bevy/crates/bevy_pbr/src/render/wireframe.wgsl

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improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
#import bevy_pbr::mesh_bindings mesh
#import bevy_pbr::mesh_functions mesh_position_local_to_clip
Work around naga/wgpu WGSL instance_index -> GLSL gl_InstanceID bug on WebGL2 (#9383) naga and wgpu should polyfill WGSL instance_index functionality where it is not available in GLSL. Until that is done, we can work around it in bevy using a push constant which is converted to a uniform by naga and wgpu. # Objective - Fixes #9375 ## Solution - Use a push constant to pass in the base instance to the shader on WebGL2 so that base instance + gl_InstanceID is used to correctly represent the instance index. ## TODO - [ ] Benchmark vs per-object dynamic offset MeshUniform as this will now push a uniform value per-draw as well as update the dynamic offset per-batch. - [x] Test on DX12 AMD/NVIDIA to check that this PR does not regress any problems that were observed there. (@Elabajaba @robtfm were testing that last time - help appreciated. <3 ) --- ## Changelog - Added: `bevy_render::instance_index` shader import which includes a workaround for the lack of a WGSL `instance_index` polyfill for WebGL2 in naga and wgpu for the time being. It uses a push_constant which gets converted to a plain uniform by naga and wgpu. ## Migration Guide Shader code before: ``` struct Vertex { @builtin(instance_index) instance_index: u32, ... } @vertex fn vertex(vertex_no_morph: Vertex) -> VertexOutput { ... var model = mesh[vertex_no_morph.instance_index].model; ``` After: ``` #import bevy_render::instance_index struct Vertex { @builtin(instance_index) instance_index: u32, ... } @vertex fn vertex(vertex_no_morph: Vertex) -> VertexOutput { ... var model = mesh[bevy_render::instance_index::get_instance_index(vertex_no_morph.instance_index)].model; ```
2023-08-09 18:38:45 +00:00
#import bevy_render::instance_index
Add reusable shader functions for transforming position/normal/tangent (#4901) # Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
2022-06-14 00:32:33 +00:00
#ifdef SKINNED
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
#import bevy_pbr::skinning
Add reusable shader functions for transforming position/normal/tangent (#4901) # Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
2022-06-14 00:32:33 +00:00
#endif
struct Vertex {
Use GpuArrayBuffer for MeshUniform (#9254) # Objective - Reduce the number of rebindings to enable batching of draw commands ## Solution - Use the new `GpuArrayBuffer` for `MeshUniform` data to store all `MeshUniform` data in arrays within fewer bindings - Sort opaque/alpha mask prepass, opaque/alpha mask main, and shadow phases also by the batch per-object data binding dynamic offset to improve performance on WebGL2. --- ## Changelog - Changed: Per-object `MeshUniform` data is now managed by `GpuArrayBuffer` as arrays in buffers that need to be indexed into. ## Migration Guide Accessing the `model` member of an individual mesh object's shader `Mesh` struct the old way where each `MeshUniform` was stored at its own dynamic offset: ```rust struct Vertex { @location(0) position: vec3<f32>, }; fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( mesh.model, vec4<f32>(vertex.position, 1.0) ); return out; } ``` The new way where one needs to index into the array of `Mesh`es for the batch: ```rust struct Vertex { @builtin(instance_index) instance_index: u32, @location(0) position: vec3<f32>, }; fn vertex(vertex: Vertex) -> VertexOutput { var out: VertexOutput; out.clip_position = mesh_position_local_to_clip( mesh[vertex.instance_index].model, vec4<f32>(vertex.position, 1.0) ); return out; } ``` Note that using the instance_index is the default way to pass the per-object index into the shader, but if you wish to do custom rendering approaches you can pass it in however you like. --------- Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2023-07-30 13:17:08 +00:00
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
#ifdef SKINNED
@location(4) joint_indexes: vec4<u32>,
@location(5) joint_weights: vec4<f32>,
#endif
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
#ifdef SKINNED
improve shader import model (#5703) # Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
let model = bevy_pbr::skinning::skin_model(vertex.joint_indexes, vertex.joint_weights);
#else
Work around naga/wgpu WGSL instance_index -> GLSL gl_InstanceID bug on WebGL2 (#9383) naga and wgpu should polyfill WGSL instance_index functionality where it is not available in GLSL. Until that is done, we can work around it in bevy using a push constant which is converted to a uniform by naga and wgpu. # Objective - Fixes #9375 ## Solution - Use a push constant to pass in the base instance to the shader on WebGL2 so that base instance + gl_InstanceID is used to correctly represent the instance index. ## TODO - [ ] Benchmark vs per-object dynamic offset MeshUniform as this will now push a uniform value per-draw as well as update the dynamic offset per-batch. - [x] Test on DX12 AMD/NVIDIA to check that this PR does not regress any problems that were observed there. (@Elabajaba @robtfm were testing that last time - help appreciated. <3 ) --- ## Changelog - Added: `bevy_render::instance_index` shader import which includes a workaround for the lack of a WGSL `instance_index` polyfill for WebGL2 in naga and wgpu for the time being. It uses a push_constant which gets converted to a plain uniform by naga and wgpu. ## Migration Guide Shader code before: ``` struct Vertex { @builtin(instance_index) instance_index: u32, ... } @vertex fn vertex(vertex_no_morph: Vertex) -> VertexOutput { ... var model = mesh[vertex_no_morph.instance_index].model; ``` After: ``` #import bevy_render::instance_index struct Vertex { @builtin(instance_index) instance_index: u32, ... } @vertex fn vertex(vertex_no_morph: Vertex) -> VertexOutput { ... var model = mesh[bevy_render::instance_index::get_instance_index(vertex_no_morph.instance_index)].model; ```
2023-08-09 18:38:45 +00:00
let model = mesh[bevy_render::instance_index::get_instance_index(vertex.instance_index)].model;
#endif
var out: VertexOutput;
Add reusable shader functions for transforming position/normal/tangent (#4901) # Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
2022-06-14 00:32:33 +00:00
out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
return out;
}
@fragment
fn fragment() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}