Move prepass functions to prepass_utils (#7354)
# Objective - The functions added to utils.wgsl by the prepass assume that mesh_view_bindings are present, which isn't always the case - Fixes https://github.com/bevyengine/bevy/issues/7353 ## Solution - Move these functions to their own `prepass_utils.wgsl` file Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
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				| @ -1,6 +1,6 @@ | ||||
| #import bevy_pbr::mesh_types | ||||
| #import bevy_pbr::mesh_view_bindings | ||||
| #import bevy_pbr::utils | ||||
| #import bevy_pbr::prepass_utils | ||||
| 
 | ||||
| @group(1) @binding(0) | ||||
| var<uniform> show_depth: f32; | ||||
|  | ||||
| @ -16,7 +16,7 @@ | ||||
| //! it will always create a depth buffer that will be used by the main pass.
 | ||||
| //!
 | ||||
| //! When using the default mesh view bindings you should be able to use `prepass_depth()`
 | ||||
| //! and `prepass_normal()` to load the related textures. These functions are defined in `bevy_pbr::utils`.
 | ||||
| //! and `prepass_normal()` to load the related textures. These functions are defined in `bevy_pbr::prepass_utils`.
 | ||||
| //! See the `shader_prepass` example that shows how to use it.
 | ||||
| //!
 | ||||
| //! The prepass runs for each `Material`. You can control if the prepass should run per-material by setting the `prepass_enabled`
 | ||||
|  | ||||
| @ -57,6 +57,9 @@ pub const PREPASS_SHADER_HANDLE: HandleUntyped = | ||||
| pub const PREPASS_BINDINGS_SHADER_HANDLE: HandleUntyped = | ||||
|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5533152893177403494); | ||||
| 
 | ||||
| pub const PREPASS_UTILS_SHADER_HANDLE: HandleUntyped = | ||||
|     HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4603948296044544); | ||||
| 
 | ||||
| pub struct PrepassPlugin<M: Material>(PhantomData<M>); | ||||
| 
 | ||||
| impl<M: Material> Default for PrepassPlugin<M> { | ||||
| @ -84,6 +87,13 @@ where | ||||
|             Shader::from_wgsl | ||||
|         ); | ||||
| 
 | ||||
|         load_internal_asset!( | ||||
|             app, | ||||
|             PREPASS_UTILS_SHADER_HANDLE, | ||||
|             "prepass_utils.wgsl", | ||||
|             Shader::from_wgsl | ||||
|         ); | ||||
| 
 | ||||
|         let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { | ||||
|             return; | ||||
|         }; | ||||
|  | ||||
							
								
								
									
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							| @ -0,0 +1,23 @@ | ||||
| #define_import_path bevy_pbr::prepass_utils | ||||
| 
 | ||||
| #ifndef NORMAL_PREPASS | ||||
| fn prepass_normal(frag_coord: vec4<f32>, sample_index: u32) -> vec3<f32> { | ||||
| #ifdef MULTISAMPLED | ||||
|     let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); | ||||
| #else | ||||
|     let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), 0); | ||||
| #endif | ||||
|     return normal_sample.xyz * 2.0 - vec3(1.0); | ||||
| } | ||||
| #endif // NORMAL_PREPASS | ||||
| 
 | ||||
| #ifndef DEPTH_PREPASS | ||||
| fn prepass_depth(frag_coord: vec4<f32>, sample_index: u32) -> f32 { | ||||
| #ifdef MULTISAMPLED | ||||
|     let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); | ||||
| #else | ||||
|     let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), 0); | ||||
| #endif | ||||
|     return depth_sample; | ||||
| } | ||||
| #endif // DEPTH_PREPASS | ||||
| @ -25,25 +25,3 @@ fn random1D(s: f32) -> f32 { | ||||
| fn coords_to_viewport_uv(position: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> { | ||||
|     return (position - viewport.xy) / viewport.zw; | ||||
| } | ||||
| 
 | ||||
| #ifndef NORMAL_PREPASS | ||||
| fn prepass_normal(frag_coord: vec4<f32>, sample_index: u32) -> vec3<f32> { | ||||
| #ifdef MULTISAMPLED | ||||
|     let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); | ||||
| #else | ||||
|     let normal_sample = textureLoad(normal_prepass_texture, vec2<i32>(frag_coord.xy), 0); | ||||
| #endif | ||||
|     return normal_sample.xyz * 2.0 - vec3(1.0); | ||||
| } | ||||
| #endif // NORMAL_PREPASS | ||||
| 
 | ||||
| #ifndef DEPTH_PREPASS | ||||
| fn prepass_depth(frag_coord: vec4<f32>, sample_index: u32) -> f32 { | ||||
| #ifdef MULTISAMPLED | ||||
|     let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), i32(sample_index)); | ||||
| #else | ||||
|     let depth_sample = textureLoad(depth_prepass_texture, vec2<i32>(frag_coord.xy), 0); | ||||
| #endif | ||||
|     return depth_sample; | ||||
| } | ||||
| #endif // DEPTH_PREPASS | ||||
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