bevy/crates/bevy_gizmos/src/line_joints.wgsl

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Gizmo line joints (#12252) # Objective - Adds gizmo line joints, suggestion of #9400 ## Solution - Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the following values are supported: - `GizmoLineJoint::None`: does not draw line joints, same behaviour as previously - `GizmoLineJoint::Bevel`: draws a single triangle between the lines - `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between the lines extending them until they meet at a (miter) point. - NOTE: for very small angles between the lines, which happens frequently in 3d, the miter point will be very far away from the point at which the lines meet. - `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the lines. The circle is a triangle fan of `resolution` triangles. --- ## Changelog - Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary pipelines and draw commands. - Added a new `line_joints.wgsl` shader containing three vertex shaders `vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic `fragment` shader. ## Migration Guide Any manually created `GizmoConfig`s must now set the `.line_joints` field. ## Known issues - The way we currently create basic closed shapes like rectangles, circles, triangles or really any closed 2d shape means that one of the corners will not be drawn with joints, although that would probably be expected. (see the triangle in the 2d image) - This could be somewhat mitigated by introducing line caps or fixed by adding another segment overlapping the first of the strip. (Maybe in a followup PR?) - 3d shapes can look 'off' with line joints (especially bevel) because wherever 3 or more lines meet one of them may stick out beyond the joint drawn between the other 2. - Adding additional lines so that there is a joint between every line at a corner would fix this but would probably be too computationally expensive. - Miter joints are 'unreasonably long' for very small angles between the lines (the angle is the angle between the lines in screen space). This is technically correct but distracting and does not feel right, especially in 3d contexts. I think limiting the length of the miter to the point at which the lines meet might be a good idea. - The joints may be drawn with a different gizmo in-between them and their corresponding lines in 2d. Some sort of z-ordering would probably be good here, but I believe this may be out of scope for this PR. ## Additional information Some pretty images :) <img width="1175" alt="Screenshot 2024-03-02 at 04 53 50" src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b"> - Note that the top vertex does not have a joint drawn. <img width="1440" alt="Screenshot 2024-03-02 at 05 03 55" src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9"> Now for a weird video: https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4 - The black lines shooting out from the cube are miter joints that get very long because the lines between which they are drawn are (almost) collinear in screen space. --------- Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
#import bevy_render::view::View
@group(0) @binding(0) var<uniform> view: View;
struct LineGizmoUniform {
line_width: f32,
depth_bias: f32,
resolution: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_padding: f32,
#endif
}
@group(1) @binding(0) var<uniform> joints_gizmo: LineGizmoUniform;
struct VertexInput {
@location(0) position_a: vec3<f32>,
@location(1) position_b: vec3<f32>,
@location(2) position_c: vec3<f32>,
@location(3) color: vec4<f32>,
@builtin(vertex_index) index: u32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
const EPSILON: f32 = 4.88e-04;
@vertex
fn vertex_bevel(vertex: VertexInput) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2(0, 0),
vec2(0, 0.5),
vec2(0.5, 0),
);
var position = positions[vertex.index];
Normalise matrix naming (#13489) # Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
Gizmo line joints (#12252) # Objective - Adds gizmo line joints, suggestion of #9400 ## Solution - Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the following values are supported: - `GizmoLineJoint::None`: does not draw line joints, same behaviour as previously - `GizmoLineJoint::Bevel`: draws a single triangle between the lines - `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between the lines extending them until they meet at a (miter) point. - NOTE: for very small angles between the lines, which happens frequently in 3d, the miter point will be very far away from the point at which the lines meet. - `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the lines. The circle is a triangle fan of `resolution` triangles. --- ## Changelog - Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary pipelines and draw commands. - Added a new `line_joints.wgsl` shader containing three vertex shaders `vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic `fragment` shader. ## Migration Guide Any manually created `GizmoConfig`s must now set the `.line_joints` field. ## Known issues - The way we currently create basic closed shapes like rectangles, circles, triangles or really any closed 2d shape means that one of the corners will not be drawn with joints, although that would probably be expected. (see the triangle in the 2d image) - This could be somewhat mitigated by introducing line caps or fixed by adding another segment overlapping the first of the strip. (Maybe in a followup PR?) - 3d shapes can look 'off' with line joints (especially bevel) because wherever 3 or more lines meet one of them may stick out beyond the joint drawn between the other 2. - Adding additional lines so that there is a joint between every line at a corner would fix this but would probably be too computationally expensive. - Miter joints are 'unreasonably long' for very small angles between the lines (the angle is the angle between the lines in screen space). This is technically correct but distracting and does not feel right, especially in 3d contexts. I think limiting the length of the miter to the point at which the lines meet might be a good idea. - The joints may be drawn with a different gizmo in-between them and their corresponding lines in 2d. Some sort of z-ordering would probably be good here, but I believe this may be out of scope for this PR. ## Additional information Some pretty images :) <img width="1175" alt="Screenshot 2024-03-02 at 04 53 50" src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b"> - Note that the top vertex does not have a joint drawn. <img width="1440" alt="Screenshot 2024-03-02 at 05 03 55" src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9"> Now for a weird video: https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4 - The black lines shooting out from the cube are miter joints that get very long because the lines between which they are drawn are (almost) collinear in screen space. --------- Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * cb_norm;
let screen = screen_b + position.x * p0 + position.y * p1;
let depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_miter(vertex: VertexInput) -> VertexOutput {
var positions = array<vec3<f32>, 6>(
vec3(0, 0, 0),
vec3(0.5, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0.5),
);
var position = positions[vertex.index];
Normalise matrix naming (#13489) # Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
Gizmo line joints (#12252) # Objective - Adds gizmo line joints, suggestion of #9400 ## Solution - Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the following values are supported: - `GizmoLineJoint::None`: does not draw line joints, same behaviour as previously - `GizmoLineJoint::Bevel`: draws a single triangle between the lines - `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between the lines extending them until they meet at a (miter) point. - NOTE: for very small angles between the lines, which happens frequently in 3d, the miter point will be very far away from the point at which the lines meet. - `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the lines. The circle is a triangle fan of `resolution` triangles. --- ## Changelog - Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary pipelines and draw commands. - Added a new `line_joints.wgsl` shader containing three vertex shaders `vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic `fragment` shader. ## Migration Guide Any manually created `GizmoConfig`s must now set the `.line_joints` field. ## Known issues - The way we currently create basic closed shapes like rectangles, circles, triangles or really any closed 2d shape means that one of the corners will not be drawn with joints, although that would probably be expected. (see the triangle in the 2d image) - This could be somewhat mitigated by introducing line caps or fixed by adding another segment overlapping the first of the strip. (Maybe in a followup PR?) - 3d shapes can look 'off' with line joints (especially bevel) because wherever 3 or more lines meet one of them may stick out beyond the joint drawn between the other 2. - Adding additional lines so that there is a joint between every line at a corner would fix this but would probably be too computationally expensive. - Miter joints are 'unreasonably long' for very small angles between the lines (the angle is the angle between the lines in screen space). This is technically correct but distracting and does not feel right, especially in 3d contexts. I think limiting the length of the miter to the point at which the lines meet might be a good idea. - The joints may be drawn with a different gizmo in-between them and their corresponding lines in 2d. Some sort of z-ordering would probably be good here, but I believe this may be out of scope for this PR. ## Additional information Some pretty images :) <img width="1175" alt="Screenshot 2024-03-02 at 04 53 50" src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b"> - Note that the top vertex does not have a joint drawn. <img width="1440" alt="Screenshot 2024-03-02 at 05 03 55" src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9"> Now for a weird video: https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4 - The black lines shooting out from the cube are miter joints that get very long because the lines between which they are drawn are (almost) collinear in screen space. --------- Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * normal / dot(normal, ab_norm);
var p2 = line_width * sigma * cb_norm;
var screen = screen_b + position.x * p0 + position.y * p1 + position.z * p2;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_round(vertex: VertexInput) -> VertexOutput {
Normalise matrix naming (#13489) # Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
Gizmo line joints (#12252) # Objective - Adds gizmo line joints, suggestion of #9400 ## Solution - Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the following values are supported: - `GizmoLineJoint::None`: does not draw line joints, same behaviour as previously - `GizmoLineJoint::Bevel`: draws a single triangle between the lines - `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between the lines extending them until they meet at a (miter) point. - NOTE: for very small angles between the lines, which happens frequently in 3d, the miter point will be very far away from the point at which the lines meet. - `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the lines. The circle is a triangle fan of `resolution` triangles. --- ## Changelog - Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary pipelines and draw commands. - Added a new `line_joints.wgsl` shader containing three vertex shaders `vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic `fragment` shader. ## Migration Guide Any manually created `GizmoConfig`s must now set the `.line_joints` field. ## Known issues - The way we currently create basic closed shapes like rectangles, circles, triangles or really any closed 2d shape means that one of the corners will not be drawn with joints, although that would probably be expected. (see the triangle in the 2d image) - This could be somewhat mitigated by introducing line caps or fixed by adding another segment overlapping the first of the strip. (Maybe in a followup PR?) - 3d shapes can look 'off' with line joints (especially bevel) because wherever 3 or more lines meet one of them may stick out beyond the joint drawn between the other 2. - Adding additional lines so that there is a joint between every line at a corner would fix this but would probably be too computationally expensive. - Miter joints are 'unreasonably long' for very small angles between the lines (the angle is the angle between the lines in screen space). This is technically correct but distracting and does not feel right, especially in 3d contexts. I think limiting the length of the miter to the point at which the lines meet might be a good idea. - The joints may be drawn with a different gizmo in-between them and their corresponding lines in 2d. Some sort of z-ordering would probably be good here, but I believe this may be out of scope for this PR. ## Additional information Some pretty images :) <img width="1175" alt="Screenshot 2024-03-02 at 04 53 50" src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b"> - Note that the top vertex does not have a joint drawn. <img width="1440" alt="Screenshot 2024-03-02 at 05 03 55" src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9"> Now for a weird video: https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4 - The black lines shooting out from the cube are miter joints that get very long because the lines between which they are drawn are (almost) collinear in screen space. --------- Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
// We render `joints_gizmo.resolution`triangles. The vertices in each triangle are ordered as follows:
// - 0: The 'center' vertex at `screen_b`.
// - 1: The vertex closer to the ab line.
// - 2: The vertex closer to the cb line.
var in_triangle_index = f32(vertex.index) % 3.0;
var tri_index = floor(f32(vertex.index) / 3.0);
var radius = sign(in_triangle_index) * 0.5 * line_width;
var theta = acos(dot(ab_norm, cb_norm));
let sigma = sign(dot(ab_norm, cb));
var angle = theta * (tri_index + in_triangle_index - 1) / f32(joints_gizmo.resolution);
var position_x = sigma * radius * cos(angle);
var position_y = radius * sin(angle);
var screen = screen_b + position_x * ab_norm + position_y * ab;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
fn clip_near_plane(a: vec4<f32>, b: vec4<f32>) -> vec4<f32> {
// Move a if a is behind the near plane and b is in front.
if a.z > a.w && b.z <= b.w {
// Interpolate a towards b until it's at the near plane.
let distance_a = a.z - a.w;
let distance_b = b.z - b.w;
// Add an epsilon to the interpolator to ensure that the point is
// not just behind the clip plane due to floating-point imprecision.
let t = distance_a / (distance_a - distance_b) + EPSILON;
return mix(a, b, t);
}
return a;
}
fn depth(clip: vec4<f32>) -> f32 {
var depth: f32;
if joints_gizmo.depth_bias >= 0. {
depth = clip.z * (1. - joints_gizmo.depth_bias);
} else {
// depth * (clip.w / depth)^-depth_bias. So that when -depth_bias is 1.0, this is equal to clip.w
// and when equal to 0.0, it is exactly equal to depth.
// the epsilon is here to prevent the depth from exceeding clip.w when -depth_bias = 1.0
// clip.w represents the near plane in homogeneous clip space in bevy, having a depth
// of this value means nothing can be in front of this
// The reason this uses an exponential function is that it makes it much easier for the
// user to chose a value that is convenient for them
depth = clip.z * exp2(-joints_gizmo.depth_bias * log2(clip.w / clip.z - EPSILON));
}
return depth;
}
struct FragmentInput {
@location(0) color: vec4<f32>,
};
struct FragmentOutput {
@location(0) color: vec4<f32>,
};
@fragment
fn fragment(in: FragmentInput) -> FragmentOutput {
// return FragmentOutput(vec4(1, 1, 1, 1));
return FragmentOutput(in.color);
Normalise matrix naming (#13489) # Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
}