25 Commits

Author SHA1 Message Date
8ba7351206 asd
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2024-07-25 23:18:05 +03:00
7c901a56e5 _inp 2024-07-25 23:17:24 +03:00
8ba44e75a4 _header 2024-07-25 22:59:34 +03:00
7cadc8d331 _bin 2024-07-25 22:59:08 +03:00
7debd885b9 _windowtype 2024-07-25 22:59:01 +03:00
44a9c52c44 _mouse 2024-07-25 22:58:55 +03:00
dcc444173d _cleanup 2024-07-25 22:52:22 +03:00
d3c4b5b8c1 Enable warning sound in question dialogs
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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
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2024-07-25 22:33:15 +03:00
56236b0579 Enable modern Windows dialog boxes 2024-07-25 22:33:15 +03:00
c2a588f738 Implement relative mouse mode (raw input) for SDL platform 2024-07-25 22:33:15 +03:00
09331b601b Add flag for Window types 2024-07-25 22:33:14 +03:00
17d7716e41 Enable native windowing system settings with SDL platform 2024-07-25 22:33:14 +03:00
0344cde98f Add command-line switches to force X11 and Wayland SDL drivers 2024-07-25 22:33:14 +03:00
9f35f175ab Implement SDL platform, windowing and input handling 2024-07-25 22:33:13 +03:00
cabf8736c7 Refactor application window class name 2024-07-25 22:32:54 +03:00
93344a33d3 Move Window related enums to separate header file 2024-07-25 22:32:27 +03:00
3898df1b68 Refactor Windows drag and drop implementation 2024-07-25 22:32:26 +03:00
33909cf931 Refactor ScreenUtilities 2024-07-25 22:32:26 +03:00
3bc70c147b Add more helper methods for managing Git repos 2024-07-25 22:32:26 +03:00
70dea56d44 Fix centered window location on X11 2024-07-25 22:32:25 +03:00
348e15475f Fix rebuilding dependencies using Git with existing local folders 2024-07-25 22:32:25 +03:00
fe568cf16a Fix initial position of Tooltips 2024-07-25 22:32:25 +03:00
1066a38130 _bin 2024-07-25 22:32:24 +03:00
2494c3cb23 _deps build sdl only 2024-07-25 22:08:10 +03:00
ecc34320d1 Disable LFS override 2024-07-25 20:18:26 +03:00
1300 changed files with 40748 additions and 93509 deletions

View File

@@ -3,7 +3,7 @@ description: Downloads and installs Vulkan SDK.
inputs: inputs:
vulkan-version: vulkan-version:
description: 'Vulkan SDK release version (e.g. 1.2.198.1).' description: 'Vulkan SDK release version (e.g. 1.2.198.1).'
default: '1.3.290.0' default: '1.2.198.1'
required: false required: false
runs: runs:
using: "composite" 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
game-windows: game-windows:
name: Game (iOS, Release ARM64) name: Game (iOS, Release ARM64)
runs-on: "macos-14" runs-on: "macos-latest"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3

View File

@@ -10,13 +10,16 @@ jobs:
# Editor # Editor
editor-linux: editor-linux:
name: Editor (Linux, Development x64) name: Editor (Linux, Development x64)
runs-on: "ubuntu-24.04" runs-on: "ubuntu-20.04"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Install dependencies - name: Install dependencies
run: | 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 - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - name: Setup .NET
@@ -38,13 +41,13 @@ jobs:
# Game # Game
game-linux: game-linux:
name: Game (Linux, Release x64) name: Game (Linux, Release x64)
runs-on: "ubuntu-24.04" runs-on: "ubuntu-20.04"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Install dependencies - name: Install dependencies
run: | 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 - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - 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
editor-mac: editor-mac:
name: Editor (Mac, Development ARM64) name: Editor (Mac, Development ARM64)
runs-on: "macos-14" runs-on: "macos-latest"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
@@ -35,7 +35,7 @@ jobs:
# Game # Game
game-mac: game-mac:
name: Game (Mac, Release ARM64) name: Game (Mac, Release ARM64)
runs-on: "macos-14" runs-on: "macos-latest"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3

View File

@@ -7,7 +7,6 @@ on:
env: env:
DOTNET_NOLOGO: true DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false DOTNET_CLI_TELEMETRY_OPTOUT: false
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=10 -c lfs.transfer.maxretries=2'
jobs: jobs:
@@ -21,7 +20,7 @@ jobs:
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Setup Vulkan - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - name: Setup .NET
@@ -36,12 +35,12 @@ jobs:
run: | run: |
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output .\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Windows-Editor name: Windows-Editor
path: Output/Editor.zip path: Output/Editor.zip
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Windows-EditorDebugSymbols name: Windows-EditorDebugSymbols
path: Output/EditorDebugSymbols.zip path: Output/EditorDebugSymbols.zip
@@ -54,7 +53,7 @@ jobs:
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Setup Vulkan - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - name: Setup .NET
@@ -69,7 +68,7 @@ jobs:
run: | run: |
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output .\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Windows-Game name: Windows-Game
path: Output/Windows.zip path: Output/Windows.zip
@@ -77,16 +76,19 @@ jobs:
# Linux # Linux
package-linux-editor: package-linux-editor:
name: Editor (Linux) name: Editor (Linux)
runs-on: "ubuntu-24.04" runs-on: "ubuntu-20.04"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
GIT_TRACE=1 GIT_TRANSFER_TRACE=1 git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Install dependencies - name: Install dependencies
run: | 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 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 - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
@@ -102,22 +104,25 @@ jobs:
run: | run: |
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output ./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Linux-Editor name: Linux-Editor
path: Output/FlaxEditorLinux.zip path: Output/FlaxEditorLinux.zip
package-linux-game: package-linux-game:
name: Game (Linux) name: Game (Linux)
runs-on: "ubuntu-24.04" runs-on: "ubuntu-20.04"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Install dependencies - name: Install dependencies
run: | 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 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 - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
@@ -133,7 +138,7 @@ jobs:
run: | run: |
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output ./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Linux-Game name: Linux-Game
path: Output/Linux.zip path: Output/Linux.zip
@@ -141,14 +146,14 @@ jobs:
# Mac # Mac
package-mac-editor: package-mac-editor:
name: Editor (Mac) name: Editor (Mac)
runs-on: "macos-14" runs-on: "macos-latest"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Setup Vulkan - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - name: Setup .NET
@@ -163,20 +168,20 @@ jobs:
run: | run: |
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output ./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Mac-Editor name: Mac-Editor
path: Output/FlaxEditorMac.zip path: Output/FlaxEditorMac.zip
package-mac-game: package-mac-game:
name: Game (Mac) name: Game (Mac)
runs-on: "macos-14" runs-on: "macos-latest"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
- name: Checkout LFS - name: Checkout LFS
run: | run: |
git lfs version git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull git lfs pull
- name: Setup Vulkan - name: Setup Vulkan
uses: ./.github/actions/vulkan uses: ./.github/actions/vulkan
- name: Setup .NET - name: Setup .NET
@@ -191,7 +196,7 @@ jobs:
run: | run: |
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output ./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v3
with: with:
name: Mac-Game name: Mac-Game
path: Output/Mac.zip path: Output/Mac.zip

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@@ -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"

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@@ -10,7 +10,7 @@ jobs:
# Tests on Linux # Tests on Linux
tests-linux: tests-linux:
name: Tests (Linux) name: Tests (Linux)
runs-on: "ubuntu-24.04" runs-on: "ubuntu-20.04"
steps: steps:
- name: Checkout repo - name: Checkout repo
uses: actions/checkout@v3 uses: actions/checkout@v3
@@ -28,7 +28,10 @@ jobs:
git lfs pull git lfs pull
- name: Install dependencies - name: Install dependencies
run: | 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 - name: Build
run: | run: |
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8 ./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8

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

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

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

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

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

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

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@@ -26,12 +26,14 @@ void PS_GBuffer(
) )
{ {
Light = float4(0, 0, 0, 1); Light = float4(0, 0, 0, 1);
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput); // LOD masking
ClipLODTransition(input);
#endif #endif
// Get material parameters // Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);
// Masking // Masking

View File

@@ -12,12 +12,13 @@
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2) META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0 float4 PS_Distortion(PixelInput input) : SV_Target0
{ {
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput); // LOD masking
ClipLODTransition(input);
#endif #endif
// Get material parameters // Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);
// Masking // Masking

View File

@@ -16,6 +16,7 @@
#include "./Flax/ExponentialHeightFog.hlsl" #include "./Flax/ExponentialHeightFog.hlsl"
@2// Forward Shading: Constants @2// Forward Shading: Constants
LightData DirectionalLight; LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
LightData SkyLight; LightData SkyLight;
ProbeData EnvironmentProbe; ProbeData EnvironmentProbe;
ExponentialHeightFogData ExponentialHeightFog; ExponentialHeightFogData ExponentialHeightFog;
@@ -25,9 +26,9 @@ LightData LocalLights[MAX_LOCAL_LIGHTS];
@3// Forward Shading: Resources @3// Forward Shading: Resources
TextureCube EnvProbe : register(t__SRV__); TextureCube EnvProbe : register(t__SRV__);
TextureCube SkyLightTexture : register(t__SRV__); TextureCube SkyLightTexture : register(t__SRV__);
Buffer<float4> ShadowsBuffer : register(t__SRV__); Texture2DArray DirectionalLightShadowMap : register(t__SRV__);
Texture2D<float> ShadowMap : register(t__SRV__);
@4// Forward Shading: Utilities @4// Forward Shading: Utilities
DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
@5// Forward Shading: Shaders @5// Forward Shading: Shaders
// Pixel Shader function for Forward Pass // Pixel Shader function for Forward Pass
@@ -38,12 +39,14 @@ void PS_Forward(
) )
{ {
output = 0; output = 0;
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput); // LOD masking
ClipLODTransition(input);
#endif #endif
// Get material parameters // Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);
// Masking // Masking
@@ -77,8 +80,11 @@ void PS_Forward(
// Calculate lighting from a single directional light // Calculate lighting from a single directional light
float4 shadowMask = 1.0f; float4 shadowMask = 1.0f;
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer); if (DirectionalLight.CastShadows > 0)
shadowMask = GetShadowMask(shadow); {
LightShadowData directionalLightShadowData = GetDirectionalLightShadowData();
shadowMask.r = SampleShadow(DirectionalLight, directionalLightShadowData, DirectionalLightShadowMap, gBuffer, shadowMask.g);
}
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false); float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
// Calculate lighting from sky light // Calculate lighting from sky light
@@ -119,20 +125,6 @@ void PS_Forward(
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb; float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
reflections = lerp(reflections, screenColor, hit.z); 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 #endif
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a; light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;

View File

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

View File

@@ -11,15 +11,14 @@
META_PS(true, FEATURE_LEVEL_ES2) META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectors(PixelInput input) : SV_Target0 float4 PS_MotionVectors(PixelInput input) : SV_Target0
{ {
#if USE_DITHERED_LOD_TRANSITION || MATERIAL_MASKED
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput); // LOD masking
#endif ClipLODTransition(input);
#endif #endif
#if MATERIAL_MASKED #if MATERIAL_MASKED
// Perform per pixel clipping if material requries it // Perform per pixel clipping if material requries it
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);
clip(material.Mask - MATERIAL_MASK_THRESHOLD); clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif #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 GetMaterialInput(TessalationDSToPS input)
{ {
MaterialInput output = GetGeometryMaterialInput(input.Geometry); 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.SvPosition = input.Position;
output.TwoSidedSign = output.Object.WorldDeterminantSign; output.TwoSidedSign = WorldDeterminantSign;
#if USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS; output.CustomVSToPS = input.CustomVSToPS;
#endif #endif

View File

@@ -26,7 +26,7 @@ struct RibbonInput
// Primary constant buffer (with additional material parameters) // Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data) META_CB_BEGIN(0, Data)
float4x3 WorldMatrix; float4x4 WorldMatrix;
uint SortedIndicesOffset; uint SortedIndicesOffset;
float PerInstanceRandom; float PerInstanceRandom;
int ParticleStride; int ParticleStride;
@@ -45,7 +45,7 @@ int RibbonWidthOffset;
int RibbonTwistOffset; int RibbonTwistOffset;
int RibbonFacingVectorOffset; int RibbonFacingVectorOffset;
uint RibbonSegmentCount; uint RibbonSegmentCount;
float4x3 WorldMatrixInverseTransposed; float4x4 WorldMatrixInverseTransposed;
@1META_CB_END @1META_CB_END
// Particles attributes buffer // Particles attributes buffer
@@ -138,7 +138,7 @@ MaterialInput GetMaterialInput(PixelInput input)
#if USE_INSTANCING #if USE_INSTANCING
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f)) #define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
#else #else
#define GetInstanceTransform(input) ToMatrix4x4(WorldMatrix); #define GetInstanceTransform(input) WorldMatrix;
#endif #endif
// Removes the scale vector from the local to world transformation matrix (supports instancing) // Removes the scale vector from the local to world transformation matrix (supports instancing)
@@ -264,12 +264,12 @@ float4 GetParticleVec4(uint particleIndex, int offset)
float3 TransformParticlePosition(float3 input) float3 TransformParticlePosition(float3 input)
{ {
return mul(float4(input, 1.0f), ToMatrix4x4(WorldMatrix)).xyz; return mul(float4(input, 1.0f), WorldMatrix).xyz;
} }
float3 TransformParticleVector(float3 input) float3 TransformParticleVector(float3 input)
{ {
return mul(float4(input, 0.0f), ToMatrix4x4(WorldMatrixInverseTransposed)).xyz; return mul(float4(input, 0.0f), WorldMatrixInverseTransposed).xyz;
} }
@8 @8
@@ -333,7 +333,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
float2 spriteSize = GetParticleVec2(particleIndex, SpriteSizeOffset); float2 spriteSize = GetParticleVec2(particleIndex, SpriteSizeOffset);
int spriteFacingMode = SpriteFacingModeOffset != -1 ? GetParticleInt(particleIndex, SpriteFacingModeOffset) : -1; int spriteFacingMode = SpriteFacingModeOffset != -1 ? GetParticleInt(particleIndex, SpriteFacingModeOffset) : -1;
float4x4 world = ToMatrix4x4(WorldMatrix); float4x4 world = WorldMatrix;
float3x3 eulerMatrix = EulerMatrix(radians(particleRotation)); float3x3 eulerMatrix = EulerMatrix(radians(particleRotation));
float3x3 viewRot = transpose((float3x3)ViewMatrix); float3x3 viewRot = transpose((float3x3)ViewMatrix);
float3 position = mul(float4(particlePosition, 1), world).xyz; float3 position = mul(float4(particlePosition, 1), world).xyz;
@@ -463,12 +463,11 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
} }
// Read particle data // Read particle data
float4x4 worldMatrix = ToMatrix4x4(WorldMatrix);
float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset); float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset);
float3 particleScale = GetParticleVec3(particleIndex, ScaleOffset); float3 particleScale = GetParticleVec3(particleIndex, ScaleOffset);
float3 particleRotation = GetParticleVec3(particleIndex, RotationOffset); float3 particleRotation = GetParticleVec3(particleIndex, RotationOffset);
int modelFacingMode = ModelFacingModeOffset != -1 ? GetParticleInt(particleIndex, ModelFacingModeOffset) : -1; int modelFacingMode = ModelFacingModeOffset != -1 ? GetParticleInt(particleIndex, ModelFacingModeOffset) : -1;
float3 position = mul(float4(particlePosition, 1), worldMatrix).xyz; float3 position = mul(float4(particlePosition, 1), WorldMatrix).xyz;
// Compute final vertex position in the world // Compute final vertex position in the world
float3x3 eulerMatrix = EulerMatrix(radians(particleRotation)); float3x3 eulerMatrix = EulerMatrix(radians(particleRotation));
@@ -507,7 +506,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
world = mul(world, scaleMatrix); world = mul(world, scaleMatrix);
} }
world = transpose(world); world = transpose(world);
world = mul(world, worldMatrix); world = mul(world, WorldMatrix);
// Calculate the vertex position in world space // Calculate the vertex position in world space
output.WorldPosition = mul(float4(input.Position, 1), world).xyz; output.WorldPosition = mul(float4(input.Position, 1), world).xyz;
@@ -521,12 +520,12 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
#if USE_VERTEX_COLOR #if USE_VERTEX_COLOR
output.VertexColor = input.Color; output.VertexColor = input.Color;
#endif #endif
output.InstanceOrigin = worldMatrix[3].xyz; output.InstanceOrigin = WorldMatrix[3].xyz;
output.InstanceParams = PerInstanceRandom; output.InstanceParams = PerInstanceRandom;
// Calculate tanget space to world space transformation matrix for unit vectors // Calculate tanget space to world space transformation matrix for unit vectors
half3x3 tangentToLocal = CalcTangentToLocal(input); half3x3 tangentToLocal = CalcTangentToLocal(input);
half3x3 tangentToWorld = CalcTangentToWorld(worldMatrix, tangentToLocal); half3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.TBN = tangentToWorld; output.TBN = tangentToWorld;
// Get material input params if need to evaluate any material property // Get material input params if need to evaluate any material property
@@ -626,13 +625,12 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
#if USE_VERTEX_COLOR #if USE_VERTEX_COLOR
output.VertexColor = 1; output.VertexColor = 1;
#endif #endif
float4x4 world = ToMatrix4x4(WorldMatrix); output.InstanceOrigin = WorldMatrix[3].xyz;
output.InstanceOrigin = world[3].xyz;
output.InstanceParams = PerInstanceRandom; output.InstanceParams = PerInstanceRandom;
// Calculate tanget space to world space transformation matrix for unit vectors // Calculate tanget space to world space transformation matrix for unit vectors
half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp)); half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal); half3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.TBN = tangentToWorld; output.TBN = tangentToWorld;
// Get material input params if need to evaluate any material property // Get material input params if need to evaluate any material property

View File

@@ -3,7 +3,6 @@
#define MATERIAL 1 #define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1 #define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3 @3
#include "./Flax/Common.hlsl" #include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl" #include "./Flax/MaterialCommon.hlsl"
@@ -11,19 +10,17 @@
@7 @7
// Primary constant buffer (with additional material parameters) // Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data) META_CB_BEGIN(0, Data)
float4x4 WorldMatrix;
float4x4 PrevWorldMatrix;
float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
float3 GeometrySize;
float WorldDeterminantSign;
@1META_CB_END @1META_CB_END
// Shader resources // Shader resources
@2 @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 // Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData struct GeometryData
{ {
@@ -35,8 +32,12 @@ struct GeometryData
#endif #endif
float3 WorldNormal : TEXCOORD3; float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4; float4 WorldTangent : TEXCOORD4;
nointerpolation float3 InstanceOrigin : TEXCOORD5;
nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
float3 PrevWorldPosition : TEXCOORD7; float3 PrevWorldPosition : TEXCOORD7;
nointerpolation uint ObjectIndex : TEXCOORD8; nointerpolation float3 InstanceTransform1 : TEXCOORD8;
nointerpolation float3 InstanceTransform2 : TEXCOORD9;
nointerpolation float3 InstanceTransform3 : TEXCOORD10;
}; };
// Interpolants passed from the vertex shader // Interpolants passed from the vertex shader
@@ -79,8 +80,11 @@ struct MaterialInput
float4 SvPosition; float4 SvPosition;
float3 PreSkinnedPosition; float3 PreSkinnedPosition;
float3 PreSkinnedNormal; float3 PreSkinnedNormal;
uint ObjectIndex; float3 InstanceOrigin;
ObjectData Object; float2 InstanceParams;
float3 InstanceTransform1;
float3 InstanceTransform2;
float3 InstanceTransform3;
#if USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT]; float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif #endif
@@ -99,7 +103,11 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
output.VertexColor = geometry.VertexColor; output.VertexColor = geometry.VertexColor;
#endif #endif
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent); 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; return output;
} }
@@ -135,7 +143,11 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
output.WorldNormal = normalize(output.WorldNormal); output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2; output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz); 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; return output;
} }
@@ -144,8 +156,7 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
MaterialInput GetMaterialInput(PixelInput input) MaterialInput GetMaterialInput(PixelInput input)
{ {
MaterialInput output = GetGeometryMaterialInput(input.Geometry); MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex); output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.TwoSidedSign = output.Object.WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position; output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS; output.CustomVSToPS = input.CustomVSToPS;
@@ -153,6 +164,16 @@ MaterialInput GetMaterialInput(PixelInput input)
return output; 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 = 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) // Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld) float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{ {
@@ -197,7 +218,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
// Transforms a vector from local space to world space // Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector) float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{ {
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix; float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld); return mul(localVector, localToWorld);
} }
@@ -205,7 +226,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
// Transforms a vector from local space to world space // Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector) float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{ {
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix; float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector); return mul(localToWorld, worldVector);
} }
@@ -213,26 +234,30 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
// Gets the current object position (supports instancing) // Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input) float3 GetObjectPosition(MaterialInput input)
{ {
return input.Object.WorldMatrix[3].xyz; return input.InstanceOrigin.xyz;
} }
// Gets the current object size (supports instancing) // Gets the current object size (supports instancing)
float3 GetObjectSize(MaterialInput input) float3 GetObjectSize(MaterialInput input)
{ {
float4x4 world = input.Object.WorldMatrix; float4x4 world = GetInstanceTransform(input);
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22); return GeometrySize * float3(world._m00, world._m11, world._m22);
} }
// Get the current object random value (supports instancing) // Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input) float GetPerInstanceRandom(MaterialInput input)
{ {
return input.Object.PerInstanceRandom; return input.InstanceParams.x;
} }
// Get the current object LOD transition dither factor (supports instancing) // Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input) 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) // Gets the interpolated vertex color (in linear space)
@@ -291,22 +316,19 @@ 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(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(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(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 VS(ModelInput input)
{ {
VertexOutput output; 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 // Compute world space vertex position
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz; CalculateInstanceTransform(input);
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), object.PrevWorldMatrix).xyz; output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
// Compute clip space position // Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
@@ -316,15 +338,22 @@ VertexOutput VS(ModelInput input)
#if USE_VERTEX_COLOR #if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color; output.Geometry.VertexColor = input.Color;
#endif #endif
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
#if CAN_USE_LIGHTMAP #if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy; output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
#else #else
output.Geometry.LightmapUV = input.LightmapUV; output.Geometry.LightmapUV = input.LightmapUV;
#endif #endif
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors // Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input); float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 tangentToWorld = CalcTangentToWorld(object.WorldMatrix, tangentToLocal); float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2]; output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0]; output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f; output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -332,11 +361,10 @@ VertexOutput VS(ModelInput input)
// Get material input params if need to evaluate any material property // Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry); MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = object.WorldDeterminantSign; materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position; materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz; materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz; materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
Material material = GetMaterialVS(materialInput); Material material = GetMaterialVS(materialInput);
#endif #endif
@@ -364,27 +392,33 @@ META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_INSTANCING=0) META_PERMUTATION_1(USE_INSTANCING=0)
META_PERMUTATION_1(USE_INSTANCING=1) META_PERMUTATION_1(USE_INSTANCING=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true) 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 float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{ {
// Load object data
#if USE_INSTANCING #if USE_INSTANCING
uint objectIndex = input.ObjectIndex; float4x4 world = GetInstanceTransform(input);
#else #else
uint objectIndex = DrawObjectIndex; float4x4 world = WorldMatrix;
#endif #endif
ObjectData object = LoadObject(ObjectsBuffer, objectIndex); float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
// Transform vertex position into the screen
float3 worldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix); float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position; return position;
} }
#if USE_SKINNING #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 #if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t1);
float3x4 GetPrevBoneMatrix(int index) float3x4 GetPrevBoneMatrix(int index)
{ {
float4 a = PrevBoneMatrices[index * 3]; float4 a = PrevBoneMatrices[index * 3];
@@ -463,10 +497,6 @@ META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0,
VertexOutput VS_Skinned(ModelInput_Skinned input) VertexOutput VS_Skinned(ModelInput_Skinned input)
{ {
VertexOutput output; VertexOutput output;
// Load object data
output.Geometry.ObjectIndex = DrawObjectIndex;
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
// Perform skinning // Perform skinning
float3x4 boneMatrix = GetBoneMatrix(input); float3x4 boneMatrix = GetBoneMatrix(input);
@@ -474,12 +504,13 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
float3x3 tangentToLocal = SkinTangents(input, boneMatrix); float3x3 tangentToLocal = SkinTangents(input, boneMatrix);
// Compute world space vertex position // 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 #if PER_BONE_MOTION_BLUR
float3 prevPosition = SkinPrevPosition(input); float3 prevPosition = SkinPrevPosition(input);
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), object.PrevWorldMatrix).xyz; output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz;
#else #else
output.Geometry.PrevWorldPosition = mul(float4(position, 1), object.PrevWorldMatrix).xyz; output.Geometry.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz;
#endif #endif
// Compute clip space position // Compute clip space position
@@ -491,9 +522,15 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
output.Geometry.VertexColor = float4(0, 0, 0, 1); output.Geometry.VertexColor = float4(0, 0, 0, 1);
#endif #endif
output.Geometry.LightmapUV = float2(0, 0); 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 // 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.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0]; output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f; output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -501,11 +538,10 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
// Get material input params if need to evaluate any material property // Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry); MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = object.WorldDeterminantSign; materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position; materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz; materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz; materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
Material material = GetMaterialVS(materialInput); Material material = GetMaterialVS(materialInput);
#endif #endif
@@ -532,12 +568,12 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
#if USE_DITHERED_LOD_TRANSITION #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) 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); float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac); half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001); clip(mask - 0.001);
@@ -550,13 +586,14 @@ void ClipLODTransition(MaterialInput input)
META_PS(true, FEATURE_LEVEL_ES2) META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input) void PS_Depth(PixelInput input)
{ {
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput); // LOD masking
ClipLODTransition(input);
#endif #endif
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE #if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
// Get material parameters // Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);
// Perform per pixel clipping // Perform per pixel clipping

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@@ -3,7 +3,6 @@
#define MATERIAL 1 #define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1 #define USE_PER_VIEW_CONSTANTS 1
#define LoadObjectFromCB(var) var = GetObject()
@3 @3
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour) // 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 #define USE_SMOOTH_LOD_TRANSITION 1
@@ -18,7 +17,7 @@
@7 @7
// Primary constant buffer (with additional material parameters) // Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data) META_CB_BEGIN(0, Data)
float4x3 WorldMatrix; float4x4 WorldMatrix;
float3 WorldInvScale; float3 WorldInvScale;
float WorldDeterminantSign; float WorldDeterminantSign;
float PerInstanceRandom; float PerInstanceRandom;
@@ -29,7 +28,6 @@ float4 HeightmapUVScaleBias;
float4 NeighborLOD; float4 NeighborLOD;
float2 OffsetUV; float2 OffsetUV;
float2 Dummy0; float2 Dummy0;
float4 LightmapArea;
@1META_CB_END @1META_CB_END
// Terrain data // Terrain data
@@ -90,7 +88,6 @@ struct MaterialInput
float3 PreSkinnedPosition; float3 PreSkinnedPosition;
float3 PreSkinnedNormal; float3 PreSkinnedNormal;
float HolesMask; float HolesMask;
ObjectData Object;
#if USE_TERRAIN_LAYERS #if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE]; float4 Layers[TERRAIN_LAYERS_DATA_SIZE];
#endif #endif
@@ -150,23 +147,9 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
#endif #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 GetMaterialInput(PixelInput input)
{ {
MaterialInput output = GetGeometryMaterialInput(input.Geometry); MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.Object = GetObject();
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0); output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position; output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_CUSTOM_VERTEX_INTERPOLATORS
@@ -211,7 +194,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
// Transforms a vector from local space to world space // Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector) float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{ {
float3x3 localToWorld = (float3x3)ToMatrix4x4(WorldMatrix); float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld); return mul(localVector, localToWorld);
} }
@@ -219,7 +202,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
// Transforms a vector from local space to world space // Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector) float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{ {
float3x3 localToWorld = (float3x3)ToMatrix4x4(WorldMatrix); float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector); return mul(localToWorld, worldVector);
} }
@@ -227,7 +210,7 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
// Gets the current object position // Gets the current object position
float3 GetObjectPosition(MaterialInput input) float3 GetObjectPosition(MaterialInput input)
{ {
return ToMatrix4x4(WorldMatrix)[3].xyz; return WorldMatrix[3].xyz;
} }
// Gets the current object size // Gets the current object size
@@ -382,8 +365,7 @@ VertexOutput VS(TerrainVertexInput input)
float3 position = float3(positionXZ.x, height, positionXZ.y); float3 position = float3(positionXZ.x, height, positionXZ.y);
// Compute world space vertex position // Compute world space vertex position
float4x4 worldMatrix = ToMatrix4x4(WorldMatrix); output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
output.Geometry.WorldPosition = mul(float4(position, 1), worldMatrix).xyz;
// Compute clip space position // Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
@@ -407,13 +389,12 @@ VertexOutput VS(TerrainVertexInput input)
// Compute world space normal vector // Compute world space normal vector
float3x3 tangentToLocal = CalcTangentBasisFromWorldNormal(normal); float3x3 tangentToLocal = CalcTangentBasisFromWorldNormal(normal);
float3x3 tangentToWorld = CalcTangentToWorld(worldMatrix, tangentToLocal); float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2]; output.Geometry.WorldNormal = tangentToWorld[2];
// Get material input params if need to evaluate any material property // Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS #if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = (MaterialInput)0; MaterialInput materialInput = (MaterialInput)0;
materialInput.Object = GetObject();
materialInput.WorldPosition = output.Geometry.WorldPosition; materialInput.WorldPosition = output.Geometry.WorldPosition;
materialInput.TexCoord = output.Geometry.TexCoord; materialInput.TexCoord = output.Geometry.TexCoord;
#if USE_LIGHTMAP #if USE_LIGHTMAP

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@@ -13,8 +13,8 @@
// Primary constant buffer (with additional material parameters) // Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data) META_CB_BEGIN(0, Data)
float4x4 InverseViewProjectionMatrix; float4x4 InverseViewProjectionMatrix;
float4x3 WorldMatrix; float4x4 WorldMatrix;
float4x3 WorldMatrixInverseTransposed; float4x4 WorldMatrixInverseTransposed;
float3 GridSize; float3 GridSize;
float PerInstanceRandom; float PerInstanceRandom;
float Dummy0; float Dummy0;
@@ -49,7 +49,7 @@ struct MaterialInput
#endif #endif
}; };
#define GetInstanceTransform(input) ToMatrix4x4(WorldMatrix); #define GetInstanceTransform(input) WorldMatrix;
// Removes the scale vector from the local to world transformation matrix (supports instancing) // Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld) float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
@@ -170,12 +170,12 @@ float4 GetParticleVec4(uint particleIndex, int offset)
float3 TransformParticlePosition(float3 input) float3 TransformParticlePosition(float3 input)
{ {
return mul(float4(input, 1.0f), ToMatrix4x4(WorldMatrix)).xyz; return mul(float4(input, 1.0f), WorldMatrix).xyz;
} }
float3 TransformParticleVector(float3 input) float3 TransformParticleVector(float3 input)
{ {
return mul(float4(input, 0.0f), ToMatrix4x4(WorldMatrixInverseTransposed)).xyz; return mul(float4(input, 0.0f), WorldMatrixInverseTransposed).xyz;
} }
@8 @8
@@ -219,7 +219,7 @@ void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out fl
materialInput.ParticleIndex = ParticleIndex; materialInput.ParticleIndex = ParticleIndex;
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1)); materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));
materialInput.TwoSidedSign = 1.0f; materialInput.TwoSidedSign = 1.0f;
materialInput.InstanceOrigin = ToMatrix4x4(WorldMatrix)[3].xyz; materialInput.InstanceOrigin = WorldMatrix[3].xyz;
materialInput.InstanceParams = PerInstanceRandom; materialInput.InstanceParams = PerInstanceRandom;
materialInput.SvPosition = clipPos; materialInput.SvPosition = clipPos;
Material material = GetMaterialPS(materialInput); Material material = GetMaterialPS(materialInput);

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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)
}

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@@ -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.
}
}

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@@ -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;
};

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

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@@ -13,10 +13,10 @@ API_CLASS() class %module%%class% : public ISerializable
API_AUTO_SERIALIZATION(); API_AUTO_SERIALIZATION();
DECLARE_SCRIPTING_TYPE_NO_SPAWN(%class%); DECLARE_SCRIPTING_TYPE_NO_SPAWN(%class%);
public: public:
// Custom float value. // Custom float value.
API_FIELD(Attributes = "Range(0, 20), EditorOrder(0), EditorDisplay(\"Data\")") API_FIELD(Attributes = "Range(0, 20), EditorOrder(0), EditorDisplay(\"Data\")")
float FloatValue = 20.0f; float FloatValue = 20.0f;
// Custom vector data. // Custom vector data.
API_FIELD(Attributes = "EditorOrder(1), EditorDisplay(\"Data\")") API_FIELD(Attributes = "EditorOrder(1), EditorDisplay(\"Data\")")
Vector3 Vector3Value = Vector3(0.1f); Vector3 Vector3Value = Vector3(0.1f);
}; };

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

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

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

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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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@@ -7,6 +7,6 @@ META_CB_END
META_PS(true, FEATURE_LEVEL_ES2) META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Fullscreen(Quad_VS2PS input) : SV_Target float4 PS_Fullscreen(Quad_VS2PS input) : SV_Target
{ {
// Solid color fill from the constant buffer passed from code // Solid color fill from the constant buffer passed from code
return Color; return Color;
} }

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@@ -2,9 +2,9 @@
"Name": "Flax", "Name": "Flax",
"Version": { "Version": {
"Major": 1, "Major": 1,
"Minor": 9, "Minor": 8,
"Revision": 0, "Revision": 2,
"Build": 6606 "Build": 6512
}, },
"Company": "Flax", "Company": "Flax",
"Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.", "Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.",
@@ -14,6 +14,6 @@
"UseCSharp": true, "UseCSharp": true,
"UseLargeWorlds": false, "UseLargeWorlds": false,
"UseDotNet": true, "UseDotNet": true,
"UseSDL": true "UseSDL": true
} }
} }

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@@ -31,7 +31,7 @@ Follow the instructions below to compile and run the engine from source.
* Install Visual Studio 2022 or newer * Install Visual Studio 2022 or newer
* Install Windows 8.1 SDK or newer (via Visual Studio Installer) * Install Windows 8.1 SDK or newer (via Visual Studio Installer)
* Install Microsoft Visual C++ 2015 v140 toolset or newer (via Visual Studio Installer) * Install Microsoft Visual C++ 2015 v140 toolset or newer (via Visual Studio Installer)
* Install .NET 8 or 9 SDK for **Windows x64** (via Visual Studio Installer or [from web](https://dotnet.microsoft.com/en-us/download/dotnet/8.0)) * Install .NET 8 SDK for **Windows x64** (via Visual Studio Installer or [from web](https://dotnet.microsoft.com/en-us/download/dotnet/8.0))
* Install Git with LFS * Install Git with LFS
* Clone repo (with LFS) * Clone repo (with LFS)
* Run **GenerateProjectFiles.bat** * Run **GenerateProjectFiles.bat**
@@ -44,9 +44,8 @@ Follow the instructions below to compile and run the engine from source.
## Linux ## Linux
* Install Visual Studio Code * Install Visual Studio Code
* Install .NET 8 or 9 SDK ([https://dotnet.microsoft.com/en-us/download/dotnet/8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0)) * Install .NET 8 SDK ([https://dotnet.microsoft.com/en-us/download/dotnet/8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0))
* Ubuntu: `sudo apt install dotnet-sdk-8.0` * Ubuntu: `sudo apt install dotnet-sdk-8.0`
* Arch: `sudo pacman -S dotnet-sdk-8.0 dotnet-runtime-8.0 dotnet-targeting-pack-8.0 dotnet-host`
* Install Vulkan SDK ([https://vulkan.lunarg.com/](https://vulkan.lunarg.com/)) * Install Vulkan SDK ([https://vulkan.lunarg.com/](https://vulkan.lunarg.com/))
* Ubuntu: `sudo apt install vulkan-sdk` * Ubuntu: `sudo apt install vulkan-sdk`
* Arch: `sudo pacman -S spirv-tools vulkan-headers vulkan-tools vulkan-validation-layers` * Arch: `sudo pacman -S spirv-tools vulkan-headers vulkan-tools vulkan-validation-layers`
@@ -68,12 +67,12 @@ Follow the instructions below to compile and run the engine from source.
## Mac ## Mac
* Install XCode * Install XCode
* Install .NET 8 or 9 SDK ([https://dotnet.microsoft.com/en-us/download/dotnet/8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0)) * Install .NET 8 SDK ([https://dotnet.microsoft.com/en-us/download/dotnet/8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0))
* Install Vulkan SDK ([https://vulkan.lunarg.com/](https://vulkan.lunarg.com/)) * Install Vulkan SDK ([https://vulkan.lunarg.com/](https://vulkan.lunarg.com/))
* Clone repo (with LFS) * Clone repo (with LFS)
* Run `GenerateProjectFiles.command` * Run `GenerateProjectFiles.command`
* Open workspace with XCode or Visual Studio Code * Open workspace with XCode or Visual Studio Code
* Build and run (configuration `Editor.Mac.Development`) * Build and run (configuration `Editor.Mac.Development`)
#### Troubleshooting #### Troubleshooting
@@ -125,7 +124,3 @@ Install `.NET SDK`, `NuGet package manager` and `NuGet targets and build tasks`
Using Flax source code is strictly governed by the Flax Engine End User License Agreement. If you don't agree to those terms, as amended from time to time, you are not permitted to access or use Flax Engine. Using Flax source code is strictly governed by the Flax Engine End User License Agreement. If you don't agree to those terms, as amended from time to time, you are not permitted to access or use Flax Engine.
We welcome any contributions to Flax Engine development through pull requests on GitHub. Most of our active development is in the master branch, so we prefer to take pull requests there (particularly for new features). We try to make sure that all new code adheres to the Flax coding standards. All contributions are governed by the terms of the [EULA](https://flaxengine.com/licensing/). We welcome any contributions to Flax Engine development through pull requests on GitHub. Most of our active development is in the master branch, so we prefer to take pull requests there (particularly for new features). We try to make sure that all new code adheres to the Flax coding standards. All contributions are governed by the terms of the [EULA](https://flaxengine.com/licensing/).
## SAST Tools
[PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) - static analyzer for C, C++, C#, and Java code.

View File

@@ -1,6 +1,5 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System; using System;
using System.IO;
using FlaxEditor.Scripting; using FlaxEditor.Scripting;
using FlaxEngine; using FlaxEngine;
using FlaxEngine.Utilities; using FlaxEngine.Utilities;
@@ -95,8 +94,30 @@ public class AssetPickerValidator : IContentItemOwner
/// </summary> /// </summary>
public string SelectedPath public string SelectedPath
{ {
get => Utilities.Utils.ToPathProject(_selectedItem?.Path ?? _selected?.Path); get
set => SelectedItem = string.IsNullOrEmpty(value) ? null : Editor.Instance.ContentDatabase.Find(Utilities.Utils.ToPathAbsolute(value)); {
string path = _selectedItem?.Path ?? _selected?.Path;
if (path != null)
{
// Convert into path relative to the project (cross-platform)
var projectFolder = Globals.ProjectFolder;
if (path.StartsWith(projectFolder))
path = path.Substring(projectFolder.Length + 1);
}
return path;
}
set
{
if (string.IsNullOrEmpty(value))
{
SelectedItem = null;
}
else
{
var path = StringUtils.IsRelative(value) ? Path.Combine(Globals.ProjectFolder, value) : value;
SelectedItem = Editor.Instance.ContentDatabase.Find(path);
}
}
} }
/// <summary> /// <summary>
@@ -221,7 +242,7 @@ public class AssetPickerValidator : IContentItemOwner
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="AssetPickerValidator"/> class. /// Initializes a new instance of the <see cref="AssetPickerValidator"/> class.
/// </summary> /// </summary>
/// <param name="assetType">The asset types that this picker accepts.</param> /// <param name="assetType">The assets types that this picker accepts.</param>
public AssetPickerValidator(ScriptType assetType) public AssetPickerValidator(ScriptType assetType)
{ {
_type = assetType; _type = assetType;

View File

@@ -1,173 +0,0 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.GUI;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Content.Create
{
/// <summary>
/// Prefab asset creating handler. Allows to specify base actor to use as the root.
/// </summary>
/// <seealso cref="FlaxEditor.Content.Create.CreateFileEntry" />
public class PrefabCreateEntry : CreateFileEntry
{
/// <summary>
/// The create options.
/// </summary>
public class Options
{
/// <summary>
/// The root actor.
/// </summary>
[TypeReference(typeof(FlaxEngine.Actor), nameof(IsValid))]
[Tooltip("The actor type of the root of the new Prefab.")]
public Type RootActorType = typeof(EmptyActor);
private static bool IsValid(Type type)
{
return (type.IsPublic || type.IsNestedPublic) && !type.IsAbstract && !type.IsGenericType;
}
}
private readonly Options _options = new Options();
/// <inheritdoc />
public override object Settings => _options;
/// <summary>
/// Initializes a new instance of the <see cref="PrefabCreateEntry"/> class.
/// </summary>
/// <param name="resultUrl">The result file url.</param>
public PrefabCreateEntry(string resultUrl)
: base("Settings", resultUrl)
{
}
/// <inheritdoc />
public override bool Create()
{
var actorType = new ScriptType(_options.RootActorType ?? typeof(EmptyActor));
Actor actor;
try
{
actor = actorType.CreateInstance() as Actor;
Object.Destroy(actor, 20.0f);
}
catch (Exception ex)
{
Editor.LogError("Failed to create prefab with root actor type: " + actorType.Name);
Editor.LogWarning(ex);
return true;
}
return PrefabManager.CreatePrefab(actor, ResultUrl, true);
}
}
/// <summary>
/// Widget asset creating handler. Allows to specify base UIControl to use as the root.
/// </summary>
/// <seealso cref="FlaxEditor.Content.Create.CreateFileEntry" />
public class WidgetCreateEntry : CreateFileEntry
{
/// <summary>
/// The create options.
/// </summary>
public class Options
{
/// <summary>
/// Which mode is used to initialize this widget.
/// </summary>
public enum WidgetMode
{
/// <summary>
/// Initialize the widget with a UICanvas.
/// </summary>
Canvas,
/// <summary>
/// Initialize the widget with a UIControl.
/// </summary>
Control
}
/// <summary>
/// The mode used to initialize the widget.
/// </summary>
[Tooltip("Whether to initialize the widget with a canvas or a control.")]
public WidgetMode WidgetInitializationMode = WidgetMode.Control;
bool ShowRoot => WidgetInitializationMode == WidgetMode.Control;
/// <summary>
/// The root control.
/// </summary>
[TypeReference(typeof(Control), nameof(IsValid))]
[Tooltip("The control type of the root of the new Widget's root control."), VisibleIf(nameof(ShowRoot))]
public Type RootControlType = typeof(Button);
private static bool IsValid(Type type)
{
return (type.IsPublic || type.IsNestedPublic) && !type.IsAbstract && !type.IsGenericType;
}
}
private readonly Options _options = new Options();
/// <inheritdoc />
public override object Settings => _options;
/// <summary>
/// Initializes a new instance of the <see cref="WidgetCreateEntry"/> class.
/// </summary>
/// <param name="resultUrl">The result file url.</param>
public WidgetCreateEntry(string resultUrl)
: base("Settings", resultUrl)
{
}
/// <inheritdoc />
public override bool Create()
{
Actor actor = null;
if (_options.WidgetInitializationMode == Options.WidgetMode.Control)
{
var controlType = new ScriptType(_options.RootControlType ?? typeof(Control));
Control control;
try
{
control = controlType.CreateInstance() as Control;
}
catch (Exception ex)
{
Editor.LogError("Failed to create widget with root control type: " + controlType.Name);
Editor.LogWarning(ex);
return true;
}
actor = new UIControl
{
Control = control,
Name = controlType.Name
};
}
else if (_options.WidgetInitializationMode == Options.WidgetMode.Canvas)
{
actor = new UICanvas();
}
if (actor == null)
{
Editor.LogError("Failed to create widget. Final actor was null.");
return true;
}
Object.Destroy(actor, 20.0f);
return PrefabManager.CreatePrefab(actor, ResultUrl, true);
}
}
}

View File

@@ -80,7 +80,7 @@ namespace FlaxEditor.Content
// Translate asset type name // Translate asset type name
var typeName = TypeName; var typeName = TypeName;
string[] typeNamespaces = typeName.Split('.'); string[] typeNamespaces = typeName.Split('.');
if (typeNamespaces.Length != 0 && typeNamespaces[typeNamespaces.Length - 1].Length != 0) if (typeNamespaces.Length != 0 && typeNamespaces.Length != 0)
{ {
typeName = Utilities.Utils.GetPropertyNameUI(typeNamespaces[typeNamespaces.Length - 1]); typeName = Utilities.Utils.GetPropertyNameUI(typeNamespaces[typeNamespaces.Length - 1]);
} }

View File

@@ -5,7 +5,7 @@ using FlaxEngine;
namespace FlaxEditor.Content namespace FlaxEditor.Content
{ {
/// <summary> /// <summary>
/// Content item that contains C# file with source code. /// Content item that contains C# script file with source code.
/// </summary> /// </summary>
/// <seealso cref="FlaxEditor.Content.ScriptItem" /> /// <seealso cref="FlaxEditor.Content.ScriptItem" />
public class CSharpScriptItem : ScriptItem public class CSharpScriptItem : ScriptItem

View File

@@ -388,7 +388,7 @@ namespace FlaxEditor.Content
{ {
sb.Append("Type: ").Append(TypeDescription).AppendLine(); sb.Append("Type: ").Append(TypeDescription).AppendLine();
if (File.Exists(Path)) if (File.Exists(Path))
sb.Append("Size: ").Append(Utilities.Utils.FormatBytesCount((ulong)new FileInfo(Path).Length)).AppendLine(); sb.Append("Size: ").Append(Utilities.Utils.FormatBytesCount((int)new FileInfo(Path).Length)).AppendLine();
sb.Append("Path: ").Append(Utilities.Utils.GetAssetNamePathWithExt(Path)).AppendLine(); sb.Append("Path: ").Append(Utilities.Utils.GetAssetNamePathWithExt(Path)).AppendLine();
} }
@@ -750,8 +750,7 @@ namespace FlaxEditor.Content
// Draw short name // Draw short name
Render2D.PushClip(ref textRect); Render2D.PushClip(ref textRect);
var scale = 0.95f * view.ViewScale; Render2D.DrawText(style.FontMedium, ShowFileExtension || view.ShowFileExtensions ? FileName : ShortName, textRect, style.Foreground, nameAlignment, TextAlignment.Center, TextWrapping.WrapWords, 1f, 0.95f);
Render2D.DrawText(style.FontMedium, ShowFileExtension || view.ShowFileExtensions ? FileName : ShortName, textRect, style.Foreground, nameAlignment, TextAlignment.Center, TextWrapping.WrapWords, 1f, scale);
Render2D.PopClip(); Render2D.PopClip();
if (IsBeingCut) if (IsBeingCut)

View File

@@ -20,7 +20,7 @@ namespace FlaxEditor.Content
} }
/// <inheritdoc /> /// <inheritdoc />
public override string TypeDescription => Path.EndsWith(".h") || Path.EndsWith(".hpp") ? "C++ Header File" : "C++ Source Code"; public override string TypeDescription => Path.EndsWith(".h") ? "C++ Header File" : "C++ Source Code";
/// <inheritdoc /> /// <inheritdoc />
public override SpriteHandle DefaultThumbnail => Editor.Instance.Icons.CPPScript128; public override SpriteHandle DefaultThumbnail => Editor.Instance.Icons.CPPScript128;

View File

@@ -11,8 +11,6 @@ namespace FlaxEditor.Content
/// <seealso cref="FlaxEditor.Content.JsonAssetItem" /> /// <seealso cref="FlaxEditor.Content.JsonAssetItem" />
public sealed class PrefabItem : JsonAssetItem public sealed class PrefabItem : JsonAssetItem
{ {
private string _cachedTypeDescription = null;
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="PrefabItem"/> class. /// Initializes a new instance of the <see cref="PrefabItem"/> class.
/// </summary> /// </summary>
@@ -44,26 +42,6 @@ namespace FlaxEditor.Content
/// <inheritdoc /> /// <inheritdoc />
public override SpriteHandle DefaultThumbnail => SpriteHandle.Invalid; public override SpriteHandle DefaultThumbnail => SpriteHandle.Invalid;
/// <inheritdoc />
public override string TypeDescription
{
get
{
if (_cachedTypeDescription == null)
{
_cachedTypeDescription = "Prefab";
var prefab = FlaxEngine.Content.Load<Prefab>(ID);
if (prefab)
{
Actor root = prefab.GetDefaultInstance();
if (root is UIControl or UICanvas)
_cachedTypeDescription = "Widget";
}
}
return _cachedTypeDescription;
}
}
/// <inheritdoc /> /// <inheritdoc />
public override bool IsOfType(Type type) public override bool IsOfType(Type type)
{ {

View File

@@ -1,28 +0,0 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Content
{
/// <summary>
/// Content item that contains video media file.
/// </summary>
/// <seealso cref="FlaxEditor.Content.JsonAssetItem" />
public sealed class VideoItem : FileItem
{
/// <summary>
/// Initializes a new instance of the <see cref="VideoItem"/> class.
/// </summary>
/// <param name="path">The file path.</param>
public VideoItem(string path)
: base(path)
{
}
/// <inheritdoc />
public override string TypeDescription => "Video";
/// <inheritdoc />
public override SpriteHandle DefaultThumbnail => Editor.Instance.Icons.Document128;
}
}

View File

@@ -112,12 +112,6 @@ namespace FlaxEditor.Content
throw new TargetException("Missing Visual Script asset."); throw new TargetException("Missing Visual Script asset.");
_type.Asset.SetScriptInstanceParameterValue(_parameter.Name, (Object)obj, value); _type.Asset.SetScriptInstanceParameterValue(_parameter.Name, (Object)obj, value);
} }
/// <inheritdoc />
public object Invoke(object obj, object[] parameters)
{
throw new NotSupportedException();
}
} }
sealed class VisualScriptMethodInfo : IScriptMemberInfo sealed class VisualScriptMethodInfo : IScriptMemberInfo
@@ -246,14 +240,6 @@ namespace FlaxEditor.Content
{ {
throw new NotSupportedException(); throw new NotSupportedException();
} }
/// <inheritdoc />
public object Invoke(object obj, object[] parameters)
{
if (!_type.Asset)
throw new TargetException("Missing Visual Script asset.");
return _type.Asset.InvokeMethod(_index, obj, parameters);
}
} }
/// <summary> /// <summary>

View File

@@ -30,7 +30,9 @@ namespace FlaxEditor.Content
/// <summary> /// <summary>
/// Determines whether [is virtual proxy]. /// Determines whether [is virtual proxy].
/// </summary> /// </summary>
/// <returns><c>true</c> if [is virtual proxy]; otherwise, <c>false</c>.</returns> /// <returns>
/// <c>true</c> if [is virtual proxy]; otherwise, <c>false</c>.
/// </returns>
public bool IsVirtualProxy() public bool IsVirtualProxy()
{ {
return IsVirtual && CanExport == false; return IsVirtual && CanExport == false;

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