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https://github.com/bevyengine/bevy
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# Objective - Builds on top of #4901 - Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible. - See #3969 for details. ## Solution - Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use - Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils` - Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import - Split PBR lighting functions into `bevy_pbr::lighting` - Split shadow functions into `bevy_pbr::shadows` --- ## Changelog - Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use - Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils` - Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import - Split PBR lighting functions into `bevy_pbr::lighting` - Split shadow functions into `bevy_pbr::shadows`
100 lines
4.6 KiB
WebGPU Shading Language
100 lines
4.6 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::clustered_forward
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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 - lights.cluster_factors.z) * 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) * lights.cluster_factors.z - 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 closeer 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, 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 * 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 * lights.cluster_dimensions.x + xy.x) * lights.cluster_dimensions.z + z_slice,
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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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let CLUSTER_COUNT_SIZE = 13u;
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fn unpack_offset_and_count(cluster_index: u32) -> vec2<u32> {
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#ifdef NO_STORAGE_BUFFERS_SUPPORT
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let offset_and_count = cluster_offsets_and_counts.data[cluster_index >> 2u][cluster_index & ((1u << 2u) - 1u)];
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return vec2<u32>(
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// The offset is stored in the upper 32 - CLUSTER_COUNT_SIZE = 19 bits
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(offset_and_count >> CLUSTER_COUNT_SIZE) & ((1u << 32u - CLUSTER_COUNT_SIZE) - 1u),
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// The count is stored in the lower CLUSTER_COUNT_SIZE = 13 bits
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offset_and_count & ((1u << CLUSTER_COUNT_SIZE) - 1u)
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);
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#else
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return cluster_offsets_and_counts.data[cluster_index];
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#endif
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}
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fn get_light_id(index: u32) -> u32 {
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#ifdef NO_STORAGE_BUFFERS_SUPPORT
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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 = 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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#else
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return cluster_light_index_lists.data[index];
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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_count: vec2<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 + lights.cluster_dimensions.z / 2u;
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}
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let slice_color = hsv2rgb(f32(z_slice) / f32(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_count[1]));
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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_count[1])));
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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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