View Transformations (#9726)

# Objective

- Add functions for common view transformations.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
This commit is contained in:
Griffin 2023-10-24 14:26:19 -07:00 committed by GitHub
parent fb5588413f
commit 1bd7e5a8e6
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8 changed files with 247 additions and 37 deletions

View file

@ -8,43 +8,13 @@
mesh_view_bindings::view,
utils::{octahedral_encode, octahedral_decode},
prepass_io::{VertexOutput, FragmentOutput},
view_transformations::{position_ndc_to_world, frag_coord_to_ndc},
}
#ifdef MOTION_VECTOR_PREPASS
#import bevy_pbr::pbr_prepass_functions::calculate_motion_vector
#endif
// ---------------------------
// from https://github.com/DGriffin91/bevy_coordinate_systems/blob/main/src/transformations.wgsl
// ---------------------------
/// Convert a ndc space position to world space
fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
let world_pos = view.inverse_view_proj * vec4(ndc_pos, 1.0);
return world_pos.xyz / world_pos.w;
}
/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
return ndc * vec2(0.5, -0.5) + vec2(0.5);
}
/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
/// Returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target.
/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32> {
return (frag_coord - view.viewport.xy) / view.viewport.zw;
}
/// Convert frag coord to ndc.
fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32> {
return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy)), frag_coord.z);
}
// Creates the deferred gbuffer from a PbrInput.
fn deferred_gbuffer_from_pbr_input(in: PbrInput) -> vec4<u32> {
// Only monochrome occlusion supported. May not be worth including at all.

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@ -82,6 +82,8 @@ pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(17035894873630133905);
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2098345702398750291);
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(73204817249182637);
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
@ -200,6 +202,12 @@ impl Plugin for PbrPlugin {
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
"render/view_transformations.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AlphaMode>()

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@ -18,6 +18,7 @@ use bevy_ecs::{
};
use bevy_reflect::Reflect;
use bevy_render::{
camera::Projection,
extract_instances::{ExtractInstancesPlugin, ExtractedInstances},
extract_resource::ExtractResource,
mesh::{Mesh, MeshVertexBufferLayout},
@ -457,6 +458,7 @@ pub fn queue_material_meshes<M: Material>(
Has<DeferredPrepass>,
),
Option<&TemporalAntiAliasSettings>,
Option<&Projection>,
&mut RenderPhase<Opaque3d>,
&mut RenderPhase<AlphaMask3d>,
&mut RenderPhase<Transparent3d>,
@ -474,6 +476,7 @@ pub fn queue_material_meshes<M: Material>(
ssao,
(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
taa_settings,
projection,
mut opaque_phase,
mut alpha_mask_phase,
mut transparent_phase,
@ -511,6 +514,13 @@ pub fn queue_material_meshes<M: Material>(
view_key |= MeshPipelineKey::ENVIRONMENT_MAP;
}
if let Some(projection) = projection {
view_key |= match projection {
Projection::Perspective(_) => MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE,
Projection::Orthographic(_) => MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC,
};
}
match shadow_filter_method.unwrap_or(&ShadowFilteringMethod::default()) {
ShadowFilteringMethod::Hardware2x2 => {
view_key |= MeshPipelineKey::SHADOW_FILTER_METHOD_HARDWARE_2X2;

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@ -520,6 +520,11 @@ bitflags::bitflags! {
const SHADOW_FILTER_METHOD_HARDWARE_2X2 = 0 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_CASTANO_13 = 1 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_JIMENEZ_14 = 2 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const VIEW_PROJECTION_RESERVED_BITS = Self::VIEW_PROJECTION_MASK_BITS << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_NONSTANDARD = 0 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_PERSPECTIVE = 1 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_ORTHOGRAPHIC = 2 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_RESERVED = 3 << Self::VIEW_PROJECTION_SHIFT_BITS;
}
}
@ -543,6 +548,10 @@ impl MeshPipelineKey {
const SHADOW_FILTER_METHOD_SHIFT_BITS: u32 =
Self::TONEMAP_METHOD_SHIFT_BITS - Self::SHADOW_FILTER_METHOD_MASK_BITS.count_ones();
const VIEW_PROJECTION_MASK_BITS: u32 = 0b11;
const VIEW_PROJECTION_SHIFT_BITS: u32 =
Self::SHADOW_FILTER_METHOD_SHIFT_BITS - Self::VIEW_PROJECTION_MASK_BITS.count_ones();
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
@ -747,6 +756,15 @@ impl SpecializedMeshPipeline for MeshPipeline {
shader_defs.push("LOAD_PREPASS_NORMALS".into());
}
let view_projection = key.intersection(MeshPipelineKey::VIEW_PROJECTION_RESERVED_BITS);
if view_projection == MeshPipelineKey::VIEW_PROJECTION_NONSTANDARD {
shader_defs.push("VIEW_PROJECTION_NONSTANDARD".into());
} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE {
shader_defs.push("VIEW_PROJECTION_PERSPECTIVE".into());
} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC {
shader_defs.push("VIEW_PROJECTION_ORTHOGRAPHIC".into());
}
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
shader_defs.push("WEBGL2".into());

View file

@ -3,6 +3,7 @@
skinning,
morph::morph,
forward_io::{Vertex, VertexOutput},
view_transformations::position_world_to_clip,
}
#import bevy_render::instance_index::get_instance_index
@ -60,7 +61,7 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
#ifdef VERTEX_POSITIONS
out.world_position = mesh_functions::mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
out.position = mesh_functions::mesh_position_world_to_clip(out.world_position);
out.position = position_world_to_clip(out.world_position.xyz);
#endif
#ifdef VERTEX_UVS

View file

@ -4,6 +4,7 @@
mesh_view_bindings::view,
mesh_bindings::mesh,
mesh_types::MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT,
view_transformations::position_world_to_clip,
}
#import bevy_render::{
instance_index::get_instance_index,
@ -22,16 +23,12 @@ fn mesh_position_local_to_world(model: mat4x4<f32>, vertex_position: vec4<f32>)
return model * vertex_position;
}
fn mesh_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> {
return view.view_proj * world_position;
}
// NOTE: The intermediate world_position assignment is important
// for precision purposes when using the 'equals' depth comparison
// function.
fn mesh_position_local_to_clip(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
let world_position = mesh_position_local_to_world(model, vertex_position);
return mesh_position_world_to_clip(world_position);
return position_world_to_clip(world_position.xyz);
}
fn mesh_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> {

View file

@ -0,0 +1,198 @@
#define_import_path bevy_pbr::view_transformations
#import bevy_pbr::mesh_view_bindings as view_bindings
/// World space:
/// +y is up
/// View space:
/// -z is forward, +x is right, +y is up
/// Forward is from the camera position into the scene.
/// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation
/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
/// NDC (normalized device coordinate):
/// https://www.w3.org/TR/webgpu/#coordinate-systems
/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
/// (1.0, 1.0) in NDC is located at the top-right corner of NDC
/// Z is depth where:
/// 1.0 is near clipping plane
/// Perspective projection: 0.0 is inf far away
/// Orthographic projection: 0.0 is far clipping plane
/// UV space:
/// 0.0, 0.0 is the top left
/// 1.0, 1.0 is the bottom right
// -----------------
// TO WORLD --------
// -----------------
/// Convert a view space position to world space
fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.view * vec4(view_pos, 1.0);
return world_pos.xyz;
}
/// Convert a clip space position to world space
fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.inverse_view_proj * clip_pos;
return world_pos.xyz;
}
/// Convert a ndc space position to world space
fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.inverse_view_proj * vec4(ndc_pos, 1.0);
return world_pos.xyz / world_pos.w;
}
/// Convert a view space direction to world space
fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32> {
let world_dir = view_bindings::view.view * vec4(view_dir, 0.0);
return world_dir.xyz;
}
/// Convert a clip space direction to world space
fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32> {
let world_dir = view_bindings::view.inverse_view_proj * clip_dir;
return world_dir.xyz;
}
// -----------------
// TO VIEW ---------
// -----------------
/// Convert a world space position to view space
fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.inverse_view * vec4(world_pos, 1.0);
return view_pos.xyz;
}
/// Convert a clip space position to view space
fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.inverse_projection * clip_pos;
return view_pos.xyz;
}
/// Convert a ndc space position to view space
fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.inverse_projection * vec4(ndc_pos, 1.0);
return view_pos.xyz / view_pos.w;
}
/// Convert a world space direction to view space
fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32> {
let view_dir = view_bindings::view.inverse_view * vec4(world_dir, 0.0);
return view_dir.xyz;
}
/// Convert a clip space direction to view space
fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32> {
let view_dir = view_bindings::view.inverse_projection * clip_dir;
return view_dir.xyz;
}
// -----------------
// TO CLIP ---------
// -----------------
/// Convert a world space position to clip space
fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32> {
let clip_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
return clip_pos;
}
/// Convert a view space position to clip space
fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32> {
let clip_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
return clip_pos;
}
/// Convert a world space direction to clip space
fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32> {
let clip_dir = view_bindings::view.view_proj * vec4(world_dir, 0.0);
return clip_dir;
}
/// Convert a view space direction to clip space
fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32> {
let clip_dir = view_bindings::view.projection * vec4(view_dir, 0.0);
return clip_dir;
}
// -----------------
// TO NDC ----------
// -----------------
/// Convert a world space position to ndc space
fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32> {
let ndc_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
return ndc_pos.xyz / ndc_pos.w;
}
/// Convert a view space position to ndc space
fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32> {
let ndc_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
return ndc_pos.xyz / ndc_pos.w;
}
// -----------------
// DEPTH -----------
// -----------------
/// Retrieve the perspective camera near clipping plane
fn perspective_camera_near() -> f32 {
return view_bindings::view.projection[3][2];
}
/// Convert ndc depth to linear view z.
/// Note: Depth values in front of the camera will be negative as -z is forward
fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
#ifdef VIEW_PROJECTION_PERSPECTIVE
return -perspective_camera_near() / ndc_depth;
#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
return -(view_bindings::view.projection[3][2] - ndc_depth) / view_bindings::view.projection[2][2];
#else
let view_pos = view_bindings::view.inverse_projection * vec4(0.0, 0.0, ndc_depth, 1.0);
return view_pos.z / view_pos.w;
#endif
}
/// Convert linear view z to ndc depth.
/// Note: View z input should be negative for values in front of the camera as -z is forward
fn view_z_to_depth_ndc(view_z: f32) -> f32 {
#ifdef VIEW_PROJECTION_PERSPECTIVE
return -perspective_camera_near() / view_z;
#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
return view_bindings::view.projection[3][2] + view_z * view_bindings::view.projection[2][2];
#else
let ndc_pos = view_bindings::view.projection * vec4(0.0, 0.0, view_z, 1.0);
return ndc_pos.z / ndc_pos.w;
#endif
}
// -----------------
// UV --------------
// -----------------
/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
return ndc * vec2(0.5, -0.5) + vec2(0.5);
}
/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
/// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target
/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32> {
return (frag_coord - view_bindings::view.viewport.xy) / view_bindings::view.viewport.zw;
}
/// Convert frag coord to ndc
fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32> {
return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy)), frag_coord.z);
}

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@ -29,6 +29,8 @@ use bevy_window::{
use std::{borrow::Cow, ops::Range};
use wgpu::{BlendState, LoadOp, TextureFormat};
use super::Projection;
/// Render viewport configuration for the [`Camera`] component.
///
/// The viewport defines the area on the render target to which the camera renders its image.
@ -643,6 +645,7 @@ pub fn extract_cameras(
Option<&ColorGrading>,
Option<&TemporalJitter>,
Option<&RenderLayers>,
Option<&Projection>,
)>,
>,
primary_window: Extract<Query<Entity, With<PrimaryWindow>>>,
@ -657,6 +660,7 @@ pub fn extract_cameras(
color_grading,
temporal_jitter,
render_layers,
projection,
) in query.iter()
{
let color_grading = *color_grading.unwrap_or(&ColorGrading::default());
@ -719,6 +723,10 @@ pub fn extract_cameras(
if let Some(render_layers) = render_layers {
commands.insert(*render_layers);
}
if let Some(perspective) = projection {
commands.insert(perspective.clone());
}
}
}
}