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# Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items.
106 lines
5 KiB
WebGPU Shading Language
106 lines
5 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::clustered_forward
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#import bevy_pbr::{
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mesh_view_bindings as bindings,
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utils::hsv2rgb,
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}
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// NOTE: Keep in sync with bevy_pbr/src/light.rs
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fn view_z_to_z_slice(view_z: f32, is_orthographic: bool) -> u32 {
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var z_slice: u32 = 0u;
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if (is_orthographic) {
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// NOTE: view_z is correct in the orthographic case
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z_slice = u32(floor((view_z - bindings::lights.cluster_factors.z) * bindings::lights.cluster_factors.w));
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} else {
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// NOTE: had to use -view_z to make it positive else log(negative) is nan
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z_slice = u32(log(-view_z) * bindings::lights.cluster_factors.z - bindings::lights.cluster_factors.w + 1.0);
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}
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// NOTE: We use min as we may limit the far z plane used for clustering to be closer than
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// the furthest thing being drawn. This means that we need to limit to the maximum cluster.
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return min(z_slice, bindings::lights.cluster_dimensions.z - 1u);
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}
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fn fragment_cluster_index(frag_coord: vec2<f32>, view_z: f32, is_orthographic: bool) -> u32 {
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let xy = vec2<u32>(floor((frag_coord - bindings::view.viewport.xy) * bindings::lights.cluster_factors.xy));
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let z_slice = view_z_to_z_slice(view_z, is_orthographic);
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// NOTE: Restricting cluster index to avoid undefined behavior when accessing uniform buffer
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// arrays based on the cluster index.
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return min(
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(xy.y * bindings::lights.cluster_dimensions.x + xy.x) * bindings::lights.cluster_dimensions.z + z_slice,
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bindings::lights.cluster_dimensions.w - 1u
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);
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}
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// this must match CLUSTER_COUNT_SIZE in light.rs
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const CLUSTER_COUNT_SIZE = 9u;
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fn unpack_offset_and_counts(cluster_index: u32) -> vec3<u32> {
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#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
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return bindings::cluster_offsets_and_counts.data[cluster_index].xyz;
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#else
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let offset_and_counts = bindings::cluster_offsets_and_counts.data[cluster_index >> 2u][cluster_index & ((1u << 2u) - 1u)];
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// [ 31 .. 18 | 17 .. 9 | 8 .. 0 ]
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// [ offset | point light count | spot light count ]
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return vec3<u32>(
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(offset_and_counts >> (CLUSTER_COUNT_SIZE * 2u)) & ((1u << (32u - (CLUSTER_COUNT_SIZE * 2u))) - 1u),
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(offset_and_counts >> CLUSTER_COUNT_SIZE) & ((1u << CLUSTER_COUNT_SIZE) - 1u),
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offset_and_counts & ((1u << CLUSTER_COUNT_SIZE) - 1u),
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);
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#endif
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}
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fn get_light_id(index: u32) -> u32 {
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#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
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return bindings::cluster_light_index_lists.data[index];
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#else
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// The index is correct but in cluster_light_index_lists we pack 4 u8s into a u32
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// This means the index into cluster_light_index_lists is index / 4
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let indices = bindings::cluster_light_index_lists.data[index >> 4u][(index >> 2u) & ((1u << 2u) - 1u)];
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// And index % 4 gives the sub-index of the u8 within the u32 so we shift by 8 * sub-index
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return (indices >> (8u * (index & ((1u << 2u) - 1u)))) & ((1u << 8u) - 1u);
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#endif
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}
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fn cluster_debug_visualization(
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output_color: vec4<f32>,
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view_z: f32,
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is_orthographic: bool,
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offset_and_counts: vec3<u32>,
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cluster_index: u32,
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) -> vec4<f32> {
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// Cluster allocation debug (using 'over' alpha blending)
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#ifdef CLUSTERED_FORWARD_DEBUG_Z_SLICES
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// NOTE: This debug mode visualises the z-slices
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let cluster_overlay_alpha = 0.1;
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var z_slice: u32 = view_z_to_z_slice(view_z, is_orthographic);
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// A hack to make the colors alternate a bit more
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if ((z_slice & 1u) == 1u) {
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z_slice = z_slice + bindings::lights.cluster_dimensions.z / 2u;
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}
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let slice_color = hsv2rgb(f32(z_slice) / f32(bindings::lights.cluster_dimensions.z + 1u), 1.0, 0.5);
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output_color = vec4<f32>(
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * slice_color,
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output_color.a
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);
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#endif // CLUSTERED_FORWARD_DEBUG_Z_SLICES
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#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
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// NOTE: This debug mode visualises the number of lights within the cluster that contains
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// the fragment. It shows a sort of lighting complexity measure.
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let cluster_overlay_alpha = 0.1;
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let max_light_complexity_per_cluster = 64.0;
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output_color.r = (1.0 - cluster_overlay_alpha) * output_color.r
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+ cluster_overlay_alpha * smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2]));
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output_color.g = (1.0 - cluster_overlay_alpha) * output_color.g
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+ cluster_overlay_alpha * (1.0 - smoothStep(0.0, max_light_complexity_per_cluster, f32(offset_and_counts[1] + offset_and_counts[2])));
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#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY
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#ifdef CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
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// NOTE: Visualizes the cluster to which the fragment belongs
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let cluster_overlay_alpha = 0.1;
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let cluster_color = hsv2rgb(random1D(f32(cluster_index)), 1.0, 0.5);
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output_color = vec4<f32>(
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(1.0 - cluster_overlay_alpha) * output_color.rgb + cluster_overlay_alpha * cluster_color,
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output_color.a
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);
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#endif // CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
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return output_color;
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}
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