mirror of
https://github.com/bevyengine/bevy
synced 2025-01-05 01:38:56 +00:00
b333386271
# Objective - Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way - The next step in #3969 so check there for more details. ## Solution - Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports - These contain `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` - Use them everywhere where it is appropriate - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there - NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D. --- ## Changelog - Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions: - `mesh_position_local_to_world` - `mesh_position_world_to_clip` - `mesh_position_local_to_clip` - `mesh_normal_local_to_world` - `mesh_tangent_local_to_world` ## Migration Guide - The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
44 lines
1,021 B
WebGPU Shading Language
44 lines
1,021 B
WebGPU Shading Language
#import bevy_pbr::mesh_types
|
|
#import bevy_pbr::mesh_view_bindings
|
|
|
|
[[group(1), binding(0)]]
|
|
var<uniform> mesh: Mesh;
|
|
|
|
#ifdef SKINNED
|
|
[[group(1), binding(1)]]
|
|
var<uniform> joint_matrices: SkinnedMesh;
|
|
#import bevy_pbr::skinning
|
|
#endif
|
|
|
|
// NOTE: Bindings must come before functions that use them!
|
|
#import bevy_pbr::mesh_functions
|
|
|
|
struct Vertex {
|
|
[[location(0)]] position: vec3<f32>;
|
|
#ifdef SKINNED
|
|
[[location(4)]] joint_indexes: vec4<u32>;
|
|
[[location(5)]] joint_weights: vec4<f32>;
|
|
#endif
|
|
};
|
|
|
|
struct VertexOutput {
|
|
[[builtin(position)]] clip_position: vec4<f32>;
|
|
};
|
|
|
|
[[stage(vertex)]]
|
|
fn vertex(vertex: Vertex) -> VertexOutput {
|
|
#ifdef SKINNED
|
|
let model = skin_model(vertex.joint_indexes, vertex.joint_weights);
|
|
#else
|
|
let model = mesh.model;
|
|
#endif
|
|
|
|
var out: VertexOutput;
|
|
out.clip_position = mesh_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
|
|
return out;
|
|
}
|
|
|
|
[[stage(fragment)]]
|
|
fn fragment() -> [[location(0)]] vec4<f32> {
|
|
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
|
}
|