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

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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
// If using this WGSL snippet as an #import, a dedicated
// "joint_matricies" uniform of type SkinnedMesh must be added in the
// main shader.
#define_import_path 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
/// HACK: This works around naga not supporting matrix addition in SPIR-V
// translations. See https://github.com/gfx-rs/naga/issues/1527
fn add_matrix(
a: mat4x4<f32>,
b: mat4x4<f32>,
) -> mat4x4<f32> {
return mat4x4<f32>(
a[0] + b[0],
a[1] + b[1],
a[2] + b[2],
a[3] + b[3],
);
}
fn skin_model(
indexes: vec4<u32>,
weights: vec4<f32>,
) -> mat4x4<f32> {
var matrix = weights.x * joint_matrices.data[indexes.x];
matrix = add_matrix(matrix, weights.y * joint_matrices.data[indexes.y]);
matrix = add_matrix(matrix, weights.z * joint_matrices.data[indexes.z]);
return add_matrix(matrix, weights.w * joint_matrices.data[indexes.w]);
}
fn inverse_transpose_3x3(in: mat3x3<f32>) -> mat3x3<f32> {
let x = cross(in[1], in[2]);
let y = cross(in[2], in[0]);
let z = cross(in[0], in[1]);
let det = dot(in[2], z);
return mat3x3<f32>(
x / det,
y / det,
z / det
);
}
fn skin_normals(
model: mat4x4<f32>,
normal: vec3<f32>,
) -> vec3<f32> {
return inverse_transpose_3x3(mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
)) * normal;
}