39 Commits

Author SHA1 Message Date
74dcea373c Allow reimporting model prefabs from Content window context menu
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Tests / Tests (Linux) (push) Has been cancelled
Tests / Tests (Windows) (push) Has been cancelled
2024-06-01 21:43:42 +03:00
70f8492c01 Fix missing vertices in some imported models
The Spatial Sort version was being too greedy when merging vertices
2024-06-01 21:43:42 +03:00
63acdccd43 Fix typos 2024-06-01 21:43:41 +03:00
03f74b0c50 Implement triangulation for non-convex polygons 2024-06-01 21:43:41 +03:00
0d21a3ba1b Fix compile errors in libdeflate 2024-06-01 21:43:41 +03:00
d85a5bcd36 Reapply OpenFBX patches 2024-06-01 21:43:40 +03:00
585ebceb6a Update OpenFBX
Updated to commit 365f52c1edad6bd283c8a645f1d8d2347dbd1e35
2024-06-01 21:43:40 +03:00
593c82543f Limit MSVC compiler code generation threads to one per file 2024-06-01 21:43:39 +03:00
7f1bcd91f5 Remove redundant asset waiting and reloading when saving materials 2024-06-01 21:43:39 +03:00
58214ffc35 Fix RichTextBox not drawing the last character 2024-06-01 21:43:39 +03:00
67b4b01697 _binaries 2024-06-01 21:43:21 +03:00
bd880c0e2f _lfsconfig 2024-06-01 21:43:20 +03:00
0bca21a1d4 Fix compilation errors with miniz 2024-06-01 21:28:23 +03:00
c5e3d4afd3 Update miniz for tinyexr 2024-06-01 21:28:21 +03:00
bb1bee40e4 Fix alignment issues in stack allocators 2024-05-19 23:58:44 +03:00
1b0b8998f9 Hide Visual Studio solution architectures not supported by main project 2024-05-19 23:58:43 +03:00
e4764c4d84 Skip setup of ARM64 configuration for Windows with no compiler support 2024-05-19 23:58:43 +03:00
2de756f761 Include configuration specific source files in solution configurations
Include only relevant generated source files for selected solution
configuration. Fixes Intellisense issues when both ARM64 and Win64
configurations are present in project.
2024-05-19 23:58:43 +03:00
83f40be4f5 Copy hostfxr from platform architecture specific dependencies folder 2024-05-19 23:58:43 +03:00
87a73c9b73 Add cooking support for Windows on ARM 2024-05-19 23:58:42 +03:00
7054f942f6 Update minimp3 2024-05-19 23:58:42 +03:00
227eaff9e2 Patch rapidjson for Windows on ARM 2024-05-19 23:58:42 +03:00
563a45633f Patch tracy for Windows on ARM 2024-05-19 23:58:42 +03:00
09e0754902 Compile glslang for Windows on ARM 2024-05-19 23:58:41 +03:00
3dfe0e6c5a Compile assimp for Windows on ARM 2024-05-19 23:58:41 +03:00
9e7af72046 Add dependencies to copy dbghelp and dxcompiler files from SDK 2024-05-19 23:58:41 +03:00
96eb8cb0ca Build astc for Windows on ARM 2024-05-19 23:58:41 +03:00
ff86057a0a Update OpenAL to use CMake for compilation on Windows 2024-05-19 23:58:40 +03:00
56abd82c9b Update ogg and vorbis to use CMake for compilation on Windows 2024-05-19 23:58:40 +03:00
9777bef9df Patch pix3.h for Windows on ARM 2024-05-19 23:58:40 +03:00
9fedacb404 Use VS2022 Win10 MSVC solutions in DirectX-related dependencies 2024-05-19 23:58:40 +03:00
84f7fde753 Build NvCloth for Windows on ARM 2024-05-19 23:58:39 +03:00
a5566d297f Update PhysX with Windows on ARM support 2024-05-19 23:58:39 +03:00
3f299f99cd Update curl to 7.88.1 2024-05-19 23:58:39 +03:00
741fc959e6 Update Freetype to 2.13.2 2024-05-19 23:58:38 +03:00
93fd560723 Fix rebuilding dependencies using Git with existing local folders 2024-05-19 23:58:38 +03:00
cf48ce6d93 Fallback to D3D11 devices without debug layers when unavailable 2024-05-19 23:58:38 +03:00
bdd3b754bd Support using native host MSVC binaries on ARM64 2024-05-19 23:58:38 +03:00
99c27c9c30 Support ARM64 architecture under Windows 2024-05-19 23:58:37 +03:00
1373 changed files with 30768 additions and 140061 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

@@ -7,7 +7,6 @@ on:
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=10 -c lfs.transfer.maxretries=2'
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_TRACE=1 GIT_TRANSFER_TRACE=1 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

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

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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

@@ -3,7 +3,6 @@
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -11,19 +10,17 @@
@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
{
@@ -35,8 +32,12 @@ struct GeometryData
#endif
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;
};
// Interpolants passed from the vertex shader
@@ -79,8 +80,11 @@ 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
@@ -99,7 +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;
}
@@ -135,7 +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;
}
@@ -144,8 +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;
@@ -153,6 +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)
{
@@ -197,7 +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);
}
@@ -205,7 +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);
}
@@ -213,26 +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);
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)
@@ -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(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);
@@ -316,15 +338,22 @@ VertexOutput VS(ModelInput input)
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
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;
@@ -332,11 +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
@@ -364,27 +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];
@@ -463,10 +497,6 @@ META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0,
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);
@@ -474,12 +504,13 @@ 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
@@ -491,9 +522,15 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
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;
@@ -501,11 +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
@@ -532,12 +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);
@@ -550,13 +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

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@@ -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
@@ -413,7 +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

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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();
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);
};

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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)
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;
}

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@@ -4,7 +4,7 @@
"Major": 1,
"Minor": 9,
"Revision": 0,
"Build": 6606
"Build": 6601
},
"Company": "Flax",
"Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.",
@@ -13,7 +13,6 @@
"Configuration": {
"UseCSharp": true,
"UseLargeWorlds": false,
"UseDotNet": true,
"UseSDL": true
"UseDotNet": true
}
}

View File

@@ -74,7 +74,6 @@
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/UserRules/=UNION/@EntryIndexedValue">&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aa_bb" /&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/UserRules/=UNION_005FMEMBER/@EntryIndexedValue">&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aa_bb" /&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=AI/@EntryIndexedValue">AI</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=ARGB/@EntryIndexedValue">ARGB</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=LO/@EntryIndexedValue">LO</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=RPC/@EntryIndexedValue">RPC</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=SDK/@EntryIndexedValue">SDK</s:String>

View File

@@ -14,8 +14,8 @@ call "Development\Scripts\Windows\CallBuildTool.bat" -genproject %*
if errorlevel 1 goto BuildToolFailed
:: Build bindings for all editor configurations
echo Building C# bindings...
Binaries\Tools\Flax.Build.exe -build -BuildBindingsOnly -arch=x64 -platform=Windows --buildTargets=FlaxEditor
::echo Building C# bindings...
::Binaries\Tools\Flax.Build.exe -build -BuildBindingsOnly -arch=x64 -platform=Windows --buildTargets=FlaxEditor
popd
echo Done!

View File

@@ -31,7 +31,7 @@ Follow the instructions below to compile and run the engine from source.
* Install Visual Studio 2022 or newer
* 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 .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
* Clone repo (with LFS)
* Run **GenerateProjectFiles.bat**
@@ -44,9 +44,8 @@ Follow the instructions below to compile and run the engine from source.
## Linux
* 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`
* 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/))
* Ubuntu: `sudo apt install vulkan-sdk`
* 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
* 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/))
* Clone repo (with LFS)
* Run `GenerateProjectFiles.command`
* Open workspace with XCode or Visual Studio Code
* Build and run (configuration `Editor.Mac.Development`)
* Build and run (configuration `Editor.Mac.Development`)
#### 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.
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 +1,7 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.Utilities;

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

@@ -61,8 +61,6 @@ namespace FlaxEditor.Content.GUI
private bool _isRubberBandSpanning;
private Float2 _mousePressLocation;
private Rectangle _rubberBandRectangle;
private bool _isCutting;
private List<ContentItem> _cutItems = new List<ContentItem>();
private bool _validDragOver;
private DragActors _dragActors;
@@ -85,9 +83,9 @@ namespace FlaxEditor.Content.GUI
public event Action<List<ContentItem>> OnDelete;
/// <summary>
/// Called when user wants to paste the files/folders. Bool is for cutting.
/// Called when user wants to paste the files/folders.
/// </summary>
public event Action<string[], bool> OnPaste;
public event Action<string[]> OnPaste;
/// <summary>
/// Called when user wants to duplicate the item(s).
@@ -212,12 +210,6 @@ namespace FlaxEditor.Content.GUI
}),
new InputActionsContainer.Binding(options => options.Copy, Copy),
new InputActionsContainer.Binding(options => options.Paste, Paste),
new InputActionsContainer.Binding(options => options.Cut, Cut),
new InputActionsContainer.Binding(options => options.Undo, () =>
{
if (_isCutting)
UpdateContentItemCut(false);
}),
new InputActionsContainer.Binding(options => options.Duplicate, Duplicate),
});
}
@@ -470,7 +462,6 @@ namespace FlaxEditor.Content.GUI
/// </summary>
public void Duplicate()
{
UpdateContentItemCut(false);
OnDuplicate?.Invoke(_selection);
}
@@ -484,7 +475,6 @@ namespace FlaxEditor.Content.GUI
var files = _selection.ConvertAll(x => x.Path).ToArray();
Clipboard.Files = files;
UpdateContentItemCut(false);
}
/// <summary>
@@ -506,36 +496,7 @@ namespace FlaxEditor.Content.GUI
if (files == null || files.Length == 0)
return;
OnPaste?.Invoke(files, _isCutting);
UpdateContentItemCut(false);
}
/// <summary>
/// Cuts the items.
/// </summary>
public void Cut()
{
Copy();
UpdateContentItemCut(true);
}
private void UpdateContentItemCut(bool cut)
{
_isCutting = cut;
// Add selection to cut list
if (cut)
_cutItems.AddRange(_selection);
// Update item with if it is being cut.
foreach (var item in _cutItems)
{
item.IsBeingCut = cut;
}
// Clean up cut items
if (!cut)
_cutItems.Clear();
OnPaste?.Invoke(files);
}
/// <summary>

View File

@@ -58,10 +58,10 @@ namespace FlaxEngine.Tools
FieldInfo[] fields = typeof(CustomMaxSizes).GetFields();
for (int i = 0; i < fields.Length; i++)
{
var @field = fields[i];
if (@field.Name.Equals("value__"))
var field = fields[i];
if (field.Name.Equals("value__"))
continue;
if (value == (int)@field.GetRawConstantValue())
if (value == (int)field.GetRawConstantValue())
return (CustomMaxSizes)value;
}
return CustomMaxSizes._8192;

View File

@@ -80,7 +80,7 @@ namespace FlaxEditor.Content
// Translate asset type name
var typeName = TypeName;
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]);
}

View File

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

View File

@@ -182,11 +182,6 @@ namespace FlaxEditor.Content
/// </summary>
public const int DefaultHeight = (DefaultThumbnailSize + 2 * DefaultMarginSize + DefaultTextHeight);
/// <summary>
/// Whether the item is being but.
/// </summary>
public bool IsBeingCut;
private ContentFolder _parentFolder;
private bool _isMouseDown;
@@ -388,7 +383,7 @@ namespace FlaxEditor.Content
{
sb.Append("Type: ").Append(TypeDescription).AppendLine();
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();
}
@@ -750,15 +745,8 @@ namespace FlaxEditor.Content
// Draw short name
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, scale);
Render2D.DrawText(style.FontMedium, ShowFileExtension || view.ShowFileExtensions ? FileName : ShortName, textRect, style.Foreground, nameAlignment, TextAlignment.Center, TextWrapping.WrapWords, 1f, 0.95f);
Render2D.PopClip();
if (IsBeingCut)
{
var color = style.LightBackground.AlphaMultiplied(0.5f);
Render2D.FillRectangle(clientRect, color);
}
}
/// <inheritdoc />

View File

@@ -20,7 +20,7 @@ namespace FlaxEditor.Content
}
/// <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 />
public override SpriteHandle DefaultThumbnail => Editor.Instance.Icons.CPPScript128;

View File

@@ -11,8 +11,6 @@ namespace FlaxEditor.Content
/// <seealso cref="FlaxEditor.Content.JsonAssetItem" />
public sealed class PrefabItem : JsonAssetItem
{
private string _cachedTypeDescription = null;
/// <summary>
/// Initializes a new instance of the <see cref="PrefabItem"/> class.
/// </summary>
@@ -44,26 +42,6 @@ namespace FlaxEditor.Content
/// <inheritdoc />
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 />
public override bool IsOfType(Type type)
{

View File

@@ -100,24 +100,14 @@ namespace FlaxEditor.Content
/// <inheritdoc />
public object GetValue(object obj)
{
if (!_type.Asset)
throw new TargetException("Missing Visual Script asset.");
return _type.Asset.GetScriptInstanceParameterValue(_parameter.Name, (Object)obj);
}
/// <inheritdoc />
public void SetValue(object obj, object value)
{
if (!_type.Asset)
throw new TargetException("Missing Visual Script asset.");
_type.Asset.SetScriptInstanceParameterValue(_parameter.Name, (Object)obj, value);
}
/// <inheritdoc />
public object Invoke(object obj, object[] parameters)
{
throw new NotSupportedException();
}
}
sealed class VisualScriptMethodInfo : IScriptMemberInfo
@@ -246,14 +236,6 @@ namespace FlaxEditor.Content
{
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>

View File

@@ -1,193 +0,0 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using System.Text;
using FlaxEditor.Content.Settings;
using FlaxEngine;
namespace FlaxEditor.Content
{
/// <summary>
/// Proxy object for C# files
/// </summary>
/// /// <seealso cref="FlaxEditor.Content.ScriptProxy" />
public abstract class CSharpProxy : ScriptProxy
{
/// <summary>
/// The script files extension filter.
/// </summary>
public static readonly string ExtensionFilter = "*.cs";
/// <inheritdoc />
public override bool IsProxyFor(ContentItem item)
{
return item is CSharpScriptItem;
}
/// <summary>
/// Gets the path for the C# template.
/// </summary>
/// <param name="path">The path to the template</param>
protected abstract void GetTemplatePath(out string path);
/// <inheritdoc />
public override ContentItem ConstructItem(string path)
{
return new CSharpScriptItem(path);
}
/// <inheritdoc />
public override void Create(string outputPath, object arg)
{
// Load template
GetTemplatePath(out var templatePath);
var scriptTemplate = File.ReadAllText(templatePath);
// Find the module that this script is being added (based on the path)
var scriptNamespace = Editor.Instance.GameProject.Name;
var project = TryGetProjectAtFolder(outputPath, out var moduleName);
if (project != null)
{
scriptNamespace = moduleName.Length != 0 ? moduleName : project.Name;
}
scriptNamespace = scriptNamespace.Replace(" ", "");
// Format
var gameSettings = GameSettings.Load();
var scriptName = ScriptItem.CreateScriptName(outputPath);
var copyrightComment = string.IsNullOrEmpty(gameSettings.CopyrightNotice) ? string.Empty : string.Format("// {0}{1}{1}", gameSettings.CopyrightNotice, Environment.NewLine);
scriptTemplate = scriptTemplate.Replace("%copyright%", copyrightComment);
scriptTemplate = scriptTemplate.Replace("%class%", scriptName);
scriptTemplate = scriptTemplate.Replace("%namespace%", scriptNamespace);
// Save
File.WriteAllText(outputPath, scriptTemplate, Encoding.UTF8);
}
/// <inheritdoc />
public override string FileExtension => "cs";
/// <inheritdoc />
public override Color AccentColor => Color.FromRGB(0x1c9c2b);
}
/// <summary>
/// Context proxy object for C# Script files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Script")]
public class CSharpScriptProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Script";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ScriptTemplate.cs");
}
}
/// <summary>
/// Context proxy object for C# Actor files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Actor")]
public class CSharpActorProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Actor";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ActorTemplate.cs");
}
}
/// <summary>
/// Context proxy object for C# GamePlugin files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# GamePlugin")]
public class CSharpGamePluginProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# GamePlugin";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/GamePluginTemplate.cs");
}
}
/// <summary>
/// Context proxy object for empty C# files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Empty File")]
public class CSharpEmptyProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Empty File";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/CSharpEmptyTemplate.cs");
}
}
/// <summary>
/// Context proxy object for empty C# class files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Class")]
public class CSharpEmptyClassProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Class";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/EmptyClassTemplate.cs");
}
}
/// <summary>
/// Context proxy object for empty C# struct files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Struct")]
public class CSharpEmptyStructProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Struct";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/EmptyStructTemplate.cs");
}
}
/// <summary>
/// Context proxy object for empty C# interface files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpProxy" />
[ContentContextMenu("New/C#/C# Interface")]
public class CSharpEmptyInterfaceProxy : CSharpProxy
{
/// <inheritdoc />
public override string Name => "C# Interface";
/// <inheritdoc />
protected override void GetTemplatePath(out string path)
{
path = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/EmptyInterfaceTemplate.cs");
}
}
}

View File

@@ -0,0 +1,72 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using System.Text;
using FlaxEditor.Content.Settings;
using FlaxEngine;
namespace FlaxEditor.Content
{
/// <summary>
/// Context proxy object for C# script files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CSharpScriptProxy" />
[ContentContextMenu("New/C# Script")]
public class CSharpScriptProxy : ScriptProxy
{
/// <summary>
/// The script files extension filter.
/// </summary>
public static readonly string ExtensionFiler = "*.cs";
/// <inheritdoc />
public override string Name => "C# Script";
/// <inheritdoc />
public override bool IsProxyFor(ContentItem item)
{
return item is CSharpScriptItem;
}
/// <inheritdoc />
public override ContentItem ConstructItem(string path)
{
return new CSharpScriptItem(path);
}
/// <inheritdoc />
public override void Create(string outputPath, object arg)
{
// Load template
var templatePath = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ScriptTemplate.cs");
var scriptTemplate = File.ReadAllText(templatePath);
// Find the module that this script is being added (based on the path)
var scriptNamespace = Editor.Instance.GameProject.Name;
var project = TryGetProjectAtFolder(outputPath, out var moduleName);
if (project != null)
{
scriptNamespace = moduleName.Length != 0 ? moduleName : project.Name;
}
scriptNamespace = scriptNamespace.Replace(" ", "");
// Format
var gameSettings = GameSettings.Load();
var scriptName = ScriptItem.CreateScriptName(outputPath);
var copyrightComment = string.IsNullOrEmpty(gameSettings.CopyrightNotice) ? string.Empty : string.Format("// {0}{1}{1}", gameSettings.CopyrightNotice, Environment.NewLine);
scriptTemplate = scriptTemplate.Replace("%copyright%", copyrightComment);
scriptTemplate = scriptTemplate.Replace("%class%", scriptName);
scriptTemplate = scriptTemplate.Replace("%namespace%", scriptNamespace);
// Save
File.WriteAllText(outputPath, scriptTemplate, Encoding.UTF8);
}
/// <inheritdoc />
public override string FileExtension => "cs";
/// <inheritdoc />
public override Color AccentColor => Color.FromRGB(0x1c9c2b);
}
}

View File

@@ -11,7 +11,7 @@ namespace FlaxEditor.Content
/// <summary>
/// Context proxy object for C++ files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.ScriptProxy" />
/// <seealso cref="FlaxEditor.Content.CSharpScriptProxy" />
public abstract class CppProxy : ScriptProxy
{
/// <summary>
@@ -74,7 +74,7 @@ namespace FlaxEditor.Content
/// <summary>
/// Context proxy object for C++ script files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CppProxy" />
/// <seealso cref="FlaxEditor.Content.CSharpScriptProxy" />
[ContentContextMenu("New/C++/C++ Script")]
public class CppScriptProxy : CppProxy
{
@@ -100,29 +100,11 @@ namespace FlaxEditor.Content
sourceTemplate = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ScriptTemplate.cpp");
}
}
/// <summary>
/// Context proxy object for C++ Actor files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CppProxy" />
[ContentContextMenu("New/C++/C++ Actor")]
public class CppActorProxy : CppProxy
{
/// <inheritdoc />
public override string Name => "C++ Actor";
/// <inheritdoc />
protected override void GetTemplatePaths(out string headerTemplate, out string sourceTemplate)
{
headerTemplate = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ActorTemplate.h");
sourceTemplate = StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Scripting/ActorTemplate.cpp");
}
}
/// <summary>
/// Context proxy object for C++ Json Asset files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CppProxy" />
/// <seealso cref="FlaxEditor.Content.CSharpScriptProxy" />
[ContentContextMenu("New/C++/C++ Function Library")]
public class CppStaticClassProxy : CppProxy
{
@@ -140,7 +122,7 @@ namespace FlaxEditor.Content
/// <summary>
/// Context proxy object for C++ Json Asset files.
/// </summary>
/// <seealso cref="FlaxEditor.Content.CppProxy" />
/// <seealso cref="FlaxEditor.Content.CSharpScriptProxy" />
[ContentContextMenu("New/C++/C++ Json Asset")]
public class CppAssetProxy : CppProxy
{

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