118 Commits

Author SHA1 Message Date
1682411bdb _windows drag-and-drop fix
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2025-01-21 19:09:00 +02:00
ad91bd6164 _cleanup 2025-01-21 19:08:50 +02:00
1c595b759c Fix button latching after finishing drag and drop operation 2025-01-21 19:08:38 +02:00
61531a576c _refactor 2025-01-21 18:16:44 +02:00
6015550b61 _update sdl3 binary 2025-01-21 17:05:33 +02:00
70c2bd272b _topmost 2025-01-21 17:05:21 +02:00
ca78ae1ccf Add git fetch method for dependencies 2025-01-21 16:09:05 +02:00
c22ae8fca7 _drag refactor 2025-01-21 16:08:09 +02:00
61f04110a6 Add Window.IsAlwaysOnTop property 2025-01-21 15:51:12 +02:00
3dd9612ae4 _window dragging X11 fixed
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2025-01-20 22:31:13 +02:00
e45075f7d8 _sdl binary 2025-01-20 22:30:37 +02:00
c377137640 Update SDL3 2025-01-20 22:30:30 +02:00
e676c75459 clean
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2025-01-20 20:12:06 +02:00
692183e1dd _dragging fixes windows
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2025-01-19 22:43:50 +02:00
427c18c54c Fix ValueBox mouse position resetting after releasing the button
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2025-01-19 21:57:16 +02:00
d64654ed68 Fix mouse resetting issues after ending relative mode 2025-01-19 21:56:40 +02:00
0aefdf4411 _windows window and tab dragging done 2025-01-19 21:56:10 +02:00
28957fea3e Fix frame stutter when window is focused 2025-01-16 20:43:08 +02:00
9f9bddee9f Apply patches to rapidjson 2025-01-16 19:49:33 +02:00
56a948497f Update rapidjson to latest version
Commit d621dc9e9c77f81e5c8a35b8dcc16dcd63351321 in Tencent/rapidjson
2025-01-16 19:49:30 +02:00
4661e8d601 _fix windows compilation 2025-01-15 18:40:24 +02:00
ed4d5a5397 _drag release offset investigation
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2025-01-12 22:15:38 +02:00
1b9c9436bc _wayland dragging completed 2025-01-11 22:53:25 +02:00
ec94cda27b Revert "_TEST X11"
This reverts commit 19852273b7.
2025-01-11 20:21:28 +02:00
19852273b7 _TEST X11 2025-01-11 12:39:37 +02:00
62d99b18cd _x11 fixes 2025-01-11 12:39:37 +02:00
3a04326bfd Update SDL3 2025-01-11 12:39:37 +02:00
ce5cfa6b21 _wayland dragging good 2025-01-11 12:39:37 +02:00
2fc6e95ec3 _wayland drag wip
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2025-01-10 01:00:38 +02:00
d41f5bd3e6 _misc windowing
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2025-01-07 17:58:43 +02:00
75c44122c6 _wayland toplevel drag WIP 2025-01-07 17:58:35 +02:00
4204e7f571 _misc win 2025-01-07 17:54:45 +02:00
945988b20c Allow window with single tab to be dragged from tab area 2025-01-07 17:53:37 +02:00
2a8eec93e7 Update SDL3 2025-01-07 14:43:07 +02:00
c6aa328aed Fix error when docking to sides of tabbed panel 2025-01-06 01:30:32 +02:00
46c2986957 Update SDL3 2025-01-04 13:22:13 +02:00
55e756ae1a Cleanup Linux SDL implementation 2025-01-03 17:13:01 +02:00
b5ac5c5a60 Support compiling third party library C files as C code 2025-01-03 15:11:59 +02:00
5b4d01c42d _wayland drag
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2025-01-02 22:33:22 +02:00
7673ada35f Implement Wayland protocols module and file generation 2025-01-02 22:33:05 +02:00
8e26b14aab _relative warp fixes? 2025-01-02 21:24:11 +02:00
4db1acaa9b Update SDL3 2025-01-02 21:23:53 +02:00
fe2ba71635 _window stuff 2025-01-02 21:23:31 +02:00
2acf71c499 _relative positioning fix
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2025-01-02 00:59:18 +02:00
a547689f69 _fix cleanup 2025-01-01 23:48:17 +02:00
45c88ceb01 _disable popup reparenting
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2025-01-01 22:25:37 +02:00
5304fc2573 Disable mouse warping after ending relative mode 2025-01-01 22:25:13 +02:00
a587be6cd6 Update SDL 2025-01-01 22:24:44 +02:00
16a5297809 _cleaning
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2025-01-01 13:28:43 +02:00
b50d6ae225 _focus and logging
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2025-01-01 03:33:51 +02:00
99d2e7d842 _cleanup windowing 2025-01-01 03:33:38 +02:00
5274a96a42 _begin refactor, windows fixes
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2025-01-01 02:05:15 +02:00
aac2920f03 Update SDL3 2025-01-01 02:04:30 +02:00
18711a2a14 Fix window ShowInTaskbar setting 2025-01-01 02:01:13 +02:00
87e6c465a0 _sdl binary 2024-12-31 01:16:36 +02:00
e44b2a292a _update sdl 2024-12-31 01:16:31 +02:00
d1d148d5a7 _sdl build fix 2024-12-31 01:16:25 +02:00
3df9602ac5 _refix x11 popu positioning
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2024-12-30 03:52:40 +02:00
003952dfec _final wayland fixes, tooltip move fixes
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2024-12-30 02:38:06 +02:00
3190c22295 Update SDL3 2024-12-30 01:57:53 +02:00
366404f251 Update SDL3 2024-12-28 21:39:48 +02:00
484c8ce146 _wayland working minus sdl bug 2024-12-28 20:45:34 +02:00
c9f1a45f40 _x11 maybe working? 2024-12-28 20:03:44 +02:00
089346b296 _x11 child tooltip fixes progress 2024-12-28 19:41:06 +02:00
ac0ce8fa74 Use SDL locale 2024-12-28 13:31:37 +02:00
9331c35ab3 _update sdl binary 2024-12-27 16:18:31 +02:00
45f67c4d8c Fix SDL build process on Linux 2024-12-27 16:18:15 +02:00
cd2e7140af _windows subwindow popup fix
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2024-12-27 12:58:04 +02:00
d5b64aece4 _sdl binary 2024-12-27 12:22:50 +02:00
146cc13bad Update SDL3 2024-12-27 12:22:45 +02:00
865b430ab0 _sdl3 binary 2024-12-27 00:19:23 +02:00
a5ad7a4398 Update SDL3 2024-12-27 00:19:17 +02:00
89d1cc4270 _borderless maximize workarounds WIP 2024-12-26 22:12:02 +02:00
bd81e3e89e Fix workaround for maximizing Editor window 2024-12-25 19:45:17 +02:00
37acdc29ff _sdl3 binary 2024-12-25 19:44:25 +02:00
ccdc7a5e1d Update SDL3 2024-12-25 19:44:19 +02:00
fe313773d1 Fix casting error in CPU profiler tab
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2024-12-19 20:09:43 +02:00
34346e4111 Force cursor to center of Game Window when tab handle is clicked 2024-12-19 20:09:43 +02:00
7cbe44c4e5 _update sdl 2024-12-19 20:09:43 +02:00
846f44b882 _sdl binary 2024-12-19 20:09:42 +02:00
68764580f2 Update SDL 2024-12-19 20:09:42 +02:00
Chandler Cox
cdf0e24c12 Fix rotation using SDL 2024-12-19 20:09:42 +02:00
ac7087c4ce Update SDL3 binaries 2024-12-19 20:09:41 +02:00
56e6e53d0c Update SDL to 3.1.3 preview 2024-12-19 20:09:41 +02:00
25b6605027 _window positioning that works on windows 2024-12-19 20:09:41 +02:00
c97f6f3b7e _lfsconfig 2024-12-19 20:09:40 +02:00
bc33d1a0f5 _noprog? 2024-12-19 20:09:40 +02:00
5e950833ff _works 0,0 primary screen, returned positions correct but visually wrong 2024-12-19 20:09:40 +02:00
9a04cee71f _works 2024-12-19 20:09:39 +02:00
b79c9402fd _wip parent-child positioning fixes 2024-12-19 20:09:39 +02:00
b0aed96d18 Fix Linux compilation without SDL 2024-12-19 20:09:39 +02:00
c003506906 Fix compilation 2024-12-19 20:09:38 +02:00
473dc4a1a0 Update SDL3 2024-12-19 20:09:38 +02:00
8d97e21b28 Fix compilation issues 2024-12-19 20:09:38 +02:00
ce932b1739 Fix windows not being hidden initially 2024-12-19 20:09:37 +02:00
506ad85cad Fix parent window position handling with popup/tooltip windows 2024-12-19 20:09:37 +02:00
e86ccefd3c Fix compilation errors in other platforms 2024-12-19 20:09:37 +02:00
71147cd4e9 Fix CI for Linux 2024-12-19 20:09:36 +02:00
d6fe1f0519 Prevent building with SDL in unsupported platforms 2024-12-19 20:09:36 +02:00
ed3d1ce366 Fallback to X11 message box implementation when SDL fails 2024-12-19 20:09:36 +02:00
37177edeaa Fix popup and context menus not working on Wayland 2024-12-19 20:09:35 +02:00
7981483a5b Hide warnings for unsupported SDL operations on Wayland 2024-12-19 20:09:35 +02:00
c3ca359b4b Log a warning for not implemented Wayland functionality 2024-12-19 20:09:35 +02:00
99cf7292aa Fix compilation in Linux 2024-12-19 20:09:34 +02:00
4c6f39d489 Enable warning sound in question dialogs 2024-12-19 20:09:34 +02:00
dcfc265433 Enable modern Windows dialog boxes 2024-12-19 20:09:34 +02:00
4a7f6c34f3 Implement relative mouse mode (raw input) for SDL platform 2024-12-19 20:09:33 +02:00
ba248a61bd Add flag for Window types 2024-12-19 20:09:33 +02:00
eacd23bdbb Enable native windowing system settings with SDL platform 2024-12-19 20:09:33 +02:00
62df728452 Add command-line switches to force X11 and Wayland SDL drivers 2024-12-19 20:09:32 +02:00
fe0d97aad1 Implement SDL platform, windowing and input handling 2024-12-19 20:09:32 +02:00
7f7d839f23 Refactor application window class name 2024-12-19 20:09:32 +02:00
c445bfd5d4 Move Window related enums to separate header file 2024-12-19 20:09:31 +02:00
62843476b7 Refactor Windows drag and drop implementation 2024-12-19 20:09:31 +02:00
7595c572d7 Refactor ScreenUtilities 2024-12-19 20:09:31 +02:00
13ae091273 Add more helper methods for managing Git repos 2024-12-19 20:09:31 +02:00
a9dccd2949 Fix centered window location on X11 2024-12-19 20:09:30 +02:00
f8dd3f23c6 Fix initial position of Tooltips 2024-12-19 20:09:30 +02:00
2985 changed files with 26970 additions and 41219 deletions

View File

@@ -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
@@ -84,7 +83,7 @@ jobs:
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
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
@@ -100,9 +99,9 @@ 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
@@ -115,7 +114,7 @@ jobs:
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
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
@@ -131,9 +130,9 @@ 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
@@ -148,7 +147,7 @@ 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
@@ -161,9 +160,9 @@ 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
@@ -176,7 +175,7 @@ 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
@@ -189,9 +188,9 @@ 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

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@@ -73,11 +73,8 @@ 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

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@@ -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

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@@ -83,12 +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)
{

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -1,4 +1,4 @@
// Copyright (c) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
@0// Lightmap: Defines
#define CAN_USE_LIGHTMAP 1

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@@ -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

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@@ -1,4 +1,4 @@
// Copyright (c) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
@0// SDF Reflections: Defines
#define USE_GLOBAL_SURFACE_ATLAS 1

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@@ -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

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@@ -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;

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@@ -163,12 +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)
{

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@@ -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;

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@@ -2,7 +2,6 @@
// Version: @0
#define MATERIAL 1
#define MATERIAL_TEXCOORDS 4
#define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3
@@ -25,29 +24,21 @@ Buffer<float4> BoneMatrices : register(t1);
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;
float3 PrevWorldPosition : TEXCOORD7;
nointerpolation uint ObjectIndex : TEXCOORD8;
};
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 +68,7 @@ struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoords[MATERIAL_TEXCOORDS];
float2 TexCoord;
#if USE_LIGHTMAP
float2 LightmapUV;
#endif
@@ -95,18 +86,12 @@ struct MaterialInput
#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
@@ -141,8 +126,8 @@ 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
@@ -238,24 +223,6 @@ float3 GetObjectSize(MaterialInput input)
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)
);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
@@ -345,15 +312,14 @@ VertexOutput VS(ModelInput input)
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;
#else
output.Geometry.LightmapUV = float2(0, 0);
output.Geometry.LightmapUV = input.LightmapUV;
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
@@ -377,7 +343,6 @@ VertexOutput VS(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
@@ -494,7 +459,7 @@ 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;
@@ -521,10 +486,9 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
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);
@@ -548,7 +512,6 @@ VertexOutput VS_Skinned(ModelInput_Skinned 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

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@@ -236,12 +236,6 @@ 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)
{
@@ -325,6 +319,8 @@ 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;
@@ -438,7 +434,6 @@ VertexOutput VS(TerrainVertexInput 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

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@@ -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();
}
}

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