bevy/crates/bevy_pbr/src/render/clustered_forward.wgsl
robtfm 503c2a9677 adjust cluster index for viewport origin (#5947)
# Objective

fixes #5946

## Solution

adjust cluster index calculation for viewport origin.

from reading point 2 of the rasterization algorithm description in https://gpuweb.github.io/gpuweb/#rasterization, it looks like framebuffer space (and so @bulitin(position)) is not meant to be adjusted for viewport origin, so we need to subtract that to get the right cluster index.

- add viewport origin to rust `ExtractedView` and wgsl `View` structs
- subtract from frag coord for cluster index calculation
2022-09-15 21:58:14 +00:00

101 lines
4.8 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::clustered_forward
// NOTE: Keep in sync with bevy_pbr/src/light.rs
fn view_z_to_z_slice(view_z: f32, is_orthographic: bool) -> u32 {
var z_slice: u32 = 0u;
if (is_orthographic) {
// NOTE: view_z is correct in the orthographic case
z_slice = u32(floor((view_z - lights.cluster_factors.z) * lights.cluster_factors.w));
} else {
// NOTE: had to use -view_z to make it positive else log(negative) is nan
z_slice = u32(log(-view_z) * lights.cluster_factors.z - lights.cluster_factors.w + 1.0);
}
// NOTE: We use min as we may limit the far z plane used for clustering to be closeer than
// the furthest thing being drawn. This means that we need to limit to the maximum cluster.
return min(z_slice, lights.cluster_dimensions.z - 1u);
}
fn fragment_cluster_index(frag_coord: vec2<f32>, view_z: f32, is_orthographic: bool) -> u32 {
let xy = vec2<u32>(floor((frag_coord - view.viewport.xy) * lights.cluster_factors.xy));
let z_slice = view_z_to_z_slice(view_z, is_orthographic);
// NOTE: Restricting cluster index to avoid undefined behavior when accessing uniform buffer
// arrays based on the cluster index.
return min(
(xy.y * lights.cluster_dimensions.x + xy.x) * lights.cluster_dimensions.z + z_slice,
lights.cluster_dimensions.w - 1u
);
}
// this must match CLUSTER_COUNT_SIZE in light.rs
let CLUSTER_COUNT_SIZE = 9u;
fn unpack_offset_and_counts(cluster_index: u32) -> vec3<u32> {
#ifdef NO_STORAGE_BUFFERS_SUPPORT
let offset_and_counts = cluster_offsets_and_counts.data[cluster_index >> 2u][cluster_index & ((1u << 2u) - 1u)];
// [ 31 .. 18 | 17 .. 9 | 8 .. 0 ]
// [ offset | point light count | spot light count ]
return vec3<u32>(
(offset_and_counts >> (CLUSTER_COUNT_SIZE * 2u)) & ((1u << (32u - (CLUSTER_COUNT_SIZE * 2u))) - 1u),
(offset_and_counts >> CLUSTER_COUNT_SIZE) & ((1u << CLUSTER_COUNT_SIZE) - 1u),
offset_and_counts & ((1u << CLUSTER_COUNT_SIZE) - 1u),
);
#else
return cluster_offsets_and_counts.data[cluster_index].xyz;
#endif
}
fn get_light_id(index: u32) -> u32 {
#ifdef NO_STORAGE_BUFFERS_SUPPORT
// The index is correct but in cluster_light_index_lists we pack 4 u8s into a u32
// This means the index into cluster_light_index_lists is index / 4
let indices = cluster_light_index_lists.data[index >> 4u][(index >> 2u) & ((1u << 2u) - 1u)];
// And index % 4 gives the sub-index of the u8 within the u32 so we shift by 8 * sub-index
return (indices >> (8u * (index & ((1u << 2u) - 1u)))) & ((1u << 8u) - 1u);
#else
return cluster_light_index_lists.data[index];
#endif
}
fn cluster_debug_visualization(
output_color: vec4<f32>,
view_z: f32,
is_orthographic: bool,
offset_and_counts: vec3<u32>,
cluster_index: u32,
) -> vec4<f32> {
// Cluster allocation debug (using 'over' alpha blending)
#ifdef CLUSTERED_FORWARD_DEBUG_Z_SLICES
// NOTE: This debug mode visualises the z-slices
let cluster_overlay_alpha = 0.1;
var z_slice: u32 = view_z_to_z_slice(view_z, is_orthographic);
// A hack to make the colors alternate a bit more
if ((z_slice & 1u) == 1u) {
z_slice = z_slice + lights.cluster_dimensions.z / 2u;
}
let slice_color = hsv2rgb(f32(z_slice) / f32(lights.cluster_dimensions.z + 1u), 1.0, 0.5);
output_color = vec4<f32>(
(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * slice_color,
output_color.a
);
#endif // CLUSTERED_FORWARD_DEBUG_Z_SLICES
#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
// NOTE: This debug mode visualises the number of lights within the cluster that contains
// the fragment. It shows a sort of lighting complexity measure.
let cluster_overlay_alpha = 0.1;
let max_light_complexity_per_cluster = 64.0;
output_color.r = (1.0 - cluster_overlay_alpha) * output_color.r
+ cluster_overlay_alpha * smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2]));
output_color.g = (1.0 - cluster_overlay_alpha) * output_color.g
+ cluster_overlay_alpha * (1.0 - smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2])));
#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
// NOTE: Visualizes the cluster to which the fragment belongs
let cluster_overlay_alpha = 0.1;
let cluster_color = hsv2rgb(random1D(f32(cluster_index)), 1.0, 0.5);
output_color = vec4<f32>(
(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * cluster_color,
output_color.a
);
#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
return output_color;
}