Left-handed y-up cubemap coordinates (#8122)
Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
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20101647c1
@ -472,37 +472,43 @@ pub(crate) struct CubeMapFace {
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pub(crate) up: Vec3,
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pub(crate) up: Vec3,
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}
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}
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// see https://www.khronos.org/opengl/wiki/Cubemap_Texture
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// Cubemap faces are [+X, -X, +Y, -Y, +Z, -Z], per https://www.w3.org/TR/webgpu/#texture-view-creation
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// Note: Cubemap coordinates are left-handed y-up, unlike the rest of Bevy.
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// See https://registry.khronos.org/vulkan/specs/1.2/html/chap16.html#_cube_map_face_selection
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//
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// For each cubemap face, we take care to specify the appropriate target/up axis such that the rendered
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// texture using Bevy's right-handed y-up coordinate space matches the expected cubemap face in
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// left-handed y-up cubemap coordinates.
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pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
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pub(crate) const CUBE_MAP_FACES: [CubeMapFace; 6] = [
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// 0 GL_TEXTURE_CUBE_MAP_POSITIVE_X
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// +X
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CubeMapFace {
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target: Vec3::NEG_X,
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up: Vec3::NEG_Y,
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},
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// 1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X
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CubeMapFace {
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CubeMapFace {
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target: Vec3::X,
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target: Vec3::X,
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up: Vec3::NEG_Y,
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up: Vec3::Y,
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},
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},
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// 2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y
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// -X
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CubeMapFace {
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CubeMapFace {
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target: Vec3::NEG_Y,
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target: Vec3::NEG_X,
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up: Vec3::Z,
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up: Vec3::Y,
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},
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},
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// 3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
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// +Y
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CubeMapFace {
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CubeMapFace {
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target: Vec3::Y,
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target: Vec3::Y,
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up: Vec3::Z,
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},
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// -Y
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CubeMapFace {
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target: Vec3::NEG_Y,
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up: Vec3::NEG_Z,
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up: Vec3::NEG_Z,
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},
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},
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// 4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z
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// +Z (with left-handed conventions, pointing forwards)
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CubeMapFace {
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CubeMapFace {
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target: Vec3::NEG_Z,
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target: Vec3::NEG_Z,
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up: Vec3::NEG_Y,
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up: Vec3::Y,
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},
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},
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// 5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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// -Z (with left-handed conventions, pointing backwards)
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CubeMapFace {
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CubeMapFace {
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target: Vec3::Z,
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target: Vec3::Z,
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up: Vec3::NEG_Y,
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up: Vec3::Y,
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},
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},
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];
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];
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@ -1,5 +1,7 @@
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#define_import_path bevy_pbr::shadows
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#define_import_path bevy_pbr::shadows
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const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0);
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fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
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fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
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let light = &point_lights.data[light_id];
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let light = &point_lights.data[light_id];
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@ -17,7 +19,7 @@ fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: v
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let offset_position = frag_position.xyz + normal_offset + depth_offset;
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let offset_position = frag_position.xyz + normal_offset + depth_offset;
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// similar largest-absolute-axis trick as above, but now with the offset fragment position
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// similar largest-absolute-axis trick as above, but now with the offset fragment position
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let frag_ls = (*light).position_radius.xyz - offset_position.xyz;
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let frag_ls = offset_position.xyz - (*light).position_radius.xyz ;
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let abs_position_ls = abs(frag_ls);
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let abs_position_ls = abs(frag_ls);
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let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z));
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let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z));
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@ -28,16 +30,17 @@ fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: v
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let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw;
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let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw;
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let depth = zw.x / zw.y;
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let depth = zw.x / zw.y;
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// do the lookup, using HW PCF and comparison
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// Do the lookup, using HW PCF and comparison. Cubemaps assume a left-handed coordinate space,
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// so we have to flip the z-axis when sampling.
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// NOTE: Due to the non-uniform control flow above, we must use the Level variant of
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// NOTE: Due to the non-uniform control flow above, we must use the Level variant of
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// textureSampleCompare to avoid undefined behaviour due to some of the fragments in
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// textureSampleCompare to avoid undefined behaviour due to some of the fragments in
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// a quad (2x2 fragments) being processed not being sampled, and this messing with
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// a quad (2x2 fragments) being processed not being sampled, and this messing with
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// mip-mapping functionality. The shadow maps have no mipmaps so Level just samples
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// mip-mapping functionality. The shadow maps have no mipmaps so Level just samples
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// from LOD 0.
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// from LOD 0.
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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return textureSampleCompare(point_shadow_textures, point_shadow_textures_sampler, frag_ls, depth);
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return textureSampleCompare(point_shadow_textures, point_shadow_textures_sampler, frag_ls * flip_z, depth);
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#else
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#else
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return textureSampleCompareLevel(point_shadow_textures, point_shadow_textures_sampler, frag_ls, i32(light_id), depth);
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return textureSampleCompareLevel(point_shadow_textures, point_shadow_textures_sampler, frag_ls * flip_z, i32(light_id), depth);
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#endif
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#endif
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}
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}
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