bevy/crates/bevy_pbr/src/render/view_transformations.wgsl
Ricky Taylor 9b9d3d81cb
Normalise matrix naming (#13489)
# 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`.
2024-06-03 16:56:53 +00:00

204 lines
6.9 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::view_transformations
#import bevy_pbr::mesh_view_bindings as view_bindings
/// World space:
/// +y is up
/// View space:
/// -z is forward, +x is right, +y is up
/// Forward is from the camera position into the scene.
/// (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
/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation
/// NDC (normalized device coordinate):
/// https://www.w3.org/TR/webgpu/#coordinate-systems
/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC
/// (1.0, 1.0) in NDC is located at the top-right corner of NDC
/// Z is depth where:
/// 1.0 is near clipping plane
/// Perspective projection: 0.0 is inf far away
/// Orthographic projection: 0.0 is far clipping plane
/// UV space:
/// 0.0, 0.0 is the top left
/// 1.0, 1.0 is the bottom right
// -----------------
// TO WORLD --------
// -----------------
/// Convert a view space position to world space
fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.world_from_view * vec4(view_pos, 1.0);
return world_pos.xyz;
}
/// Convert a clip space position to world space
fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.world_from_clip * clip_pos;
return world_pos.xyz;
}
/// Convert a ndc space position to world space
fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> {
let world_pos = view_bindings::view.world_from_clip * vec4(ndc_pos, 1.0);
return world_pos.xyz / world_pos.w;
}
/// Convert a view space direction to world space
fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32> {
let world_dir = view_bindings::view.world_from_view * vec4(view_dir, 0.0);
return world_dir.xyz;
}
/// Convert a clip space direction to world space
fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32> {
let world_dir = view_bindings::view.world_from_clip * clip_dir;
return world_dir.xyz;
}
// -----------------
// TO VIEW ---------
// -----------------
/// Convert a world space position to view space
fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.view_from_world * vec4(world_pos, 1.0);
return view_pos.xyz;
}
/// Convert a clip space position to view space
fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.view_from_clip * clip_pos;
return view_pos.xyz;
}
/// Convert a ndc space position to view space
fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32> {
let view_pos = view_bindings::view.view_from_clip * vec4(ndc_pos, 1.0);
return view_pos.xyz / view_pos.w;
}
/// Convert a world space direction to view space
fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32> {
let view_dir = view_bindings::view.view_from_world * vec4(world_dir, 0.0);
return view_dir.xyz;
}
/// Convert a clip space direction to view space
fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32> {
let view_dir = view_bindings::view.view_from_clip * clip_dir;
return view_dir.xyz;
}
// -----------------
// TO CLIP ---------
// -----------------
/// Convert a world space position to clip space
fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32> {
let clip_pos = view_bindings::view.clip_from_world * vec4(world_pos, 1.0);
return clip_pos;
}
/// Convert a view space position to clip space
fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32> {
let clip_pos = view_bindings::view.clip_from_view * vec4(view_pos, 1.0);
return clip_pos;
}
/// Convert a world space direction to clip space
fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32> {
let clip_dir = view_bindings::view.clip_from_world * vec4(world_dir, 0.0);
return clip_dir;
}
/// Convert a view space direction to clip space
fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32> {
let clip_dir = view_bindings::view.clip_from_view * vec4(view_dir, 0.0);
return clip_dir;
}
// -----------------
// TO NDC ----------
// -----------------
/// Convert a world space position to ndc space
fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32> {
let ndc_pos = view_bindings::view.clip_from_world * vec4(world_pos, 1.0);
return ndc_pos.xyz / ndc_pos.w;
}
/// Convert a view space position to ndc space
fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32> {
let ndc_pos = view_bindings::view.clip_from_view * vec4(view_pos, 1.0);
return ndc_pos.xyz / ndc_pos.w;
}
// -----------------
// DEPTH -----------
// -----------------
/// Retrieve the perspective camera near clipping plane
fn perspective_camera_near() -> f32 {
return view_bindings::view.clip_from_view[3][2];
}
/// Convert ndc depth to linear view z.
/// Note: Depth values in front of the camera will be negative as -z is forward
fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
#ifdef VIEW_PROJECTION_PERSPECTIVE
return -perspective_camera_near() / ndc_depth;
#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
return -(view_bindings::view.clip_from_view[3][2] - ndc_depth) / view_bindings::view.clip_from_view[2][2];
#else
let view_pos = view_bindings::view.view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);
return view_pos.z / view_pos.w;
#endif
}
/// Convert linear view z to ndc depth.
/// Note: View z input should be negative for values in front of the camera as -z is forward
fn view_z_to_depth_ndc(view_z: f32) -> f32 {
#ifdef VIEW_PROJECTION_PERSPECTIVE
return -perspective_camera_near() / view_z;
#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC
return view_bindings::view.clip_from_view[3][2] + view_z * view_bindings::view.clip_from_view[2][2];
#else
let ndc_pos = view_bindings::view.clip_from_view * vec4(0.0, 0.0, view_z, 1.0);
return ndc_pos.z / ndc_pos.w;
#endif
}
// -----------------
// UV --------------
// -----------------
/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
return ndc * vec2(0.5, -0.5) + vec2(0.5);
}
/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
/// 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);
}
/// Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target
/// viewport size]
fn ndc_to_frag_coord(ndc: vec2<f32>) -> vec2<f32> {
return ndc_to_uv(ndc) * view_bindings::view.viewport.zw;
}