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# 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`.
39 lines
1.2 KiB
WebGPU Shading Language
39 lines
1.2 KiB
WebGPU Shading Language
#import bevy_sprite::{
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mesh2d_view_bindings::globals,
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mesh2d_functions::{get_world_from_local, mesh2d_position_local_to_clip},
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}
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) barycentric: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec4<f32>,
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@location(1) barycentric: vec3<f32>,
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};
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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let world_from_local = get_world_from_local(vertex.instance_index);
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out.clip_position = mesh2d_position_local_to_clip(world_from_local, vec4<f32>(vertex.position, 1.0));
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out.color = vertex.color;
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out.barycentric = vertex.barycentric;
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return out;
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}
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struct FragmentInput {
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@location(0) color: vec4<f32>,
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@location(1) barycentric: vec3<f32>,
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};
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@fragment
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fn fragment(input: FragmentInput) -> @location(0) vec4<f32> {
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let d = min(input.barycentric.x, min(input.barycentric.y, input.barycentric.z));
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let t = 0.05 * (0.85 + sin(5.0 * globals.time));
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return mix(vec4(1.0,1.0,1.0,1.0), input.color, smoothstep(t, t+0.01, d));
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}
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