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# 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`.
68 lines
3 KiB
WebGPU Shading Language
68 lines
3 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::pbr_prepass_functions
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#import bevy_pbr::{
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prepass_io::VertexOutput,
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prepass_bindings::previous_view_uniforms,
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mesh_view_bindings::view,
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pbr_bindings,
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pbr_types,
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}
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// Cutoff used for the premultiplied alpha modes BLEND, ADD, and ALPHA_TO_COVERAGE.
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const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
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// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
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fn prepass_alpha_discard(in: VertexOutput) {
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#ifdef MAY_DISCARD
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var output_color: vec4<f32> = pbr_bindings::material.base_color;
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#ifdef VERTEX_UVS
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#ifdef STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv_b;
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#else // STANDARD_MATERIAL_BASE_COLOR_UV_B
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var uv = in.uv;
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#endif // STANDARD_MATERIAL_BASE_COLOR_UV_B
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let uv_transform = pbr_bindings::material.uv_transform;
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uv = (uv_transform * vec3(uv, 1.0)).xy;
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if (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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output_color = output_color * textureSampleBias(pbr_bindings::base_color_texture, pbr_bindings::base_color_sampler, uv, view.mip_bias);
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}
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#endif // VERTEX_UVS
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let alpha_mode = pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
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if output_color.a < pbr_bindings::material.alpha_cutoff {
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discard;
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}
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} else if (alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND ||
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alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD ||
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alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE) {
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if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
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discard;
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}
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} else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED {
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if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
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discard;
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}
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}
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#endif // MAY_DISCARD
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}
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#ifdef MOTION_VECTOR_PREPASS
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fn calculate_motion_vector(world_position: vec4<f32>, previous_world_position: vec4<f32>) -> vec2<f32> {
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let clip_position_t = view.unjittered_clip_from_world * world_position;
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let clip_position = clip_position_t.xy / clip_position_t.w;
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let previous_clip_position_t = previous_view_uniforms.clip_from_world * previous_world_position;
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let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w;
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// These motion vectors are used as offsets to UV positions and are stored
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// in the range -1,1 to allow offsetting from the one corner to the
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// diagonally-opposite corner in UV coordinates, in either direction.
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// A difference between diagonally-opposite corners of clip space is in the
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// range -2,2, so this needs to be scaled by 0.5. And the V direction goes
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// down where clip space y goes up, so y needs to be flipped.
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return (clip_position - previous_clip_position) * vec2(0.5, -0.5);
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}
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#endif // MOTION_VECTOR_PREPASS
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