19 Commits

Author SHA1 Message Date
1f265bddf4 Fix XAudio2 DequeueProcessedBuffers
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Tests / Tests (Linux) (push) Has been cancelled
Tests / Tests (Windows) (push) Has been cancelled
FlushSourceBuffers flushes all the pending buffers, not only just the
processed buffers.
2024-05-01 18:48:32 +03:00
3237849132 Fix looping audio sources not looping seamlessly 2024-05-01 18:48:31 +03:00
2be4d2b717 Optimize RichTextBox rendering with long text 2024-05-01 18:45:31 +03:00
dc3a1e142a Refactor native interop internal type lookup 2024-05-01 18:45:20 +03:00
b6d375e9a3 Move generated marshallers into separate namespace
Avoid polluting the `FlaxEngine` namespace with interop related
marshallers, move those to nested namespace called `Interop` where most
of the common marshallers are placed already.
2024-05-01 18:45:20 +03:00
495b6d6abc Include original type of the fields in blittable struct in comments 2024-05-01 18:45:20 +03:00
a49b398c7f Refactor struct custom marshalling generation 2024-05-01 18:45:20 +03:00
c8e893d2ec Fix assigning null values into value types in Custom Editor
Resets back to previous value instead of setting the editor value to
empty.
2024-05-01 18:44:58 +03:00
3a665199e7 Avoid deserializing clipboard content in Custom Editor paste checks 2024-05-01 18:44:58 +03:00
ca1aa89ba1 Update Editor options when window is shown 2024-05-01 18:44:27 +03:00
d92aaeb2b0 Fix Editor options data applying in realtime after first save
Reclone the data in order to not modify the currently applied options
data after save.
2024-05-01 18:44:27 +03:00
5f950cbb7e Store Debug Log view options in Editor options 2024-05-01 18:44:26 +03:00
8f613774cb Expose GPUTexture::DownloadData to Scripting API 2024-05-01 18:43:45 +03:00
c5c440469e Increase Editor profiler depth 2024-05-01 18:43:32 +03:00
1e6ed32c63 Update to enet 2.3.6 2024-05-01 18:43:31 +03:00
3ee6bffef7 Always run fixed update ticks at fixed deltatime
The random variance in fixed updates makes it impossible to do anything deterministic during physics ticks.
2024-05-01 18:43:31 +03:00
6105323ecc Update Transform component separately when applying Gizmo transform 2024-05-01 18:43:31 +03:00
23f8707927 Disable LFS override 2024-05-01 18:42:58 +03:00
761c8415dc Merge branch 'master' into signalgame
# Conflicts:
#	Flax.flaxproj
2024-05-01 18:42:14 +03:00
1602 changed files with 39595 additions and 170939 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

@@ -1,13 +1,12 @@
name: Continuous Deployment name: Continuous Deployment
on: on:
schedule: schedule:
- cron: '15 6 * * *' - cron: '15 4 * * *'
workflow_dispatch: workflow_dispatch:
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=1 -c lfs.transfer.maxretries=2 -c http.version="HTTP/1.1" -c lfs.activitytimeout=60'
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 ${{ 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

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 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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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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View File

@@ -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

@@ -38,12 +38,14 @@ 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
@@ -119,20 +121,6 @@ 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

@@ -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)
float4x3 WorldMatrix;
float4x3 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 = 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) // 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), ToMatrix4x4(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 = ToMatrix4x4(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), ToMatrix4x4(PrevWorldMatrix)).xyz;
#else #else
output.Geometry.PrevWorldPosition = mul(float4(position, 1), object.PrevWorldMatrix).xyz; output.Geometry.PrevWorldPosition = mul(float4(position, 1), ToMatrix4x4(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
@@ -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
@@ -413,7 +396,6 @@ VertexOutput VS(TerrainVertexInput 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 = (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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@@ -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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@@ -4,7 +4,7 @@
"Major": 1, "Major": 1,
"Minor": 9, "Minor": 9,
"Revision": 0, "Revision": 0,
"Build": 6606 "Build": 6601
}, },
"Company": "Flax", "Company": "Flax",
"Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.", "Copyright": "Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.",
@@ -13,7 +13,6 @@
"Configuration": { "Configuration": {
"UseCSharp": true, "UseCSharp": true,
"UseLargeWorlds": false, "UseLargeWorlds": false,
"UseDotNet": true, "UseDotNet": true
"UseSDL": true
} }
} }

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@@ -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/@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/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/=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/=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/=RPC/@EntryIndexedValue">RPC</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=SDK/@EntryIndexedValue">SDK</s:String> <s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=SDK/@EntryIndexedValue">SDK</s:String>

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@@ -15,7 +15,7 @@ if errorlevel 1 goto BuildToolFailed
:: Build bindings for all editor configurations :: Build bindings for all editor configurations
echo Building C# bindings... echo Building C# bindings...
Binaries\Tools\Flax.Build.exe -build -BuildBindingsOnly -arch=x64 -platform=Windows --buildTargets=FlaxEditor,FlaxGame Binaries\Tools\Flax.Build.exe -build -BuildBindingsOnly -arch=x64 -platform=Windows --buildTargets=FlaxEditor
popd popd
echo Done! echo Done!

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@@ -14,4 +14,4 @@ bash ./Development/Scripts/Mac/CallBuildTool.sh --genproject "$@"
# Build bindings for all editor configurations # Build bindings for all editor configurations
echo Building C# bindings... echo Building C# bindings...
# TODO: Detect the correct architecture here # TODO: Detect the correct architecture here
Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=ARM64 -platform=Mac --buildTargets=FlaxEditor,FlaxGame Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=ARM64 -platform=Mac --buildTargets=FlaxEditor

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@@ -14,4 +14,4 @@ bash ./Development/Scripts/Linux/CallBuildTool.sh --genproject "$@"
# Build bindings for all editor configurations # Build bindings for all editor configurations
echo Building C# bindings... echo Building C# bindings...
# TODO: Detect the correct architecture here # TODO: Detect the correct architecture here
Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=x64 -platform=Linux --buildTargets=FlaxEditor,FlaxGame Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=x64 -platform=Linux --buildTargets=FlaxEditor

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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.

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@@ -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;

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@@ -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);
}
}
}

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

View File

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

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

@@ -182,11 +182,6 @@ namespace FlaxEditor.Content
/// </summary> /// </summary>
public const int DefaultHeight = (DefaultThumbnailSize + 2 * DefaultMarginSize + DefaultTextHeight); public const int DefaultHeight = (DefaultThumbnailSize + 2 * DefaultMarginSize + DefaultTextHeight);
/// <summary>
/// Whether the item is being but.
/// </summary>
public bool IsBeingCut;
private ContentFolder _parentFolder; private ContentFolder _parentFolder;
private bool _isMouseDown; private bool _isMouseDown;
@@ -388,7 +383,7 @@ 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();
} }
@@ -750,15 +745,8 @@ 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)
{
var color = style.LightBackground.AlphaMultiplied(0.5f);
Render2D.FillRectangle(clientRect, color);
}
} }
/// <inheritdoc /> /// <inheritdoc />

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;
}
}

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