19 Commits

Author SHA1 Message Date
1f265bddf4 Fix XAudio2 DequeueProcessedBuffers
Some checks failed
Build Android / Game (Android, Release ARM64) (push) Has been cancelled
Build iOS / Game (iOS, Release ARM64) (push) Has been cancelled
Build Linux / Editor (Linux, Development x64) (push) Has been cancelled
Build Linux / Game (Linux, Release x64) (push) Has been cancelled
Build macOS / Editor (Mac, Development ARM64) (push) Has been cancelled
Build macOS / Game (Mac, Release ARM64) (push) Has been cancelled
Build Windows / Editor (Windows, Development x64) (push) Has been cancelled
Build Windows / Game (Windows, Release x64) (push) Has been cancelled
Tests / Tests (Linux) (push) Has been cancelled
Tests / Tests (Windows) (push) Has been cancelled
FlushSourceBuffers flushes all the pending buffers, not only just the
processed buffers.
2024-05-01 18:48:32 +03:00
3237849132 Fix looping audio sources not looping seamlessly 2024-05-01 18:48:31 +03:00
2be4d2b717 Optimize RichTextBox rendering with long text 2024-05-01 18:45:31 +03:00
dc3a1e142a Refactor native interop internal type lookup 2024-05-01 18:45:20 +03:00
b6d375e9a3 Move generated marshallers into separate namespace
Avoid polluting the `FlaxEngine` namespace with interop related
marshallers, move those to nested namespace called `Interop` where most
of the common marshallers are placed already.
2024-05-01 18:45:20 +03:00
495b6d6abc Include original type of the fields in blittable struct in comments 2024-05-01 18:45:20 +03:00
a49b398c7f Refactor struct custom marshalling generation 2024-05-01 18:45:20 +03:00
c8e893d2ec Fix assigning null values into value types in Custom Editor
Resets back to previous value instead of setting the editor value to
empty.
2024-05-01 18:44:58 +03:00
3a665199e7 Avoid deserializing clipboard content in Custom Editor paste checks 2024-05-01 18:44:58 +03:00
ca1aa89ba1 Update Editor options when window is shown 2024-05-01 18:44:27 +03:00
d92aaeb2b0 Fix Editor options data applying in realtime after first save
Reclone the data in order to not modify the currently applied options
data after save.
2024-05-01 18:44:27 +03:00
5f950cbb7e Store Debug Log view options in Editor options 2024-05-01 18:44:26 +03:00
8f613774cb Expose GPUTexture::DownloadData to Scripting API 2024-05-01 18:43:45 +03:00
c5c440469e Increase Editor profiler depth 2024-05-01 18:43:32 +03:00
1e6ed32c63 Update to enet 2.3.6 2024-05-01 18:43:31 +03:00
3ee6bffef7 Always run fixed update ticks at fixed deltatime
The random variance in fixed updates makes it impossible to do anything deterministic during physics ticks.
2024-05-01 18:43:31 +03:00
6105323ecc Update Transform component separately when applying Gizmo transform 2024-05-01 18:43:31 +03:00
23f8707927 Disable LFS override 2024-05-01 18:42:58 +03:00
761c8415dc Merge branch 'master' into signalgame
# Conflicts:
#	Flax.flaxproj
2024-05-01 18:42:14 +03:00
1888 changed files with 55130 additions and 191737 deletions

View File

@@ -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"

View File

@@ -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
}
]
}
]
}
}

View File

@@ -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'

View File

@@ -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();
}
}

View File

@@ -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

View File

@@ -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

View 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

View File

@@ -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

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
@@ -36,12 +35,12 @@ jobs:
run: |
.\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
@@ -69,7 +68,7 @@ jobs:
run: |
.\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
@@ -102,22 +104,25 @@ jobs:
run: |
./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
@@ -133,7 +138,7 @@ jobs:
run: |
./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
@@ -163,20 +168,20 @@ jobs:
run: |
./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
@@ -191,7 +196,7 @@ jobs:
run: |
./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

View File

@@ -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"

View File

@@ -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

View File

@@ -1,4 +1,4 @@
# Redirect to our own Git LFS server
[lfs]
url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
locksverify = false
#url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
locksverify = false

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)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/DefaultFontMaterial.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Gizmo/Material.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Gizmo/MaterialAxisX.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Gizmo/MaterialAxisY.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Gizmo/MaterialAxisZ.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Gizmo/MaterialSphere.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Gizmo/MaterialWire.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Gizmo/RotationAxis.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Gizmo/ScaleAxis.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Gizmo/TranslationAxis.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Gizmo/WireBox.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Highlight Material.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/AudioListener.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/AudioSource.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/Decal.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/DirectionalLight.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/EnvironmentProbe.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/IconsMaterial.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/ParticleEffect.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/PointLight.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Icons/SkyLight.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Icons/Skybox.flax (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

View File

@@ -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)
{

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -38,12 +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
@@ -119,20 +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;

View File

@@ -4,6 +4,7 @@
#define CAN_USE_LIGHTMAP 1
@1// Lightmap: Includes
@2// Lightmap: Constants
float4 LightmapArea;
@3// Lightmap: Resources
#if USE_LIGHTMAP
// Irradiance and directionality prebaked lightmaps

View File

@@ -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

View File

@@ -1,36 +0,0 @@
// Copyright (c) 2012-2024 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

View File

@@ -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

View File

@@ -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;

View File

@@ -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)
{

View File

@@ -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;

View File

@@ -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;
@@ -366,11 +361,10 @@ 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
@@ -398,27 +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];
@@ -493,14 +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);
@@ -508,27 +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;
@@ -536,11 +538,10 @@ 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
@@ -567,12 +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);
@@ -585,13 +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

View File

@@ -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
@@ -29,7 +28,6 @@ float4 HeightmapUVScaleBias;
float4 NeighborLOD;
float2 OffsetUV;
float2 Dummy0;
float4 LightmapArea;
@1META_CB_END
// Terrain data
@@ -90,7 +88,6 @@ struct MaterialInput
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float HolesMask;
ObjectData Object;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE];
#endif
@@ -150,23 +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
@@ -236,12 +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)
{
@@ -325,6 +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;
@@ -417,7 +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

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Editor/Particles/Smoke.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Editor/Particles/Sparks.flax (Stored with Git LFS)

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

View File

@@ -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)
}

View File

@@ -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.
}
}

View File

@@ -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;
};

View File

@@ -1,5 +0,0 @@
%copyright%using System;
using System.Collections.Generic;
using FlaxEngine;
namespace %namespace%;

View File

@@ -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);
};

View File

@@ -1,13 +0,0 @@
%copyright%using System;
using System.Collections.Generic;
using FlaxEngine;
namespace %namespace%;
/// <summary>
/// %class% class.
/// </summary>
public class %class%
{
}

View File

@@ -1,13 +0,0 @@
%copyright%using System;
using System.Collections.Generic;
using FlaxEngine;
namespace %namespace%;
/// <summary>
/// %class% interface.
/// </summary>
public interface %class%
{
}

View File

@@ -1,13 +0,0 @@
%copyright%using System;
using System.Collections.Generic;
using FlaxEngine;
namespace %namespace%;
/// <summary>
/// %class% struct.
/// </summary>
public struct %class%
{
}

View File

@@ -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();
}
}

View File

@@ -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)

Binary file not shown.

Binary file not shown.

Binary file not shown.

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

Binary file not shown.

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

Binary file not shown.

Binary file not shown.

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

Binary file not shown.

BIN
Content/Engine/DefaultRadialMenu.flax (Stored with Git LFS)

Binary file not shown.

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

Binary file not shown.

BIN
Content/Engine/Models/Box.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Engine/Models/Quad.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Engine/Models/SimpleBox.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Engine/Models/Sphere.flax (Stored with Git LFS)

Binary file not shown.

BIN
Content/Engine/Models/SphereLowPoly.flax (Stored with Git LFS)

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More