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2 Commits

Author SHA1 Message Date
mafiesto4 c328d2b559 Increase maximum window width limit to 8k 2021-08-26 20:22:10 +02:00
mafiesto4 65747c9ddf Fix issue with MapTrack for actors 2021-08-26 20:22:02 +02:00
6455 changed files with 356508 additions and 854776 deletions
+1 -1
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@@ -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
-42
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@@ -1,42 +0,0 @@
name: Bug Report
description: File a bug report.
title: "[Bug]: "
body:
- type: markdown
attributes:
value: |
Thanks for taking the time to fill out this bug report! Please attach a minimal reproduction project if available!
- type: textarea
id: description-area
attributes:
label: Description
description: Please provide a description of the bug and what you expected to happen.
validations:
required: true
- type: textarea
id: steps-area
attributes:
label: Steps to reproduce
description: Please provide reproduction steps if available.
validations:
required: true
- type: dropdown
id: version
attributes:
label: Version
description: What version of Flax did you experience the bug in?
options:
- '1.9'
- '1.10'
- '1.11'
- '1.12'
- master branch
default: 3
validations:
required: true
- type: textarea
id: logs
attributes:
label: Relevant logs
description: Please copy and paste any relevant log output. This will be automatically formatted into code, so no need for backticks.
render: shell
@@ -1,22 +0,0 @@
name: Feature Request
description: File a feature request.
title: "[Request]: "
body:
- type: markdown
attributes:
value: |
Thank you for taking the time to submit this feature request!
- type: textarea
id: description-area
attributes:
label: Description
description: Please provide a description of the feature!
validations:
required: true
- type: textarea
id: benefits-area
attributes:
label: Benefits
description: Please list what benefits this feature would provide to the engine!
validations:
required: true
-39
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@@ -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: '1.3.290.0'
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 $VULKAN_SDK"
-87
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@@ -1,87 +0,0 @@
{
"ID": "2364031e4e327637c1ad88b415fa756e",
"TypeName": "FlaxEditor.Content.Settings.BuildSettings",
"EngineBuild": 6605,
"Data": {
"OutputName": "${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
}
]
}
]
}
}
-5
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@@ -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'
-11
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@@ -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();
}
}
-18
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@@ -1,18 +0,0 @@
#!/bin/sh
# https://gist.github.com/ongardie/aa15f1f0d0e6b59890a9
gdb -q --batch \
-ex 'handle SIGHUP nostop pass' \
-ex 'handle SIGQUIT nostop pass' \
-ex 'handle SIGPIPE nostop pass' \
-ex 'handle SIGALRM nostop pass' \
-ex 'handle SIGTERM nostop pass' \
-ex 'handle SIGUSR1 nostop pass' \
-ex 'handle SIGUSR2 nostop pass' \
-ex 'handle SIGCHLD nostop pass' \
-ex 'handle SIG34 nostop pass' \
-ex 'set print thread-events off' \
-return-child-result \
-ex 'run' \
-ex 'thread apply all bt' \
--tty=/dev/stdout \
--args $*
-40
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@@ -1,40 +0,0 @@
name: Build Android
on: [push, pull_request]
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
DOTNET_ROLL_FORWARD: 'minor'
jobs:
# Game
game-windows:
name: Game (Android, Release ARM64)
runs-on: "windows-2022"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- 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: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -printSDKs -dotnet=8 -arch=ARM64 -platform=Android -configuration=Release -buildtargets=FlaxGame
-36
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@@ -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-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 9.0.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=9 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
+14 -37
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@@ -1,66 +1,43 @@
name: Build Linux
on: [push, pull_request]
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
jobs:
# Editor
editor-linux:
name: Editor (Linux, Development x64)
runs-on: "ubuntu-24.04"
runs-on: "ubuntu-20.04"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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: 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: |
./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-24.04"
runs-on: "ubuntu-20.04"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.x
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev
- 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
@@ -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
-58
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@@ -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-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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
+6 -37
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@@ -1,65 +1,34 @@
name: Build Windows
on: [push, pull_request]
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
DOTNET_ROLL_FORWARD: 'minor'
jobs:
# Editor
editor-windows:
name: Editor (Windows, Development x64)
runs-on: "windows-2022"
runs-on: "windows-latest"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- 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: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\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@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- 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: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\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
+27 -133
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@@ -4,79 +4,47 @@ on:
- cron: '15 4 * * *'
workflow_dispatch:
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
DOTNET_ROLL_FORWARD: 'minor'
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=1 -c lfs.transfer.maxretries=2 -c http.version="HTTP/1.1" -c lfs.activitytimeout=60'
jobs:
# Windows
package-windows-editor:
name: Editor (Windows)
runs-on: "windows-2022"
runs-on: "windows-latest"
steps:
- name: Checkout repo
uses: actions/checkout@v6
uses: actions/checkout@v2
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
git lfs pull
- name: Build
run: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
- name: Upload
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v2
with:
name: Windows-Editor
path: Output/Editor.zip
- name: Upload
uses: actions/upload-artifact@v7
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@v6
uses: actions/checkout@v2
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
git lfs pull
- name: Build
run: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
- name: Upload
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v2
with:
name: Windows-Game
path: Output/Windows.zip
@@ -84,123 +52,49 @@ jobs:
# Linux
package-linux-editor:
name: Editor (Linux)
runs-on: "ubuntu-24.04"
runs-on: "ubuntu-20.04"
steps:
- name: Checkout repo
uses: actions/checkout@v6
uses: actions/checkout@v2
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
git lfs pull
- name: Install dependencies
run: |
sudo rm -f /etc/apt/sources.list.d/*
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
sudo apt-get update
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.x
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
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: |
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
- name: Upload
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v2
with:
name: Linux-Editor
path: Output/FlaxEditorLinux.zip
package-linux-game:
name: Game (Linux)
runs-on: "ubuntu-24.04"
runs-on: "ubuntu-20.04"
steps:
- name: Checkout repo
uses: actions/checkout@v6
uses: actions/checkout@v2
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
git lfs pull
- name: Install dependencies
run: |
sudo rm -f /etc/apt/sources.list.d/*
sudo cp -f .github/workflows/build_linux_sources.list /etc/apt/sources.list
sudo apt-get update
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.x
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
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: |
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
- name: Upload
uses: actions/upload-artifact@v7
uses: actions/upload-artifact@v2
with:
name: Linux-Game
path: Output/Linux.zip
# Mac
package-mac-editor:
name: Editor (Mac)
runs-on: "macos-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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 -dotnet=8
- name: Upload
uses: actions/upload-artifact@v7
with:
name: Mac-Editor
path: Output/FlaxEditorMac.zip
package-mac-game:
name: Game (Mac)
runs-on: "macos-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Checkout LFS
run: |
git lfs version
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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 -dotnet=8
- name: Upload
uses: actions/upload-artifact@v7
with:
name: Mac-Game
path: Output/Mac.zip
-48
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@@ -1,48 +0,0 @@
name: Cooker
on: [push, pull_request]
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
jobs:
# Cook on Mac
cook-mac:
name: Cook (Mac)
runs-on: "macos-15"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
uses: actions/setup-dotnet@v5
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@v6
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"
-87
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@@ -1,87 +0,0 @@
name: Tests
on: [push, pull_request]
env:
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: false
DOTNET_ROLL_FORWARD: 'minor'
jobs:
# Tests on Linux
tests-linux:
name: Tests (Linux)
runs-on: "ubuntu-24.04"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup .NET
uses: actions/setup-dotnet@v5
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 apt-get update
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev gdb
chmod +x .github/data/bt.sh
- 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 -UseLargeWorlds=true
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}/.github/data/bt.sh ./Binaries/Editor/Linux/Development/FlaxTests -headless
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
# Tests on Windows
tests-windows:
name: Tests (Windows)
runs-on: "windows-2022"
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 8.0.419
- name: Print .NET info
run: |
dotnet --info
dotnet workload --info
- name: Checkout LFS
run: |
git lfs version
git lfs pull
- name: Build
run: |
PowerShell "(Get-Content global.json).Replace('latestMajor', 'minor') | Set-Content global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/global.json).Replace('latestMajor', 'minor') | Set-Content Source/Tools/Flax.Build/global.json"
PowerShell "(Get-Content Source/Tools/Flax.Build/Flax.Build.csproj).Replace('LatestMajor', 'Minor') | Set-Content Source/Tools/Flax.Build/Flax.Build.csproj"
.\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
shell: pwsh
run: |
$ErrorActionPreference = "Stop"
.\Binaries\Editor\Win64\Development\FlaxTests.exe -headless
if(!$?) { Write-Host "Tests failed with exit code $LastExitCode" -ForegroundColor Red; Exit $LastExitCode }
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
xcopy /y Binaries\Editor\Win64\Development\Newtonsoft.Json.dll Binaries\Tests
dotnet test -f net8.0 Binaries\Tests\FlaxEngine.CSharp.dll
+2 -10
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@@ -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
+1 -1
View File
@@ -1,4 +1,4 @@
# Redirect to our own Git LFS server
[lfs]
url="https://git.flaxengine.com/flax/flaxengine.git/info/lfs"
url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
locksverify = false
-6
View File
@@ -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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+17 -79
View File
@@ -2,26 +2,29 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/Stencil.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 InvWorld;
float4x4 SvPositionToWorld;
float3 Padding0;
uint RenderLayersMask;
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
Texture2D DepthBuffer : register(t0);
Texture2D<uint2> StencilBuffer : register(t1);
// Material shader resources
@2
@@ -31,63 +34,12 @@ struct MaterialInput
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
float4 TexCoord_DDX_DDY;
float3x3 TBN;
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
};
// Calculates decal texcoords for a given pixel position (sampels depth buffer and projects value to decal space).
float2 SvPositionToDecalUV(float4 svPosition)
{
float2 screenUV = svPosition.xy * ScreenSize.zw;
svPosition.z = SAMPLE_RT_DEPTH(DepthBuffer, screenUV);
float4 positionHS = PROJECT_POINT(float4(svPosition.xyz, 1), SvPositionToWorld);
float3 positionWS = positionHS.xyz / positionHS.w;
float3 positionOS = PROJECT_POINT(float4(positionWS, 1), InvWorld).xyz;
return positionOS.xz + 0.5f;
}
// Manually compute ddx/ddy for decal texture cooordinates to avoid the 2x2 pixels artifacts on the edges of geometry under decal
// [Reference: https://www.humus.name/index.php?page=3D&ID=84]
float4 CalculateTextureDerivatives(float4 svPosition, float2 texCoord)
{
float4 svDiffX = float4(1, 0, 0, 0);
float2 uvDiffX0 = texCoord - SvPositionToDecalUV(svPosition - svDiffX);
float2 uvDiffX1 = SvPositionToDecalUV(svPosition + svDiffX) - texCoord;
float2 dx = dot(uvDiffX0, uvDiffX0) < dot(uvDiffX1, uvDiffX1) ? uvDiffX0 : uvDiffX1;
float4 svDiffY = float4(0, 1, 0, 0);
float2 uvDiffY0 = texCoord - SvPositionToDecalUV(svPosition - svDiffY);
float2 uvDiffY1 = SvPositionToDecalUV(svPosition + svDiffY) - texCoord;
float2 dy = dot(uvDiffY0, uvDiffY0) < dot(uvDiffY1, uvDiffY1) ? uvDiffY0 : uvDiffY1;
return float4(dx, dy);
}
// Computes the mipmap level for a specific texture dimensions to be sampled at decal texture cooordinates.
// [Reference: https://hugi.scene.org/online/coding/hugi%2014%20-%20comipmap.htm]
float CalculateTextureMipmap(MaterialInput input, float2 textureSize)
{
float2 dx = input.TexCoord_DDX_DDY.xy * textureSize;
float2 dy = input.TexCoord_DDX_DDY.zw * textureSize;
float d = max(dot(dx, dx), dot(dy, dy));
return (0.5 * 0.5) * log2(d); // Hardcoded half-mip rate reduction to avoid artifacts when decal is moved over dither texture
}
float CalculateTextureMipmap(MaterialInput input, Texture2D t)
{
float2 textureSize;
t.GetDimensions(textureSize.x, textureSize.y);
return CalculateTextureMipmap(input, textureSize);
}
float CalculateTextureMipmap(MaterialInput input, TextureCube t)
{
float2 textureSize;
t.GetDimensions(textureSize.x, textureSize.y);
return CalculateTextureMipmap(input, textureSize);
}
// Transforms a vector from tangent space to world space
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
{
@@ -138,12 +90,6 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
@@ -171,6 +117,7 @@ Material GetMaterialPS(MaterialInput input)
}
// Input macro specified by the material: DECAL_BLEND_MODE
#define DECAL_BLEND_MODE_TRANSLUCENT 0
#define DECAL_BLEND_MODE_STAIN 1
#define DECAL_BLEND_MODE_NORMAL 2
@@ -182,10 +129,10 @@ META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
void VS_Decal(in float3 Position : POSITION0, out float4 SvPosition : SV_Position)
{
// Compute world space vertex position
float3 worldPosition = PROJECT_POINT(float4(Position.xyz, 1), WorldMatrix).xyz;
float3 worldPosition = mul(float4(Position.xyz, 1), WorldMatrix).xyz;
// Compute clip space position
SvPosition = PROJECT_POINT(float4(worldPosition.xyz, 1), ViewProjectionMatrix);
SvPosition = mul(float4(worldPosition.xyz, 1), ViewProjectionMatrix);
}
// Pixel Shader function for decals rendering
@@ -204,20 +151,12 @@ void PS_Decal(
#endif
)
{
// Stencil masking
uint stencilObjectLayer = STENCIL_BUFFER_OBJECT_LAYER(STENCIL_BUFFER_LOAD(StencilBuffer, SvPosition.xy));
if ((RenderLayersMask & (1 << stencilObjectLayer)) == 0)
{
clip(-1);
return;
}
float2 screenUV = SvPosition.xy * ScreenSize.zw;
SvPosition.z = SAMPLE_RT_DEPTH(DepthBuffer, screenUV);
SvPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
float4 positionHS = PROJECT_POINT(float4(SvPosition.xyz, 1), SvPositionToWorld);
float4 positionHS = mul(float4(SvPosition.xyz, 1), SVPositionToWorld);
float3 positionWS = positionHS.xyz / positionHS.w;
float3 positionOS = PROJECT_POINT(float4(positionWS, 1), InvWorld).xyz;
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
clip(0.5 - abs(positionOS.xyz));
float2 decalUVs = positionOS.xz + 0.5f;
@@ -228,9 +167,8 @@ void PS_Decal(
materialInput.TexCoord = decalUVs;
materialInput.TwoSidedSign = 1;
materialInput.SvPosition = SvPosition;
materialInput.TexCoord_DDX_DDY = CalculateTextureDerivatives(materialInput.SvPosition, materialInput.TexCoord);
// Calculate tangent-space
// Build tangent to world transformation matrix
float3 ddxWp = ddx(positionWS);
float3 ddyWp = ddy(positionWS);
materialInput.TBN[0] = normalize(ddyWp);
@@ -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
@@ -207,20 +215,6 @@ float3 GetObjectSize(MaterialInput input)
return GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
float4x4 world = WorldMatrix;
// Extract scale from the world matrix
float3 scale;
scale.x = length(float3(world._11, world._12, world._13));
scale.y = length(float3(world._21, world._22, world._23));
scale.z = length(float3(world._31, world._32, world._33));
return scale;
}
// Get the current object random value
float GetPerInstanceRandom(MaterialInput input)
{
@@ -308,10 +302,10 @@ VertexOutput VS_SplineModel(ModelInput input)
world = mul(world, WorldMatrix);
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord0;
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
@@ -337,7 +331,7 @@ VertexOutput VS_SplineModel(ModelInput input)
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
@@ -380,18 +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) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Deferred Shading: Defines
@1// Deferred Shading: Includes
@@ -25,20 +25,22 @@ void PS_GBuffer(
#endif
)
{
Light = float4(0, 0, 0, 1);
MaterialInput materialInput = GetMaterialInput(input);
Light = 0;
#if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput);
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
#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) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Distortion: Defines
@1// Distortion: Includes
@@ -12,12 +12,13 @@
META_PS(USE_DISTORTION, FEATURE_LEVEL_ES2)
float4 PS_Distortion(PixelInput input) : SV_Target0
{
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput);
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
@@ -1,61 +1,45 @@
// Copyright (c) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Forward Shading: Defines
#define MAX_LOCAL_LIGHTS 4
@1// Forward Shading: Includes
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/ReflectionsCommon.hlsl"
#if USE_REFLECTIONS
#define MATERIAL_REFLECTIONS_SSR 1
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
#include "./Flax/SSR.hlsl"
#endif
#include "./Flax/ReflectionsCommon.hlsl"
#endif
#include "./Flax/Lighting.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
#include "./Flax/ExponentialHeightFog.hlsl"
#include "./Flax/VolumetricFog.hlsl"
@2// Forward Shading: Constants
LightData DirectionalLight;
LightShadowData DirectionalLightShadow;
LightData SkyLight;
EnvProbeData EnvironmentProbe;
ProbeData EnvironmentProbe;
ExponentialHeightFogData ExponentialHeightFog;
VolumetricFogData VolumetricFog;
float3 Dummy2;
uint LocalLightsCount;
LightData LocalLights[MAX_LOCAL_LIGHTS];
@3// Forward Shading: Resources
TextureCube EnvProbe : register(t__SRV__);
TextureCube SkyLightTexture : register(t__SRV__);
Buffer<float4> ShadowsBuffer : register(t__SRV__);
Texture2D<float> ShadowMap : register(t__SRV__);
Texture3D VolumetricFogTexture : register(t__SRV__);
Texture2D PreIntegratedGF : register(t__SRV__);
Texture2DArray DirectionalLightShadowMap : register(t__SRV__);
@4// Forward Shading: Utilities
// Public accessors for lighting data, use them as data binding might change but those methods will remain.
LightData GetDirectionalLight() { return DirectionalLight; }
LightData GetSkyLight() { return SkyLight; }
EnvProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
VolumetricFogData GetVolumetricFog() { return VolumetricFog; }
uint GetLocalLightsCount() { return LocalLightsCount; }
LightData GetLocalLight(uint i) { return LocalLights[i]; }
DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow);
@5// Forward Shading: Shaders
// 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;
MaterialInput materialInput = GetMaterialInput(input);
float4 output = 0;
#if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput);
// LOD masking
ClipLODTransition(input);
#endif
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Masking
@@ -88,12 +72,12 @@ void PS_Forward(
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
// Calculate lighting from a single directional light
#if LIGHTING_NO_SHADOW
float4 shadowMask = (float4)1;
#else
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
float4 shadowMask = GetShadowMask(shadow);
#endif
float4 shadowMask = 1.0f;
if (DirectionalLight.CastShadows > 0)
{
LightShadowData directionalLightShadowData = GetDirectionalLightShadowData();
shadowMask.r = SampleShadow(DirectionalLight, directionalLightShadowData, DirectionalLightShadowMap, gBuffer, shadowMask.g);
}
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
// Calculate lighting from sky light
@@ -109,73 +93,17 @@ 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
float4 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness);
reflections.rgb *= reflections.a;
#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 = 50;
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.rgb = lerp(reflections.rgb, 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.rgb = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
}
}
#endif
// Calculate reflections
light.rgb += GetEnvProbeLighting(ViewPos, EnvProbe, EnvironmentProbe, gBuffer) * light.a;
#endif
light.rgb += reflections.rgb * GetReflectionSpecularLighting(PreIntegratedGF, ViewPos, gBuffer);
#endif
// Add lighting (apply ambient occlusion)
output.rgb += light.rgb * gBuffer.AO;
// Add lighting
output.rgb += light.rgb;
#endif
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
#if USE_FOG
// Calculate exponential height fog
#if DIRECTX && FEATURE_LEVEL < FEATURE_LEVEL_SM6
// TODO: fix D3D11/D3D10 bug with incorrect distance
float fogSceneDistance = distance(materialInput.WorldPosition, ViewPos);
#else
float fogSceneDistance = gBuffer.ViewPos.z;
#endif
float fogSkipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, fogSkipDistance, fogSceneDistance);
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
{
// Sample volumetric fog and mix it in
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, VolumetricFog, materialInput.WorldPosition - ViewPos, screenUV, TemporalAAJitter);
fog = CombineVolumetricFog(fog, volumetricFog);
}
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
// Apply fog to the output color
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
@@ -189,4 +117,8 @@ void PS_Forward(
#endif
#endif
#endif
return output;
}
@@ -1,23 +0,0 @@
// Copyright (c) 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
@@ -1,9 +1,10 @@
// Copyright (c) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Lightmap: Defines
#define CAN_USE_LIGHTMAP 1
@1// Lightmap: Includes
@2// Lightmap: Constants
float4 LightmapArea;
@3// Lightmap: Resources
#if USE_LIGHTMAP
// Irradiance and directionality prebaked lightmaps
@@ -1,4 +1,4 @@
// Copyright (c) Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Motion Vectors: Defines
@1// Motion Vectors: Includes
@@ -11,15 +11,14 @@
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectors(PixelInput input) : SV_Target0
{
#if USE_DITHERED_LOD_TRANSITION || MATERIAL_MASKED
MaterialInput materialInput = GetMaterialInput(input);
#if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput);
#endif
// LOD masking
ClipLODTransition(input);
#endif
#if MATERIAL_MASKED
// Perform per pixel clipping if material requries it
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
#endif
@@ -1,36 +0,0 @@
// Copyright (c) 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
@@ -1,4 +1,4 @@
// Copyright (c) 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
@@ -33,13 +33,8 @@ struct TessalationDSToPS
MaterialInput GetMaterialInput(TessalationDSToPS input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
#if USE_PER_DRAW_CONSTANTS
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
#else
LoadObjectFromCB(output.Object);
#endif
output.SvPosition = input.Position;
output.TwoSidedSign = output.Object.WorldDeterminantSign;
output.TwoSidedSign = WorldDeterminantSign;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
#endif
@@ -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)
@@ -63,11 +62,73 @@ 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)
{
uv = uv * float2(2.0, -2.0) + float2(-1.0, 1.0);
float4 pos = PROJECT_POINT(float4(uv.x, uv.y, rawDepth, 1.0f), InvViewProjectionMatrix);
float4 pos = mul(float4(uv.x, uv.y, rawDepth, 1.0f), InvViewProjectionMatrix);
return pos.xyz / pos.w;
}
@@ -140,7 +201,7 @@ void SetParticleVec4(uint particleIndex, int offset, float4 value)
bool AddParticle(out uint dstIndex)
{
// Acquire the particle index in the destination buffer
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1u, dstIndex);
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
// Prevent overflow
return dstIndex >= PARTICLE_CAPACITY;
@@ -158,7 +219,7 @@ void SpawnParticle(Context context)
@4}
// Main entry point for the particles simulation and spawning
META_CS(true, AUTO)
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(THREAD_GROUP_SIZE, 1, 1)]
void CS_Main(uint3 dispatchThreadId : SV_DispatchThreadID)
{
+1 -16
View File
@@ -19,9 +19,6 @@ float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float4 ViewSize;
float3 ViewPadding0;
float ScaledTimeParam;
@1META_CB_END
// Shader resources
@@ -38,7 +35,6 @@ struct VertexOutput
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
@@ -56,7 +52,6 @@ struct PixelInput
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
@@ -69,7 +64,6 @@ struct MaterialInput
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
float2 CustomData; // x-per-geometry type, y-features mask
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
@@ -87,7 +81,6 @@ MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
MaterialInput result;
result.WorldPosition = output.WorldPosition;
result.TexCoord = output.TexCoord;
result.CustomData = input.CustomDataAndClipOrigin.xy;
#if USE_VERTEX_COLOR
result.VertexColor = output.VertexColor;
#endif
@@ -107,7 +100,6 @@ MaterialInput GetMaterialInput(PixelInput input)
MaterialInput result;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
result.CustomData = input.CustomData;
#if USE_VERTEX_COLOR
result.VertexColor = input.VertexColor;
#endif
@@ -170,12 +162,6 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
@@ -227,14 +213,13 @@ VertexOutput VS_GUI(Render2DVertex input)
if ((int)input.CustomDataAndClipOrigin.y & 1)
input.Position = (int2)input.Position;
output.Position = PROJECT_POINT(float4(input.Position, 0, 1), ViewProjectionMatrix);
output.Position = mul(float4(input.Position, 0, 1), ViewProjectionMatrix);
output.WorldPosition = mul(float4(input.Position, 0, 1), WorldMatrix).xyz;
output.TexCoord = input.TexCoord;
output.WindowPos = input.Position;
#if USE_VERTEX_COLOR
output.VertexColor = input.Color;
#endif
output.CustomData = input.CustomDataAndClipOrigin.xy;
output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
output.ClipExtents = input.ClipExtents;
@@ -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)
float4x3 WorldMatrix;
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
uint SortedIndicesOffset;
float PerInstanceRandom;
int ParticleStride;
@@ -45,14 +46,19 @@ int RibbonWidthOffset;
int RibbonTwistOffset;
int RibbonFacingVectorOffset;
uint RibbonSegmentCount;
float4x3 WorldMatrixInverseTransposed;
float4x4 WorldMatrixInverseTransposed;
@1META_CB_END
// 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;
};
@@ -138,7 +144,7 @@ MaterialInput GetMaterialInput(PixelInput input)
#if USE_INSTANCING
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
#else
#define GetInstanceTransform(input) ToMatrix4x4(WorldMatrix);
#define GetInstanceTransform(input) WorldMatrix;
#endif
// Removes the scale vector from the local to world transformation matrix (supports instancing)
@@ -264,12 +270,12 @@ float4 GetParticleVec4(uint particleIndex, int offset)
float3 TransformParticlePosition(float3 input)
{
return mul(float4(input, 1.0f), ToMatrix4x4(WorldMatrix)).xyz;
return mul(float4(input, 1.0f), WorldMatrix).xyz;
}
float3 TransformParticleVector(float3 input)
{
return mul(float4(input, 0.0f), ToMatrix4x4(WorldMatrixInverseTransposed)).xyz;
return mul(float4(input, 0.0f), WorldMatrixInverseTransposed).xyz;
}
@8
@@ -299,31 +305,35 @@ half3x3 CalcTangentToLocal(ModelInput input)
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
return (half3x3)float3x3(tangent, bitangent, normal);
return float3x3(tangent, bitangent, normal);
}
half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
{
half3x3 localToWorld = (half3x3)RemoveScaleFromLocalToWorld((float3x3)world);
half3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
return mul(tangentToLocal, localToWorld);
}
float3 GetParticlePosition(uint particleIndex)
float3 GetParticlePosition(uint ParticleIndex)
{
return TransformParticlePosition(GetParticleVec3(particleIndex, PositionOffset));
return TransformParticlePosition(GetParticleVec3(ParticleIndex, PositionOffset));
}
// Vertex Shader function for Sprite Rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
{
VertexOutput output;
#if HAS_SORTED_INDICES
// Sorted particles mapping
if (SortedIndicesOffset != 0xFFFFFFFF)
{
particleIndex = SortedIndices[SortedIndicesOffset + particleIndex];
}
#endif
// Read particle data
float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset);
@@ -331,7 +341,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
float2 spriteSize = GetParticleVec2(particleIndex, SpriteSizeOffset);
int spriteFacingMode = SpriteFacingModeOffset != -1 ? GetParticleInt(particleIndex, SpriteFacingModeOffset) : -1;
float4x4 world = ToMatrix4x4(WorldMatrix);
float4x4 world = WorldMatrix;
float3x3 eulerMatrix = EulerMatrix(radians(particleRotation));
float3x3 viewRot = transpose((float3x3)ViewMatrix);
float3 position = mul(float4(particlePosition, 1), world).xyz;
@@ -393,7 +403,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
output.WorldPosition = position + spriteVertexPosition;
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.TexCoord = input.TexCoord;
@@ -405,7 +415,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
output.InstanceParams = PerInstanceRandom;
// Calculate tanget space to world space transformation matrix for unit vectors
half3x3 tangentToLocal = half3x3(axisX, axisY, axisZ);
half3x3 tangentToLocal = float3x3(axisX, axisY, axisZ);
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.TBN = tangentToWorld;
@@ -431,7 +441,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.WorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
#endif
// Copy interpolants for other shader stages
@@ -454,19 +464,20 @@ 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
float4x4 worldMatrix = ToMatrix4x4(WorldMatrix);
float3 particlePosition = GetParticleVec3(particleIndex, PositionOffset);
float3 particleScale = GetParticleVec3(particleIndex, ScaleOffset);
float3 particleRotation = GetParticleVec3(particleIndex, RotationOffset);
int modelFacingMode = ModelFacingModeOffset != -1 ? GetParticleInt(particleIndex, ModelFacingModeOffset) : -1;
float3 position = mul(float4(particlePosition, 1), worldMatrix).xyz;
float3 position = mul(float4(particlePosition, 1), WorldMatrix).xyz;
// Compute final vertex position in the world
float3x3 eulerMatrix = EulerMatrix(radians(particleRotation));
@@ -505,26 +516,26 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
world = mul(world, scaleMatrix);
}
world = transpose(world);
world = mul(world, worldMatrix);
world = mul(world, WorldMatrix);
// Calculate the vertex position in world space
output.WorldPosition = mul(float4(input.Position, 1), world).xyz;
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.TexCoord = input.TexCoord0;
output.TexCoord = input.TexCoord;
output.ParticleIndex = particleIndex;
#if USE_VERTEX_COLOR
output.VertexColor = input.Color;
#endif
output.InstanceOrigin = worldMatrix[3].xyz;
output.InstanceOrigin = WorldMatrix[3].xyz;
output.InstanceParams = PerInstanceRandom;
// Calculate tanget space to world space transformation matrix for unit vectors
half3x3 tangentToLocal = CalcTangentToLocal(input);
half3x3 tangentToWorld = CalcTangentToWorld(worldMatrix, tangentToLocal);
half3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.TBN = tangentToWorld;
// Get material input params if need to evaluate any material property
@@ -549,7 +560,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.WorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
#endif
// Copy interpolants for other shader stages
@@ -562,16 +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;
@@ -579,13 +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)
@@ -602,35 +611,37 @@ 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 = (float)((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);
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.ParticleIndex = particleIndex;
#if USE_VERTEX_COLOR
output.VertexColor = 1;
#endif
float4x4 world = ToMatrix4x4(WorldMatrix);
output.InstanceOrigin = world[3].xyz;
output.InstanceOrigin = WorldMatrix[3].xyz;
output.InstanceParams = PerInstanceRandom;
// Calculate tanget space to world space transformation matrix for unit vectors
half3x3 tangentToLocal = half3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
half3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.TBN = tangentToWorld;
// Get material input params if need to evaluate any material property
@@ -645,7 +656,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
materialInput.TBN = output.TBN;
materialInput.TwoSidedSign = 1;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = position;
materialInput.PreSkinnedPosition = Position;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.InstanceOrigin = output.InstanceOrigin;
materialInput.InstanceParams = output.InstanceParams;
@@ -655,7 +666,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.WorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
#endif
// Copy interpolants for other shader stages
@@ -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
@@ -18,9 +18,6 @@ float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float4 TemporalAAJitter;
float4x4 InverseViewProjectionMatrix;
float3 ViewPadding0;
float ScaledTimeParam;
@1META_CB_END
// Shader resources
@@ -65,14 +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)
{
+150 -155
View File
@@ -2,9 +2,6 @@
// Version: @0
#define MATERIAL 1
#define MATERIAL_TEXCOORDS 4
#define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -12,49 +9,52 @@
@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 Dummy1;
@1META_CB_END
// Shader resources
@2
Buffer<float4> ObjectsBuffer : register(t0);
#if USE_SKINNING
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> BoneMatrices : register(t1);
#if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t2);
#endif
#endif
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
float3 WorldPosition : TEXCOORD0;
float4 TexCoords01 : TEXCOORD1;
float4 TexCoords23 : TEXCOORD2;
float2 LightmapUV : TEXCOORD3;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD4;
float4 WorldTangent : TEXCOORD5;
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
float3 InstanceOrigin : TEXCOORD5;
float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
float3 PrevWorldPosition : TEXCOORD7;
nointerpolation uint ObjectIndex : TEXCOORD8;
};
float3 DecodeNormal(float4 normalMap)
{
float2 xy = normalMap.rg * 2.0 - 1.0;
return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
}
// Interpolants passed from the vertex shader
struct VertexOutput
{
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;
@@ -67,7 +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;
};
@@ -77,7 +77,7 @@ struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoords[MATERIAL_TEXCOORDS];
float2 TexCoord;
#if USE_LIGHTMAP
float2 LightmapUV;
#endif
@@ -88,25 +88,24 @@ struct MaterialInput
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
uint ObjectIndex;
ObjectData Object;
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
};
// Map access to the main texure coordinate channel as UV0
#define TexCoord TexCoords[0]
// Extracts geometry data to the material input
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
{
MaterialInput output = (MaterialInput)0;
output.WorldPosition = geometry.WorldPosition;
output.TexCoords[0] = geometry.TexCoords01.xy;
output.TexCoords[1] = geometry.TexCoords01.zw;
output.TexCoords[2] = geometry.TexCoords23.xy;
output.TexCoords[3] = geometry.TexCoords23.zw;
output.TexCoord = geometry.TexCoord;
#if USE_LIGHTMAP
output.LightmapUV = geometry.LightmapUV;
#endif
@@ -114,7 +113,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
output.VertexColor = geometry.VertexColor;
#endif
output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
output.ObjectIndex = geometry.ObjectIndex;
output.InstanceOrigin = geometry.InstanceOrigin;
output.InstanceParams = geometry.InstanceParams;
return output;
}
@@ -141,8 +141,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
{
GeometryData output = (GeometryData)0;
output.TexCoords01 = p0.TexCoords01 * w0 + p1.TexCoords01 * w1 + p2.TexCoords01 * w2;
output.TexCoords23 = p0.TexCoords23 * w0 + p1.TexCoords23 * w1 + p2.TexCoords23 * w2;
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
#if USE_VERTEX_COLOR
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
#endif
@@ -150,7 +150,8 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
output.ObjectIndex = p0.ObjectIndex;
output.InstanceOrigin = p0.InstanceOrigin;
output.InstanceParams = p0.InstanceParams;
return output;
}
@@ -159,8 +160,7 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.Object = LoadObject(ObjectsBuffer, input.Geometry.ObjectIndex);
output.TwoSidedSign = output.Object.WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
output.CustomVSToPS = input.CustomVSToPS;
@@ -168,9 +168,17 @@ MaterialInput GetMaterialInput(PixelInput input)
return output;
}
// Gets the local to world transform matrix (supports instancing)
#if USE_INSTANCING
#define GetInstanceTransform(input) float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
#else
#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]);
@@ -179,6 +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;
@@ -212,7 +223,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
@@ -220,7 +231,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)input.Object.WorldMatrix;
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
@@ -228,44 +239,30 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
// Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input)
{
return input.Object.WorldMatrix[3].xyz;
return input.InstanceOrigin.xyz;
}
// Gets the current object size (supports instancing)
float3 GetObjectSize(MaterialInput input)
{
float4x4 world = input.Object.WorldMatrix;
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
float4x4 world = input.Object.WorldMatrix;
// Get the squares of the scale factors
float scaleXSquared = dot(world[0].xyz, world[0].xyz);
float scaleYSquared = dot(world[1].xyz, world[1].xyz);
float scaleZSquared = dot(world[2].xyz, world[2].xyz);
// Take square root to get actual scales
return float3(
sqrt(scaleXSquared),
sqrt(scaleYSquared),
sqrt(scaleZSquared)
);
float4x4 world = GetInstanceTransform(input);
return GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
return input.Object.PerInstanceRandom;
return input.InstanceParams.x;
}
// Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input)
{
return input.Object.LODDitherFactor;
#if USE_DITHERED_LOD_TRANSITION
return input.InstanceParams.y;
#else
return 0;
#endif
}
// Gets the interpolated vertex color (in linear space)
@@ -324,41 +321,44 @@ META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
VertexOutput VS(ModelInput input)
{
VertexOutput output;
// Load object data
#if USE_INSTANCING
output.Geometry.ObjectIndex = input.ObjectIndex;
#else
output.Geometry.ObjectIndex = DrawObjectIndex;
#endif
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
// Compute world space vertex position
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), object.PrevWorldMatrix).xyz;
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;
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
output.Geometry.LightmapUV = float2(0, 0);
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
#else
output.Geometry.LightmapUV = input.LightmapUV;
#endif
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 tangentToWorld = CalcTangentToWorld(object.WorldMatrix, tangentToLocal);
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -366,19 +366,22 @@ VertexOutput VS(ModelInput input)
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = object.WorldDeterminantSign;
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
#if USE_INSTANCING
materialInput.InstanceTransform1 = input.InstanceTransform1.xyz;
materialInput.InstanceTransform2 = input.InstanceTransform2.xyz;
materialInput.InstanceTransform3 = input.InstanceTransform3.xyz;
#endif
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Geometry.PrevWorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
@@ -399,27 +402,29 @@ META_VS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(USE_INSTANCING=0)
META_PERMUTATION_1(USE_INSTANCING=1)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32_UINT, 3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{
// Load object data
#if USE_INSTANCING
uint objectIndex = input.ObjectIndex;
#else
uint objectIndex = DrawObjectIndex;
#endif
ObjectData object = LoadObject(ObjectsBuffer, objectIndex);
// Transform vertex position into the screen
float3 worldPosition = mul(float4(input.Position.xyz, 1), object.WorldMatrix).xyz;
float4 position = PROJECT_POINT(float4(worldPosition, 1), ViewProjectionMatrix);
float4x4 world = GetInstanceTransform(input);
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position;
}
#if USE_SKINNING
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
Buffer<float4> BoneMatrices : register(t0);
#if PER_BONE_MOTION_BLUR
// The skeletal bones matrix buffer from the previous frame
Buffer<float4> PrevBoneMatrices : register(t1);
float3x4 GetPrevBoneMatrix(int index)
{
float4 a = PrevBoneMatrices[index * 3];
@@ -431,9 +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);
@@ -442,6 +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)
{
@@ -454,9 +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);
@@ -464,13 +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;
@@ -478,10 +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);
}
@@ -494,42 +501,45 @@ META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0,
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(BLENDINDICES, 0, R8G8B8A8_UINT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(BLENDWEIGHTS, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS_Skinned(ModelInput_Skinned input)
{
VertexOutput output;
// Load object data
output.Geometry.ObjectIndex = DrawObjectIndex;
ObjectData object = LoadObject(ObjectsBuffer, output.Geometry.ObjectIndex);
// Perform skinning
float3x4 boneMatrix = GetBoneMatrix(input);
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
output.Geometry.WorldPosition = mul(float4(position, 1), object.WorldMatrix).xyz;
float4x4 world = GetInstanceTransform(input);
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
#if PER_BONE_MOTION_BLUR
float3 prevPosition = SkinPrevPosition(input);
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), object.PrevWorldMatrix).xyz;
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz;
#else
output.Geometry.PrevWorldPosition = mul(float4(position, 1), object.PrevWorldMatrix).xyz;
output.Geometry.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz;
#endif
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
output.Geometry.TexCoord = input.TexCoord;
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
output.Geometry.VertexColor = float4(0, 0, 0, 1);
#endif
output.Geometry.LightmapUV = float2(0, 0);
output.Geometry.InstanceOrigin = world[3].xyz;
#if USE_INSTANCING
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
#else
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToWorld = CalcTangentToWorld(object.WorldMatrix, tangentToLocal);
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
@@ -537,19 +547,17 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
materialInput.TwoSidedSign = object.WorldDeterminantSign;
materialInput.TwoSidedSign = WorldDeterminantSign;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = input.Position.xyz;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.Object = object;
Material material = GetMaterialVS(materialInput);
#endif
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Geometry.PrevWorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
@@ -569,12 +577,12 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
#if USE_DITHERED_LOD_TRANSITION
void ClipLODTransition(MaterialInput input)
void ClipLODTransition(PixelInput input)
{
float ditherFactor = input.Object.LODDitherFactor;
float ditherFactor = input.Geometry.InstanceParams.y;
if (abs(ditherFactor) > 0.001)
{
float randGrid = cos(dot(floor(input.SvPosition.xy), float2(347.83452793, 3343.28371863)));
float randGrid = cos(dot(floor(input.Position.xy), float2(347.83452793, 3343.28371863)));
float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001);
@@ -586,14 +594,15 @@ void ClipLODTransition(MaterialInput input)
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input)
{
MaterialInput materialInput = GetMaterialInput(input);
{
#if USE_DITHERED_LOD_TRANSITION
ClipLODTransition(materialInput);
// LOD masking
ClipLODTransition(input);
#endif
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
// Get material parameters
MaterialInput materialInput = GetMaterialInput(input);
Material material = GetMaterialPS(materialInput);
// Perform per pixel clipping
@@ -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
+33 -53
View File
@@ -2,8 +2,6 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
#define LoadObjectFromCB(var) var = GetObject()
@3
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
#define USE_SMOOTH_LOD_TRANSITION 1
@@ -15,11 +13,18 @@
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/TerrainCommon.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x3 WorldMatrix;
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 WorldInvScale;
float WorldDeterminantSign;
float PerInstanceRandom;
@@ -30,7 +35,6 @@ float4 HeightmapUVScaleBias;
float4 NeighborLOD;
float2 OffsetUV;
float2 Dummy0;
float4 LightmapArea;
@1META_CB_END
// Terrain data
@@ -91,7 +95,6 @@ struct MaterialInput
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float HolesMask;
ObjectData Object;
#if USE_TERRAIN_LAYERS
float4 Layers[TERRAIN_LAYERS_DATA_SIZE];
#endif
@@ -151,23 +154,9 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
#endif
ObjectData GetObject()
{
ObjectData object = (ObjectData)0;
object.WorldMatrix = ToMatrix4x4(WorldMatrix);
object.PrevWorldMatrix = object.WorldMatrix;
object.GeometrySize = float3(1, 1, 1);
object.PerInstanceRandom = PerInstanceRandom;
object.WorldDeterminantSign = WorldDeterminantSign;
object.LODDitherFactor = 0.0f;
object.LightmapArea = LightmapArea;
return object;
}
MaterialInput GetMaterialInput(PixelInput input)
{
MaterialInput output = GetGeometryMaterialInput(input.Geometry);
output.Object = GetObject();
output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
output.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
@@ -212,7 +201,7 @@ float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)ToMatrix4x4(WorldMatrix);
float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
@@ -220,7 +209,7 @@ float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)ToMatrix4x4(WorldMatrix);
float3x3 localToWorld = (float3x3)WorldMatrix;
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
@@ -228,7 +217,7 @@ float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
// Gets the current object position
float3 GetObjectPosition(MaterialInput input)
{
return ToMatrix4x4(WorldMatrix)[3].xyz;
return WorldMatrix[3].xyz;
}
// Gets the current object size
@@ -237,12 +226,6 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value
float GetPerInstanceRandom(MaterialInput input)
{
@@ -293,16 +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;
@@ -326,6 +317,8 @@ struct TerrainVertexInput
// Vertex Shader function for terrain rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R8G8B8A8_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS(TerrainVertexInput input)
{
VertexOutput output;
@@ -335,7 +328,7 @@ VertexOutput VS(TerrainVertexInput input)
float lodValue = CurrentLOD;
float morphAlpha = lodCalculated - CurrentLOD;
// Sample heightmap and splatmaps
// Sample heightmap
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
#if USE_SMOOTH_LOD_TRANSITION
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
@@ -343,6 +336,7 @@ VertexOutput VS(TerrainVertexInput input)
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
bool isHole = max(heightmapValueThisLOD.b + heightmapValueThisLOD.a, heightmapValueNextLOD.b + heightmapValueNextLOD.a) >= 1.9f;
#if USE_TERRAIN_LAYERS
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
@@ -355,6 +349,7 @@ VertexOutput VS(TerrainVertexInput input)
#endif
#else
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
bool isHole = (heightmapValue.b + heightmapValue.a) >= 1.9f;
#if USE_TERRAIN_LAYERS
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
#if TERRAIN_LAYERS_DATA_SIZE > 1
@@ -362,11 +357,12 @@ VertexOutput VS(TerrainVertexInput input)
#endif
#endif
#endif
float height = DecodeHeightmapHeight(heightmapValue);
float height = (float)((int)(heightmapValue.x * 255.0) + ((int)(heightmapValue.y * 255) << 8)) / 65535.0;
// Extract normal and the holes mask
bool isHole;
float3 normal = DecodeHeightmapNormal(heightmapValue, isHole);
float2 normalTemp = float2(heightmapValue.b, heightmapValue.a) * 2.0f - 1.0f;
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
normal = normalize(normal);
output.Geometry.HolesMask = isHole ? 0 : 1;
if (isHole)
{
@@ -384,11 +380,10 @@ VertexOutput VS(TerrainVertexInput input)
float3 position = float3(positionXZ.x, height, positionXZ.y);
// Compute world space vertex position
float4x4 worldMatrix = ToMatrix4x4(WorldMatrix);
output.Geometry.WorldPosition = mul(float4(position, 1), worldMatrix).xyz;
output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
// Compute clip space position
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
#if USE_SMOOTH_LOD_TRANSITION
@@ -409,13 +404,12 @@ VertexOutput VS(TerrainVertexInput input)
// Compute world space normal vector
float3x3 tangentToLocal = CalcTangentBasisFromWorldNormal(normal);
float3x3 tangentToWorld = CalcTangentToWorld(worldMatrix, tangentToLocal);
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
output.Geometry.WorldNormal = tangentToWorld[2];
// Get material input params if need to evaluate any material property
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
MaterialInput materialInput = (MaterialInput)0;
materialInput.Object = GetObject();
materialInput.WorldPosition = output.Geometry.WorldPosition;
materialInput.TexCoord = output.Geometry.TexCoord;
#if USE_LIGHTMAP
@@ -436,7 +430,7 @@ VertexOutput VS(TerrainVertexInput input)
// Apply world position offset per-vertex
#if USE_POSITION_OFFSET
output.Geometry.WorldPosition += material.PositionOffset;
output.Position = PROJECT_POINT(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
#endif
// Get tessalation multiplier (per vertex)
@@ -464,18 +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
@@ -2,27 +2,32 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/VolumetricFog.hlsl"
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 InverseViewProjectionMatrix;
float4x3 WorldMatrix;
float4x3 WorldMatrixInverseTransposed;
float4x4 ViewMatrix;
float4x4 WorldMatrix;
float4x4 WorldMatrixInverseTransposed;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 GridSize;
float PerInstanceRandom;
float Dummy0;
float VolumetricFogMaxDistance;
int ParticleStride;
int ParticleIndex;
float4 GridSliceParameters;
@1META_CB_END
// Particles attributes buffer
@@ -51,7 +56,7 @@ struct MaterialInput
#endif
};
#define GetInstanceTransform(input) ToMatrix4x4(WorldMatrix);
#define GetInstanceTransform(input) WorldMatrix;
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
@@ -172,12 +177,12 @@ float4 GetParticleVec4(uint particleIndex, int offset)
float3 TransformParticlePosition(float3 input)
{
return mul(float4(input, 1.0f), ToMatrix4x4(WorldMatrix)).xyz;
return mul(float4(input, 1.0f), WorldMatrix).xyz;
}
float3 TransformParticleVector(float3 input)
{
return mul(float4(input, 0.0f), ToMatrix4x4(WorldMatrixInverseTransposed)).xyz;
return mul(float4(input, 0.0f), WorldMatrixInverseTransposed).xyz;
}
@8
@@ -204,33 +209,32 @@ Material GetMaterialPS(MaterialInput input)
META_PS(true, FEATURE_LEVEL_SM5)
void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out float4 VBufferB : SV_Target1)
{
// Reproject grid position back to the screen and world space
uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
float3 cellOffset = 0.5f;
float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
float sceneDepth = GetDepthFromSlice(GridSliceParameters, gridCoordinate.z + cellOffset.z) / ViewFar;
float zSlice = gridCoordinate.z + cellOffset.z;
float sceneDepth = (zSlice / GridSize.z) * VolumetricFogMaxDistance / ViewFar;
float deviceDepth = (ViewInfo.w / sceneDepth) + ViewInfo.z;
float4 clipPos = float4(volumeUV * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
wsPos.xyz /= wsPos.w;
float3 positionWS = wsPos.xyz / wsPos.w;
// Get material parameters
MaterialInput materialInput = (MaterialInput)0;
materialInput.WorldPosition = wsPos.xyz;
materialInput.WorldPosition = positionWS;
materialInput.TexCoord = input.Vertex.TexCoord;
materialInput.ParticleIndex = ParticleIndex;
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));
materialInput.TwoSidedSign = 1.0f;
materialInput.InstanceOrigin = ToMatrix4x4(WorldMatrix)[3].xyz;
materialInput.InstanceOrigin = WorldMatrix[3].xyz;
materialInput.InstanceParams = PerInstanceRandom;
materialInput.SvPosition = clipPos;
Material material = GetMaterialPS(materialInput);
// Compute fog properties
material.Opacity *= material.Mask;
float3 albedo = material.Color;
float extinction = material.Opacity * 0.001f;
float3 emission = material.Emissive * material.Opacity;
float extinction = material.Opacity * material.Mask * 0.001f;
float3 emission = material.Emissive;
float3 scattering = albedo * extinction;
float absorption = max(0.0f, extinction - Luminance(scattering));
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