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42
.github/ISSUE_TEMPLATE/1-bug.yaml
vendored
42
.github/ISSUE_TEMPLATE/1-bug.yaml
vendored
@@ -1,42 +0,0 @@
|
||||
name: Bug Report
|
||||
description: File a bug report.
|
||||
title: "[Bug]: "
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks for taking the time to fill out this bug report! Please attach any minimal reproduction projects!
|
||||
- type: textarea
|
||||
id: description-area
|
||||
attributes:
|
||||
label: Description
|
||||
description: Please provide a description of the bug and what you expected to happen.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: steps-area
|
||||
attributes:
|
||||
label: Steps to reproduce
|
||||
description: Please provide reproduction steps if possible.
|
||||
validations:
|
||||
required: true
|
||||
- type: dropdown
|
||||
id: version
|
||||
attributes:
|
||||
label: Version
|
||||
description: What version of Flax are you running?
|
||||
options:
|
||||
- '1.8'
|
||||
- '1.9'
|
||||
- '1.10'
|
||||
- '1.11'
|
||||
- master branch
|
||||
default: 3
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: logs
|
||||
attributes:
|
||||
label: Relevant logs
|
||||
description: Please copy and paste any relevant log output. This will be automatically formatted into code, so no need for backticks.
|
||||
render: shell
|
||||
22
.github/ISSUE_TEMPLATE/2-feature-request.yaml
vendored
22
.github/ISSUE_TEMPLATE/2-feature-request.yaml
vendored
@@ -1,22 +0,0 @@
|
||||
name: Feature Request
|
||||
description: File a feature request.
|
||||
title: "[Request]: "
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks for taking the time to fill out a feature request!
|
||||
- type: textarea
|
||||
id: description-area
|
||||
attributes:
|
||||
label: Description
|
||||
description: Please provide a description of the feature!
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: benefits-area
|
||||
attributes:
|
||||
label: Benefits
|
||||
description: Please provide what benefits this feature would provide to the engine!
|
||||
validations:
|
||||
required: true
|
||||
2
.github/actions/vulkan/action.yml
vendored
2
.github/actions/vulkan/action.yml
vendored
@@ -3,7 +3,7 @@ description: Downloads and installs Vulkan SDK.
|
||||
inputs:
|
||||
vulkan-version:
|
||||
description: 'Vulkan SDK release version (e.g. 1.2.198.1).'
|
||||
default: '1.3.290.0'
|
||||
default: '1.2.198.1'
|
||||
required: false
|
||||
runs:
|
||||
using: "composite"
|
||||
|
||||
87
.github/data/Build Settings.json
vendored
87
.github/data/Build Settings.json
vendored
@@ -1,87 +0,0 @@
|
||||
{
|
||||
"ID": "2364031e4e327637c1ad88b415fa756e",
|
||||
"TypeName": "FlaxEditor.Content.Settings.BuildSettings",
|
||||
"EngineBuild": 6605,
|
||||
"Data": {
|
||||
"OutputName": "${PROJECT_NAME}",
|
||||
"MaxAssetsPerPackage": 4096,
|
||||
"MaxPackageSizeMB": 1024,
|
||||
"ContentKey": 0,
|
||||
"ForDistribution": false,
|
||||
"SkipPackaging": true,
|
||||
"AdditionalAssets": null,
|
||||
"AdditionalScenes": null,
|
||||
"AdditionalAssetFolders": null,
|
||||
"ShadersNoOptimize": false,
|
||||
"ShadersGenerateDebugData": false,
|
||||
"SkipDefaultFonts": false,
|
||||
"SkipDotnetPackaging": false,
|
||||
"SkipUnusedDotnetLibsPackaging": true,
|
||||
"Presets": [
|
||||
{
|
||||
"Name": "Development",
|
||||
"Targets": [
|
||||
{
|
||||
"Name": "Windows",
|
||||
"Output": "Output\\Windows",
|
||||
"Platform": 2,
|
||||
"Mode": 1,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
},
|
||||
{
|
||||
"Name": "Linux",
|
||||
"Output": "Output\\Linux",
|
||||
"Platform": 6,
|
||||
"Mode": 1,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
},
|
||||
{
|
||||
"Name": "Mac",
|
||||
"Output": "Output\\Mac",
|
||||
"Platform": 13,
|
||||
"Mode": 1,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
},
|
||||
{
|
||||
"Name": "Android",
|
||||
"Output": "Output\\Android",
|
||||
"Platform": 9,
|
||||
"Mode": 1,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
},
|
||||
{
|
||||
"Name": "iOS",
|
||||
"Output": "Output\\iOS",
|
||||
"Platform": 14,
|
||||
"Mode": 1,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "Release",
|
||||
"Targets": [
|
||||
{
|
||||
"Name": "Windows",
|
||||
"Output": "Output\\Windows",
|
||||
"Platform": 2,
|
||||
"Mode": 2,
|
||||
"CustomDefines": null,
|
||||
"PreBuildAction": null,
|
||||
"PostBuildAction": null
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
5
.github/data/Cook.ps1
vendored
5
.github/data/Cook.ps1
vendored
@@ -1,5 +0,0 @@
|
||||
Write-Output "Cooking Game"
|
||||
Start-Process -filepath "Binaries\Editor\Win64\Development\FlaxEditor.exe" -Wait -NoNewWindow -PassThru -ArgumentList '-std -headless -mute -null -project "FlaxSamples/MaterialsFeaturesTour" -build "Development.Windows"'
|
||||
|
||||
Write-Output "Testing Game"
|
||||
Start-Process -filepath "FlaxSamples\MaterialsFeaturesTour\Output\Windows\MaterialsFeaturesTour.exe" -Wait -NoNewWindow -PassThru -ArgumentList '-std -headless -mute -null'
|
||||
11
.github/data/ExitOnEsc.cs
vendored
11
.github/data/ExitOnEsc.cs
vendored
@@ -1,11 +0,0 @@
|
||||
using FlaxEngine;
|
||||
|
||||
public class ExitOnEsc : Script
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override void OnUpdate()
|
||||
{
|
||||
// Exit as soon as game starts update loaded level
|
||||
Engine.RequestExit();
|
||||
}
|
||||
}
|
||||
6
.github/workflows/build_ios.yml
vendored
6
.github/workflows/build_ios.yml
vendored
@@ -10,7 +10,7 @@ jobs:
|
||||
# Game
|
||||
game-windows:
|
||||
name: Game (iOS, Release ARM64)
|
||||
runs-on: "macos-14"
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
@@ -19,7 +19,7 @@ jobs:
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 9.0.x
|
||||
dotnet-version: 8.0.x
|
||||
- name: Setup .NET Workload
|
||||
run: |
|
||||
dotnet workload install ios
|
||||
@@ -33,4 +33,4 @@ jobs:
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -dotnet=9 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -dotnet=8 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
|
||||
|
||||
11
.github/workflows/build_linux.yml
vendored
11
.github/workflows/build_linux.yml
vendored
@@ -10,13 +10,16 @@ jobs:
|
||||
# Editor
|
||||
editor-linux:
|
||||
name: Editor (Linux, Development x64)
|
||||
runs-on: "ubuntu-24.04"
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
||||
sudo rm -f /etc/apt/sources.list.d/*
|
||||
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
@@ -38,13 +41,13 @@ jobs:
|
||||
# Game
|
||||
game-linux:
|
||||
name: Game (Linux, Release x64)
|
||||
runs-on: "ubuntu-24.04"
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev libwayland-dev
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
|
||||
4
.github/workflows/build_linux_sources.list
vendored
Normal file
4
.github/workflows/build_linux_sources.list
vendored
Normal file
@@ -0,0 +1,4 @@
|
||||
deb http://archive.ubuntu.com/ubuntu/ focal main restricted universe multiverse
|
||||
deb http://archive.ubuntu.com/ubuntu/ focal-updates main restricted universe multiverse
|
||||
deb http://archive.ubuntu.com/ubuntu/ focal-security main restricted universe multiverse
|
||||
deb http://archive.ubuntu.com/ubuntu/ focal-backports main restricted universe multiverse
|
||||
4
.github/workflows/build_mac.yml
vendored
4
.github/workflows/build_mac.yml
vendored
@@ -10,7 +10,7 @@ jobs:
|
||||
# Editor
|
||||
editor-mac:
|
||||
name: Editor (Mac, Development ARM64)
|
||||
runs-on: "macos-14"
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
@@ -35,7 +35,7 @@ jobs:
|
||||
# Game
|
||||
game-mac:
|
||||
name: Game (Mac, Release ARM64)
|
||||
runs-on: "macos-14"
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
|
||||
55
.github/workflows/cd.yml
vendored
55
.github/workflows/cd.yml
vendored
@@ -1,13 +1,12 @@
|
||||
name: Continuous Deployment
|
||||
on:
|
||||
schedule:
|
||||
- cron: '15 6 * * *'
|
||||
- cron: '15 4 * * *'
|
||||
workflow_dispatch:
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=1 -c lfs.transfer.maxretries=2 -c http.version="HTTP/1.1" -c lfs.activitytimeout=60'
|
||||
|
||||
jobs:
|
||||
|
||||
@@ -21,7 +20,7 @@ jobs:
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
@@ -34,14 +33,14 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Windows-Editor
|
||||
path: Output/Editor.zip
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Windows-EditorDebugSymbols
|
||||
path: Output/EditorDebugSymbols.zip
|
||||
@@ -54,7 +53,7 @@ jobs:
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
@@ -67,9 +66,9 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Windows-Game
|
||||
path: Output/Windows.zip
|
||||
@@ -77,16 +76,19 @@ jobs:
|
||||
# Linux
|
||||
package-linux-editor:
|
||||
name: Editor (Linux)
|
||||
runs-on: "ubuntu-24.04"
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo rm -f /etc/apt/sources.list.d/*
|
||||
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
@@ -100,24 +102,27 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Linux-Editor
|
||||
path: Output/FlaxEditorLinux.zip
|
||||
package-linux-game:
|
||||
name: Game (Linux)
|
||||
runs-on: "ubuntu-24.04"
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo rm -f /etc/apt/sources.list.d/*
|
||||
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
@@ -131,9 +136,9 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Linux-Game
|
||||
path: Output/Linux.zip
|
||||
@@ -141,14 +146,14 @@ jobs:
|
||||
# Mac
|
||||
package-mac-editor:
|
||||
name: Editor (Mac)
|
||||
runs-on: "macos-14"
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
@@ -161,22 +166,22 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Mac-Editor
|
||||
path: Output/FlaxEditorMac.zip
|
||||
package-mac-game:
|
||||
name: Game (Mac)
|
||||
runs-on: "macos-14"
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
@@ -189,9 +194,9 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Mac-Game
|
||||
path: Output/Mac.zip
|
||||
|
||||
48
.github/workflows/cooking.yml
vendored
48
.github/workflows/cooking.yml
vendored
@@ -1,48 +0,0 @@
|
||||
name: Cooker
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
# Cook on Mac
|
||||
cook-mac:
|
||||
name: Cook (Mac)
|
||||
runs-on: "macos-14"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Setup .NET Workload
|
||||
run: |
|
||||
dotnet workload install ios
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Get Flax Samples
|
||||
uses: actions/checkout@v3
|
||||
with:
|
||||
fetch-depth: 1
|
||||
repository: FlaxEngine/FlaxSamples
|
||||
path: FlaxSamples
|
||||
- name: Patch Files
|
||||
run: |
|
||||
cp .github/data/ExitOnEsc.cs FlaxSamples/MaterialsFeaturesTour/Source/Game
|
||||
cp ".github/data/Build Settings.json" "FlaxSamples/MaterialsFeaturesTour/Content/Settings"
|
||||
- name: Build Editor
|
||||
run: |
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -printSDKs -dotnet=8 -arch=ARM64 -platform=Mac -configuration=Development -buildtargets=FlaxEditor
|
||||
- name: Cook Game (iOS)
|
||||
run: |
|
||||
./Binaries/Editor/Mac/Development/FlaxEditor -std -headless -mute -null -project "FlaxSamples/MaterialsFeaturesTour" -build "Development.iOS"
|
||||
10
.github/workflows/tests.yml
vendored
10
.github/workflows/tests.yml
vendored
@@ -10,7 +10,7 @@ jobs:
|
||||
# Tests on Linux
|
||||
tests-linux:
|
||||
name: Tests (Linux)
|
||||
runs-on: "ubuntu-24.04"
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
@@ -28,7 +28,10 @@ jobs:
|
||||
git lfs pull
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
||||
sudo rm -f /etc/apt/sources.list.d/*
|
||||
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||
- name: Build
|
||||
run: |
|
||||
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8
|
||||
@@ -73,11 +76,8 @@ jobs:
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -dotnet=8 -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxTestsTarget
|
||||
dotnet msbuild Source\Tools\Flax.Build.Tests\Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
||||
- name: Test
|
||||
shell: pwsh
|
||||
run: |
|
||||
$ErrorActionPreference = "Stop"
|
||||
.\Binaries\Editor\Win64\Development\FlaxTests.exe
|
||||
if(!$?) { Write-Host "Tests failed with exit code $LastExitCode" -ForegroundColor Red; Exit $LastExitCode }
|
||||
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Redirect to our own Git LFS server
|
||||
[lfs]
|
||||
url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
|
||||
#url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
|
||||
locksverify = false
|
||||
|
||||
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Camera/O_Camera.flax
(Stored with Git LFS)
BIN
Content/Editor/Camera/O_Camera.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/CubeTexturePreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/CubeTexturePreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/DDGIDebugProbes.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/DDGIDebugProbes.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Decal.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Decal.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Particle.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Particle.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Surface.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Surface.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Terrain.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Terrain.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DefaultFontMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/DefaultFontMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/FoliageBrushMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/FoliageBrushMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialAxisFocus.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialAxisFocus.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialAxisX.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialAxisX.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialAxisY.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialAxisY.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialAxisZ.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialAxisZ.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialSphere.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialSphere.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialWireFocus.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialWireFocus.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/RotationAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/RotationAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/ScaleAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/ScaleAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/TranslationAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/TranslationAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/WireBox.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/WireBox.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/AudioListener.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/AudioListener.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/AudioSource.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/AudioSource.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/Decal.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/Decal.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/DirectionalLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/DirectionalLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/EnvironmentProbe.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/EnvironmentProbe.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/ParticleEffect.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/ParticleEffect.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/PointLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/PointLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/SceneAnimationPlayer.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/SceneAnimationPlayer.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/SkyLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/SkyLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/Skybox.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/Skybox.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/IconsAtlas.flax
(Stored with Git LFS)
BIN
Content/Editor/IconsAtlas.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/IesProfilePreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/IesProfilePreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
@@ -6,7 +6,6 @@
|
||||
@3
|
||||
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/Stencil.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
#include "./Flax/GBufferCommon.hlsl"
|
||||
@7
|
||||
@@ -14,14 +13,11 @@
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 InvWorld;
|
||||
float4x4 SvPositionToWorld;
|
||||
float3 Padding0;
|
||||
uint RenderLayersMask;
|
||||
float4x4 SVPositionToWorld;
|
||||
@1META_CB_END
|
||||
|
||||
// Use depth buffer for per-pixel decal layering
|
||||
Texture2D DepthBuffer : register(t0);
|
||||
Texture2D<uint2> StencilBuffer : register(t1);
|
||||
|
||||
// Material shader resources
|
||||
@2
|
||||
@@ -31,63 +27,12 @@ struct MaterialInput
|
||||
float3 WorldPosition;
|
||||
float TwoSidedSign;
|
||||
float2 TexCoord;
|
||||
float4 TexCoord_DDX_DDY;
|
||||
float3x3 TBN;
|
||||
float4 SvPosition;
|
||||
float3 PreSkinnedPosition;
|
||||
float3 PreSkinnedNormal;
|
||||
};
|
||||
|
||||
// Calculates decal texcoords for a given pixel position (sampels depth buffer and projects value to decal space).
|
||||
float2 SvPositionToDecalUV(float4 svPosition)
|
||||
{
|
||||
float2 screenUV = svPosition.xy * ScreenSize.zw;
|
||||
svPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
|
||||
float4 positionHS = mul(float4(svPosition.xyz, 1), SvPositionToWorld);
|
||||
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||
return positionOS.xz + 0.5f;
|
||||
}
|
||||
|
||||
// Manually compute ddx/ddy for decal texture cooordinates to avoid the 2x2 pixels artifacts on the edges of geometry under decal
|
||||
// [Reference: https://www.humus.name/index.php?page=3D&ID=84]
|
||||
float4 CalculateTextureDerivatives(float4 svPosition, float2 texCoord)
|
||||
{
|
||||
float4 svDiffX = float4(1, 0, 0, 0);
|
||||
float2 uvDiffX0 = texCoord - SvPositionToDecalUV(svPosition - svDiffX);
|
||||
float2 uvDiffX1 = SvPositionToDecalUV(svPosition + svDiffX) - texCoord;
|
||||
float2 dx = dot(uvDiffX0, uvDiffX0) < dot(uvDiffX1, uvDiffX1) ? uvDiffX0 : uvDiffX1;
|
||||
|
||||
float4 svDiffY = float4(0, 1, 0, 0);
|
||||
float2 uvDiffY0 = texCoord - SvPositionToDecalUV(svPosition - svDiffY);
|
||||
float2 uvDiffY1 = SvPositionToDecalUV(svPosition + svDiffY) - texCoord;
|
||||
float2 dy = dot(uvDiffY0, uvDiffY0) < dot(uvDiffY1, uvDiffY1) ? uvDiffY0 : uvDiffY1;
|
||||
|
||||
return float4(dx, dy);
|
||||
}
|
||||
|
||||
// Computes the mipmap level for a specific texture dimensions to be sampled at decal texture cooordinates.
|
||||
// [Reference: https://hugi.scene.org/online/coding/hugi%2014%20-%20comipmap.htm]
|
||||
float CalculateTextureMipmap(MaterialInput input, float2 textureSize)
|
||||
{
|
||||
float2 dx = input.TexCoord_DDX_DDY.xy * textureSize;
|
||||
float2 dy = input.TexCoord_DDX_DDY.zw * textureSize;
|
||||
float d = max(dot(dx, dx), dot(dy, dy));
|
||||
return (0.5 * 0.5) * log2(d); // Hardcoded half-mip rate reduction to avoid artifacts when decal is moved over dither texture
|
||||
}
|
||||
float CalculateTextureMipmap(MaterialInput input, Texture2D t)
|
||||
{
|
||||
float2 textureSize;
|
||||
t.GetDimensions(textureSize.x, textureSize.y);
|
||||
return CalculateTextureMipmap(input, textureSize);
|
||||
}
|
||||
float CalculateTextureMipmap(MaterialInput input, TextureCube t)
|
||||
{
|
||||
float2 textureSize;
|
||||
t.GetDimensions(textureSize.x, textureSize.y);
|
||||
return CalculateTextureMipmap(input, textureSize);
|
||||
}
|
||||
|
||||
// Transforms a vector from tangent space to world space
|
||||
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
|
||||
{
|
||||
@@ -138,12 +83,6 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value supports instancing)
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -171,6 +110,7 @@ Material GetMaterialPS(MaterialInput input)
|
||||
}
|
||||
|
||||
// Input macro specified by the material: DECAL_BLEND_MODE
|
||||
|
||||
#define DECAL_BLEND_MODE_TRANSLUCENT 0
|
||||
#define DECAL_BLEND_MODE_STAIN 1
|
||||
#define DECAL_BLEND_MODE_NORMAL 2
|
||||
@@ -204,18 +144,10 @@ void PS_Decal(
|
||||
#endif
|
||||
)
|
||||
{
|
||||
// Stencil masking
|
||||
uint stencilObjectLayer = STENCIL_BUFFER_OBJECT_LAYER(STENCIL_BUFFER_LOAD(StencilBuffer, SvPosition.xy));
|
||||
if ((RenderLayersMask & (1 << stencilObjectLayer)) == 0)
|
||||
{
|
||||
clip(-1);
|
||||
return;
|
||||
}
|
||||
|
||||
float2 screenUV = SvPosition.xy * ScreenSize.zw;
|
||||
SvPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
|
||||
|
||||
float4 positionHS = mul(float4(SvPosition.xyz, 1), SvPositionToWorld);
|
||||
float4 positionHS = mul(float4(SvPosition.xyz, 1), SVPositionToWorld);
|
||||
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||
|
||||
@@ -228,9 +160,8 @@ void PS_Decal(
|
||||
materialInput.TexCoord = decalUVs;
|
||||
materialInput.TwoSidedSign = 1;
|
||||
materialInput.SvPosition = SvPosition;
|
||||
materialInput.TexCoord_DDX_DDY = CalculateTextureDerivatives(materialInput.SvPosition, materialInput.TexCoord);
|
||||
|
||||
// Calculate tangent-space
|
||||
|
||||
// Build tangent to world transformation matrix
|
||||
float3 ddxWp = ddx(positionWS);
|
||||
float3 ddyWp = ddy(positionWS);
|
||||
materialInput.TBN[0] = normalize(ddyWp);
|
||||
|
||||
@@ -207,20 +207,6 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return GeometrySize * float3(world._m00, world._m11, world._m22);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
float4x4 world = WorldMatrix;
|
||||
|
||||
// Extract scale from the world matrix
|
||||
float3 scale;
|
||||
scale.x = length(float3(world._11, world._12, world._13));
|
||||
scale.y = length(float3(world._21, world._22, world._23));
|
||||
scale.z = length(float3(world._31, world._32, world._33));
|
||||
|
||||
return scale;
|
||||
}
|
||||
|
||||
// Get the current object random value
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -311,7 +297,7 @@ VertexOutput VS_SplineModel(ModelInput input)
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.Geometry.TexCoord = input.TexCoord0;
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
@@ -337,7 +323,6 @@ VertexOutput VS_SplineModel(ModelInput input)
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Deferred Shading: Defines
|
||||
@1// Deferred Shading: Includes
|
||||
@@ -26,12 +26,14 @@ void PS_GBuffer(
|
||||
)
|
||||
{
|
||||
Light = float4(0, 0, 0, 1);
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
ClipLODTransition(materialInput);
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
#endif
|
||||
|
||||
// Get material parameters
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
Material material = GetMaterialPS(materialInput);
|
||||
|
||||
// Masking
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Distortion: Defines
|
||||
@1// Distortion: Includes
|
||||
@@ -12,12 +12,13 @@
|
||||
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Distortion(PixelInput input) : SV_Target0
|
||||
{
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
ClipLODTransition(materialInput);
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
#endif
|
||||
|
||||
// Get material parameters
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
Material material = GetMaterialPS(materialInput);
|
||||
|
||||
// Masking
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Forward Shading: Defines
|
||||
#define MAX_LOCAL_LIGHTS 4
|
||||
@@ -27,15 +27,7 @@ TextureCube EnvProbe : register(t__SRV__);
|
||||
TextureCube SkyLightTexture : register(t__SRV__);
|
||||
Buffer<float4> ShadowsBuffer : register(t__SRV__);
|
||||
Texture2D<float> ShadowMap : register(t__SRV__);
|
||||
Texture3D VolumetricFogTexture : register(t__SRV__);
|
||||
@4// Forward Shading: Utilities
|
||||
// Public accessors for lighting data, use them as data binding might change but those methods will remain.
|
||||
LightData GetDirectionalLight() { return DirectionalLight; }
|
||||
LightData GetSkyLight() { return SkyLight; }
|
||||
ProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
|
||||
ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
|
||||
uint GetLocalLightsCount() { return LocalLightsCount; }
|
||||
LightData GetLocalLight(uint i) { return LocalLights[i]; }
|
||||
@5// Forward Shading: Shaders
|
||||
|
||||
// Pixel Shader function for Forward Pass
|
||||
@@ -46,12 +38,14 @@ void PS_Forward(
|
||||
)
|
||||
{
|
||||
output = 0;
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
ClipLODTransition(materialInput);
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
#endif
|
||||
|
||||
// Get material parameters
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
Material material = GetMaterialPS(materialInput);
|
||||
|
||||
// Masking
|
||||
@@ -84,8 +78,9 @@ void PS_Forward(
|
||||
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
|
||||
|
||||
// Calculate lighting from a single directional light
|
||||
float4 shadowMask = 1.0f;
|
||||
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
|
||||
float4 shadowMask = GetShadowMask(shadow);
|
||||
shadowMask = GetShadowMask(shadow);
|
||||
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
|
||||
|
||||
// Calculate lighting from sky light
|
||||
@@ -126,20 +121,6 @@ void PS_Forward(
|
||||
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
||||
reflections = lerp(reflections, screenColor, hit.z);
|
||||
}
|
||||
|
||||
// Fallback to software tracing if possible
|
||||
#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
|
||||
if (hit.z < REFLECTIONS_HIT_THRESHOLD)
|
||||
{
|
||||
float3 reflectWS = ScreenSpaceReflectionDirection(screenUV, gBuffer, ViewPos);
|
||||
float4 surfaceAtlas;
|
||||
if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
|
||||
{
|
||||
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
||||
reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
|
||||
@@ -150,27 +131,9 @@ void PS_Forward(
|
||||
|
||||
#endif
|
||||
|
||||
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
|
||||
#if USE_FOG
|
||||
// Calculate exponential height fog
|
||||
#if DIRECTX && FEATURE_LEVEL < FEATURE_LEVEL_SM6
|
||||
// TODO: fix D3D11/D3D10 bug with incorrect distance
|
||||
float fogSceneDistance = distance(materialInput.WorldPosition, ViewPos);
|
||||
#else
|
||||
float fogSceneDistance = gBuffer.ViewPos.z;
|
||||
#endif
|
||||
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
|
||||
|
||||
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
|
||||
{
|
||||
// Sample volumetric fog and mix it in
|
||||
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
||||
float3 viewVector = materialInput.WorldPosition - ViewPos;
|
||||
float sceneDepth = length(viewVector);
|
||||
float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
|
||||
float3 volumeUV = float3(screenUV, depthSlice);
|
||||
float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
|
||||
fog = CombineVolumetricFog(fog, volumetricFog);
|
||||
}
|
||||
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
|
||||
|
||||
// Apply fog to the output color
|
||||
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Global Illumination: Defines
|
||||
#define USE_GI 1
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 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
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Motion Vectors: Defines
|
||||
@1// Motion Vectors: Includes
|
||||
@@ -11,15 +11,14 @@
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_MotionVectors(PixelInput input) : SV_Target0
|
||||
{
|
||||
#if USE_DITHERED_LOD_TRANSITION || MATERIAL_MASKED
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
ClipLODTransition(materialInput);
|
||||
#endif
|
||||
// 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
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// SDF Reflections: Defines
|
||||
#define USE_GLOBAL_SURFACE_ATLAS 1
|
||||
@1// SDF Reflections: Includes
|
||||
#include "./Flax/GlobalSignDistanceField.hlsl"
|
||||
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
|
||||
@2// SDF Reflections: Constants
|
||||
GlobalSDFData GlobalSDF;
|
||||
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
|
||||
@3// SDF Reflections: Resources
|
||||
Texture3D<snorm float> GlobalSDFTex : register(t__SRV__);
|
||||
Texture3D<snorm float> GlobalSDFMip : register(t__SRV__);
|
||||
ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t__SRV__);
|
||||
ByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(t__SRV__);
|
||||
Buffer<float4> GlobalSurfaceAtlasObjects : register(t__SRV__);
|
||||
Texture2D GlobalSurfaceAtlasDepth : register(t__SRV__);
|
||||
Texture2D GlobalSurfaceAtlasTex : register(t__SRV__);
|
||||
@4// SDF Reflections: Utilities
|
||||
bool TraceSDFSoftwareReflections(GBufferSample gBuffer, float3 reflectWS, out float4 surfaceAtlas)
|
||||
{
|
||||
GlobalSDFTrace sdfTrace;
|
||||
float maxDistance = GLOBAL_SDF_WORLD_SIZE;
|
||||
sdfTrace.Init(gBuffer.WorldPos, reflectWS, 0.0f, maxDistance);
|
||||
GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace, 2.0f);
|
||||
if (sdfHit.IsHit())
|
||||
{
|
||||
float3 hitPosition = sdfHit.GetHitPosition(sdfTrace);
|
||||
float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, sdfHit);
|
||||
surfaceAtlas = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -reflectWS, surfaceThreshold);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@5// SDF Reflections: Shaders
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Tessellation: Defines
|
||||
#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
|
||||
@@ -33,13 +33,8 @@ struct TessalationDSToPS
|
||||
MaterialInput GetMaterialInput(TessalationDSToPS input)
|
||||
{
|
||||
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
|
||||
#if USE_PER_DRAW_CONSTANTS
|
||||
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
|
||||
#else
|
||||
LoadObjectFromCB(output.Object);
|
||||
#endif
|
||||
output.SvPosition = input.Position;
|
||||
output.TwoSidedSign = output.Object.WorldDeterminantSign;
|
||||
output.TwoSidedSign = WorldDeterminantSign;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
output.CustomVSToPS = input.CustomVSToPS;
|
||||
#endif
|
||||
|
||||
@@ -140,7 +140,7 @@ void SetParticleVec4(uint particleIndex, int offset, float4 value)
|
||||
bool AddParticle(out uint dstIndex)
|
||||
{
|
||||
// Acquire the particle index in the destination buffer
|
||||
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1u, dstIndex);
|
||||
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
|
||||
|
||||
// Prevent overflow
|
||||
return dstIndex >= PARTICLE_CAPACITY;
|
||||
|
||||
@@ -20,8 +20,6 @@ float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 ViewSize;
|
||||
float3 ViewPadding0;
|
||||
float ScaledTimeParam;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
@@ -165,12 +163,6 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value supports instancing)
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
|
||||
@@ -299,22 +299,24 @@ half3x3 CalcTangentToLocal(ModelInput input)
|
||||
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 (half3x3)float3x3(tangent, bitangent, normal);
|
||||
return float3x3(tangent, bitangent, normal);
|
||||
}
|
||||
|
||||
half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
|
||||
{
|
||||
half3x3 localToWorld = (half3x3)RemoveScaleFromLocalToWorld((float3x3)world);
|
||||
half3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
|
||||
return mul(tangentToLocal, localToWorld);
|
||||
}
|
||||
|
||||
float3 GetParticlePosition(uint particleIndex)
|
||||
float3 GetParticlePosition(uint ParticleIndex)
|
||||
{
|
||||
return TransformParticlePosition(GetParticleVec3(particleIndex, PositionOffset));
|
||||
return TransformParticlePosition(GetParticleVec3(ParticleIndex, PositionOffset));
|
||||
}
|
||||
|
||||
// Vertex Shader function for Sprite Rendering
|
||||
META_VS(true, FEATURE_LEVEL_ES2)
|
||||
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, 0, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
||||
{
|
||||
VertexOutput output;
|
||||
@@ -405,7 +407,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
||||
output.InstanceParams = PerInstanceRandom;
|
||||
|
||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||
half3x3 tangentToLocal = half3x3(axisX, axisY, axisZ);
|
||||
half3x3 tangentToLocal = float3x3(axisX, axisY, axisZ);
|
||||
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||
output.TBN = tangentToWorld;
|
||||
|
||||
@@ -514,7 +516,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
|
||||
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.TexCoord = input.TexCoord0;
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.ParticleIndex = particleIndex;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = input.Color;
|
||||
@@ -610,7 +612,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
{
|
||||
output.TexCoord.x = (float)input.Order / (float)RibbonSegmentCount;
|
||||
}
|
||||
output.TexCoord.y = (float)((vertexIndex + 1) & 0x1);
|
||||
output.TexCoord.y = (vertexIndex + 1) & 0x1;
|
||||
output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
|
||||
|
||||
// Compute world space vertex position
|
||||
@@ -629,7 +631,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
output.InstanceParams = PerInstanceRandom;
|
||||
|
||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||
half3x3 tangentToLocal = half3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
|
||||
half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
|
||||
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||
output.TBN = tangentToWorld;
|
||||
|
||||
@@ -645,7 +647,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
materialInput.TBN = output.TBN;
|
||||
materialInput.TwoSidedSign = 1;
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = position;
|
||||
materialInput.PreSkinnedPosition = Position;
|
||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||
materialInput.InstanceOrigin = output.InstanceOrigin;
|
||||
materialInput.InstanceParams = output.InstanceParams;
|
||||
|
||||
@@ -19,8 +19,6 @@ float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 TemporalAAJitter;
|
||||
float4x4 InverseViewProjectionMatrix;
|
||||
float3 ViewPadding0;
|
||||
float ScaledTimeParam;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
|
||||
@@ -2,9 +2,7 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define MATERIAL_TEXCOORDS 4
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
#define USE_PER_DRAW_CONSTANTS 1
|
||||
@3
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
@@ -12,42 +10,36 @@
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x3 WorldMatrix;
|
||||
float4x3 PrevWorldMatrix;
|
||||
float2 Dummy0;
|
||||
float LODDitherFactor;
|
||||
float PerInstanceRandom;
|
||||
float3 GeometrySize;
|
||||
float WorldDeterminantSign;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
@2
|
||||
Buffer<float4> ObjectsBuffer : register(t0);
|
||||
#if USE_SKINNING
|
||||
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
|
||||
Buffer<float4> BoneMatrices : register(t1);
|
||||
#if PER_BONE_MOTION_BLUR
|
||||
// The skeletal bones matrix buffer from the previous frame
|
||||
Buffer<float4> PrevBoneMatrices : register(t2);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Geometry data passed though the graphics rendering stages up to the pixel shader
|
||||
struct GeometryData
|
||||
{
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float4 TexCoords01 : TEXCOORD1;
|
||||
float4 TexCoords23 : TEXCOORD2;
|
||||
float2 LightmapUV : TEXCOORD3;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
#if USE_VERTEX_COLOR
|
||||
half4 VertexColor : COLOR;
|
||||
#endif
|
||||
float3 WorldNormal : TEXCOORD4;
|
||||
float4 WorldTangent : TEXCOORD5;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float4 WorldTangent : TEXCOORD4;
|
||||
nointerpolation float3 InstanceOrigin : TEXCOORD5;
|
||||
nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
|
||||
float3 PrevWorldPosition : TEXCOORD7;
|
||||
nointerpolation uint ObjectIndex : TEXCOORD8;
|
||||
nointerpolation float3 InstanceTransform1 : TEXCOORD8;
|
||||
nointerpolation float3 InstanceTransform2 : TEXCOORD9;
|
||||
nointerpolation float3 InstanceTransform3 : TEXCOORD10;
|
||||
};
|
||||
|
||||
float3 DecodeNormal(float4 normalMap)
|
||||
{
|
||||
float2 xy = normalMap.rg * 2.0 - 1.0;
|
||||
return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
|
||||
}
|
||||
|
||||
// Interpolants passed from the vertex shader
|
||||
struct VertexOutput
|
||||
{
|
||||
@@ -77,7 +69,7 @@ struct MaterialInput
|
||||
{
|
||||
float3 WorldPosition;
|
||||
float TwoSidedSign;
|
||||
float2 TexCoords[MATERIAL_TEXCOORDS];
|
||||
float2 TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
float2 LightmapUV;
|
||||
#endif
|
||||
@@ -88,25 +80,22 @@ struct MaterialInput
|
||||
float4 SvPosition;
|
||||
float3 PreSkinnedPosition;
|
||||
float3 PreSkinnedNormal;
|
||||
uint ObjectIndex;
|
||||
ObjectData Object;
|
||||
float3 InstanceOrigin;
|
||||
float2 InstanceParams;
|
||||
float3 InstanceTransform1;
|
||||
float3 InstanceTransform2;
|
||||
float3 InstanceTransform3;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
|
||||
#endif
|
||||
};
|
||||
|
||||
// Map access to the main texure coordinate channel as UV0
|
||||
#define TexCoord TexCoords[0]
|
||||
|
||||
// Extracts geometry data to the material input
|
||||
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
{
|
||||
MaterialInput output = (MaterialInput)0;
|
||||
output.WorldPosition = geometry.WorldPosition;
|
||||
output.TexCoords[0] = geometry.TexCoords01.xy;
|
||||
output.TexCoords[1] = geometry.TexCoords01.zw;
|
||||
output.TexCoords[2] = geometry.TexCoords23.xy;
|
||||
output.TexCoords[3] = geometry.TexCoords23.zw;
|
||||
output.TexCoord = geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
output.LightmapUV = geometry.LightmapUV;
|
||||
#endif
|
||||
@@ -114,7 +103,11 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
output.VertexColor = geometry.VertexColor;
|
||||
#endif
|
||||
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
|
||||
output.ObjectIndex = geometry.ObjectIndex;
|
||||
output.InstanceOrigin = geometry.InstanceOrigin;
|
||||
output.InstanceParams = geometry.InstanceParams;
|
||||
output.InstanceTransform1 = geometry.InstanceTransform1;
|
||||
output.InstanceTransform2 = geometry.InstanceTransform2;
|
||||
output.InstanceTransform3 = geometry.InstanceTransform3;
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -141,8 +134,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
|
||||
{
|
||||
GeometryData output = (GeometryData)0;
|
||||
output.TexCoords01 = p0.TexCoords01 * w0 + p1.TexCoords01 * w1 + p2.TexCoords01 * w2;
|
||||
output.TexCoords23 = p0.TexCoords23 * w0 + p1.TexCoords23 * w1 + p2.TexCoords23 * w2;
|
||||
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
|
||||
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
|
||||
#endif
|
||||
@@ -150,7 +143,11 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
|
||||
output.WorldNormal = normalize(output.WorldNormal);
|
||||
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
|
||||
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
|
||||
output.ObjectIndex = p0.ObjectIndex;
|
||||
output.InstanceOrigin = p0.InstanceOrigin;
|
||||
output.InstanceParams = p0.InstanceParams;
|
||||
output.InstanceTransform1 = p0.InstanceTransform1;
|
||||
output.InstanceTransform2 = p0.InstanceTransform2;
|
||||
output.InstanceTransform3 = p0.InstanceTransform3;
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -159,8 +156,7 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
|
||||
MaterialInput GetMaterialInput(PixelInput input)
|
||||
{
|
||||
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
|
||||
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
|
||||
output.TwoSidedSign = output.Object.WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
|
||||
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
|
||||
output.SvPosition = input.Position;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
output.CustomVSToPS = input.CustomVSToPS;
|
||||
@@ -168,6 +164,16 @@ MaterialInput GetMaterialInput(PixelInput input)
|
||||
return output;
|
||||
}
|
||||
|
||||
// Gets the local to world transform matrix
|
||||
#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))
|
||||
|
||||
// Extarcts the world matrix and instancce transform vector
|
||||
#if USE_INSTANCING
|
||||
#define CalculateInstanceTransform(input) float4x4 world = GetInstanceTransform(input); output.Geometry.InstanceTransform1 = input.InstanceTransform1.xyz; output.Geometry.InstanceTransform2 = input.InstanceTransform2.xyz; output.Geometry.InstanceTransform3 = input.InstanceTransform3.xyz;
|
||||
#else
|
||||
#define CalculateInstanceTransform(input) float4x4 world = ToMatrix4x4(WorldMatrix); output.Geometry.InstanceTransform1 = world[0].xyz; output.Geometry.InstanceTransform2 = world[1].xyz; output.Geometry.InstanceTransform3 = world[2].xyz;
|
||||
#endif
|
||||
|
||||
// Removes the scale vector from the local to world transformation matrix (supports instancing)
|
||||
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
|
||||
{
|
||||
@@ -212,7 +218,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
|
||||
// Transforms a vector from local space to world space
|
||||
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
|
||||
{
|
||||
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
|
||||
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
|
||||
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
|
||||
return mul(localVector, localToWorld);
|
||||
}
|
||||
@@ -220,7 +226,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
|
||||
// Transforms a vector from local space to world space
|
||||
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
|
||||
{
|
||||
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
|
||||
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
|
||||
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
|
||||
return mul(localToWorld, worldVector);
|
||||
}
|
||||
@@ -228,44 +234,30 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
|
||||
// Gets the current object position (supports instancing)
|
||||
float3 GetObjectPosition(MaterialInput input)
|
||||
{
|
||||
return input.Object.WorldMatrix[3].xyz;
|
||||
return input.InstanceOrigin.xyz;
|
||||
}
|
||||
|
||||
// Gets the current object size (supports instancing)
|
||||
float3 GetObjectSize(MaterialInput input)
|
||||
{
|
||||
float4x4 world = input.Object.WorldMatrix;
|
||||
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
float4x4 world = input.Object.WorldMatrix;
|
||||
|
||||
// Get the squares of the scale factors
|
||||
float scaleXSquared = dot(world[0].xyz, world[0].xyz);
|
||||
float scaleYSquared = dot(world[1].xyz, world[1].xyz);
|
||||
float scaleZSquared = dot(world[2].xyz, world[2].xyz);
|
||||
|
||||
// Take square root to get actual scales
|
||||
return float3(
|
||||
sqrt(scaleXSquared),
|
||||
sqrt(scaleYSquared),
|
||||
sqrt(scaleZSquared)
|
||||
);
|
||||
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.Object.PerInstanceRandom;
|
||||
return input.InstanceParams.x;
|
||||
}
|
||||
|
||||
// Get the current object LOD transition dither factor (supports instancing)
|
||||
float GetLODDitherFactor(MaterialInput input)
|
||||
{
|
||||
return input.Object.LODDitherFactor;
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
return input.InstanceParams.y;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Gets the interpolated vertex color (in linear space)
|
||||
@@ -324,41 +316,44 @@ 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, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
|
||||
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;
|
||||
|
||||
// Load object data
|
||||
#if USE_INSTANCING
|
||||
output.Geometry.ObjectIndex = input.ObjectIndex;
|
||||
#else
|
||||
output.Geometry.ObjectIndex = DrawObjectIndex;
|
||||
#endif
|
||||
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
|
||||
|
||||
// Compute world space vertex position
|
||||
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), object.PrevWorldMatrix).xyz;
|
||||
CalculateInstanceTransform(input);
|
||||
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
|
||||
|
||||
// Compute clip space position
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
|
||||
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
#if CAN_USE_LIGHTMAP
|
||||
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
|
||||
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
|
||||
output.Geometry.LightmapUV = float2(0, 0);
|
||||
#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(object.WorldMatrix, tangentToLocal);
|
||||
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;
|
||||
@@ -366,18 +361,16 @@ VertexOutput VS(ModelInput input)
|
||||
// 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 = object.WorldDeterminantSign;
|
||||
materialInput.TwoSidedSign = WorldDeterminantSign;
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = input.Position.xyz;
|
||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||
materialInput.Object = object;
|
||||
Material material = GetMaterialVS(materialInput);
|
||||
#endif
|
||||
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
@@ -399,27 +392,33 @@ 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, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
|
||||
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
|
||||
{
|
||||
// Load object data
|
||||
#if USE_INSTANCING
|
||||
uint objectIndex = input.ObjectIndex;
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
#else
|
||||
uint objectIndex = DrawObjectIndex;
|
||||
float4x4 world = ToMatrix4x4(WorldMatrix);
|
||||
#endif
|
||||
ObjectData object = LoadObject(ObjectsBuffer, objectIndex);
|
||||
|
||||
// Transform vertex position into the screen
|
||||
float3 worldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
|
||||
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];
|
||||
@@ -494,14 +493,10 @@ META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0,
|
||||
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(BLENDWEIGHTS, 0, R16G16B16A16_FLOAT,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;
|
||||
|
||||
// Load object data
|
||||
output.Geometry.ObjectIndex = DrawObjectIndex;
|
||||
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
|
||||
|
||||
// Perform skinning
|
||||
float3x4 boneMatrix = GetBoneMatrix(input);
|
||||
@@ -509,27 +504,33 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
float3x3 tangentToLocal = SkinTangents(input, boneMatrix);
|
||||
|
||||
// Compute world space vertex position
|
||||
output.Geometry.WorldPosition = mul(float4(position, 1), object.WorldMatrix).xyz;
|
||||
CalculateInstanceTransform(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), object.PrevWorldMatrix).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
|
||||
#else
|
||||
output.Geometry.PrevWorldPosition = mul(float4(position, 1), object.PrevWorldMatrix).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(position, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
|
||||
#endif
|
||||
|
||||
// Compute clip space position
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
|
||||
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.Geometry.VertexColor = input.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(object.WorldMatrix, tangentToLocal);
|
||||
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;
|
||||
@@ -537,18 +538,16 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
// 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 = object.WorldDeterminantSign;
|
||||
materialInput.TwoSidedSign = WorldDeterminantSign;
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = input.Position.xyz;
|
||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||
materialInput.Object = object;
|
||||
Material material = GetMaterialVS(materialInput);
|
||||
#endif
|
||||
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
@@ -569,12 +568,12 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
|
||||
void ClipLODTransition(MaterialInput input)
|
||||
void ClipLODTransition(PixelInput input)
|
||||
{
|
||||
float ditherFactor = input.Object.LODDitherFactor;
|
||||
float ditherFactor = input.Geometry.InstanceParams.y;
|
||||
if (abs(ditherFactor) > 0.001)
|
||||
{
|
||||
float randGrid = cos(dot(floor(input.SvPosition.xy), float2(347.83452793, 3343.28371863)));
|
||||
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);
|
||||
@@ -587,13 +586,14 @@ void ClipLODTransition(MaterialInput input)
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
void PS_Depth(PixelInput input)
|
||||
{
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
ClipLODTransition(materialInput);
|
||||
// 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
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
#define LoadObjectFromCB(var) var = GetObject()
|
||||
@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
|
||||
@@ -15,7 +14,6 @@
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
#include "./Flax/GBufferCommon.hlsl"
|
||||
#include "./Flax/TerrainCommon.hlsl"
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
@@ -30,7 +28,6 @@ float4 HeightmapUVScaleBias;
|
||||
float4 NeighborLOD;
|
||||
float2 OffsetUV;
|
||||
float2 Dummy0;
|
||||
float4 LightmapArea;
|
||||
@1META_CB_END
|
||||
|
||||
// Terrain data
|
||||
@@ -91,7 +88,6 @@ struct MaterialInput
|
||||
float3 PreSkinnedPosition;
|
||||
float3 PreSkinnedNormal;
|
||||
float HolesMask;
|
||||
ObjectData Object;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 Layers[TERRAIN_LAYERS_DATA_SIZE];
|
||||
#endif
|
||||
@@ -151,23 +147,9 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
|
||||
|
||||
#endif
|
||||
|
||||
ObjectData GetObject()
|
||||
{
|
||||
ObjectData object = (ObjectData)0;
|
||||
object.WorldMatrix = ToMatrix4x4(WorldMatrix);
|
||||
object.PrevWorldMatrix = object.WorldMatrix;
|
||||
object.GeometrySize = float3(1, 1, 1);
|
||||
object.PerInstanceRandom = PerInstanceRandom;
|
||||
object.WorldDeterminantSign = WorldDeterminantSign;
|
||||
object.LODDitherFactor = 0.0f;
|
||||
object.LightmapArea = LightmapArea;
|
||||
return object;
|
||||
}
|
||||
|
||||
MaterialInput GetMaterialInput(PixelInput input)
|
||||
{
|
||||
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
|
||||
output.Object = GetObject();
|
||||
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
|
||||
output.SvPosition = input.Position;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
@@ -237,12 +219,6 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -326,6 +302,8 @@ struct TerrainVertexInput
|
||||
|
||||
// Vertex Shader function for terrain rendering
|
||||
META_VS(true, FEATURE_LEVEL_ES2)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 1, R8G8B8A8_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
VertexOutput VS(TerrainVertexInput input)
|
||||
{
|
||||
VertexOutput output;
|
||||
@@ -335,7 +313,7 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float lodValue = CurrentLOD;
|
||||
float morphAlpha = lodCalculated - CurrentLOD;
|
||||
|
||||
// Sample heightmap and splatmaps
|
||||
// Sample heightmap
|
||||
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||
#if USE_SMOOTH_LOD_TRANSITION
|
||||
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
@@ -343,6 +321,7 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
|
||||
bool isHole = max(heightmapValueThisLOD.b + heightmapValueThisLOD.a, heightmapValueNextLOD.b + heightmapValueNextLOD.a) >= 1.9f;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||
@@ -355,6 +334,7 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
#endif
|
||||
#else
|
||||
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
bool isHole = (heightmapValue.b + heightmapValue.a) >= 1.9f;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
#if TERRAIN_LAYERS_DATA_SIZE > 1
|
||||
@@ -362,11 +342,12 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
float height = DecodeHeightmapHeight(heightmapValue);
|
||||
float height = (float)((int)(heightmapValue.x * 255.0) + ((int)(heightmapValue.y * 255) << 8)) / 65535.0;
|
||||
|
||||
// Extract normal and the holes mask
|
||||
bool isHole;
|
||||
float3 normal = DecodeHeightmapNormal(heightmapValue, isHole);
|
||||
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.Geometry.HolesMask = isHole ? 0 : 1;
|
||||
if (isHole)
|
||||
{
|
||||
@@ -415,7 +396,6 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
// 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.Object = GetObject();
|
||||
materialInput.WorldPosition = output.Geometry.WorldPosition;
|
||||
materialInput.TexCoord = output.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
|
||||
BIN
Content/Editor/Particles/Particle Material Color.flax
(Stored with Git LFS)
BIN
Content/Editor/Particles/Particle Material Color.flax
(Stored with Git LFS)
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Content/Editor/Particles/Particle Material Preview.flax
(Stored with Git LFS)
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Content/Editor/Particles/Particle Material Preview.flax
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Content/Editor/Particles/Smoke Material.flax
(Stored with Git LFS)
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Content/Editor/Particles/Smoke Material.flax
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BIN
Content/Editor/Particles/Smoke.flax
(Stored with Git LFS)
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Content/Editor/Particles/Smoke.flax
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BIN
Content/Editor/Particles/Sparks.flax
(Stored with Git LFS)
BIN
Content/Editor/Particles/Sparks.flax
(Stored with Git LFS)
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BIN
Content/Editor/Primitives/Capsule.flax
(Stored with Git LFS)
BIN
Content/Editor/Primitives/Capsule.flax
(Stored with Git LFS)
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BIN
Content/Editor/Primitives/Cone.flax
(Stored with Git LFS)
BIN
Content/Editor/Primitives/Cone.flax
(Stored with Git LFS)
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BIN
Content/Editor/Primitives/Cube.flax
(Stored with Git LFS)
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Content/Editor/Primitives/Cube.flax
(Stored with Git LFS)
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BIN
Content/Editor/Primitives/Cylinder.flax
(Stored with Git LFS)
BIN
Content/Editor/Primitives/Cylinder.flax
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BIN
Content/Editor/Primitives/Plane.flax
(Stored with Git LFS)
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Content/Editor/Primitives/Plane.flax
(Stored with Git LFS)
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BIN
Content/Editor/Primitives/Sphere.flax
(Stored with Git LFS)
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Content/Editor/Primitives/Sphere.flax
(Stored with Git LFS)
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@@ -1,19 +0,0 @@
|
||||
%copyright%#include "%filename%.h"
|
||||
|
||||
%class%::%class%(const SpawnParams& params)
|
||||
: Actor(params)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void %class%::OnEnable()
|
||||
{
|
||||
Actor::OnEnable();
|
||||
// Here you can add code that needs to be called when script is enabled (eg. register for events)
|
||||
}
|
||||
|
||||
void %class%::OnDisable()
|
||||
{
|
||||
Actor::OnDisable();
|
||||
// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% Actor.
|
||||
/// </summary>
|
||||
public class %class% : Actor
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public override void OnBeginPlay()
|
||||
{
|
||||
base.OnBeginPlay();
|
||||
// Here you can add code that needs to be called when Actor added to the game. This is called during edit time as well.
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnEndPlay()
|
||||
{
|
||||
base.OnEndPlay();
|
||||
// Here you can add code that needs to be called when Actor removed to the game. This is called during edit time as well.
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
// Here you can add code that needs to be called when Actor is enabled (eg. register for events). This is called during edit time as well.
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnDisable()
|
||||
{
|
||||
base.OnDisable();
|
||||
// Here you can add code that needs to be called when Actor is disabled (eg. unregister from events). This is called during edit time as well.
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
%copyright%#pragma once
|
||||
|
||||
#include "Engine/Level/Actor.h"
|
||||
|
||||
API_CLASS() class %module%%class% : public Actor
|
||||
{
|
||||
API_AUTO_SERIALIZATION();
|
||||
DECLARE_SCENE_OBJECT(%class%);
|
||||
|
||||
// [Actor]
|
||||
void OnEnable() override;
|
||||
void OnDisable() override;
|
||||
};
|
||||
@@ -1,5 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
@@ -13,10 +13,10 @@ API_CLASS() class %module%%class% : public ISerializable
|
||||
API_AUTO_SERIALIZATION();
|
||||
DECLARE_SCRIPTING_TYPE_NO_SPAWN(%class%);
|
||||
public:
|
||||
// Custom float value.
|
||||
// Custom float value.
|
||||
API_FIELD(Attributes = "Range(0, 20), EditorOrder(0), EditorDisplay(\"Data\")")
|
||||
float FloatValue = 20.0f;
|
||||
// Custom vector data.
|
||||
// Custom vector data.
|
||||
API_FIELD(Attributes = "EditorOrder(1), EditorDisplay(\"Data\")")
|
||||
Vector3 Vector3Value = Vector3(0.1f);
|
||||
};
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% class.
|
||||
/// </summary>
|
||||
public class %class%
|
||||
{
|
||||
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% interface.
|
||||
/// </summary>
|
||||
public interface %class%
|
||||
{
|
||||
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% struct.
|
||||
/// </summary>
|
||||
public struct %class%
|
||||
{
|
||||
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
%copyright%using System;
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% GamePlugin.
|
||||
/// </summary>
|
||||
public class %class% : GamePlugin
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Deinitialize()
|
||||
{
|
||||
base.Deinitialize();
|
||||
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,6 @@ META_CB_END
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Fullscreen(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
// Solid color fill from the constant buffer passed from code
|
||||
return Color;
|
||||
// Solid color fill from the constant buffer passed from code
|
||||
return Color;
|
||||
}
|
||||
|
||||
BIN
Content/Editor/SpriteMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/SpriteMaterial.flax
(Stored with Git LFS)
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BIN
Content/Editor/Terrain/Circle Brush Material.flax
(Stored with Git LFS)
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Content/Editor/Terrain/Circle Brush Material.flax
(Stored with Git LFS)
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BIN
Content/Editor/Terrain/Highlight Terrain Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Terrain/Highlight Terrain Material.flax
(Stored with Git LFS)
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BIN
Content/Editor/TexturePreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/TexturePreviewMaterial.flax
(Stored with Git LFS)
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BIN
Content/Editor/Wires Debug Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Wires Debug Material.flax
(Stored with Git LFS)
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BIN
Content/Engine/DefaultDeformableMaterial.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultDeformableMaterial.flax
(Stored with Git LFS)
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BIN
Content/Engine/DefaultMaterial.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultMaterial.flax
(Stored with Git LFS)
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BIN
Content/Engine/DefaultRadialMenu.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultRadialMenu.flax
(Stored with Git LFS)
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BIN
Content/Engine/DefaultTerrainMaterial.flax
(Stored with Git LFS)
BIN
Content/Engine/DefaultTerrainMaterial.flax
(Stored with Git LFS)
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BIN
Content/Engine/Models/Box.flax
(Stored with Git LFS)
BIN
Content/Engine/Models/Box.flax
(Stored with Git LFS)
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user