8 Commits
Author SHA1 Message Date
Simon Lübeß 4874cfe511 Cleanup 2022-05-03 22:52:37 +02:00
Simon Lübeß 63b9270710 DotNet script changes transform 2022-04-27 23:58:50 +02:00
Simon Lübeß 2bac6a8d05 Cleanup + Attach scripts 2022-04-27 13:00:55 +02:00
Simon Lübeß e51fc77c3f Use Init for dotnet commandline 2022-04-27 12:22:53 +02:00
Simon Lübeß 8c53f21690 Even more DotNet stuff, help 2022-04-26 22:36:27 +02:00
Simon Lübeß ad1b37dc64 Some more dotnet stuff 2022-04-23 01:15:33 +02:00
Simon Lübeß 8e46945362 Improved makefile and nethost structure 2022-04-14 13:39:25 +02:00
Simon Lübeß 6a250d4927 DotNet hosting test 2022-04-14 02:24:36 +02:00
589 changed files with 9307 additions and 65737 deletions
-8
View File
@@ -5,11 +5,3 @@ build/
recovery/
vendor/directx
imgui.ini
GlitchyEditor/settings.bon
GlitchyEditor/MonoDebugger.log
# Ignore files in build-directory of ScriptCore
GlitchyEditor/Resources/Scripts/*
.cache
generated
+3 -15
View File
@@ -22,18 +22,6 @@
[submodule "GlitchyEngine/vendor/bon"]
path = GlitchyEngine/vendor/bon
url = https://github.com/EinScott/bon.git
[submodule "GlitchyEngine/vendor/box2D"]
path = GlitchyEngine/vendor/box2D
url = https://github.com/aharabada/box2d-beef.git
[submodule "GlitchyEngine/vendor/Beef.Linq"]
path = GlitchyEngine/vendor/Beef.Linq
url = https://github.com/aharabada/Beef.Linq.git
[submodule "vendor/ImGui.NET"]
path = vendor/ImGui.NET
url = https://github.com/aharabada/ImGui.NET.git
[submodule "GlitchyEngine/vendor/NetHostBeef"]
path = GlitchyEngine/vendor/NetHostBeef
url = https://github.com/aharabada/NetHostBeef.git
[submodule "GlitchyEngine/vendor/Xml-Beef"]
path = GlitchyEngine/vendor/Xml-Beef
url = https://github.com/aharabada/Xml-Beef.git
[submodule "GlitchyEngineHelper/vendor/DirectXTK"]
path = GlitchyEngineHelper/vendor/DirectXTK
url = https://github.com/microsoft/DirectXTK.git
+2 -32
View File
@@ -1,36 +1,6 @@
FileVersion = 1
Locked = ["ImGui"]
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}}
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon"]}
[Workspace]
StartupProject = "GlitchyEditor"
[Projects]
GlitchyEngine = {Path = "GlitchyEngine"}
GlitchLog = {Path = "GlitchLog"}
DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}
LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}
FreeType = {Path = "GlitchyEngine/vendor/freetype"}
cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}
GlitchyEditor = {Path = "GlitchyEditor"}
msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}
ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}
ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}
ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}
ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}
GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}
bon = {Path = "GlitchyEngine/vendor/bon"}
box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}
"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}
ScriptCore = {Path = "ScriptCore"}
NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}
"GlitchyEngine.Test" = {Path = "GlitchyEngine.Test"}
Xml-Beef = {Path = "GlitchyEngine/vendor/Xml-Beef"}
"GlitchyEngine.Benchmark" = {Path = "GlitchyEngine.Benchmark"}
[WorkspaceFolders]
GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore", "GlitchyEngine.Test", "GlitchyEngine.Benchmark"]
"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef", "Xml-Beef"]
Beef = ["Beefy2D", "corlib"]
[Configs.Debug.Win64]
AllocStackTraceDepth = 12
@@ -1,92 +0,0 @@
///
/// Loading and usage of an asset.
///
// Shows the usage of the Content Manager.
// An asset is loaded with Content.LoadAsset(AssetName)
// Loading an asset returns an AssetHandle.
// Usually you want to hold on to the AssetHandle.
// If you need the actual asset you can use Content.GetAsset<AssetType>(AssetHandle) to retrieve the actual asset.
/*
* Only hold on to AssetHandle.
* Do NOT hold actual Assets! The Asset might get invalidated
* (e.g. reloading after the source-file changed).
*/
AssetHandle _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1:
{
// Retrieve the actual asset. Note that this Asset is only guaranteed to persist
// for the current frame.
Effect fx = Content.GetAsset<Effect>(_lineEffect);
// Note: Assets are ref counted, however since they are not inteded to be held GetAsset
// does NOT increment the reference counter so you usually should NOT decrement it.
// The exception is when you manually hold on to an asset (see Example below)
// Use asset
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
// Use case 2:
{
// Retrieve the actual asset.
Effect fx = _lineEffect.Get<Effect>();
// ...
// Same as case 1
}
}
///
/// Holding on to an actual asset.
///
// Shows the usage of the Content Manager when you hold a reference to the actual Asset instead of the handle.
// This should usually not be done. Eventhough it is technically fine, it has the implication, that if the
// content manager decides to reload the asset the changes will not be reflected in the held reference
// (which they would if you used GetAsset before every usage.)
// Also the content manager can't unload the asset because the reference counter wouldn't be zero.
// Though there currently is no way for the content manager to unload an asset unless it is specifically told to do so.
/*
* Field to hold the asset.
*/
Effect _lineEffect;
void Start()
{
// Load the Asset.
AssetHandle handle = Content.LoadAsset("Shaders\\LineEffect.hlsl");
// Get the actual asset.
_lineEffect = Content.GetAsset<Effect>(handle); // Alternative: _lineEffect = handle.Get<Effect>();
// Increment the reference counter so that the asset doesn't get unloaded.
_lineEffect.AddRef();
}
void Destroy()
{
// Make sure to release the asset once you don't need it anymore. Otherwise it will leak.
_lineEffect.Release();
}
void Update()
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
@@ -1,44 +0,0 @@
///
/// This shows the usage of a smart/typed Asset Handle.
///
// In the basic usage-patterns the user has two options:
// Either he/she holds a handle and has to query for the actual asset every time
// or he/she hold the actual asset and loses reloading capabilities.
// The idea of the auto asset is to provide a way that can provide both.
AssetHandle<Effect> _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
* The asset handle is implicitly converted to a smart AssetHandle.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1 (Convenience)
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
// Use case 2 (Technically more efficient)
{
Effect fx = _lineEffect.Get();
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
}
//
// Auto Assets use comp time to expose all the fields, Methods and properties of the actual asset.
// They will automatically check if the asset for the handle changed and update accordingly.
// This means it is more convenient to use than both basic patterns and has all benefits of both.
//
-3
View File
@@ -1,3 +0,0 @@
# Design Code Examples
This directory (and its subdirectories) contains non functional code snippets showing the intended usage of certain systems of the engine.
+28
View File
@@ -5,6 +5,34 @@ using internal GlitchLog;
namespace GlitchLog
{
public abstract class Logger
{
protected LogLevel _logLevel;
public LogLevel Level
{
get => _logLevel;
set => _logLevel = value;
}
public abstract String Name {get; set;}
public abstract void Trace(StringView format, params Object[] args);
public abstract void Info(StringView format, params Object[] args);
public abstract void Warning(StringView format, params Object[] args);
public abstract void Error(StringView format, params Object[] args);
public abstract void Critical(StringView format, params Object[] args);
public abstract void Assert(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
#if !DEBUG
[SkipCall]
#endif
public abstract void AssertDebug(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
public abstract void Log(LogLevel level, StringView format, params Object[] args);
}
public class DebugLogger : Logger
{
// {l} = log level (first parameter)
-31
View File
@@ -1,31 +0,0 @@
using System;
namespace GlitchLog;
public abstract class Logger
{
protected LogLevel _logLevel;
public LogLevel Level
{
get => _logLevel;
set => _logLevel = value;
}
public abstract String Name {get; set;}
public abstract void Trace(StringView format, params Object[] args);
public abstract void Info(StringView format, params Object[] args);
public abstract void Warning(StringView format, params Object[] args);
public abstract void Error(StringView format, params Object[] args);
public abstract void Critical(StringView format, params Object[] args);
public abstract void Assert(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
#if !DEBUG
[SkipCall]
#endif
public abstract void AssertDebug(bool condition, String error = Compiler.CallerExpression[0], String filePath = Compiler.CallerFilePath, int line = Compiler.CallerLineNum);
public abstract void Log(LogLevel level, StringView format, params Object[] args);
}
+1 -30
View File
@@ -1,36 +1,7 @@
FileVersion = 1
Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*"}
[Project]
Name = "GlitchyEditor"
TargetType = "BeefGUIApplication"
StartupObject = "GlitchyEngine.Program"
ProcessorMacros = ["GE_EDITOR_IMGUI_DEMO", "GE_GRAPHICS_DX11"]
[Dependencies]
corlib = "*"
GlitchLog = "*"
GlitchyEngine = "*"
Xml-Beef = "*"
ImGuiImplDX11 = "*"
ImGuiImplWin32 = "*"
ImGuizmo = "*"
[Platform.Windows]
IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
[Configs.Debug.Win64]
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\""
PreprocessorMacros = ["DEBUG", "IMGUI"]
[Configs.Release.Win64]
TargetDirectory = "$(BuildDir)/dist"
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\""
PreprocessorMacros = ["RELEASE", "IMGUI"]
[Configs.Paranoid.Win64]
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
[Configs.Test.Win64]
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
-1
View File
@@ -1 +0,0 @@
project_user.bon
Binary file not shown.
@@ -1,5 +0,0 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
AssetHandle = 141014598923215615
}
@@ -1,5 +0,0 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
AssetHandle = 11221639476224465119
}
@@ -1,119 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 8726995825602656358,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = -5
},
Rotation = {
X = 0,
Y = 0.21643962,
Z = 0,
W = 0.976296008
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0.436332315,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 1.83772814,
FixedAspectRatio = false
}
},
{
Id = 5254899955475338567,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = -3,
Y = 4,
Z = -1.5
},
Rotation = {
X = 0.239775807,
Y = 0.61432755,
Z = 0.0315670744,
W = 0.751074195
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0.3490659,
Y = 1.3089968,
Z = 0.34906587
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 10,
Color = {
R = 1,
G = 0.949999988,
B = 0.800000012
}
}
},
{
Id = 10018854473822844403,
NameComponent = {
Name = "Entity"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = 141014598923215615
},
MeshRendererComponent = {
Material = 15093501654975430075
}
}
]
}
@@ -1,224 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 5169765174113462770,
NameComponent = {
Name = "Sphere"
},
TransformComponent = {
Position = {
X = 0,
Y = 0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 17158420331978163131,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = -1,
Y = 4,
Z = -4
},
Rotation = {
X = 0.614328027,
Y = 0.23977606,
Z = 0.0315669999,
W = 0.751073778
},
Scale = {
X = 0.999998808,
Y = 1,
Z = 1.00000095
},
EditorEulerRotation = {
X = 1.30899811,
Y = 0.349065989,
Z = 0.349065989
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 10,
Color = {
R = 1,
G = 0.991771996,
B = 0.74086231
}
}
},
{
Id = 5556050645816939548,
NameComponent = {
Name = "Plane"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 10
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/plane.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 3947673900993587516,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = -5
},
Rotation = {
X = 0.216440007,
Y = 0,
Z = 0,
W = 0.976296008
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0.436332017,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 1.87453413,
FixedAspectRatio = false
}
},
{
Id = 420718992779301759,
NameComponent = {
Name = "Entity"
},
TransformComponent = {
Position = {
X = 3,
Y = 0.501076996,
Z = -0.669378757
},
Rotation = {
X = 0.18301262,
Y = -0.683013558,
Z = 0.683012187,
W = 0.183013007
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 1.57079458,
Y = -2.61799288,
Z = 0
}
},
MeshComponent = {
Mesh = ""
},
MeshRendererComponent = {
Material = ""
}
},
{
Id = 8080288871271083510,
NameComponent = {
Name = "Rocket"
},
TransformComponent = {
Position = {
X = 2.37353563,
Y = 0.629615188,
Z = -1.34831977
},
Rotation = {
X = 0.270598024,
Y = -0.65328151,
Z = 0.65328151,
W = 0.270598054
},
Scale = {
X = 0.999999821,
Y = 0.999999762,
Z = 0.999999702
},
EditorEulerRotation = {
X = 1.57079649,
Y = -2.35619426,
Z = 8.94069601e-08
}
},
MeshComponent = {
Mesh = "Assets/Models/plane.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/RocketMaterial.mat"
}
}
]
}
@@ -1,212 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 6000868443984780499,
NameComponent = {
Name = "Child"
},
SpriterRendererComponent = {
Color = {
R = 1,
G = 0.388184,
B = 0.090109,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
ParentId = 820806682740348099,
Position = {
X = 0,
Y = 0.75,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 0.5,
Y = 0.5,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
}
},
{
Id = 820806682740348099,
NameComponent = {
Name = "Quad"
},
SpriterRendererComponent = {
Color = {
R = 0,
G = 0.551178,
B = 0.328787,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 15398726361722237419,
NameComponent = {
Name = "Floor"
},
SpriterRendererComponent = {
Color = {
R = 1,
G = 0.941886,
B = 0.401485,
A = 1
},
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.308997,
PerspectiveNearPlane = 0.1,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.116827,
FixedAspectRatio = false
}
}
]
}
@@ -1,505 +0,0 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 820806682740348099,
NameComponent = {
Name = "Quad"
},
SpriteRendererComponent = {
Color = {
R = 0,
G = 0.55117774,
B = 0.32878688,
A = 1
},
Sprite = "Assets/Textures/TestMat/rustediron2_albedo.png",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -0.72789681,
Y = 2,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 15398726361722237419,
NameComponent = {
Name = "Floor"
},
SpriteRendererComponent = {
Color = {
R = 1,
G = 0.941887021,
B = 0.401484489,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.05582929,
FixedAspectRatio = false
},
ScriptComponent = {
ScriptClass = "Sandbox.Camera",
Fields = [
DistanceFromPlayer = (Float)-7,
DontFollowRadius = (Float)3
] }
},
{
Id = 15710354273720487680,
NameComponent = {
Name = "Player"
},
CircleRendererComponent = {
Color = {
R = 1,
G = 0,
B = 0,
A = 1
},
InnerRadius = 0.300000012,
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -0.121203206,
Y = 0.660161078,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
CircleCollider2D = {
Offset = {
X = 0,
Y = 0
},
Radius = 0.5,
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
},
ScriptComponent = {
ScriptClass = "Sandbox.MyTestEntity",
Fields = [
_rigidBody = (Component)15710354273720487680,
TheEntity = (Entity)0,
JumpForce = (Float)200,
MoveForce = (Float)148,
MyNumber = (Int)22,
Camera = (Entity)1491484622542812645
] }
},
{
Id = 935640822766280888,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = 3.88327599,
Y = 0,
Z = -0.808795214
},
Rotation = {
X = 0.497987002,
Y = -0.103420995,
Z = 0.155380026,
W = 0.846859217
},
Scale = {
X = 0.999997795,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 1.09089541,
Y = -0.340793997,
Z = 0.160857871
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 12.8999996,
Color = {
R = 0.985467017,
G = 1,
B = 0.569977939
}
}
},
{
Id = 721949523193525565,
NameComponent = {
Name = "Sphere"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 2.56930423
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Assets/Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Assets/Textures/TestMaterial.mat"
}
},
{
Id = 2241063100006479259,
NameComponent = {
Name = "Floor 2"
},
SpriteRendererComponent = {
Color = {
R = 0.425658971,
G = 0.855207443,
B = 0.0558161177,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 6.74610233,
Y = -2.03225946,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = -0.331792623,
W = 0.94335258
},
Scale = {
X = 5.29557419,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = -0.676406503
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 5126705881069187728,
NameComponent = {
Name = "Floor 3"
},
SpriteRendererComponent = {
Color = {
R = 0.666117013,
G = 0.0600316115,
B = 1,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 15.2321281,
Y = -1.98709273,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0.134986058,
W = 0.990847468
},
Scale = {
X = 13.9764528,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0.270798802
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0.800000012,
RestitutionThreshold = 0.5
}
},
{
Id = 6861260438693901700,
NameComponent = {
Name = "Floor 4"
},
SpriteRendererComponent = {
Color = {
R = 0.176544309,
G = 0.666713238,
B = 0.687030852,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = -6.27842855,
Y = 2.62550163,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0.187087879,
W = 0.982343197
},
Scale = {
X = 0.999999464,
Y = 6.49634314,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0.376393616
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0.899999857,
RestitutionThreshold = 0.5
}
}
]
}
@@ -1,46 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using GlitchyEngine;
using GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
namespace Sandbox;
public class Camera : Entity
{
public float DistanceFromPlayer = 5.0f;
public float DontFollowRadius = 3.0f;
void OnUpdate(float deltaTime)
{
Entity player = FindEntityWithName("Player");
if (player != null)
{
float2 playerPosition = player.Transform.Translation.XY;
float2 cameraPosition = Transform.Translation.XY;
float2 distanceVector = playerPosition - cameraPosition;
float distance = length(distanceVector);
float2 neededMovement = float2.Zero;
if (distance > DontFollowRadius)
{
neededMovement = distanceVector - (distanceVector / distance) * DontFollowRadius;
}
Transform.Translation = new float3(cameraPosition + neededMovement, DistanceFromPlayer);
}
else
{
Log.Error("Player not found!");
}
}
}
@@ -1,155 +0,0 @@
using System;
using System.Runtime.Remoting.Metadata.W3cXsd2001;
using GlitchyEngine;
using GlitchyEngine.Editor;
using GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
namespace Sandbox
{
public enum MyEnum
{
Yes = 1,
No,
Maybe = 1337
}
public struct MyStruct
{
public float TheFloat;
public float2 TheVector;
public MyEnum TheEnum;
}
class MyTestEntity : Entity
{
[ShowInEditor]
RigidBody2D _rigidBody;
//public bool Bo;
//public byte By;
//public ushort Us;
//public uint Ui;
//public ulong Ul;
//public sbyte Sb;
//public short Sh;
//public int In;
//public long Lo;
//public float Fl;
//public double Do;
//public float2 V2;
//public float3 V3;
//public float4 V4;
public Entity TheEntity;
public float JumpForce = 2000;
[ShowInEditor] float MoveForce = 1000;
[ShowInEditor] private int MyNumber = 1337;
//[ShowInEditor] public double MyDouble = 1000.0f;
public MyStruct AStruct;
public MyEnum AEnum = MyEnum.Maybe;
public Camera Camera;
/// <summary>
/// Called after the script component was created. (The entity might not be fully created yet)
/// </summary>
void OnCreate()
{
Log.Info($"Create! {UUID}");
Log.Info($"Jump Force: {JumpForce}");
//_rigidBody ??= GetComponent<RigidBody2D>() ?? AddComponent<RigidBody2D>();
if (_rigidBody == null)
{
Log.Error("_rigidBody was not set in editor.");
}
if (Camera == null)
{
Log.Warning("Camera wasn't set in editor. Searching...");
Camera = FindEntityWithName("Camera").As<Camera>();
if (Camera == null)
{
Log.Error("Camera not found.");
}
}
Log.Warning("Achtung.");
try
{
SubVoid();
}
catch (Exception e)
{
Console.WriteLine(e);
throw e;
}
}
void SubVoid()
{
throw new Exception("Ouha!", new IndexOutOfRangeException("Bist du jecke2?!", new AccessViolationException("Haleluja")));
}
/// <summary>
/// Called every frame.
/// </summary>
/// <param name="deltaTime"></param>
void OnUpdate(float deltaTime)
{
float2 force = float2.Zero;
if (Input.IsKeyPressed(Key.A))
{
force.X -= MoveForce * deltaTime;
}
if (Input.IsKeyPressed(Key.D))
{
force.X += MoveForce * deltaTime;
}
if (Input.IsKeyPressed(Key.Q))
Camera.DistanceFromPlayer -= deltaTime;
if (Input.IsKeyPressed(Key.E))
Camera.DistanceFromPlayer += deltaTime;
if (Input.IsKeyPressing(Key.Space))
{
force.Y += JumpForce;
}
if (Input.IsKeyPressing(Key.N))
SubVoid();
_rigidBody.ApplyForceToCenter(force);
if (Input.IsMouseButtonReleasing(MouseButton.MiddleButton))
{
Log.Info($"Ouha! {MyNumber}");
Physics2D.Gravity *= new float2(1, -1);
}
}
/// <summary>
/// Called before the component is being destroyed.
/// </summary>
void OnDestroy()
{
Log.Trace("Destroy");
}
}
}
@@ -1,36 +0,0 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("SandboxProject")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SandboxProject")]
[assembly: AssemblyCopyright("Copyright © 2023")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
[assembly: ComVisible(false)]
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
[assembly: Guid("7a70819c-5317-402a-8553-95c5a001e370")]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
// indem Sie "*" wie unten gezeigt eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
@@ -1,57 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{7A70819C-5317-402A-8553-95C5A001E370}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SandboxProject</RootNamespace>
<AssemblyName>SandboxProject</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>default</LangVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Camera.cs" />
<Compile Include="MyTestEntity.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\ScriptCore\ScriptCore.csproj">
<Project>{6222c226-fc78-498c-80ba-5cf10ac9123c}</Project>
<Name>ScriptCore</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>
@@ -1,37 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.4.33205.214
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SandboxProject", "SandboxProject.csproj", "{7A70819C-5317-402A-8553-95C5A001E370}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ScriptCore", "..\..\..\..\ScriptCore\ScriptCore.csproj", "{6222C226-FC78-498C-80BA-5CF10AC9123C}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ScriptCoreGenerator", "..\..\..\..\ScriptCoreGenerator\ScriptCoreGenerator.csproj", "{5D662996-1E1E-4170-A08A-B26CDB63A0DE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.Build.0 = Release|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6222C226-FC78-498C-80BA-5CF10AC9123C}.Release|Any CPU.Build.0 = Release|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5D662996-1E1E-4170-A08A-B26CDB63A0DE}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {B5D43D8D-D80B-41AA-BE40-1DC507D87148}
EndGlobalSection
EndGlobal
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Width:  |  Height:  |  Size: 119 B

@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 13149961070100324290
}
@@ -1,39 +0,0 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": 8153940681327484189,
"NormalTexture": 15822842502398518390,
"MetallicTexture": 13527693616095745667,
"RoughnessTexture": 4141437666158293647,
"EmissiveTexture": 0
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 1
},
"RoughnessFactor": .Float{
Value = 0
},
"EmissiveColor": .Float3{
Value = {
X = 0,
Y = 0,
Z = 0
}
}
]
}
@@ -1,5 +0,0 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
AssetHandle = 15093501654975430075
}
@@ -1,31 +0,0 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Assets/Textures/rocket.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 0
},
"RoughnessFactor": .Float{
Value = 1
}
]
}
@@ -1,5 +0,0 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
AssetHandle = 8829406607210635133
}
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Width:  |  Height:  |  Size: 119 B

@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 5558090951492679375
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 8153940681327484189
}
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Width:  |  Height:  |  Size: 3.3 MiB

@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 13527693616095745667
}
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Width:  |  Height:  |  Size: 7.4 MiB

@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 15822842502398518390
}
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@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 4141437666158293647
}
@@ -1,39 +0,0 @@
{
Effect = "Resources/Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Assets/Textures/TestMat/rustediron2_albedo.png",
"NormalTexture": "Assets/Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Assets/Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Assets/Textures/TestMat/rustediron2_roughness.png",
"EmissiveTexture": "Assets/Textures/rocket.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 1
},
"RoughnessFactor": .Float{
Value = 1
},
"EmissiveColor": .ColorRGB{
Value = {
R = 1,
G = 0,
B = 0
}
}
]
}
@@ -1,5 +0,0 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */,
AssetHandle = 9886473966965265328
}
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Width:  |  Height:  |  Size: 119 B

@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 14357509390762845070
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 5635535744559587375
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 10807131213209469263
}
@@ -1,24 +0,0 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
},
AssetHandle = 5889819840498959425
}
-1
View File
@@ -1 +0,0 @@
{_projectName="SandboxProject"}
@@ -1 +0,0 @@
{_recentScenes=["Assets\\Scenes\\physics2D.scene"]}
@@ -1,5 +1,3 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
@@ -16,9 +14,6 @@ struct VS_Input
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
float InnerRadius : TEXCOORD2;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
@@ -27,9 +22,6 @@ struct PS_Input
float2 RawPos : TEXCOORD0;
float2 Texcoord : TEXCOORD1;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
float InnerRadius : TEXCOORD2;
};
@@ -43,25 +35,11 @@ PS_Input VS(VS_Input input)
output.Color = input.Color;
output.InnerRadius = input.InnerRadius;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
float4 PS(PS_Input input) : SV_Target0
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
float2 uv = input.RawPos * 2;
float distance = 1.0f - length(uv);
@@ -75,14 +53,10 @@ PS_Output PS(PS_Input input)
// Discard invisible pixels
clip(amount - 0.5f);
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
output.Color.a *= amount;
float4 color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
color.a *= amount;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
return color;
}
#pragma Effect[VS=VS; PS=PS]
#effect[VS=VS, PS=PS]
@@ -28,4 +28,4 @@ float4 PS(PS_Input input) : SV_Target0
return Color;
}
#pragma Effect[VS=VS; PS=PS]
#effect[VS=VS, PS=PS]
@@ -0,0 +1,93 @@
Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
/*
in vec2 texCoord;
out vec4 color;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec3 msd = texture(msdf, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
color = mix(bgColor, fgColor, opacity);
}
*/
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
/*
// 2D
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
*/
#effect[VS=VS, PS=PS]
@@ -1,17 +1,10 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
};
struct VS_Input
{
@@ -25,7 +18,7 @@ struct VS_Input
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float2 Texcoord : TEXCOORD;
float4 Color : COLOR;
};
@@ -42,11 +35,7 @@ PS_Input VS(VS_Input input)
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
return Texture.Sample(Sampler, input.Texcoord) * input.Color;
}
#pragma Effect[VS=VS; PS=PS]
#effect[VS=VS, PS=PS]

Before

Width:  |  Height:  |  Size: 258 B

After

Width:  |  Height:  |  Size: 258 B

-1
View File
@@ -1 +0,0 @@
4.5/
-1
View File
@@ -1 +0,0 @@
Install mono and copy the folder `lib/mono/4.5` here!
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 9434890118063137951
}
@@ -1,5 +0,0 @@
{
Effect = 7757902626263730438,
Textures = [],
Constants = []
}
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "MaterialImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 14657247797693923776
}
@@ -1,5 +0,0 @@
{
Effect = 2172704887168568810,
Textures = [],
Constants = []
}
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "MaterialImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 15110879072477854834
}
@@ -1,401 +0,0 @@
# Ignore user Settings
project_user.bon
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 12886429392536704724
}
@@ -1,19 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!-- General configuration -->
<AssemblyTitle>[ProjectName]</AssemblyTitle>
<TargetFramework>net9.0</TargetFramework>
<OutputType>Library</OutputType>
<Nullable>enable</Nullable>
<!-- Define the output path -->
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<OutputPath>./.cache/bin/</OutputPath>
<!-- Generates a runtimeconfig-file and copies nuget references to the output -->
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<ItemGroup>
<Reference Include="ScriptCore" OutputItemType="Analyzer" ReferenceOutputAssembly="true">
<HintPath>/ScriptCore.dll</HintPath>
</Reference>
</ItemGroup>
</Project>
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 17767079304205108419
}
@@ -1,3 +0,0 @@
<Solution>
<Project Path="[ProjectName].csproj" />
</Solution>
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 15274144675004602184
}
-52
View File
@@ -1,52 +0,0 @@
//=================================================================================================
//
// Baking Lab
// by MJP and David Neubelt
// http://mynameismjp.wordpress.com/
//
// All code licensed under the MIT license
//
//=================================================================================================
// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
// Source: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static const float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACESFitted(float3 color)
{
color = mul(ACESInputMat, color);
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = mul(ACESOutputMat, color);
// Clamp to [0, 1]
color = saturate(color);
return color;
}
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 928998782684229984
}
@@ -1,16 +0,0 @@
cbuffer Constants : register(b0)
{
uint ClearValue;
}
float4 VS(float2 input : POSITION) : SV_Position
{
return float4(input, 0.0f, 1.0f);
}
uint PS(float4 input : SV_Position) : SV_Target0
{
return ClearValue;
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 3971197750817239312
}
@@ -1,35 +0,0 @@
// TODO: General pipeline for post processing effects
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
return float4(pow(color.rgb, 1.0f / 2.2f), color.a);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 315199643377983302
}
@@ -1,59 +0,0 @@
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
cbuffer SceneConstants : register(b0)
{
float4x4 ViewProjection;
}
#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
cbuffer ObjectConstants : register(b1)
{
float4x4 Transform;
/**
* \brief Inverted and transposed transform matrix.
* \remarks This matrix is used in order to correctly transform normal vectors.
*/
float4x3 Transform_InvT;
#ifdef OutputEntityId
uint EntityId;
#endif
}
/**
* \brief Pixel Shader output for lit surfaces.
*/
struct PS_OUT_Lit
{
/** RGB: Albedo A: Transparency */
float4 Albedo : SV_TARGET0;
/** RG: TextureNormal.XY | BA: GeoNrm.XY */
float4 Normal : SV_TARGET1;
/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
float4 Tangent : SV_TARGET2;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET3;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET4;
/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
float4 Material : SV_TARGET5;
#ifdef OutputEntityId
/** Needed for editor picking. Simply pass through the EntityId. */
uint EntityId : SV_TARGET6;
#endif
};
/**
* \brief Pixel Shader output for unlit surfaces.
*/
struct PS_OUT_Unlit
{
/** RGB: Color A: Transparency */
float4 Color : SV_TARGET0;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET1;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET2;
#ifdef OutputEntityId
uint EntityId : SV_TARGET5;
#endif
};
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 8508337008960456447
}
@@ -1,74 +0,0 @@
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
/**
* Contains constants that apply to the current scene.
*/
cbuffer SceneConstants : register(b0)
{
/**
* View projection matrix of the active camera.
*/
float4x4 ViewProjection;
}
/**
* Contains the data provided by the engine for a 2D vertex shader.
*/
struct VS_Input
{
// Geometry
/**
* Vertex position
*/
float2 Position : POSITION;
/**
* Vertex texture coordinate
*/
float2 Texcoord : TEXCOORD0;
// Instance data
/**
* model to world transform matrix of the current quad.
*/
float4x4 Transform : TRANSFORM;
/**
* Color of the current quad.
*/
float4 Color : COLOR;
/**
* model to world transform matrix of the current quad.
*/
float4 UVTransform : TEXCOORD1;
#ifdef EDITOR
/**
* The ECS ID of the entity associated with the current quad.
*/
uint EntityId : ENTITYID;
#endif
};
/**
* Contains the output data of the vertex shader that will be passed into the pixel shader.
*/
typedef struct PS_Input
{
/**
* The screen space position of the current vertex.
*/
float4 Position : SV_Position;
/**
* The transformed texture coordinates of the current vertex.
*/
float2 Texcoord : TEXCOORD;
/**
* The color of the current vertex.
*/
float4 Color : COLOR;
#ifdef EDITOR
/**
* The ECS ID of the entity associated with the current quad.
* This should always just be passed through.
*/
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 15977579743485633133
}
@@ -1,28 +0,0 @@
#define PI 3.14159265358979323846f
/**
* Calculates the diffuse lighting of a lambertian surface
* @param diffuseColor (rho/ pi) * C_diffuse
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateDiffuseReflection(float3 diffuseColor, float3 illuminanceColor, float3 n_dot_l)
{
float3 directColor = illuminanceColor * saturate(n_dot_l);
return (directColor * diffuseColor);
}
/**
* Calculates the blinn-phong-specular reflection
* @param n The normalized surface normal
* @param h The normalized half way vector (nrm(l + v))
* @param alpha The reflections alpha-value
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateSpecularReflection(float3 n, float3 h, float alpha, float3 illuminanceColor, float n_dot_l)
{
float highlight = pow(saturate(dot(n, h)), alpha) * float(n_dot_l > 0.0);
return (illuminanceColor * highlight); // Todo: * SpecularColor
}
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 5789702360838490150
}
-78
View File
@@ -1,78 +0,0 @@
/*
* This File contains Function for PBR.
*/
#ifndef __PBR_HLSL__
#define __PBR_HLSL__
#include "ShaderHelpers.hlsl"
// #define PBR_IBL
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
#ifdef PBR_IBL
// IBL
float k = roughness * roughness / 2;
#else
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
#endif
const float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param n_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity.
*/
float3 FresnelSchlick(float n_dot_v, float3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - n_dot_v, 0.0, 1.0), 5.0);
}
#endif // __PBR_HLSL__
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 13875759478508290092
}
@@ -1,28 +0,0 @@
#include "GlitchyEngine.hlsl"
struct VS_IN
{
float3 Position : POSITION;
};
struct PS_IN
{
float4 Position : SV_POSITION;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
return float4(1, 0, 1, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 652951988555027469
}
@@ -1,28 +0,0 @@
#include "GlitchyEngine.hlsl"
struct VS_IN
{
float3 Position : POSITION;
};
struct PS_IN
{
float4 Position : SV_POSITION;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
return float4(0, 1, 1, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 3052446500956620342
}
@@ -1,178 +0,0 @@
#include "ShaderHelpers.hlsl"
Texture2DArray Texture : register(t0);
SamplerState Sampler : register(s0);
Texture2DArray<int4> IntTexture : register(t1);
SamplerState IntSampler : register(s1);
Texture2DArray<uint4> UIntTexture : register(t2);
SamplerState UIntSampler : register(s2);
#define SWIZZLE_ZERO 0
#define SWIZZLE_ONE 1
#define SWIZZLE_R 2
#define SWIZZLE_G 3
#define SWIZZLE_B 4
#define SWIZZLE_A 5
#define SWIZZLE_ONE_MINUS_R 6
#define SWIZZLE_ONE_MINUS_G 7
#define SWIZZLE_ONE_MINUS_B 8
#define SWIZZLE_ONE_MINUS_A 9
cbuffer Constants
{
float ColorOffset = 0.5;
float AlphaOffset = 0.0;
float ColorScale = 0.5;
float AlphaScale = 1.0;
float MipLevel = 0.0;
float ArraySlice = 0.0;
// 0: Float | 1: Int | 2: Uint
int Mode = 0;
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
float2 Texels;
float4x4 WorldViewProjection;
bool ShowTexelBorders = true;
float TexelBorderCutoff = 10;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
output.Texcoord = input.Texcoord;
return output;
}
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
{
switch (swizzleMode)
{
case SWIZZLE_ZERO:
output = 0.0;
break;
case SWIZZLE_ONE:
output = 1.0;
break;
case SWIZZLE_R:
output = colorToSwizzle.r;
break;
case SWIZZLE_G:
output = colorToSwizzle.g;
break;
case SWIZZLE_B:
output = colorToSwizzle.b;
break;
case SWIZZLE_A:
output = colorToSwizzle.a;
break;
case SWIZZLE_ONE_MINUS_R:
output = 1.0 - colorToSwizzle.r;
break;
case SWIZZLE_ONE_MINUS_G:
output = 1.0 - colorToSwizzle.g;
break;
case SWIZZLE_ONE_MINUS_B:
output = 1.0 - colorToSwizzle.b;
break;
case SWIZZLE_ONE_MINUS_A:
output = 1.0 - colorToSwizzle.a;
break;
default:
break;
}
}
/**
* Returns whether or not the current pixel lies on the border between two texels.
* @param texelPosition The position in texel coordinates [0...Texels)
* @param color The sampled color at the current position. This will be modified if the pixel is on a texel border.
*/
void ApplyTexelBorder(float2 texelPosition, inout float4 color)
{
// Calculate derivatives of texelPosition -> how many texels to we move if we move one pixel in x/y direction
float2 grad = fwidth(texelPosition);
float texelsPerPixel = min(grad.x, grad.y);
float pixelsPerTexel = 1.0 / texelsPerPixel;
// Calculate the distance between the screen pixel and the texel border in texels.
float2 fracPart = frac(texelPosition);
float2 distanceToBorder = min(fracPart, 1.0 - fracPart);
// One, if texel is closer to border than threshold.
// Threshold is half the size of a screen pixel in texel-space.
float2 borderTest = step(distanceToBorder, texelsPerPixel / 2.0);
//float2 borderTest = saturate(1.0 - distanceToBorder / grad);
float isOnLine = max(borderTest.x, borderTest.y);
float fade = saturate((pixelsPerTexel - TexelBorderCutoff / 2.0) / (TexelBorderCutoff / 2.0));
// TODO: This can flicker while moving/zooming, because we are by design on a texel border!
float luminance = ColorToLuminance(color.rgb);
// Ensure the border is always at least 0.5 luminance away from the texel.
float4 borderColor = float4(((luminance + 0.5) % 1).xxx, 1.0);
color = lerp(color, borderColor, isOnLine * fade * 0.8);
}
float4 PS(PS_Input input) : SV_Target0
{
float4 outputColor;
float2 texelPosition = input.Texcoord * Texels;
if (Mode == 0)
{
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
// Quasi next neighbor
float4 color = Texture.Load(int4(texelPosition, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 1)
{
int4 color = IntTexture.Load(int4(texelPosition, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 2)
{
uint4 color = UIntTexture.Load(int4(texelPosition, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
float4 swizzledOutput = float4(0, 0, 0, 1);
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
if (ShowTexelBorders)
{
ApplyTexelBorder(texelPosition, swizzledOutput);
}
return swizzledOutput;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 17953005509950866729
}
@@ -1,101 +0,0 @@
#ifndef __SHADER_HELPERS_HLSL__
#define __SHADER_HELPERS_HLSL__
#define PI 3.14159265358979323846f
/*
* Calculates the weighted sum of two normal vectors.
* nrm1: The first normal vector
* nrm2: The second normal vector
* a: The weight factor for nrm1
* b: The weight factor for nrm2
*/
float3 BlendNormals(float3 nrm1, float3 nrm2, float a, float b)
{
return normalize(float3(a * nrm1.x / nrm1.z + b * nrm2.x / nrm2.z,
a * nrm1.y / nrm1.z + b * nrm2.y / nrm2.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float a)
{
return normalize(float3(a * nrm1.x / nrm1.z,
a * nrm1.y / nrm1.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float2 a)
{
return normalize(float3(a.x * nrm1.x / nrm1.z,
a.y * nrm1.y / nrm1.z,
1.0f));
}
/*
* Reconstructs the z-component of a normalized normal vector from a two-component value
* cnrm: The x- and y-components of a normalized normal vector
*/
float3 DecompressNormal(float2 cnrm)
{
return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
}
/*
* Reconstructs the tangent space from a normal and a tangent
* normal: The surface normal
* tangent: The surface tangent
* sigma: Defines the handedness of the tangent space matrix. 1.0 if it is right handend. -1.0 if it is left handed
*/
float3x3 ConstructTangentSpace(float3 normal, float3 tangent, float3 sigma)
{
float3 n = normalize(normal);
float3 t = normalize(tangent - n * dot(tangent, n));
float3 b = cross(n, t) * sigma;
return float3x3(t, b, n);
}
/**
* Calculates the luminance of an rgb-value.
* @param rgb The rgb color.
* @return The luminance of the given rgb color.
*/
float ColorToLuminance(float3 rgb)
{
return dot(rgb, float3(0.212639,0.715169,0.072192));
}
/**
* Extrancts the handedness of the bitangent that is encoded in the z-component of the tangent.
* @param tangentz The z-component of the tangent with the handedness encoded.
* @return The handedness of the bitangent (bitangent = handedness * tangent x normal)
*/
float GetBitangentHandedness(float tangentz)
{
// handedness is in least significant bit of tangent.z
uint z = asuint(tangentz);
return (z & 1) > 0 ? 1.0 : -1.0;
}
/**
* Transforms the given texture coordinates using the provided UV transform.
* @param texcoords The texture coordinates to transform.
* @param uvTransform the UV transform. X, Y: UV offset | Z, W: UV scaling.
* @return The transformed uv coordinates.
*/
float2 TransformTexcoords(float2 texcoords, float4 uvTransform)
{
return uvTransform.xy + uvTransform.zw * texcoords;
}
#endif // __SHADER_HELPERS_HLSL__
@@ -1,11 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 15853638422335091598
}
@@ -1,39 +0,0 @@
#include "ACES.hlsl"
Texture2D CameraTarget : register(t0);
SamplerState CameraTargetSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
float3 color = ACESFitted(rawColor.rgb);
return float4(color, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 16539769359681819317
}
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 15706760057808399494
}
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 10636491756936205086
}
@@ -1,61 +0,0 @@
#define EDITOR
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float4 Position : POSITION;
float4 Color : COLOR;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
typedef struct PS_Input
{
float4 Position : SV_Position;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, input.Position);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_TARGET0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 5888610203248969416
}
@@ -1,68 +0,0 @@
#define EDITOR
#include "GlitchyEngine2D.hlsl"
#include "ShaderHelpers.hlsl"
Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Material
{
float2 UnitRange;
}
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = TransformTexcoords(input.Texcoord, input.UVTransform);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
float3 msd = Texture.Sample(Sampler, input.Texcoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.Texcoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
clip(opacity - 0.001f);
output.Color = float4(input.Color.rgb, input.Color.a * opacity);
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 9062891433306436746
}
-152
View File
@@ -1,152 +0,0 @@
#define OutputEntityId
#include "ShaderHelpers.hlsl"
#include "GlitchyEngine.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
Texture2D<float3> NormalTexture : register(t1);
SamplerState NormalSampler : register(s1);
Texture2D<float> MetallicTexture : register(t2);
SamplerState MetallicSampler : register(s2);
Texture2D<float> RoughnessTexture : register(t3);
SamplerState RoughnessSampler : register(s3);
Texture2D<float3> EmissiveTexture : register(t4);
SamplerState EmissiveSampler : register(s4);
// Texture2D<float> AmbientTexture : register(t5);
// SamplerState AmbientSampler : register(s5);
cbuffer MaterialConstants : register(b2)
{
#pragma EditorVariable[ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" ]
float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
float2 NormalScaling = float2(1.0, 1.0);
#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
float MetallicFactor = 0.0;
#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
float RoughnessFactor = 0.6;
#pragma EditorVariable[ Name = "EmissiveColor"; Preview = "Emissive Factor"; Type="ColorHDR" ]
float3 EmissiveColor = float3(0.0, 0.0, 0.0);
// # pra gma Editor Variable[ Name = "AmbientFactor"; Preview = "Ambient Factor" ]
// float AmbientFactor = 1.0;
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
// Todo: Tangent.w... handedness
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
};
typedef struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : WORLDPOSITION;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
//nointerpolation float Handedness : HANDEDNESS;
#ifdef OutputEntityId
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_OUT;
VS_OUT VS(VS_IN input)
{
VS_OUT output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.WorldPosition = worldPosition.xyz / worldPosition.w;
output.Normal = mul(Transform_InvT, input.Normal);
output.Tangent = mul((float3x3)Transform, input.Tangent);
// TODO: output.Handedness = input.Tangent.w
output.TexCoord = input.TexCoord;
output.EntityId = EntityId;
return output;
}
//struct PS_OUT
//{
// float4 Albedo : SV_TARGET0;
// // RG: TextureNormal.XY BA: GeoNrm.XY
// float4 Normal : SV_TARGET1;
// // R: GeoNrm.Z GBA: GeoTan.XYZ
// float4 Tangent : SV_TARGET2;
// float4 Position : SV_TARGET3;
// // R: Metallicity G: Roughness B: Ambient
// float4 Material : SV_TARGET4;
//#ifdef OutputEntityId
// uint EntityId : SV_TARGET5;
//#endif
//};
PS_OUT_Lit PS(PS_IN input)
{
// Build tangent space
float3 normal = normalize(input.Normal);
float3 tangent = normalize(input.Tangent - dot(input.Tangent, normal) * input.Normal);
// TODO: float3 bitangent = input.Handedness * cross(normal, tangent);
float3 bitangent = -cross(normal, tangent);
//float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
//tangentTransform = transpose(tangentTransform);
float4 texAlbedo = AlbedoTexture.Sample(AlbedoSampler, input.TexCoord);
float3 texNormal = NormalTexture.Sample(NormalSampler, input.TexCoord);
texNormal.xy = texNormal.xy * 2.0 - 1.0;
float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
float3 texEmissive = EmissiveTexture.Sample(EmissiveSampler, input.TexCoord);
//float3 objectNormal = mul(tangentTransform, texNormal);
//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
float4 finalAlbedo = texAlbedo * AlbedoColor;
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
float3 finalEmissive = texEmissive * EmissiveColor;
/////////////TODO: REMOVEME
//worldNormal = max(worldNormal - 10000000, normal);
//texAlbedo = max(texAlbedo - 10000000, 1.0);
//texMetallic = max(texMetallic - 10000000, 0.0);
//texRoughness = max(texRoughness - 10000000, 0.1);
/////////////TODO: END_REMOVEME
PS_OUT_Lit output;
output.Albedo = finalAlbedo;
//output.Normal = float4(objectNormal, 1.0);
output.Normal = float4(finalNormal.xy, normal.xy);
output.Tangent = float4(normal.z, tangent.xyz);
output.Position = float4(input.WorldPosition, 1.0);
output.Emissive = float4(finalEmissive, 0.0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
#ifdef OutputEntityId
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -1,13 +0,0 @@
{
AssetLoader = null,
Config = null,
Importer = "ShaderImporter",
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = {
_compression = .None
},
AssetHandle = 2172704887168568810
}

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