bevy/crates/bevy_gizmos/src/line_joints.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

248 lines
8.4 KiB
WebGPU Shading Language

#import bevy_render::view::View
@group(0) @binding(0) var<uniform> view: View;
struct LineGizmoUniform {
line_width: f32,
depth_bias: f32,
resolution: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_padding: f32,
#endif
}
@group(1) @binding(0) var<uniform> joints_gizmo: LineGizmoUniform;
struct VertexInput {
@location(0) position_a: vec3<f32>,
@location(1) position_b: vec3<f32>,
@location(2) position_c: vec3<f32>,
@location(3) color: vec4<f32>,
@builtin(vertex_index) index: u32,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
const EPSILON: f32 = 4.88e-04;
@vertex
fn vertex_bevel(vertex: VertexInput) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2(0, 0),
vec2(0, 0.5),
vec2(0.5, 0),
);
var position = positions[vertex.index];
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * cb_norm;
let screen = screen_b + position.x * p0 + position.y * p1;
let depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_miter(vertex: VertexInput) -> VertexOutput {
var positions = array<vec3<f32>, 6>(
vec3(0, 0, 0),
vec3(0.5, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0),
vec3(0, 0.5, 0),
vec3(0, 0, 0.5),
);
var position = positions[vertex.index];
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
let tangent = normalize(ab - cb);
let normal = vec2(-tangent.y, tangent.x);
let sigma = sign(dot(ab + cb, normal));
var p0 = line_width * sigma * ab_norm;
var p1 = line_width * sigma * normal / dot(normal, ab_norm);
var p2 = line_width * sigma * cb_norm;
var screen = screen_b + position.x * p0 + position.y * p1 + position.z * p2;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
@vertex
fn vertex_round(vertex: VertexInput) -> VertexOutput {
var clip_a = view.clip_from_world * vec4(vertex.position_a, 1.);
var clip_b = view.clip_from_world * vec4(vertex.position_b, 1.);
var clip_c = view.clip_from_world * vec4(vertex.position_c, 1.);
// Manual near plane clipping to avoid errors when doing the perspective divide inside this shader.
clip_a = clip_near_plane(clip_a, clip_c);
clip_b = clip_near_plane(clip_b, clip_a);
clip_c = clip_near_plane(clip_c, clip_b);
clip_a = clip_near_plane(clip_a, clip_c);
let resolution = view.viewport.zw;
let screen_a = resolution * (0.5 * clip_a.xy / clip_a.w + 0.5);
let screen_b = resolution * (0.5 * clip_b.xy / clip_b.w + 0.5);
let screen_c = resolution * (0.5 * clip_c.xy / clip_c.w + 0.5);
var color = vertex.color;
var line_width = joints_gizmo.line_width;
#ifdef PERSPECTIVE
line_width /= clip_b.w;
#endif
// Line thinness fade from https://acegikmo.com/shapes/docs/#anti-aliasing
if line_width > 0.0 && line_width < 1. {
color.a *= line_width;
line_width = 1.;
}
let ab = normalize(screen_b - screen_a);
let cb = normalize(screen_b - screen_c);
let ab_norm = vec2(-ab.y, ab.x);
let cb_norm = vec2(cb.y, -cb.x);
// We render `joints_gizmo.resolution`triangles. The vertices in each triangle are ordered as follows:
// - 0: The 'center' vertex at `screen_b`.
// - 1: The vertex closer to the ab line.
// - 2: The vertex closer to the cb line.
var in_triangle_index = f32(vertex.index) % 3.0;
var tri_index = floor(f32(vertex.index) / 3.0);
var radius = sign(in_triangle_index) * 0.5 * line_width;
var theta = acos(dot(ab_norm, cb_norm));
let sigma = sign(dot(ab_norm, cb));
var angle = theta * (tri_index + in_triangle_index - 1) / f32(joints_gizmo.resolution);
var position_x = sigma * radius * cos(angle);
var position_y = radius * sin(angle);
var screen = screen_b + position_x * ab_norm + position_y * ab;
var depth = depth(clip_b);
var clip_position = vec4(clip_b.w * ((2. * screen) / resolution - 1.), depth, clip_b.w);
return VertexOutput(clip_position, color);
}
fn clip_near_plane(a: vec4<f32>, b: vec4<f32>) -> vec4<f32> {
// Move a if a is behind the near plane and b is in front.
if a.z > a.w && b.z <= b.w {
// Interpolate a towards b until it's at the near plane.
let distance_a = a.z - a.w;
let distance_b = b.z - b.w;
// Add an epsilon to the interpolator to ensure that the point is
// not just behind the clip plane due to floating-point imprecision.
let t = distance_a / (distance_a - distance_b) + EPSILON;
return mix(a, b, t);
}
return a;
}
fn depth(clip: vec4<f32>) -> f32 {
var depth: f32;
if joints_gizmo.depth_bias >= 0. {
depth = clip.z * (1. - joints_gizmo.depth_bias);
} else {
// depth * (clip.w / depth)^-depth_bias. So that when -depth_bias is 1.0, this is equal to clip.w
// and when equal to 0.0, it is exactly equal to depth.
// the epsilon is here to prevent the depth from exceeding clip.w when -depth_bias = 1.0
// clip.w represents the near plane in homogeneous clip space in bevy, having a depth
// of this value means nothing can be in front of this
// The reason this uses an exponential function is that it makes it much easier for the
// user to chose a value that is convenient for them
depth = clip.z * exp2(-joints_gizmo.depth_bias * log2(clip.w / clip.z - EPSILON));
}
return depth;
}
struct FragmentInput {
@location(0) color: vec4<f32>,
};
struct FragmentOutput {
@location(0) color: vec4<f32>,
};
@fragment
fn fragment(in: FragmentInput) -> FragmentOutput {
// return FragmentOutput(vec4(1, 1, 1, 1));
return FragmentOutput(in.color);
}