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View Transformations (#9726)
# Objective - Add functions for common view transformations. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
This commit is contained in:
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8 changed files with 247 additions and 37 deletions
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@ -8,43 +8,13 @@
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mesh_view_bindings::view,
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utils::{octahedral_encode, octahedral_decode},
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prepass_io::{VertexOutput, FragmentOutput},
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view_transformations::{position_ndc_to_world, frag_coord_to_ndc},
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}
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#ifdef MOTION_VECTOR_PREPASS
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#import bevy_pbr::pbr_prepass_functions::calculate_motion_vector
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#endif
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// ---------------------------
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// from https://github.com/DGriffin91/bevy_coordinate_systems/blob/main/src/transformations.wgsl
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// ---------------------------
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/// Convert a ndc space position to world space
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fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
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let world_pos = view.inverse_view_proj * vec4(ndc_pos, 1.0);
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return world_pos.xyz / world_pos.w;
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}
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/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
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fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
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return ndc * vec2(0.5, -0.5) + vec2(0.5);
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}
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/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
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fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
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return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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}
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/// Returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target.
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/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
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fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32> {
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return (frag_coord - view.viewport.xy) / view.viewport.zw;
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}
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/// Convert frag coord to ndc.
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fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32> {
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return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy)), frag_coord.z);
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}
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// Creates the deferred gbuffer from a PbrInput.
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fn deferred_gbuffer_from_pbr_input(in: PbrInput) -> vec4<u32> {
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// 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
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pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
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pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(17035894873630133905);
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pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(2098345702398750291);
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pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(73204817249182637);
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pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
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@ -200,6 +202,12 @@ impl Plugin for PbrPlugin {
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"render/parallax_mapping.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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VIEW_TRANSFORMATIONS_SHADER_HANDLE,
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"render/view_transformations.wgsl",
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Shader::from_wgsl
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);
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app.register_asset_reflect::<StandardMaterial>()
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.register_type::<AlphaMode>()
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@ -18,6 +18,7 @@ use bevy_ecs::{
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};
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use bevy_reflect::Reflect;
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use bevy_render::{
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camera::Projection,
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extract_instances::{ExtractInstancesPlugin, ExtractedInstances},
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extract_resource::ExtractResource,
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mesh::{Mesh, MeshVertexBufferLayout},
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@ -457,6 +458,7 @@ pub fn queue_material_meshes<M: Material>(
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Has<DeferredPrepass>,
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),
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Option<&TemporalAntiAliasSettings>,
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Option<&Projection>,
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&mut RenderPhase<Opaque3d>,
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&mut RenderPhase<AlphaMask3d>,
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&mut RenderPhase<Transparent3d>,
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@ -474,6 +476,7 @@ pub fn queue_material_meshes<M: Material>(
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ssao,
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(normal_prepass, depth_prepass, motion_vector_prepass, deferred_prepass),
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taa_settings,
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projection,
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mut opaque_phase,
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mut alpha_mask_phase,
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mut transparent_phase,
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@ -511,6 +514,13 @@ pub fn queue_material_meshes<M: Material>(
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view_key |= MeshPipelineKey::ENVIRONMENT_MAP;
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}
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if let Some(projection) = projection {
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view_key |= match projection {
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Projection::Perspective(_) => MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE,
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Projection::Orthographic(_) => MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC,
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};
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}
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match shadow_filter_method.unwrap_or(&ShadowFilteringMethod::default()) {
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ShadowFilteringMethod::Hardware2x2 => {
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view_key |= MeshPipelineKey::SHADOW_FILTER_METHOD_HARDWARE_2X2;
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@ -520,6 +520,11 @@ bitflags::bitflags! {
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const SHADOW_FILTER_METHOD_HARDWARE_2X2 = 0 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
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const SHADOW_FILTER_METHOD_CASTANO_13 = 1 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
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const SHADOW_FILTER_METHOD_JIMENEZ_14 = 2 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
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const VIEW_PROJECTION_RESERVED_BITS = Self::VIEW_PROJECTION_MASK_BITS << Self::VIEW_PROJECTION_SHIFT_BITS;
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const VIEW_PROJECTION_NONSTANDARD = 0 << Self::VIEW_PROJECTION_SHIFT_BITS;
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const VIEW_PROJECTION_PERSPECTIVE = 1 << Self::VIEW_PROJECTION_SHIFT_BITS;
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const VIEW_PROJECTION_ORTHOGRAPHIC = 2 << Self::VIEW_PROJECTION_SHIFT_BITS;
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const VIEW_PROJECTION_RESERVED = 3 << Self::VIEW_PROJECTION_SHIFT_BITS;
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}
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}
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@ -543,6 +548,10 @@ impl MeshPipelineKey {
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const SHADOW_FILTER_METHOD_SHIFT_BITS: u32 =
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Self::TONEMAP_METHOD_SHIFT_BITS - Self::SHADOW_FILTER_METHOD_MASK_BITS.count_ones();
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const VIEW_PROJECTION_MASK_BITS: u32 = 0b11;
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const VIEW_PROJECTION_SHIFT_BITS: u32 =
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Self::SHADOW_FILTER_METHOD_SHIFT_BITS - Self::VIEW_PROJECTION_MASK_BITS.count_ones();
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pub fn from_msaa_samples(msaa_samples: u32) -> Self {
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let msaa_bits =
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(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
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@ -747,6 +756,15 @@ impl SpecializedMeshPipeline for MeshPipeline {
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shader_defs.push("LOAD_PREPASS_NORMALS".into());
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}
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let view_projection = key.intersection(MeshPipelineKey::VIEW_PROJECTION_RESERVED_BITS);
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if view_projection == MeshPipelineKey::VIEW_PROJECTION_NONSTANDARD {
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shader_defs.push("VIEW_PROJECTION_NONSTANDARD".into());
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} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE {
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shader_defs.push("VIEW_PROJECTION_PERSPECTIVE".into());
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} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC {
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shader_defs.push("VIEW_PROJECTION_ORTHOGRAPHIC".into());
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}
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#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
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shader_defs.push("WEBGL2".into());
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@ -3,6 +3,7 @@
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skinning,
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morph::morph,
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forward_io::{Vertex, VertexOutput},
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view_transformations::position_world_to_clip,
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}
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#import bevy_render::instance_index::get_instance_index
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@ -60,7 +61,7 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
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#ifdef VERTEX_POSITIONS
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out.world_position = mesh_functions::mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
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out.position = mesh_functions::mesh_position_world_to_clip(out.world_position);
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out.position = position_world_to_clip(out.world_position.xyz);
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#endif
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#ifdef VERTEX_UVS
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@ -4,6 +4,7 @@
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mesh_view_bindings::view,
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mesh_bindings::mesh,
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mesh_types::MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT,
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view_transformations::position_world_to_clip,
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}
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#import bevy_render::{
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instance_index::get_instance_index,
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@ -22,16 +23,12 @@ fn mesh_position_local_to_world(model: mat4x4<f32>, vertex_position: vec4<f32>)
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return model * vertex_position;
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}
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fn mesh_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> {
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return view.view_proj * world_position;
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}
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// NOTE: The intermediate world_position assignment is important
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// for precision purposes when using the 'equals' depth comparison
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// function.
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fn mesh_position_local_to_clip(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
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let world_position = mesh_position_local_to_world(model, vertex_position);
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return mesh_position_world_to_clip(world_position);
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return position_world_to_clip(world_position.xyz);
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}
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fn mesh_normal_local_to_world(vertex_normal: vec3<f32>, instance_index: u32) -> vec3<f32> {
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198
crates/bevy_pbr/src/render/view_transformations.wgsl
Normal file
198
crates/bevy_pbr/src/render/view_transformations.wgsl
Normal file
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#define_import_path bevy_pbr::view_transformations
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#import bevy_pbr::mesh_view_bindings as view_bindings
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/// World space:
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/// +y is up
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/// View space:
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/// -z is forward, +x is right, +y is up
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/// Forward is from the camera position into the scene.
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/// (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
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/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
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/// NDC (normalized device coordinate):
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/// https://www.w3.org/TR/webgpu/#coordinate-systems
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/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
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/// (1.0, 1.0) in NDC is located at the top-right corner of NDC
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/// Z is depth where:
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/// 1.0 is near clipping plane
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/// Perspective projection: 0.0 is inf far away
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/// Orthographic projection: 0.0 is far clipping plane
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/// UV space:
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/// 0.0, 0.0 is the top left
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/// 1.0, 1.0 is the bottom right
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// -----------------
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// TO WORLD --------
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// -----------------
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/// Convert a view space position to world space
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fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.view * vec4(view_pos, 1.0);
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return world_pos.xyz;
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}
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/// Convert a clip space position to world space
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fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.inverse_view_proj * clip_pos;
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return world_pos.xyz;
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}
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/// Convert a ndc space position to world space
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fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
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let world_pos = view_bindings::view.inverse_view_proj * vec4(ndc_pos, 1.0);
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return world_pos.xyz / world_pos.w;
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}
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/// Convert a view space direction to world space
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fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32> {
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let world_dir = view_bindings::view.view * vec4(view_dir, 0.0);
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return world_dir.xyz;
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}
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/// Convert a clip space direction to world space
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fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32> {
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let world_dir = view_bindings::view.inverse_view_proj * clip_dir;
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return world_dir.xyz;
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}
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// -----------------
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// TO VIEW ---------
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// -----------------
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/// Convert a world space position to view space
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fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_view * vec4(world_pos, 1.0);
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return view_pos.xyz;
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}
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/// Convert a clip space position to view space
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fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_projection * clip_pos;
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return view_pos.xyz;
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}
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/// Convert a ndc space position to view space
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fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32> {
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let view_pos = view_bindings::view.inverse_projection * vec4(ndc_pos, 1.0);
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return view_pos.xyz / view_pos.w;
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}
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/// Convert a world space direction to view space
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fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32> {
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let view_dir = view_bindings::view.inverse_view * vec4(world_dir, 0.0);
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return view_dir.xyz;
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}
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/// Convert a clip space direction to view space
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fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32> {
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let view_dir = view_bindings::view.inverse_projection * clip_dir;
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return view_dir.xyz;
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}
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// -----------------
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// TO CLIP ---------
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// -----------------
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/// Convert a world space position to clip space
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fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32> {
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let clip_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
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return clip_pos;
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}
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/// Convert a view space position to clip space
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fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32> {
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let clip_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
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return clip_pos;
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}
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/// Convert a world space direction to clip space
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fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32> {
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let clip_dir = view_bindings::view.view_proj * vec4(world_dir, 0.0);
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return clip_dir;
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}
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/// Convert a view space direction to clip space
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fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32> {
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let clip_dir = view_bindings::view.projection * vec4(view_dir, 0.0);
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return clip_dir;
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}
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// -----------------
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// TO NDC ----------
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// -----------------
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/// Convert a world space position to ndc space
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fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32> {
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let ndc_pos = view_bindings::view.view_proj * vec4(world_pos, 1.0);
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return ndc_pos.xyz / ndc_pos.w;
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}
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/// Convert a view space position to ndc space
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fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32> {
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let ndc_pos = view_bindings::view.projection * vec4(view_pos, 1.0);
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return ndc_pos.xyz / ndc_pos.w;
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}
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// -----------------
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// DEPTH -----------
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// -----------------
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/// Retrieve the perspective camera near clipping plane
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fn perspective_camera_near() -> f32 {
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return view_bindings::view.projection[3][2];
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}
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/// Convert ndc depth to linear view z.
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/// Note: Depth values in front of the camera will be negative as -z is forward
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fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
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#ifdef VIEW_PROJECTION_PERSPECTIVE
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return -perspective_camera_near() / ndc_depth;
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#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
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return -(view_bindings::view.projection[3][2] - ndc_depth) / view_bindings::view.projection[2][2];
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#else
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let view_pos = view_bindings::view.inverse_projection * vec4(0.0, 0.0, ndc_depth, 1.0);
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return view_pos.z / view_pos.w;
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#endif
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}
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/// Convert linear view z to ndc depth.
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/// Note: View z input should be negative for values in front of the camera as -z is forward
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fn view_z_to_depth_ndc(view_z: f32) -> f32 {
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#ifdef VIEW_PROJECTION_PERSPECTIVE
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return -perspective_camera_near() / view_z;
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#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
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return view_bindings::view.projection[3][2] + view_z * view_bindings::view.projection[2][2];
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#else
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let ndc_pos = view_bindings::view.projection * vec4(0.0, 0.0, view_z, 1.0);
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return ndc_pos.z / ndc_pos.w;
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#endif
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}
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// -----------------
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// UV --------------
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// -----------------
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/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
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fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
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return ndc * vec2(0.5, -0.5) + vec2(0.5);
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}
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/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
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fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
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return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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}
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/// 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);
|
||||
}
|
|
@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue