Compare commits
2 Commits
1.8.6511.1
..
1.2
| Author | SHA1 | Date | |
|---|---|---|---|
| c328d2b559 | |||
| 65747c9ddf |
+1
-1
@@ -1,5 +1,5 @@
|
||||
# Set the default behavior, in case people don't have core.autocrlf set.
|
||||
* text=auto eol=lf
|
||||
* text=auto
|
||||
|
||||
# Explicitly declare text files you want to always be normalized and converted to native line endings on checkout.
|
||||
*.c text diff=cpp
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
name: Install Vulkan SDK
|
||||
description: Downloads and installs Vulkan SDK.
|
||||
inputs:
|
||||
vulkan-version:
|
||||
description: 'Vulkan SDK release version (e.g. 1.2.198.1).'
|
||||
default: '1.2.198.1'
|
||||
required: false
|
||||
runs:
|
||||
using: "composite"
|
||||
steps:
|
||||
- name: Install Vulkan SDK
|
||||
shell: bash
|
||||
run: |
|
||||
export VULKAN_SDK_VER=${{ inputs.vulkan-version }}
|
||||
echo VULKAN_SDK_VER=$VULKAN_SDK_VER >> $GITHUB_ENV
|
||||
echo "Downloading Vulkan SDK version $VULKAN_SDK_VER"
|
||||
case `uname -s` in
|
||||
Linux)
|
||||
export VULKAN_SDK_ROOT=`pwd`/../VulkanSDK
|
||||
wget "https://sdk.lunarg.com/sdk/download/$VULKAN_SDK_VER/linux/vulkan-sdk.tar.gz" --no-verbose -O vulkan-sdk.tar.gz
|
||||
mkdir $VULKAN_SDK_ROOT
|
||||
tar -xf vulkan-sdk.tar.gz -C $VULKAN_SDK_ROOT
|
||||
export VULKAN_SDK=$VULKAN_SDK_ROOT/$VULKAN_SDK_VER/x86_64
|
||||
;;
|
||||
Darwin)
|
||||
export VULKAN_SDK_ROOT=`pwd`/../VulkanSDK
|
||||
curl -LO "https://sdk.lunarg.com/sdk/download/$VULKAN_SDK_VER/mac/vulkan-sdk.dmg"
|
||||
hdiutil attach vulkan-sdk.dmg -mountpoint /Volumes/vulkan-sdk
|
||||
sudo "/Volumes/vulkan-sdk/InstallVulkan.app/Contents/MacOS/InstallVulkan" --root $VULKAN_SDK_ROOT --accept-licenses --default-answer --confirm-command install
|
||||
export VULKAN_SDK=$VULKAN_SDK_ROOT/macOS
|
||||
;;
|
||||
*) # Windows
|
||||
curl -L -o vulkan-sdk.exe https://sdk.lunarg.com/sdk/download/$VULKAN_SDK_VER/windows/VulkanSDK-$VULKAN_SDK_VER-Installer.exe
|
||||
./vulkan-sdk.exe --root "C:\VulkanSDK" --accept-licenses --default-answer --confirm-command install
|
||||
export VULKAN_SDK="C:\VulkanSDK"
|
||||
;;
|
||||
esac
|
||||
echo VULKAN_SDK=$VULKAN_SDK >> $GITHUB_ENV
|
||||
echo "Vulkan SDK installed to $VULKAN_SDK"
|
||||
@@ -1,36 +0,0 @@
|
||||
name: Build Android
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Game
|
||||
game-windows:
|
||||
name: Game (Android, Release ARM64)
|
||||
runs-on: "windows-2022"
|
||||
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 android
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -printSDKs -dotnet=8 -arch=ARM64 -platform=Android -configuration=Release -buildtargets=FlaxGame
|
||||
@@ -1,36 +0,0 @@
|
||||
name: Build iOS
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Game
|
||||
game-windows:
|
||||
name: Game (iOS, Release ARM64)
|
||||
runs-on: "macos-latest"
|
||||
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: Build
|
||||
run: |
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -dotnet=8 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
|
||||
@@ -1,10 +1,6 @@
|
||||
name: Build Linux
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Editor
|
||||
@@ -13,55 +9,35 @@ jobs:
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
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
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -printSDKs -dotnet=8 -arch=x64 -platform=Linux -configuration=Development -buildtargets=FlaxEditor
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -arch=x64 -platform=Linux -configuration=Development -buildtargets=FlaxEditor
|
||||
|
||||
# Game
|
||||
game-linux:
|
||||
name: Game (Linux, Release x64)
|
||||
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
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -printSDKs -dotnet=8 -arch=x64 -platform=Linux -configuration=Release -buildtargets=FlaxGame
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -arch=x64 -platform=Linux -configuration=Release -buildtargets=FlaxGame
|
||||
|
||||
@@ -1,58 +0,0 @@
|
||||
name: Build macOS
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Editor
|
||||
editor-mac:
|
||||
name: Editor (Mac, Development ARM64)
|
||||
runs-on: "macos-latest"
|
||||
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: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -printSDKs -dotnet=8 -arch=ARM64 -platform=Mac -configuration=Development -buildtargets=FlaxEditor
|
||||
|
||||
# Game
|
||||
game-mac:
|
||||
name: Game (Mac, Release ARM64)
|
||||
runs-on: "macos-latest"
|
||||
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: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -printSDKs -dotnet=8 -arch=ARM64 -platform=Mac -configuration=Release -buildtargets=FlaxGame
|
||||
@@ -1,58 +1,34 @@
|
||||
name: Build Windows
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Editor
|
||||
editor-windows:
|
||||
name: Editor (Windows, Development x64)
|
||||
runs-on: "windows-2022"
|
||||
runs-on: "windows-latest"
|
||||
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: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -printSDKs -dotnet=8 -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxEditor
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxEditor
|
||||
|
||||
# Game
|
||||
game-windows:
|
||||
name: Game (Windows, Release x64)
|
||||
runs-on: "windows-2022"
|
||||
runs-on: "windows-latest"
|
||||
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: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -printSDKs -dotnet=8 -arch=x64 -platform=Windows -configuration=Release -buildtargets=FlaxGame
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -arch=x64 -platform=Windows -configuration=Release -buildtargets=FlaxGame
|
||||
|
||||
+11
-113
@@ -4,71 +4,47 @@ on:
|
||||
- cron: '15 4 * * *'
|
||||
workflow_dispatch:
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Windows
|
||||
package-windows-editor:
|
||||
name: Editor (Windows)
|
||||
runs-on: "windows-2022"
|
||||
runs-on: "windows-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Windows-Editor
|
||||
path: Output/Editor.zip
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Windows-EditorDebugSymbols
|
||||
path: Output/EditorDebugSymbols.zip
|
||||
package-windows-game:
|
||||
name: Game (Windows)
|
||||
runs-on: "windows-2022"
|
||||
runs-on: "windows-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Windows-Game
|
||||
path: Output/Windows.zip
|
||||
@@ -79,7 +55,7 @@ jobs:
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
@@ -90,21 +66,11 @@ jobs:
|
||||
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
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Linux-Editor
|
||||
path: Output/FlaxEditorLinux.zip
|
||||
@@ -113,7 +79,7 @@ jobs:
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
uses: actions/checkout@v2
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
@@ -124,79 +90,11 @@ jobs:
|
||||
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
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: Linux-Game
|
||||
path: Output/Linux.zip
|
||||
|
||||
# Mac
|
||||
package-mac-editor:
|
||||
name: Editor (Mac)
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Mac-Editor
|
||||
path: Output/FlaxEditorMac.zip
|
||||
package-mac-game:
|
||||
name: Game (Mac)
|
||||
runs-on: "macos-latest"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Setup Vulkan
|
||||
uses: ./.github/actions/vulkan
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: Mac-Game
|
||||
path: Output/Mac.zip
|
||||
|
||||
@@ -1,85 +0,0 @@
|
||||
name: Tests
|
||||
on: [push, pull_request]
|
||||
|
||||
env:
|
||||
DOTNET_NOLOGO: true
|
||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||
|
||||
jobs:
|
||||
|
||||
# Tests on Linux
|
||||
tests-linux:
|
||||
name: Tests (Linux)
|
||||
runs-on: "ubuntu-20.04"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
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: Build
|
||||
run: |
|
||||
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -dotnet=8 -arch=x64 -platform=Linux -configuration=Development -buildtargets=FlaxTestsTarget
|
||||
dotnet msbuild Source/Tools/Flax.Build.Tests/Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
||||
dotnet msbuild Source/Tools/Flax.Build.Tests/Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
||||
- name: Test
|
||||
run: |
|
||||
${GITHUB_WORKSPACE}/Binaries/Editor/Linux/Development/FlaxTests
|
||||
dotnet test -f net8.0 Binaries/Tests/Flax.Build.Tests.dll
|
||||
cp Binaries/Editor/Linux/Development/FlaxEngine.CSharp.dll Binaries/Tests
|
||||
cp Binaries/Editor/Linux/Development/FlaxEngine.CSharp.runtimeconfig.json Binaries/Tests
|
||||
cp Binaries/Editor/Linux/Development/Newtonsoft.Json.dll Binaries/Tests
|
||||
dotnet test -f net8.0 Binaries/Tests/FlaxEngine.CSharp.dll
|
||||
- name: Test UseLargeWorlds
|
||||
run: |
|
||||
./Development/Scripts/Linux/CallBuildTool.sh -build -log -dotnet=8 -arch=x64 -platform=Linux -configuration=Development -buildtargets=FlaxTestsTarget -UseLargeWorlds=true
|
||||
${GITHUB_WORKSPACE}/Binaries/Editor/Linux/Development/FlaxTests
|
||||
|
||||
# Tests on Windows
|
||||
tests-windows:
|
||||
name: Tests (Windows)
|
||||
runs-on: "windows-2022"
|
||||
steps:
|
||||
- name: Checkout repo
|
||||
uses: actions/checkout@v3
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
- name: Print .NET info
|
||||
run: |
|
||||
dotnet --info
|
||||
dotnet workload --info
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs version
|
||||
git lfs pull
|
||||
- name: Build
|
||||
run: |
|
||||
.\GenerateProjectFiles.bat -vs2022 -log -verbose -printSDKs -dotnet=8
|
||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -dotnet=8 -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxTestsTarget
|
||||
dotnet msbuild Source\Tools\Flax.Build.Tests\Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
||||
- name: Test
|
||||
run: |
|
||||
.\Binaries\Editor\Win64\Development\FlaxTests.exe
|
||||
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
|
||||
xcopy /y Binaries\Editor\Win64\Development\Newtonsoft.Json.dll Binaries\Tests
|
||||
dotnet test -f net8.0 Binaries\Tests\FlaxEngine.CSharp.dll
|
||||
+2
-10
@@ -5,15 +5,11 @@
|
||||
obj/
|
||||
Cache/
|
||||
Binaries/
|
||||
Output/
|
||||
Logs/
|
||||
Source/*.Gen.*
|
||||
Source/*.csproj
|
||||
/Package_*/
|
||||
!Source/Engine/Debug
|
||||
PackageEditor_Cert.command
|
||||
PackageEditor_Cert.bat
|
||||
PackagePlatforms_Cert.bat
|
||||
/Source/Platforms/Editor/Linux/Mono/etc/mono/registry
|
||||
|
||||
# User-specific files
|
||||
*.suo
|
||||
@@ -23,9 +19,6 @@ PackagePlatforms_Cert.bat
|
||||
*.tlog
|
||||
*.lastbuilddate
|
||||
*.opendb
|
||||
*.DS_Store
|
||||
*.xcodeproj
|
||||
launchSettings.json
|
||||
|
||||
# NUNIT
|
||||
*.VisualState.xml
|
||||
@@ -153,6 +146,5 @@ bin/
|
||||
obj/
|
||||
*.vcxproj.filters
|
||||
.vscode/
|
||||
.idea/
|
||||
*.code-workspace
|
||||
omnisharp.json
|
||||
|
||||
|
||||
@@ -38,12 +38,6 @@ Instances of abusive, harassing, or otherwise unacceptable behavior may be repor
|
||||
|
||||
Project maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.
|
||||
|
||||
## Contribution
|
||||
|
||||
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/).
|
||||
|
||||
## Attribution
|
||||
|
||||
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, available at [http://contributor-covenant.org/version/1/4][version]
|
||||
|
||||
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@@ -2,7 +2,6 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@3
|
||||
|
||||
#include "./Flax/Common.hlsl"
|
||||
@@ -11,9 +10,17 @@
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float4x4 InvWorld;
|
||||
float4x4 SVPositionToWorld;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
@1META_CB_END
|
||||
|
||||
// Use depth buffer for per-pixel decal layering
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@3
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
@@ -10,14 +9,23 @@
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 LocalMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float3 Dummy0;
|
||||
float WorldDeterminantSign;
|
||||
float MeshMinZ;
|
||||
float Segment;
|
||||
float ChunksPerSegment;
|
||||
float PerInstanceRandom;
|
||||
float4 TemporalAAJitter;
|
||||
float3 GeometrySize;
|
||||
float MeshMaxZ;
|
||||
@1META_CB_END
|
||||
@@ -366,18 +374,4 @@ void PS_Depth(PixelInput input)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if _PS_QuadOverdraw
|
||||
|
||||
#include "./Flax/Editor/QuadOverdraw.hlsl"
|
||||
|
||||
// Pixel Shader function for Quad Overdraw Pass (editor-only)
|
||||
[earlydepthstencil]
|
||||
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
|
||||
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
|
||||
{
|
||||
DoQuadOverdraw(svPos, primId);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@9
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Deferred Shading: Defines
|
||||
@1// Deferred Shading: Includes
|
||||
@@ -25,7 +25,7 @@ void PS_GBuffer(
|
||||
#endif
|
||||
)
|
||||
{
|
||||
Light = float4(0, 0, 0, 1);
|
||||
Light = 0;
|
||||
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
// LOD masking
|
||||
@@ -40,7 +40,7 @@ void PS_GBuffer(
|
||||
#if MATERIAL_MASKED
|
||||
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
|
||||
#endif
|
||||
|
||||
|
||||
#if USE_LIGHTMAP
|
||||
float3 diffuseColor = GetDiffuseColor(material.Color, material.Metalness);
|
||||
float3 specularColor = GetSpecularColor(material.Color, material.Specular, material.Metalness);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Distortion: Defines
|
||||
@1// Distortion: Includes
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Forward Shading: Defines
|
||||
#define MAX_LOCAL_LIGHTS 4
|
||||
@@ -6,10 +6,6 @@
|
||||
#include "./Flax/LightingCommon.hlsl"
|
||||
#if USE_REFLECTIONS
|
||||
#include "./Flax/ReflectionsCommon.hlsl"
|
||||
#define MATERIAL_REFLECTIONS_SSR 1
|
||||
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
||||
#include "./Flax/SSR.hlsl"
|
||||
#endif
|
||||
#endif
|
||||
#include "./Flax/Lighting.hlsl"
|
||||
#include "./Flax/ShadowsSampling.hlsl"
|
||||
@@ -33,12 +29,9 @@ DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
|
||||
|
||||
// Pixel Shader function for Forward Pass
|
||||
META_PS(USE_FORWARD, FEATURE_LEVEL_ES2)
|
||||
void PS_Forward(
|
||||
in PixelInput input
|
||||
,out float4 output : SV_Target0
|
||||
)
|
||||
float4 PS_Forward(PixelInput input) : SV_Target0
|
||||
{
|
||||
output = 0;
|
||||
float4 output = 0;
|
||||
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
// LOD masking
|
||||
@@ -100,41 +93,14 @@ void PS_Forward(
|
||||
light += GetLighting(ViewPos, localLight, gBuffer, shadowMask, true, isSpotLight);
|
||||
}
|
||||
|
||||
// Calculate lighting from Global Illumination
|
||||
#if USE_GI
|
||||
light += GetGlobalIlluminationLighting(gBuffer);
|
||||
#endif
|
||||
|
||||
// Calculate reflections
|
||||
#if USE_REFLECTIONS
|
||||
float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
|
||||
|
||||
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
||||
// Screen Space Reflections
|
||||
Texture2D sceneDepthTexture = MATERIAL_REFLECTIONS_SSR_DEPTH; // Material Generator inserts depth and color buffers and plugs it via internal define
|
||||
Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
|
||||
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
||||
float stepSize = ScreenSize.z; // 1 / screenWidth
|
||||
float maxSamples = 48;
|
||||
float worldAntiSelfOcclusionBias = 0.1f;
|
||||
float brdfBias = 0.82f;
|
||||
float drawDistance = 5000.0f;
|
||||
float3 hit = TraceScreenSpaceReflection(screenUV, gBuffer, sceneDepthTexture, ViewPos, ViewMatrix, ViewProjectionMatrix, stepSize, maxSamples, false, 0.0f, worldAntiSelfOcclusionBias, brdfBias, drawDistance);
|
||||
if (hit.z > 0)
|
||||
{
|
||||
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
||||
reflections = lerp(reflections, screenColor, hit.z);
|
||||
}
|
||||
#endif
|
||||
|
||||
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
|
||||
// Calculate reflections
|
||||
light.rgb += GetEnvProbeLighting(ViewPos, EnvProbe, EnvironmentProbe, gBuffer) * light.a;
|
||||
#endif
|
||||
|
||||
// Add lighting (apply ambient occlusion)
|
||||
output.rgb += light.rgb * gBuffer.AO;
|
||||
|
||||
#endif
|
||||
|
||||
#if USE_FOG
|
||||
// Calculate exponential height fog
|
||||
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
|
||||
@@ -151,4 +117,8 @@ void PS_Forward(
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Global Illumination: Defines
|
||||
#define USE_GI 1
|
||||
@1// Global Illumination: Includes
|
||||
#include "./Flax/GI/DDGI.hlsl"
|
||||
#include "./Flax/LightingCommon.hlsl"
|
||||
@2// Global Illumination: Constants
|
||||
DDGIData DDGI;
|
||||
@3// Global Illumination: Resources
|
||||
Texture2D<snorm float4> ProbesState : register(t__SRV__);
|
||||
Texture2D<float4> ProbesDistance : register(t__SRV__);
|
||||
Texture2D<float4> ProbesIrradiance : register(t__SRV__);
|
||||
@4// Global Illumination: Utilities
|
||||
float4 GetGlobalIlluminationLighting(GBufferSample gBuffer)
|
||||
{
|
||||
float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesState, ProbesDistance, ProbesIrradiance, gBuffer.WorldPos, gBuffer.Normal);
|
||||
float3 diffuseColor = GetDiffuseColor(gBuffer);
|
||||
float3 diffuse = Diffuse_Lambert(diffuseColor);
|
||||
return float4(diffuse * irradiance, saturate(length(irradiance)));
|
||||
}
|
||||
|
||||
@5// Global Illumination: Shaders
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Lightmap: Defines
|
||||
#define CAN_USE_LIGHTMAP 1
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Motion Vectors: Defines
|
||||
@1// Motion Vectors: Includes
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Tessellation: Defines
|
||||
#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/GBufferCommon.hlsl"
|
||||
#include "./Flax/Matrix.hlsl"
|
||||
#include "./Flax/Noise.hlsl"
|
||||
@7
|
||||
// Primary constant buffer
|
||||
META_CB_BEGIN(0, Data)
|
||||
@@ -63,6 +62,68 @@ float Rand(inout uint seed)
|
||||
return asfloat((seed >> 9) | 0x3f800000) - 1.0f;
|
||||
}
|
||||
|
||||
float4 Mod289(float4 x)
|
||||
{
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
float4 Perm(float4 x)
|
||||
{
|
||||
return Mod289(((x * 34.0) + 1.0) * x);
|
||||
}
|
||||
|
||||
float Noise(float3 p)
|
||||
{
|
||||
float3 a = floor(p);
|
||||
float3 d = p - a;
|
||||
d = d * d * (3.0 - 2.0 * d);
|
||||
|
||||
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
||||
float4 k1 = Perm(b.xyxy);
|
||||
float4 k2 = Perm(k1.xyxy + b.zzww);
|
||||
|
||||
float4 c = k2 + a.zzzz;
|
||||
float4 k3 = Perm(c);
|
||||
float4 k4 = Perm(c + 1.0);
|
||||
|
||||
float4 o1 = frac(k3 * (1.0 / 41.0));
|
||||
float4 o2 = frac(k4 * (1.0 / 41.0));
|
||||
|
||||
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
||||
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
||||
|
||||
return o4.y * d.y + o4.x * (1.0 - d.y);
|
||||
}
|
||||
|
||||
float3 Noise3D(float3 p)
|
||||
{
|
||||
float o = Noise(p);
|
||||
float a = Noise(p + float3(0.0001f, 0.0f, 0.0f));
|
||||
float b = Noise(p + float3(0.0f, 0.0001f, 0.0f));
|
||||
float c = Noise(p + float3(0.0f, 0.0f, 0.0001f));
|
||||
|
||||
float3 grad = float3(o - a, o - b, o - c);
|
||||
float3 other = abs(grad.zxy);
|
||||
return normalize(cross(grad,other));
|
||||
}
|
||||
|
||||
float3 Noise3D(float3 position, int octaves, float roughness)
|
||||
{
|
||||
float weight = 0.0f;
|
||||
float3 noise = float3(0.0, 0.0, 0.0);
|
||||
float scale = 1.0f;
|
||||
for (int i = 0; i < octaves; i++)
|
||||
{
|
||||
float curWeight = pow((1.0-((float)i / octaves)), lerp(2.0, 0.2, roughness));
|
||||
|
||||
noise += Noise3D(position * scale) * curWeight;
|
||||
weight += curWeight;
|
||||
|
||||
scale *= 1.72531;
|
||||
}
|
||||
return noise / weight;
|
||||
}
|
||||
|
||||
// Reprojects the world space position from the given UV and raw device depth
|
||||
float3 ReprojectPosition(float2 uv, float rawDepth)
|
||||
{
|
||||
|
||||
@@ -19,7 +19,6 @@ float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 ViewSize;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
|
||||
@@ -2,8 +2,9 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@3
|
||||
// Ribbons don't use sorted indices so overlap the segment distances buffer on the slot
|
||||
#define HAS_SORTED_INDICES (!defined(_VS_Ribbon))
|
||||
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
@@ -16,17 +17,17 @@ struct SpriteInput
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct RibbonInput
|
||||
{
|
||||
uint Order : TEXCOORD0;
|
||||
uint ParticleIndex : TEXCOORD1;
|
||||
uint PrevParticleIndex : TEXCOORD2;
|
||||
float Distance : TEXCOORD3;
|
||||
};
|
||||
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
uint SortedIndicesOffset;
|
||||
float PerInstanceRandom;
|
||||
int ParticleStride;
|
||||
@@ -51,8 +52,13 @@ float4x4 WorldMatrixInverseTransposed;
|
||||
// Particles attributes buffer
|
||||
ByteAddressBuffer ParticlesData : register(t0);
|
||||
|
||||
#if HAS_SORTED_INDICES
|
||||
// Sorted particles indices
|
||||
Buffer<uint> SortedIndices : register(t1);
|
||||
#else
|
||||
// Ribbon particles segments distances buffer
|
||||
Buffer<float> SegmentDistances : register(t1);
|
||||
#endif
|
||||
|
||||
// Shader resources
|
||||
@2
|
||||
@@ -70,8 +76,8 @@ struct VertexOutput
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
nointerpolation float3 InstanceOrigin : TEXCOORD6;
|
||||
nointerpolation float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
|
||||
float3 InstanceOrigin : TEXCOORD6;
|
||||
float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
|
||||
};
|
||||
|
||||
// Interpolants passed to the pixel shader
|
||||
@@ -88,8 +94,8 @@ struct PixelInput
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
nointerpolation float3 InstanceOrigin : TEXCOORD6;
|
||||
nointerpolation float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
|
||||
float3 InstanceOrigin : TEXCOORD6;
|
||||
float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
|
||||
bool IsFrontFace : SV_IsFrontFace;
|
||||
};
|
||||
|
||||
@@ -321,11 +327,13 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
#if HAS_SORTED_INDICES
|
||||
// Sorted particles mapping
|
||||
if (SortedIndicesOffset != 0xFFFFFFFF)
|
||||
{
|
||||
particleIndex = SortedIndices[SortedIndicesOffset + particleIndex];
|
||||
}
|
||||
#endif
|
||||
|
||||
// Read particle data
|
||||
float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset);
|
||||
@@ -456,11 +464,13 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
#if HAS_SORTED_INDICES
|
||||
// Sorted particles mapping
|
||||
if (SortedIndicesOffset != 0xFFFFFFFF)
|
||||
{
|
||||
particleIndex = SortedIndices[SortedIndicesOffset + particleIndex];
|
||||
}
|
||||
#endif
|
||||
|
||||
// Read particle data
|
||||
float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset);
|
||||
@@ -563,16 +573,12 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
|
||||
|
||||
// Vertex Shader function for Ribbon Rendering
|
||||
META_VS(true, FEATURE_LEVEL_ES2)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R32_UINT, 0, 0, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 1, R32_UINT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 2, R32_UINT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 3, R32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
VertexOutput VS_Ribbon(uint vertexIndex : SV_VertexID)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
// Get particle data
|
||||
uint particleIndex = input.ParticleIndex;
|
||||
uint particleIndex = vertexIndex / 2;
|
||||
int vertexSign = (((int)vertexIndex & 0x1) * 2) - 1;
|
||||
float3 position = GetParticlePosition(particleIndex);
|
||||
float ribbonWidth = RibbonWidthOffset != -1 ? GetParticleFloat(particleIndex, RibbonWidthOffset) : 20.0f;
|
||||
@@ -580,13 +586,15 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
|
||||
// Calculate ribbon direction
|
||||
float3 direction;
|
||||
if (input.Order == 0)
|
||||
if (particleIndex == 0)
|
||||
{
|
||||
direction = GetParticlePosition(input.PrevParticleIndex) - position;
|
||||
float3 nextParticlePos = GetParticlePosition(particleIndex + 1);
|
||||
direction = nextParticlePos - position;
|
||||
}
|
||||
else
|
||||
{
|
||||
direction = position - GetParticlePosition(input.PrevParticleIndex);
|
||||
float3 previousParticlePos = GetParticlePosition(particleIndex - 1);
|
||||
direction = position - previousParticlePos;
|
||||
}
|
||||
|
||||
// Calculate particle orientation (tangent vectors)
|
||||
@@ -603,16 +611,19 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
}
|
||||
|
||||
// Calculate texture coordinates
|
||||
float texCoordU;
|
||||
#ifdef _VS_Ribbon
|
||||
if (RibbonUVTilingDistance != 0.0f)
|
||||
{
|
||||
output.TexCoord.x = input.Distance / RibbonUVTilingDistance;
|
||||
texCoordU = SegmentDistances[particleIndex] / RibbonUVTilingDistance;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
output.TexCoord.x = (float)input.Order / (float)RibbonSegmentCount;
|
||||
texCoordU = (float)particleIndex / RibbonSegmentCount;
|
||||
}
|
||||
output.TexCoord.y = (vertexIndex + 1) & 0x1;
|
||||
output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
|
||||
float texCoordV = (vertexIndex + 1) & 0x1;
|
||||
output.TexCoord = float2(texCoordU, texCoordV) * RibbonUVScale + RibbonUVOffset;
|
||||
|
||||
// Compute world space vertex position
|
||||
output.WorldPosition = position + tangentRight * vertexSign * (ribbonWidth.xxx * 0.5f);
|
||||
@@ -683,18 +694,4 @@ void PS_Depth(PixelInput input)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if _PS_QuadOverdraw
|
||||
|
||||
#include "./Flax/Editor/QuadOverdraw.hlsl"
|
||||
|
||||
// Pixel Shader function for Quad Overdraw Pass (editor-only)
|
||||
[earlydepthstencil]
|
||||
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
|
||||
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
|
||||
{
|
||||
DoQuadOverdraw(svPos, primId);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@9
|
||||
|
||||
@@ -18,7 +18,6 @@ float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 TemporalAAJitter;
|
||||
float4x4 InverseViewProjectionMatrix;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
@@ -63,14 +62,6 @@ MaterialInput GetMaterialInput(PixelInput input)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Gets world space position at given pixel coordinate with given device depth
|
||||
float3 GetWorldPos(float2 uv, float deviceDepth)
|
||||
{
|
||||
float4 clipPos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
|
||||
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
|
||||
return wsPos.xyz / wsPos.w;
|
||||
}
|
||||
|
||||
// Transforms a vector from tangent space to world space
|
||||
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@3
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
@@ -10,13 +9,25 @@
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float4x4 PrevViewProjectionMatrix;
|
||||
float4x4 PrevWorldMatrix;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float3 WorldInvScale;
|
||||
float WorldDeterminantSign;
|
||||
float2 Dummy0;
|
||||
float LODDitherFactor;
|
||||
float PerInstanceRandom;
|
||||
float4 TemporalAAJitter;
|
||||
float3 GeometrySize;
|
||||
float WorldDeterminantSign;
|
||||
float Dummy1;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
@@ -32,12 +43,9 @@ struct GeometryData
|
||||
#endif
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float4 WorldTangent : TEXCOORD4;
|
||||
nointerpolation float3 InstanceOrigin : TEXCOORD5;
|
||||
nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
|
||||
float3 InstanceOrigin : TEXCOORD5;
|
||||
float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
|
||||
float3 PrevWorldPosition : TEXCOORD7;
|
||||
nointerpolation float3 InstanceTransform1 : TEXCOORD8;
|
||||
nointerpolation float3 InstanceTransform2 : TEXCOORD9;
|
||||
nointerpolation float3 InstanceTransform3 : TEXCOORD10;
|
||||
};
|
||||
|
||||
// Interpolants passed from the vertex shader
|
||||
@@ -46,7 +54,7 @@ struct VertexOutput
|
||||
float4 Position : SV_Position;
|
||||
GeometryData Geometry;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD11;
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
#if USE_TESSELLATION
|
||||
float TessellationMultiplier : TESS;
|
||||
@@ -59,7 +67,7 @@ struct PixelInput
|
||||
float4 Position : SV_Position;
|
||||
GeometryData Geometry;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD11;
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
bool IsFrontFace : SV_IsFrontFace;
|
||||
};
|
||||
@@ -82,9 +90,11 @@ struct MaterialInput
|
||||
float3 PreSkinnedNormal;
|
||||
float3 InstanceOrigin;
|
||||
float2 InstanceParams;
|
||||
#if USE_INSTANCING
|
||||
float3 InstanceTransform1;
|
||||
float3 InstanceTransform2;
|
||||
float3 InstanceTransform3;
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
|
||||
#endif
|
||||
@@ -105,9 +115,6 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
|
||||
output.InstanceOrigin = geometry.InstanceOrigin;
|
||||
output.InstanceParams = geometry.InstanceParams;
|
||||
output.InstanceTransform1 = geometry.InstanceTransform1;
|
||||
output.InstanceTransform2 = geometry.InstanceTransform2;
|
||||
output.InstanceTransform3 = geometry.InstanceTransform3;
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -145,9 +152,6 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
|
||||
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
|
||||
output.InstanceOrigin = p0.InstanceOrigin;
|
||||
output.InstanceParams = p0.InstanceParams;
|
||||
output.InstanceTransform1 = p0.InstanceTransform1;
|
||||
output.InstanceTransform2 = p0.InstanceTransform2;
|
||||
output.InstanceTransform3 = p0.InstanceTransform3;
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -164,19 +168,17 @@ 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
|
||||
// Gets the local to world transform matrix (supports instancing)
|
||||
#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;
|
||||
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
|
||||
#else
|
||||
#define CalculateInstanceTransform(input) float4x4 world = WorldMatrix; output.Geometry.InstanceTransform1 = world[0].xyz; output.Geometry.InstanceTransform2 = world[1].xyz; output.Geometry.InstanceTransform3 = world[2].xyz;
|
||||
#define GetInstanceTransform(input) WorldMatrix;
|
||||
#endif
|
||||
|
||||
// Removes the scale vector from the local to world transformation matrix (supports instancing)
|
||||
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
|
||||
{
|
||||
#if USE_INSTANCING
|
||||
// Extract per axis scales from localToWorld transform
|
||||
float scaleX = length(localToWorld[0]);
|
||||
float scaleY = length(localToWorld[1]);
|
||||
@@ -185,6 +187,9 @@ float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
|
||||
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
|
||||
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
|
||||
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
|
||||
#else
|
||||
float3 invScale = WorldInvScale;
|
||||
#endif
|
||||
localToWorld[0] *= invScale.x;
|
||||
localToWorld[1] *= invScale.y;
|
||||
localToWorld[2] *= invScale.z;
|
||||
@@ -326,7 +331,7 @@ VertexOutput VS(ModelInput input)
|
||||
VertexOutput output;
|
||||
|
||||
// Compute world space vertex position
|
||||
CalculateInstanceTransform(input);
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
|
||||
|
||||
@@ -365,6 +370,11 @@ VertexOutput VS(ModelInput input)
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = input.Position.xyz;
|
||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||
#if USE_INSTANCING
|
||||
materialInput.InstanceTransform1 = input.InstanceTransform1.xyz;
|
||||
materialInput.InstanceTransform2 = input.InstanceTransform2.xyz;
|
||||
materialInput.InstanceTransform3 = input.InstanceTransform3.xyz;
|
||||
#endif
|
||||
Material material = GetMaterialVS(materialInput);
|
||||
#endif
|
||||
|
||||
@@ -399,11 +409,7 @@ META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, US
|
||||
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
|
||||
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
|
||||
{
|
||||
#if USE_INSTANCING
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
#else
|
||||
float4x4 world = WorldMatrix;
|
||||
#endif
|
||||
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
|
||||
return position;
|
||||
@@ -430,9 +436,7 @@ float3x4 GetPrevBoneMatrix(int index)
|
||||
float3 SkinPrevPosition(ModelInput_Skinned input)
|
||||
{
|
||||
float4 position = float4(input.Position.xyz, 1);
|
||||
float weightsSum = input.BlendWeights.x + input.BlendWeights.y + input.BlendWeights.z + input.BlendWeights.w;
|
||||
float mainWeight = input.BlendWeights.x + (1.0f - weightsSum); // Re-normalize to account for 16-bit weights encoding erros
|
||||
float3x4 boneMatrix = mainWeight * GetPrevBoneMatrix(input.BlendIndices.x);
|
||||
float3x4 boneMatrix = input.BlendWeights.x * GetPrevBoneMatrix(input.BlendIndices.x);
|
||||
boneMatrix += input.BlendWeights.y * GetPrevBoneMatrix(input.BlendIndices.y);
|
||||
boneMatrix += input.BlendWeights.z * GetPrevBoneMatrix(input.BlendIndices.z);
|
||||
boneMatrix += input.BlendWeights.w * GetPrevBoneMatrix(input.BlendIndices.w);
|
||||
@@ -441,6 +445,12 @@ float3 SkinPrevPosition(ModelInput_Skinned input)
|
||||
|
||||
#endif
|
||||
|
||||
// Cached skinning data to avoid multiple calculation
|
||||
struct SkinningData
|
||||
{
|
||||
float3x4 BlendMatrix;
|
||||
};
|
||||
|
||||
// Calculates the transposed transform matrix for the given bone index
|
||||
float3x4 GetBoneMatrix(int index)
|
||||
{
|
||||
@@ -453,9 +463,7 @@ float3x4 GetBoneMatrix(int index)
|
||||
// Calculates the transposed transform matrix for the given vertex (uses blending)
|
||||
float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||
{
|
||||
float weightsSum = input.BlendWeights.x + input.BlendWeights.y + input.BlendWeights.z + input.BlendWeights.w;
|
||||
float mainWeight = input.BlendWeights.x + (1.0f - weightsSum); // Re-normalize to account for 16-bit weights encoding erros
|
||||
float3x4 boneMatrix = mainWeight * GetBoneMatrix(input.BlendIndices.x);
|
||||
float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
|
||||
boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
|
||||
boneMatrix += input.BlendWeights.z * GetBoneMatrix(input.BlendIndices.z);
|
||||
boneMatrix += input.BlendWeights.w * GetBoneMatrix(input.BlendIndices.w);
|
||||
@@ -463,13 +471,13 @@ float3x4 GetBoneMatrix(ModelInput_Skinned input)
|
||||
}
|
||||
|
||||
// Transforms the vertex position by weighted sum of the skinning matrices
|
||||
float3 SkinPosition(ModelInput_Skinned input, float3x4 boneMatrix)
|
||||
float3 SkinPosition(ModelInput_Skinned input, SkinningData data)
|
||||
{
|
||||
return mul(boneMatrix, float4(input.Position.xyz, 1));
|
||||
return mul(data.BlendMatrix, float4(input.Position.xyz, 1));
|
||||
}
|
||||
|
||||
// Transforms the vertex position by weighted sum of the skinning matrices
|
||||
float3x3 SkinTangents(ModelInput_Skinned input, float3x4 boneMatrix)
|
||||
float3x3 SkinTangents(ModelInput_Skinned input, SkinningData data)
|
||||
{
|
||||
// Unpack vertex tangent frame
|
||||
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
|
||||
@@ -477,10 +485,10 @@ float3x3 SkinTangents(ModelInput_Skinned input, float3x4 boneMatrix)
|
||||
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
|
||||
|
||||
// Apply skinning
|
||||
tangent = normalize(mul(boneMatrix, float4(tangent, 0)));
|
||||
normal = normalize(mul(boneMatrix, float4(normal, 0)));
|
||||
tangent = mul(data.BlendMatrix, float4(tangent, 0));
|
||||
normal = mul(data.BlendMatrix, float4(normal, 0));
|
||||
|
||||
float3 bitangent = normalize(cross(normal, tangent) * bitangentSign);
|
||||
float3 bitangent = cross(normal, tangent) * bitangentSign;
|
||||
return float3x3(tangent, bitangent, normal);
|
||||
}
|
||||
|
||||
@@ -499,12 +507,13 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
VertexOutput output;
|
||||
|
||||
// Perform skinning
|
||||
float3x4 boneMatrix = GetBoneMatrix(input);
|
||||
float3 position = SkinPosition(input, boneMatrix);
|
||||
float3x3 tangentToLocal = SkinTangents(input, boneMatrix);
|
||||
SkinningData data;
|
||||
data.BlendMatrix = GetBoneMatrix(input);
|
||||
float3 position = SkinPosition(input, data);
|
||||
float3x3 tangentToLocal = SkinTangents(input, data);
|
||||
|
||||
// Compute world space vertex position
|
||||
CalculateInstanceTransform(input);
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
|
||||
#if PER_BONE_MOTION_BLUR
|
||||
float3 prevPosition = SkinPrevPosition(input);
|
||||
@@ -585,13 +594,13 @@ void ClipLODTransition(PixelInput input)
|
||||
// Pixel Shader function for Depth Pass
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
void PS_Depth(PixelInput input)
|
||||
{
|
||||
{
|
||||
#if USE_DITHERED_LOD_TRANSITION
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
#endif
|
||||
|
||||
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
|
||||
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
|
||||
// Get material parameters
|
||||
MaterialInput materialInput = GetMaterialInput(input);
|
||||
Material material = GetMaterialPS(materialInput);
|
||||
@@ -606,18 +615,4 @@ void PS_Depth(PixelInput input)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if _PS_QuadOverdraw
|
||||
|
||||
#include "./Flax/Editor/QuadOverdraw.hlsl"
|
||||
|
||||
// Pixel Shader function for Quad Overdraw Pass (editor-only)
|
||||
[earlydepthstencil]
|
||||
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
|
||||
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
|
||||
{
|
||||
DoQuadOverdraw(svPos, primId);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@9
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@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
|
||||
@@ -17,7 +16,15 @@
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float3 WorldInvScale;
|
||||
float WorldDeterminantSign;
|
||||
float PerInstanceRandom;
|
||||
@@ -269,16 +276,24 @@ float CalcLOD(float2 xy, float4 morph)
|
||||
if ((xy.x + xy.y) > 1)
|
||||
{
|
||||
if (xy.x < xy.y)
|
||||
{
|
||||
lod = lodCalculated.w;
|
||||
}
|
||||
else
|
||||
{
|
||||
lod = lodCalculated.z;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (xy.x < xy.y)
|
||||
{
|
||||
lod = lodCalculated.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
lod = lodCalculated.x;
|
||||
}
|
||||
}
|
||||
|
||||
return lod;
|
||||
@@ -443,18 +458,4 @@ void PS_Depth(PixelInput input)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if _PS_QuadOverdraw
|
||||
|
||||
#include "./Flax/Editor/QuadOverdraw.hlsl"
|
||||
|
||||
// Pixel Shader function for Quad Overdraw Pass (editor-only)
|
||||
[earlydepthstencil]
|
||||
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
|
||||
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
|
||||
{
|
||||
DoQuadOverdraw(svPos, primId);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@9
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
@3
|
||||
|
||||
#include "./Flax/Common.hlsl"
|
||||
@@ -12,9 +11,17 @@
|
||||
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 InverseViewProjectionMatrix;
|
||||
float4x4 ViewMatrix;
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 WorldMatrixInverseTransposed;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float3 GridSize;
|
||||
float PerInstanceRandom;
|
||||
float Dummy0;
|
||||
|
||||
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@@ -1,4 +1,5 @@
|
||||
%copyright%#pragma once
|
||||
%copyright%
|
||||
#pragma once
|
||||
|
||||
#include "Engine/Core/ISerializable.h"
|
||||
#include "Engine/Core/Types/BaseTypes.h"
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
%copyright%#include "%filename%.h"
|
||||
%copyright%
|
||||
#include "%filename%.h"
|
||||
#include "Engine/Core/Log.h"
|
||||
|
||||
void %class%::RunNativeAction(Vector4 data)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
%copyright%#pragma once
|
||||
%copyright%
|
||||
#pragma once
|
||||
|
||||
#include "Engine/Scripting/Script.h"
|
||||
#include "Engine/Core/Math/Vector4.h"
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
%copyright%#include "%filename%.h"
|
||||
%copyright%
|
||||
#include "%filename%.h"
|
||||
|
||||
%class%::%class%(const SpawnParams& params)
|
||||
: Script(params)
|
||||
|
||||
@@ -2,34 +2,35 @@
|
||||
using System.Collections.Generic;
|
||||
using FlaxEngine;
|
||||
|
||||
namespace %namespace%;
|
||||
|
||||
/// <summary>
|
||||
/// %class% Script.
|
||||
/// </summary>
|
||||
public class %class% : Script
|
||||
namespace %namespace%
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
public override void OnStart()
|
||||
/// <summary>
|
||||
/// %class% Script.
|
||||
/// </summary>
|
||||
public class %class% : Script
|
||||
{
|
||||
// Here you can add code that needs to be called when script is created, just before the first game update
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// Here you can add code that needs to be called when script is enabled (eg. register for events)
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public override void OnStart()
|
||||
{
|
||||
// Here you can add code that needs to be called when script is created, just before the first game update
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnEnable()
|
||||
{
|
||||
// Here you can add code that needs to be called when script is enabled (eg. register for events)
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnDisable()
|
||||
{
|
||||
// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public override void OnDisable()
|
||||
{
|
||||
// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnUpdate()
|
||||
{
|
||||
// Here you can add code that needs to be called every frame
|
||||
/// <inheritdoc/>
|
||||
public override void OnUpdate()
|
||||
{
|
||||
// Here you can add code that needs to be called every frame
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
%copyright%#pragma once
|
||||
%copyright%
|
||||
#pragma once
|
||||
|
||||
#include "Engine/Scripting/Script.h"
|
||||
|
||||
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user