Add view transform to view uniform (#3885)

(cherry picked from commit de943381bd2a8b242c94db99e6c7bbd70006d7c3)

# Objective

The view uniform lacks view transform information. The inverse transform is currently provided but this is not sufficient if you do not have access to an `inverse` function (such as in WGSL).

## Solution

Grab the view transform, put it in the view uniform, use the same matrix to compute the inverse as well.
This commit is contained in:
Loch Wansbrough 2022-02-08 04:14:34 +00:00
parent 1e049a651b
commit 56b0e88b53
3 changed files with 6 additions and 1 deletions

View file

@ -1,5 +1,6 @@
struct View {
view_proj: mat4x4<f32>;
view: mat4x4<f32>;
inverse_view: mat4x4<f32>;
projection: mat4x4<f32>;
world_position: vec3<f32>;

View file

@ -86,6 +86,7 @@ pub struct ExtractedView {
#[derive(Clone, AsStd140)]
pub struct ViewUniform {
view_proj: Mat4,
view: Mat4,
inverse_view: Mat4,
projection: Mat4,
world_position: Vec3,
@ -145,10 +146,12 @@ fn prepare_view_uniforms(
view_uniforms.uniforms.clear();
for (entity, camera) in views.iter() {
let projection = camera.projection;
let inverse_view = camera.transform.compute_matrix().inverse();
let view = camera.transform.compute_matrix();
let inverse_view = view.inverse();
let view_uniforms = ViewUniformOffset {
offset: view_uniforms.uniforms.push(ViewUniform {
view_proj: projection * inverse_view,
view,
inverse_view,
projection,
world_position: camera.transform.translation,

View file

@ -1,5 +1,6 @@
struct View {
view_proj: mat4x4<f32>;
view: mat4x4<f32>;
inverse_view: mat4x4<f32>;
projection: mat4x4<f32>;
world_position: vec3<f32>;