / gameSettings->ProductName + TEXT(".apk");
if (FileSystem::CopyFile(outputApk, apk))
{
LOG(Error, "Failed to copy package from {0} to {1}", apk, outputApk);

View File

@@ -9,6 +9,10 @@
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Tools/TextureTool/TextureTool.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_SETTINGS_GETTER(LinuxPlatformSettings, LinuxPlatform);
const Char* LinuxPlatformTools::GetDisplayName() const
{
@@ -32,7 +36,8 @@ ArchitectureType LinuxPlatformTools::GetArchitecture() const
bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto platformSettings = LinuxPlatformSettings::Instance();
const auto gameSettings = GameSettings::Get();
const auto platformSettings = LinuxPlatformSettings::Get();
const auto outputPath = data.OutputPath;
// Copy binaries
@@ -60,7 +65,7 @@ bool LinuxPlatformTools::OnDeployBinaries(CookingData& data)
// Apply game executable file name
#if !BUILD_DEBUG
const String outputExePath = outputPath / TEXT("FlaxGame");
const String gameExePath = outputPath / GameSettings::ProductName;
const String gameExePath = outputPath / gameSettings->ProductName;
if (FileSystem::FileExists(outputExePath) && gameExePath.Compare(outputExePath, StringSearchCase::IgnoreCase) == 0)
{
if (FileSystem::MoveFile(gameExePath, outputExePath, true))

View File

@@ -11,6 +11,10 @@
#include "Engine/Serialization/FileWriteStream.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_SETTINGS_GETTER(UWPPlatformSettings, UWPPlatform);
bool UWPPlatformTools::UseAOT() const
{
@@ -24,7 +28,7 @@ bool UWPPlatformTools::OnScriptsStepDone(CookingData& data)
const String assembliesPath = data.OutputPath;
if (FileSystem::CopyFile(assembliesPath / TEXT("Newtonsoft.Json.dll"), customBinPath))
{
data.Error(TEXT("Failed to copy deloy custom assembly."));
data.Error(TEXT("Failed to copy deploy custom assembly."));
return true;
}
FileSystem::DeleteFile(assembliesPath / TEXT("Newtonsoft.Json.pdb"));
@@ -37,7 +41,8 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
bool isXboxOne = data.Platform == BuildPlatform::XboxOne;
const auto platformDataPath = Globals::StartupFolder / TEXT("Source/Platforms");
const auto uwpDataPath = platformDataPath / (isXboxOne ? TEXT("XboxOne") : TEXT("UWP")) / TEXT("Binaries");
const auto platformSettings = UWPPlatformSettings::Instance();
const auto gameSettings = GameSettings::Get();
const auto platformSettings = UWPPlatformSettings::Get();
Array<byte> fileTemplate;
// Copy binaries
@@ -66,7 +71,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
}
}
const auto projectName = GameSettings::ProductName;
const auto projectName = gameSettings->ProductName;
auto defaultNamespace = projectName;
ScriptsBuilder::FilterNamespaceText(defaultNamespace);
const StringAnsi projectGuid = "{3A9A2246-71DD-4567-9ABF-3E040310E30E}";
@@ -102,7 +107,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
// Generate new temp cert if missing
if (!FileSystem::FileExists(dstCertificatePath))
{
if (EditorUtilities::GenerateCertificate(GameSettings::CompanyName, dstCertificatePath))
if (EditorUtilities::GenerateCertificate(gameSettings->CompanyName, dstCertificatePath))
{
LOG(Warning, "Failed to create certificate.");
}
@@ -159,8 +164,8 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
auto now = DateTime::Now();
file->WriteTextFormatted(
(char*)fileTemplate.Get()
, GameSettings::ProductName.ToStringAnsi()
, GameSettings::CompanyName.ToStringAnsi()
, gameSettings->ProductName.ToStringAnsi()
, gameSettings->CompanyName.ToStringAnsi()
, now.GetYear()
);
hasError = file->HasError();
@@ -382,7 +387,7 @@ bool UWPPlatformTools::OnDeployBinaries(CookingData& data)
file->WriteTextFormatted(
(char*)fileTemplate.Get()
, projectName.ToStringAnsi() // {0} Display Name
, GameSettings::CompanyName.ToStringAnsi() // {1} Company Name
, gameSettings->CompanyName.ToStringAnsi() // {1} Company Name
, productId.ToStringAnsi() // {2} Product ID
, defaultNamespace.ToStringAnsi() // {3} Default Namespace
);

View File

@@ -8,6 +8,10 @@
#include "Engine/Core/Config/GameSettings.h"
#include "Editor/Utilities/EditorUtilities.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/JsonAsset.h"
IMPLEMENT_SETTINGS_GETTER(WindowsPlatformSettings, WindowsPlatform);
const Char* WindowsPlatformTools::GetDisplayName() const
{
@@ -31,7 +35,7 @@ ArchitectureType WindowsPlatformTools::GetArchitecture() const
bool WindowsPlatformTools::OnDeployBinaries(CookingData& data)
{
const auto platformSettings = WindowsPlatformSettings::Instance();
const auto platformSettings = WindowsPlatformSettings::Get();
const auto& outputPath = data.OutputPath;
// Apply executable icon

View File

@@ -48,7 +48,7 @@ public:
/// <summary>
/// Gets the value indicating whenever platform requires AOT.
/// </summary>
/// <returns>True if platform uses AOT and needs C# assemblies to be be precompiled, otherwise false.</returns>
/// <returns>True if platform uses AOT and needs C# assemblies to be precompiled, otherwise false.</returns>
virtual bool UseAOT() const
{
return false;

View File

@@ -217,6 +217,11 @@ bool CompileScriptsStep::Perform(CookingData& data)
args += TEXT(" -SkipTargets=FlaxGame");
}
#endif
for (auto& define : data.CustomDefines)
{
args += TEXT(" -D");
args += define;
}
if (ScriptsBuilder::RunBuildTool(args))
{
data.Error(TEXT("Failed to compile game scripts."));

View File

@@ -160,8 +160,9 @@ void CookAssetsStep::CacheData::Load(CookingData& data)
// Invalidate shaders and assets with shaders if need to rebuild them
bool invalidateShaders = false;
const bool shadersNoOptimize = BuildSettings::Instance()->ShadersNoOptimize;
const bool shadersGenerateDebugData = BuildSettings::Instance()->ShadersGenerateDebugData;
const auto buildSettings = BuildSettings::Get();
const bool shadersNoOptimize = buildSettings->ShadersNoOptimize;
const bool shadersGenerateDebugData = buildSettings->ShadersGenerateDebugData;
if (shadersNoOptimize != Settings.Global.ShadersNoOptimize)
{
LOG(Info, "ShadersNoOptimize option has been modified.");
@@ -175,7 +176,7 @@ void CookAssetsStep::CacheData::Load(CookingData& data)
#if PLATFORM_TOOLS_WINDOWS
if (data.Platform == BuildPlatform::Windows32 || data.Platform == BuildPlatform::Windows64)
{
const auto settings = WindowsPlatformSettings::Instance();
const auto settings = WindowsPlatformSettings::Get();
const bool modified =
Settings.Windows.SupportDX11 != settings->SupportDX11 ||
Settings.Windows.SupportDX10 != settings->SupportDX10 ||
@@ -190,7 +191,7 @@ void CookAssetsStep::CacheData::Load(CookingData& data)
#if PLATFORM_TOOLS_UWP
if (data.Platform == BuildPlatform::UWPx86 || data.Platform == BuildPlatform::UWPx64)
{
const auto settings = UWPPlatformSettings::Instance();
const auto settings = UWPPlatformSettings::Get();
const bool modified =
Settings.UWP.SupportDX11 != settings->SupportDX11 ||
Settings.UWP.SupportDX10 != settings->SupportDX10;
@@ -204,7 +205,7 @@ void CookAssetsStep::CacheData::Load(CookingData& data)
#if PLATFORM_TOOLS_LINUX
if (data.Platform == BuildPlatform::LinuxX64)
{
const auto settings = LinuxPlatformSettings::Instance();
const auto settings = LinuxPlatformSettings::Get();
const bool modified =
Settings.Linux.SupportVulkan != settings->SupportVulkan;
if (modified)
@@ -322,6 +323,8 @@ bool ProcessShaderBase(CookAssetsStep::AssetCookData& data, ShaderAssetBase* ass
auto sourceLength = sourceChunk->Size();
Encryption::DecryptBytes((byte*)source, sourceLength);
source[sourceLength - 1] = 0;
while (sourceLength > 2 && source[sourceLength - 1] == 0)
sourceLength--;
// Init shader cache output stream
// TODO: reuse MemoryWriteStream per cooking process to reduce dynamic memory allocations
@@ -369,7 +372,7 @@ bool ProcessShaderBase(CookAssetsStep::AssetCookData& data, ShaderAssetBase* ass
case BuildPlatform::Windows64:
{
const char* platformDefineName = "PLATFORM_WINDOWS";
const auto settings = WindowsPlatformSettings::Instance();
const auto settings = WindowsPlatformSettings::Get();
if (settings->SupportDX12)
{
COMPILE_PROFILE(DirectX_SM6, SHADER_FILE_CHUNK_INTERNAL_D3D_SM6_CACHE);
@@ -393,7 +396,7 @@ bool ProcessShaderBase(CookAssetsStep::AssetCookData& data, ShaderAssetBase* ass
case BuildPlatform::UWPx64:
{
const char* platformDefineName = "PLATFORM_UWP";
const auto settings = UWPPlatformSettings::Instance();
const auto settings = UWPPlatformSettings::Get();
if (settings->SupportDX11)
{
COMPILE_PROFILE(DirectX_SM5, SHADER_FILE_CHUNK_INTERNAL_D3D_SM5_CACHE);
@@ -415,7 +418,7 @@ bool ProcessShaderBase(CookAssetsStep::AssetCookData& data, ShaderAssetBase* ass
case BuildPlatform::LinuxX64:
{
const char* platformDefineName = "PLATFORM_LINUX";
const auto settings = LinuxPlatformSettings::Instance();
const auto settings = LinuxPlatformSettings::Get();
if (settings->SupportVulkan)
{
COMPILE_PROFILE(Vulkan_SM5, SHADER_FILE_CHUNK_INTERNAL_VULKAN_SM5_CACHE);
@@ -881,7 +884,8 @@ bool CookAssetsStep::Perform(CookingData& data)
data.StepProgress(TEXT("Loading build cache"), 0);
// Prepare
const auto buildSettings = BuildSettings::Instance();
const auto gameSettings = GameSettings::Get();
const auto buildSettings = BuildSettings::Get();
const int32 contentKey = buildSettings->ContentKey == 0 ? rand() : buildSettings->ContentKey;
AssetsRegistry.Clear();
AssetPathsMapping.Clear();
@@ -892,22 +896,21 @@ bool CookAssetsStep::Perform(CookingData& data)
// Update build settings
{
const auto settings = WindowsPlatformSettings::Instance();
const auto settings = WindowsPlatformSettings::Get();
cache.Settings.Windows.SupportDX11 = settings->SupportDX11;
cache.Settings.Windows.SupportDX10 = settings->SupportDX10;
cache.Settings.Windows.SupportVulkan = settings->SupportVulkan;
}
{
const auto settings = UWPPlatformSettings::Instance();
const auto settings = UWPPlatformSettings::Get();
cache.Settings.UWP.SupportDX11 = settings->SupportDX11;
cache.Settings.UWP.SupportDX10 = settings->SupportDX10;
}
{
const auto settings = LinuxPlatformSettings::Instance();
const auto settings = LinuxPlatformSettings::Get();
cache.Settings.Linux.SupportVulkan = settings->SupportVulkan;
}
{
const auto buildSettings = BuildSettings::Instance();
cache.Settings.Global.ShadersNoOptimize = buildSettings->ShadersNoOptimize;
cache.Settings.Global.ShadersGenerateDebugData = buildSettings->ShadersGenerateDebugData;
}
@@ -1004,7 +1007,7 @@ bool CookAssetsStep::Perform(CookingData& data)
// Create build game header
{
GameHeaderFlags gameFlags = GameHeaderFlags::None;
if (!GameSettings::NoSplashScreen)
if (!gameSettings->NoSplashScreen)
gameFlags |= GameHeaderFlags::ShowSplashScreen;
// Open file
@@ -1022,17 +1025,17 @@ bool CookAssetsStep::Perform(CookingData& data)
Array<byte> bytes;
bytes.Resize(808 + sizeof(Guid));
Platform::MemoryClear(bytes.Get(), bytes.Count());
int32 length = sizeof(Char) * GameSettings::ProductName.Length();
Platform::MemoryCopy(bytes.Get() + 0, GameSettings::ProductName.Get(), length);
int32 length = sizeof(Char) * gameSettings->ProductName.Length();
Platform::MemoryCopy(bytes.Get() + 0, gameSettings->ProductName.Get(), length);
bytes[length] = 0;
bytes[length + 1] = 0;
length = sizeof(Char) * GameSettings::CompanyName.Length();
Platform::MemoryCopy(bytes.Get() + 400, GameSettings::CompanyName.Get(), length);
length = sizeof(Char) * gameSettings->CompanyName.Length();
Platform::MemoryCopy(bytes.Get() + 400, gameSettings->CompanyName.Get(), length);
bytes[length + 400] = 0;
bytes[length + 401] = 0;
*(int32*)(bytes.Get() + 800) = (int32)gameFlags;
*(int32*)(bytes.Get() + 804) = contentKey;
*(Guid*)(bytes.Get() + 808) = GameSettings::SplashScreen;
*(Guid*)(bytes.Get() + 808) = gameSettings->SplashScreen;
Encryption::EncryptBytes(bytes.Get(), bytes.Count());
stream->WriteArray(bytes);

View File

@@ -12,6 +12,7 @@ bool DeployDataStep::Perform(CookingData& data)
{
data.StepProgress(TEXT("Deploying engine data"), 0);
const String depsRoot = data.GetPlatformBinariesRoot();
const auto gameSettings = GameSettings::Get();
// Setup output folders and copy required data
const auto contentDir = data.OutputPath / TEXT("Content");
@@ -73,8 +74,9 @@ bool DeployDataStep::Perform(CookingData& data)
data.AddRootEngineAsset(TEXT("Shaders/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
data.AddRootEngineAsset(TEXT("Engine/DefaultMaterial"));
data.AddRootEngineAsset(TEXT("Engine/DefaultDeformableMaterial"));
data.AddRootEngineAsset(TEXT("Engine/DefaultTerrainMaterial"));
if (!GameSettings::NoSplashScreen && !GameSettings::SplashScreen.IsValid())
if (!gameSettings->NoSplashScreen && !gameSettings->SplashScreen.IsValid())
data.AddRootEngineAsset(TEXT("Engine/Textures/Logo"));
data.AddRootEngineAsset(TEXT("Engine/Textures/NormalTexture"));
data.AddRootEngineAsset(TEXT("Engine/Textures/BlackTexture"));
@@ -98,7 +100,7 @@ bool DeployDataStep::Perform(CookingData& data)
// Register game assets
data.StepProgress(TEXT("Deploying game data"), 50);
auto& buildSettings = *BuildSettings::Instance();
auto& buildSettings = *BuildSettings::Get();
for (auto& e : buildSettings.AdditionalAssets)
data.AddRootAsset(e.GetID());
Array<String> files;

View File

@@ -38,18 +38,23 @@ bool ValidateStep::Perform(CookingData& data)
#endif
// Load game settings (may be modified via editor)
GameSettings::Load();
if (GameSettings::Load())
{
data.Error(TEXT("Failed to load game settings."));
return true;
}
data.AddRootAsset(Globals::ProjectContentFolder / TEXT("GameSettings.json"));
// Validate game settings
auto gameSettings = GameSettings::Get();
{
if (GameSettings::ProductName.IsEmpty())
if (gameSettings->ProductName.IsEmpty())
{
data.Error(TEXT("Missing product name."));
return true;
}
if (GameSettings::CompanyName.IsEmpty())
if (gameSettings->CompanyName.IsEmpty())
{
data.Error(TEXT("Missing company name."));
return true;
@@ -58,9 +63,9 @@ bool ValidateStep::Perform(CookingData& data)
// TODO: validate version
AssetInfo info;
if (!Content::GetAssetInfo(GameSettings::FirstScene, info))
if (!Content::GetAssetInfo(gameSettings->FirstScene, info))
{
data.Error(TEXT("Missing first scene."));
data.Error(TEXT("Missing first scene. Set it in the game settings."));
return true;
}
}

View File

@@ -624,7 +624,7 @@ namespace FlaxEditor.CustomEditors
return FindPrefabRoot(actor.Parent);
}
private ISceneObject FindObjectWithPrefabObjectId(Actor actor, ref Guid prefabObjectId)
private SceneObject FindObjectWithPrefabObjectId(Actor actor, ref Guid prefabObjectId)
{
if (actor.PrefabObjectID == prefabObjectId)
return actor;
@@ -667,7 +667,7 @@ namespace FlaxEditor.CustomEditors
{
// Special case for object references
// If prefab object has reference to other object in prefab needs to revert to matching prefab instance object not the reference prefab object value
if (Values.ReferenceValue is ISceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
if (Values.ReferenceValue is SceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
{
if (Values.Count > 1)
{

View File

@@ -71,7 +71,7 @@ namespace FlaxEditor.CustomEditors
// Space before word starting with uppercase letter
if (char.IsUpper(c) && i > 0)
{
if (i + 2 < length && !char.IsUpper(name[i + 1]) && !char.IsUpper(name[i + 2]))
if (i + 1 < length && !char.IsUpper(name[i + 1]))
sb.Append(' ');
}
// Space instead of underscore

View File

@@ -24,43 +24,6 @@ namespace FlaxEditor.CustomEditors.Dedicated
{
private Guid _linkedPrefabId;
/// <inheritdoc />
protected override void SpawnProperty(LayoutElementsContainer itemLayout, ValueContainer itemValues, ItemInfo item)
{
// Note: we cannot specify actor properties editor types directly because we want to keep editor classes in FlaxEditor assembly
int order = item.Order?.Order ?? int.MinValue;
switch (order)
{
// Override static flags editor
case -80:
item.CustomEditor = new CustomEditorAttribute(typeof(ActorStaticFlagsEditor));
break;
// Override layer editor
case -69:
item.CustomEditor = new CustomEditorAttribute(typeof(ActorLayerEditor));
break;
// Override tag editor
case -68:
item.CustomEditor = new CustomEditorAttribute(typeof(ActorTagEditor));
break;
// Override position/scale editor
case -30:
case -10:
item.CustomEditor = new CustomEditorAttribute(typeof(ActorTransformEditor.PositionScaleEditor));
break;
// Override orientation editor
case -20:
item.CustomEditor = new CustomEditorAttribute(typeof(ActorTransformEditor.OrientationEditor));
break;
}
base.SpawnProperty(itemLayout, itemValues, item);
}
/// <inheritdoc />
protected override List<ItemInfo> GetItemsForType(ScriptType type)
{
@@ -243,7 +206,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
node.Text = CustomEditorsUtil.GetPropertyNameUI(removed.PrefabObject.GetType().Name);
}
// Actor or Script
else if (editor.Values[0] is ISceneObject sceneObject)
else if (editor.Values[0] is SceneObject sceneObject)
{
node.TextColor = sceneObject.HasPrefabLink ? FlaxEngine.GUI.Style.Current.ProgressNormal : FlaxEngine.GUI.Style.Current.BackgroundSelected;
node.Text = CustomEditorsUtil.GetPropertyNameUI(sceneObject.GetType().Name);

View File

@@ -76,7 +76,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
upperRightCell.AddChild(new Label
{
Height = labelsHeight,
Text = layerNames[layerIndex],
Text = layerNames[layerNames.Length - layerIndex - 1],
HorizontalAlignment = TextAlignment.Near,
});
bottomLeftCell.AddChild(new Label

View File

@@ -0,0 +1,92 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.Linq;
using FlaxEditor.Content.Settings;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.CustomEditors.Dedicated
{
/// <summary>
/// Custom editor for <see cref="NavAgentMask"/>.
/// </summary>
/// <seealso cref="ActorEditor" />
[CustomEditor(typeof(NavAgentMask)), DefaultEditor]
internal class NavAgentMaskEditor : CustomEditor
{
private CheckBox[] _checkBoxes;
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
var settings = GameSettings.Load<NavigationSettings>();
if (settings.NavMeshes == null || settings.NavMeshes.Length == 0)
{
layout.Label("Missing navmesh settings");
return;
}
_checkBoxes = new CheckBox[settings.NavMeshes.Length];
for (int i = 0; i < settings.NavMeshes.Length; i++)
{
ref var navmesh = ref settings.NavMeshes[i];
var property = layout.AddPropertyItem(navmesh.Name, navmesh.Agent.ToString());
property.Labels.Last().TextColorHighlighted = navmesh.Color;
var checkbox = property.Checkbox().CheckBox;
UpdateCheckbox(checkbox, i);
checkbox.Tag = i;
checkbox.StateChanged += OnCheckboxStateChanged;
_checkBoxes[i] = checkbox;
}
}
/// <inheritdoc />
protected override void Deinitialize()
{
_checkBoxes = null;
base.Deinitialize();
}
/// <inheritdoc />
public override void Refresh()
{
if (_checkBoxes != null)
{
for (int i = 0; i < _checkBoxes.Length; i++)
{
UpdateCheckbox(_checkBoxes[i], i);
}
}
base.Refresh();
}
private void OnCheckboxStateChanged(CheckBox checkBox)
{
var i = (int)checkBox.Tag;
var value = (NavAgentMask)Values[0];
var mask = 1u << i;
value.Mask &= ~mask;
value.Mask |= checkBox.Checked ? mask : 0;
SetValue(value);
}
private void UpdateCheckbox(CheckBox checkbox, int i)
{
for (var j = 0; j < Values.Count; j++)
{
var value = (((NavAgentMask)Values[j]).Mask & (1 << i)) != 0;
if (j == 0)
{
checkbox.Checked = value;
}
else if (checkbox.State != CheckBoxState.Intermediate)
{
if (checkbox.Checked != value)
checkbox.State = CheckBoxState.Intermediate;
}
}
}
}
}

View File

@@ -0,0 +1,67 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEditor.Actions;
using FlaxEditor.SceneGraph.Actors;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.CustomEditors.Dedicated
{
/// <summary>
/// Custom editor for <see cref="Spline"/>.
/// </summary>
/// <seealso cref="ActorEditor" />
[CustomEditor(typeof(Spline)), DefaultEditor]
public class SplineEditor : ActorEditor
{
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
base.Initialize(layout);
if (Values.HasDifferentTypes == false)
{
layout.Space(10);
var grid = layout.CustomContainer<UniformGridPanel>();
grid.CustomControl.SlotsHorizontally = 2;
grid.CustomControl.SlotsVertically = 1;
grid.Button("Set Linear Tangents").Button.Clicked += OnSetTangentsLinear;
grid.Button("Set Smooth Tangents").Button.Clicked += OnSetTangentsSmooth;
}
}
private void OnSetTangentsLinear()
{
var enableUndo = Presenter.Undo != null && Presenter.Undo.Enabled;
for (int i = 0; i < Values.Count; i++)
{
if (Values[i] is Spline spline)
{
var before = enableUndo ? (BezierCurve<Transform>.Keyframe[])spline.SplineKeyframes.Clone() : null;
spline.SetTangentsLinear();
if (enableUndo)
Presenter.Undo.AddAction(new EditSplineAction(spline, before));
SplineNode.OnSplineEdited(spline);
Editor.Instance.Scene.MarkSceneEdited(spline.Scene);
}
}
}
private void OnSetTangentsSmooth()
{
var enableUndo = Presenter.Undo != null && Presenter.Undo.Enabled;
for (int i = 0; i < Values.Count; i++)
{
if (Values[i] is Spline spline)
{
var before = enableUndo ? (BezierCurve<Transform>.Keyframe[])spline.SplineKeyframes.Clone() : null;
spline.SetTangentsSmooth();
if (enableUndo)
Presenter.Undo.AddAction(new EditSplineAction(spline, before));
SplineNode.OnSplineEdited(spline);
Editor.Instance.Scene.MarkSceneEdited(spline.Scene);
}
}
}
}
}

View File

@@ -23,7 +23,7 @@ namespace FlaxEditor.CustomEditors.Editors
/// <inheritdoc />
protected override void OnValueChanged()
{
var value = (StaticFlags)element.EnumComboBox.EnumTypeValue;
var value = (StaticFlags)element.ComboBox.EnumTypeValue;
// If selected is single actor that has children, ask if apply flags to the sub objects as well
if (Values.IsSingleObject && (StaticFlags)Values[0] != value && ParentEditor.Values[0] is Actor actor && actor.HasChildren)

View File

@@ -2,6 +2,7 @@
using System;
using System.Collections;
using FlaxEditor.Scripting;
using FlaxEngine;
namespace FlaxEditor.CustomEditors.Editors
@@ -48,6 +49,15 @@ namespace FlaxEditor.CustomEditors.Editors
Array.Copy(array, oldSize - 1, newValues, i, 1);
}
}
else if (newSize > 0)
{
// Initialize new entries with default values
var defaultValue = TypeUtils.GetDefaultValue(new ScriptType(elementType));
for (int i = 0; i < newSize; i++)
{
newValues.SetValue(defaultValue, i);
}
}
SetValue(newValues);
}

View File

@@ -116,7 +116,7 @@ namespace FlaxEditor.CustomEditors.Editors
// Try get CollectionAttribute for collection editor meta
var attributes = Values.GetAttributes();
Type overrideEditorType = null;
float spacing = 0.0f;
float spacing = 10.0f;
var collection = (CollectionAttribute)attributes?.FirstOrDefault(x => x is CollectionAttribute);
if (collection != null)
{

View File

@@ -40,7 +40,7 @@ namespace FlaxEditor.CustomEditors.Editors
{
var enumType = Values.Type.Type != typeof(object) || Values[0] == null ? TypeUtils.GetType(Values.Type) : Values[0].GetType();
element = layout.Enum(enumType, null, mode);
element.EnumComboBox.ValueChanged += OnValueChanged;
element.ComboBox.ValueChanged += OnValueChanged;
}
}
@@ -49,7 +49,7 @@ namespace FlaxEditor.CustomEditors.Editors
/// </summary>
protected virtual void OnValueChanged()
{
SetValue(element.EnumComboBox.EnumTypeValue);
SetValue(element.ComboBox.EnumTypeValue);
}
/// <inheritdoc />
@@ -63,7 +63,7 @@ namespace FlaxEditor.CustomEditors.Editors
}
else
{
element.EnumComboBox.EnumTypeValue = Values[0];
element.ComboBox.EnumTypeValue = Values[0];
}
}
}

View File

@@ -517,23 +517,22 @@ namespace FlaxEditor.CustomEditors.Editors
if (item.Header != null)
itemLayout.Header(item.Header.Text);
// Peek values
ValueContainer itemValues;
try
{
itemValues = item.GetValues(Values);
// Peek values
ValueContainer itemValues = item.GetValues(Values);
// Spawn property editor
SpawnProperty(itemLayout, itemValues, item);
}
catch (Exception ex)
{
Editor.LogWarning("Failed to get object values for item " + item);
Editor.LogWarning("Failed to setup values and UI for item " + item);
Editor.LogWarning(ex.Message);
Editor.LogWarning(ex.StackTrace);
return;
}
// Spawn property editor
SpawnProperty(itemLayout, itemValues, item);
// Expand all parent groups if need to
if (item.ExpandGroups)
{

View File

@@ -58,7 +58,7 @@ namespace FlaxEditor.CustomEditors.Editors
}
else if (newSize > 0)
{
// Fill new entries
// Fill new entries with default value
var defaultValue = Scripting.TypeUtils.GetDefaultValue(ElementType);
for (int i = oldSize; i < newSize; i++)
{

View File

@@ -16,7 +16,7 @@ namespace FlaxEditor.CustomEditors.Elements
/// <summary>
/// The combo box used to show enum values.
/// </summary>
public EnumComboBox EnumComboBox;
public EnumComboBox ComboBox;
/// <summary>
/// Initializes a new instance of the <see cref="EnumElement"/> class.
@@ -26,10 +26,10 @@ namespace FlaxEditor.CustomEditors.Elements
/// <param name="formatMode">The formatting mode.</param>
public EnumElement(Type type, EnumComboBox.BuildEntriesDelegate customBuildEntriesDelegate = null, EnumDisplayAttribute.FormatMode formatMode = EnumDisplayAttribute.FormatMode.Default)
{
EnumComboBox = new EnumComboBox(type, customBuildEntriesDelegate, formatMode);
ComboBox = new EnumComboBox(type, customBuildEntriesDelegate, formatMode);
}
/// <inheritdoc />
public override Control Control => EnumComboBox;
public override Control Control => ComboBox;
}
}

View File

@@ -5,6 +5,7 @@ using System.Collections.Generic;
using FlaxEditor.CustomEditors.Elements;
using FlaxEditor.CustomEditors.GUI;
using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
using FlaxEngine.Assertions;
using FlaxEngine.GUI;
@@ -553,6 +554,8 @@ namespace FlaxEditor.CustomEditors
var group = Group(name, true);
group.Panel.Close(false);
group.Panel.TooltipText = tooltip;
group.Panel.Tag = editor;
group.Panel.MouseButtonRightClicked += OnGroupPanelMouseButtonRightClicked;
return group.Object(values, editor);
}
@@ -560,6 +563,23 @@ namespace FlaxEditor.CustomEditors
return property.Object(values, editor);
}
private void OnGroupPanelMouseButtonRightClicked(DropPanel groupPanel, Vector2 location)
{
var linkedEditor = (CustomEditor)groupPanel.Tag;
var menu = new ContextMenu();
var revertToPrefab = menu.AddButton("Revert to Prefab", linkedEditor.RevertToReferenceValue);
revertToPrefab.Enabled = linkedEditor.CanRevertReferenceValue;
var resetToDefault = menu.AddButton("Reset to default", linkedEditor.RevertToDefaultValue);
resetToDefault.Enabled = linkedEditor.CanRevertDefaultValue;
menu.AddSeparator();
menu.AddButton("Copy", linkedEditor.Copy);
var paste = menu.AddButton("Paste", linkedEditor.Paste);
paste.Enabled = linkedEditor.CanPaste;
menu.Show(groupPanel, location);
}
/// <summary>
/// Adds object property editor. Selects proper <see cref="CustomEditor"/> based on overrides.
/// </summary>

View File

@@ -167,14 +167,14 @@ namespace FlaxEditor.CustomEditors
{
if (_hasReferenceValue)
{
if (_referenceValue is ISceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
if (_referenceValue is SceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
{
for (int i = 0; i < Count; i++)
{
if (this[i] == referenceSceneObject)
continue;
if (this[i] == null || (this[i] is ISceneObject valueSceneObject && valueSceneObject.PrefabObjectID != referenceSceneObject.PrefabObjectID))
if (this[i] == null || (this[i] is SceneObject valueSceneObject && valueSceneObject.PrefabObjectID != referenceSceneObject.PrefabObjectID))
return true;
}
}

View File

@@ -26,7 +26,7 @@ public class Editor : EditorModule
// Platform Tools inside external platform implementation location
options.PrivateDefinitions.Add(macro);
options.SourcePaths.Add(externalPath);
options.SourceFiles.Add(Path.Combine(Globals.EngineRoot, "Source", "Platforms", platform, "Engine", "Platform", platform + "PlatformSettings.cs"));
AddSourceFileIfExists(options, Path.Combine(Globals.EngineRoot, "Source", "Platforms", platform, "Engine", "Platform", platform + "PlatformSettings.cs"));
}
}
}

View File

@@ -242,8 +242,6 @@ namespace FlaxEditor
StateMachine = new EditorStateMachine(this);
Undo = new EditorUndo(this);
ScriptsBuilder.ScriptsReloadBegin += ScriptsBuilder_ScriptsReloadBegin;
ScriptsBuilder.ScriptsReloadEnd += ScriptsBuilder_ScriptsReloadEnd;
UIControl.FallbackParentGetDelegate += OnUIControlFallbackParentGet;
}
@@ -254,24 +252,12 @@ namespace FlaxEditor
if (loadingPreview != null)
{
// Link it to the prefab preview to see it in the editor
loadingPreview.customControlLinked = control.Control;
loadingPreview.customControlLinked = control;
return loadingPreview;
}
return null;
}
private void ScriptsBuilder_ScriptsReloadBegin()
{
EnsureState<EditingSceneState>();
StateMachine.GoToState<ReloadingScriptsState>();
}
private void ScriptsBuilder_ScriptsReloadEnd()
{
EnsureState<ReloadingScriptsState>();
StateMachine.GoToState<EditingSceneState>();
}
internal void RegisterModule(EditorModule module)
{
Log("Register Editor module " + module);
@@ -497,9 +483,6 @@ namespace FlaxEditor
Surface.VisualScriptSurface.NodesCache.Clear();
Instance = null;
ScriptsBuilder.ScriptsReloadBegin -= ScriptsBuilder_ScriptsReloadBegin;
ScriptsBuilder.ScriptsReloadEnd -= ScriptsBuilder_ScriptsReloadEnd;
// Invoke new instance if need to open a project
if (!string.IsNullOrEmpty(_projectToOpen))
{

View File

@@ -43,7 +43,7 @@ public:
public:
/// <summary>
/// The flag used to determine if a project was used with the older engine version last time it was opened. Some cached data should be regenerated to prevent version difference issues. The version number comparision is based on major and minor part of the version. Build number is ignored.
/// The flag used to determine if a project was used with the older engine version last time it was opened. Some cached data should be regenerated to prevent version difference issues. The version number comparison is based on major and minor part of the version. Build number is ignored.
/// </summary>
static bool IsOldProjectOpened;

View File

@@ -355,12 +355,10 @@ namespace FlaxEditor.GUI
_mousePos = location;
// Check if start drag drop
if (_isMouseDown && Vector2.Distance(location, _mouseDownPos) > 10.0f)
if (_isMouseDown && Vector2.Distance(location, _mouseDownPos) > 10.0f && IconRect.Contains(_mouseDownPos))
{
// Clear flag
_isMouseDown = false;
// Do the drag
_isMouseDown = false;
DoDrag();
}
@@ -370,35 +368,35 @@ namespace FlaxEditor.GUI
/// <inheritdoc />
public override bool OnMouseUp(Vector2 location, MouseButton button)
{
if (button == MouseButton.Left)
if (button == MouseButton.Left && _isMouseDown)
{
_isMouseDown = false;
}
// Buttons logic
if (Button1Rect.Contains(location))
{
// Show asset picker popup
Focus();
AssetSearchPopup.Show(this, Button1Rect.BottomLeft, IsValid, assetItem =>
// Buttons logic
if (Button1Rect.Contains(location))
{
SelectedItem = assetItem;
RootWindow.Focus();
// Show asset picker popup
Focus();
});
}
else if (_selected != null || _selectedItem != null)
{
if (Button2Rect.Contains(location) && _selectedItem != null)
{
// Select asset
Editor.Instance.Windows.ContentWin.Select(_selectedItem);
AssetSearchPopup.Show(this, Button1Rect.BottomLeft, IsValid, assetItem =>
{
SelectedItem = assetItem;
RootWindow.Focus();
Focus();
});
}
else if (Button3Rect.Contains(location))
else if (_selected != null || _selectedItem != null)
{
// Deselect asset
Focus();
SelectedItem = null;
if (Button2Rect.Contains(location) && _selectedItem != null)
{
// Select asset
Editor.Instance.Windows.ContentWin.Select(_selectedItem);
}
else if (Button3Rect.Contains(location))
{
// Deselect asset
Focus();
SelectedItem = null;
}
}
}
@@ -409,8 +407,7 @@ namespace FlaxEditor.GUI
/// <inheritdoc />
public override bool OnMouseDown(Vector2 location, MouseButton button)
{
// Set flag for dragging asset
if (button == MouseButton.Left && IconRect.Contains(location))
if (button == MouseButton.Left)
{
_isMouseDown = true;
_mouseDownPos = location;

View File

@@ -16,6 +16,7 @@ namespace FlaxEditor.GUI
/// <summary>
/// The base class for <see cref="CurveBase{T}"/> editors. Allows to use generic curve editor without type information at compile-time.
/// </summary>
[HideInEditor]
public abstract class CurveEditorBase : ContainerControl
{
/// <summary>
@@ -221,7 +222,7 @@ namespace FlaxEditor.GUI
}
/// <summary>
/// Filters teh given value using the the <see cref="UseMode"/>.
/// Filters the given value using the <see cref="UseMode"/>.
/// </summary>
/// <param name="mode">The mode.</param>
/// <param name="value">The value to process.</param>

View File

@@ -186,7 +186,7 @@ namespace FlaxEditor.GUI.Dialogs
// Clean up
_window = null;
// Check if any thead is blocked during ShowDialog, then wait for it
// Check if any thread is blocked during ShowDialog, then wait for it
bool wait = true;
while (wait)
{

View File

@@ -307,6 +307,14 @@ namespace FlaxEditor.GUI.Docking
_dockedTo?.SelectTab(this, autoFocus);
}
/// <summary>
/// Brings the window to the front of the Z order.
/// </summary>
public void BringToFront()
{
_dockedTo?.RootWindow?.BringToFront();
}
internal void OnUnlinkInternal()
{
OnUnlink();
@@ -412,6 +420,7 @@ namespace FlaxEditor.GUI.Docking
base.Focus();
SelectTab();
BringToFront();
}
/// <inheritdoc />

View File

@@ -64,7 +64,7 @@ namespace FlaxEditor.GUI.Docking
for (int i = 0; i < childPanels.Length; i++)
childPanels[i].Dispose();
// Delete reaming controls (except tabs proxy)
// Delete remaining controls (except tabs proxy)
if (TabsProxy != null)
TabsProxy.Parent = null;
DisposeChildren();

View File

@@ -168,6 +168,7 @@ namespace FlaxEditor.GUI.Input
{
if (button == MouseButton.Left)
{
Focus();
float mousePosition = location.X;
if (_thumbRect.Contains(ref location))
@@ -208,7 +209,6 @@ namespace FlaxEditor.GUI.Input
{
if (button == MouseButton.Left && _isSliding)
{
// End sliding
EndSliding();
return true;
}

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