bevy/crates/bevy_pbr/src/render/shadow_sampling.wgsl
arcashka 6027890a11
move wgsl color operations from bevy_pbr to bevy_render (#13209)
# Objective

`bevy_pbr/utils.wgsl` shader file contains mathematical constants and
color conversion functions. Both of those should be accessible without
enabling `bevy_pbr` feature. For example, tonemapping can be done in non
pbr scenario, and it uses color conversion functions.

Fixes #13207

## Solution

* Move mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Move color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Testing
Ran multiple examples, checked they are working:
* tonemapping
* color_grading
* 3d_scene
* animated_material
* deferred_rendering
* 3d_shapes
* fog
* irradiance_volumes
* meshlet
* parallax_mapping
* pbr
* reflection_probes
* shadow_biases
* 2d_gizmos
* light_gizmos
---

## Changelog
* Moved mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Migration Guide
In user's shader code replace usage of mathematical constants from
`bevy_pbr::utils` to the usage of the same constants from
`bevy_render::maths`.
2024-05-04 10:30:23 +00:00

328 lines
14 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::shadow_sampling
#import bevy_pbr::{
mesh_view_bindings as view_bindings,
utils::interleaved_gradient_noise,
utils,
}
#import bevy_render::maths::{orthonormalize, PI}
// Do the lookup, using HW 2x2 PCF and comparison
fn sample_shadow_map_hardware(light_local: vec2<f32>, depth: f32, array_index: i32) -> f32 {
#ifdef NO_ARRAY_TEXTURES_SUPPORT
return textureSampleCompare(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_sampler,
light_local,
depth,
);
#else
return textureSampleCompareLevel(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_sampler,
light_local,
array_index,
depth,
);
#endif
}
// Numbers determined by trial and error that gave nice results.
const SPOT_SHADOW_TEXEL_SIZE: f32 = 0.0134277345;
const POINT_SHADOW_SCALE: f32 = 0.003;
const POINT_SHADOW_TEMPORAL_OFFSET_SCALE: f32 = 0.5;
// These are the standard MSAA sample point positions from D3D. They were chosen
// to get a reasonable distribution that's not too regular.
//
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels?redirectedfrom=MSDN
const D3D_SAMPLE_POINT_POSITIONS: array<vec2<f32>, 8> = array(
vec2( 0.125, -0.375),
vec2(-0.125, 0.375),
vec2( 0.625, 0.125),
vec2(-0.375, -0.625),
vec2(-0.625, 0.625),
vec2(-0.875, -0.125),
vec2( 0.375, 0.875),
vec2( 0.875, -0.875),
);
// And these are the coefficients corresponding to the probability distribution
// function of a 2D Gaussian lobe with zero mean and the identity covariance
// matrix at those points.
const D3D_SAMPLE_POINT_COEFFS: array<f32, 8> = array(
0.157112,
0.157112,
0.138651,
0.130251,
0.114946,
0.114946,
0.107982,
0.079001,
);
// https://web.archive.org/web/20230210095515/http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1
fn sample_shadow_map_castano_thirteen(light_local: vec2<f32>, depth: f32, array_index: i32) -> f32 {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
let inv_shadow_map_size = 1.0 / shadow_map_size;
let uv = light_local * shadow_map_size;
var base_uv = floor(uv + 0.5);
let s = (uv.x + 0.5 - base_uv.x);
let t = (uv.y + 0.5 - base_uv.y);
base_uv -= 0.5;
base_uv *= inv_shadow_map_size;
let uw0 = (4.0 - 3.0 * s);
let uw1 = 7.0;
let uw2 = (1.0 + 3.0 * s);
let u0 = (3.0 - 2.0 * s) / uw0 - 2.0;
let u1 = (3.0 + s) / uw1;
let u2 = s / uw2 + 2.0;
let vw0 = (4.0 - 3.0 * t);
let vw1 = 7.0;
let vw2 = (1.0 + 3.0 * t);
let v0 = (3.0 - 2.0 * t) / vw0 - 2.0;
let v1 = (3.0 + t) / vw1;
let v2 = t / vw2 + 2.0;
var sum = 0.0;
sum += uw0 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u0, v0) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u1, v0) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u2, v0) * inv_shadow_map_size), depth, array_index);
sum += uw0 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u0, v1) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u1, v1) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u2, v1) * inv_shadow_map_size), depth, array_index);
sum += uw0 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u0, v2) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u1, v2) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u2, v2) * inv_shadow_map_size), depth, array_index);
return sum * (1.0 / 144.0);
}
fn map(min1: f32, max1: f32, min2: f32, max2: f32, value: f32) -> f32 {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
// Creates a random rotation matrix using interleaved gradient noise.
//
// See: https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/
fn random_rotation_matrix(scale: vec2<f32>) -> mat2x2<f32> {
let random_angle = 2.0 * PI * interleaved_gradient_noise(
scale, view_bindings::globals.frame_count);
let m = vec2(sin(random_angle), cos(random_angle));
return mat2x2(
m.y, -m.x,
m.x, m.y
);
}
fn sample_shadow_map_jimenez_fourteen(light_local: vec2<f32>, depth: f32, array_index: i32, texel_size: f32) -> f32 {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
let rotation_matrix = random_rotation_matrix(light_local * shadow_map_size);
// Empirically chosen fudge factor to make PCF look better across different CSM cascades
let f = map(0.00390625, 0.022949219, 0.015, 0.035, texel_size);
let uv_offset_scale = f / (texel_size * shadow_map_size);
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (slides 120-135)
let sample_offset0 = (rotation_matrix * utils::SPIRAL_OFFSET_0_) * uv_offset_scale;
let sample_offset1 = (rotation_matrix * utils::SPIRAL_OFFSET_1_) * uv_offset_scale;
let sample_offset2 = (rotation_matrix * utils::SPIRAL_OFFSET_2_) * uv_offset_scale;
let sample_offset3 = (rotation_matrix * utils::SPIRAL_OFFSET_3_) * uv_offset_scale;
let sample_offset4 = (rotation_matrix * utils::SPIRAL_OFFSET_4_) * uv_offset_scale;
let sample_offset5 = (rotation_matrix * utils::SPIRAL_OFFSET_5_) * uv_offset_scale;
let sample_offset6 = (rotation_matrix * utils::SPIRAL_OFFSET_6_) * uv_offset_scale;
let sample_offset7 = (rotation_matrix * utils::SPIRAL_OFFSET_7_) * uv_offset_scale;
var sum = 0.0;
sum += sample_shadow_map_hardware(light_local + sample_offset0, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset1, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset2, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset3, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset4, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset5, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset6, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset7, depth, array_index);
return sum / 8.0;
}
fn sample_shadow_map(light_local: vec2<f32>, depth: f32, array_index: i32, texel_size: f32) -> f32 {
#ifdef SHADOW_FILTER_METHOD_GAUSSIAN
return sample_shadow_map_castano_thirteen(light_local, depth, array_index);
#else ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_map_jimenez_fourteen(light_local, depth, array_index, texel_size);
#else ifdef SHADOW_FILTER_METHOD_HARDWARE_2X2
return sample_shadow_map_hardware(light_local, depth, array_index);
#else
// This needs a default return value to avoid shader compilation errors if it's compiled with no SHADOW_FILTER_METHOD_* defined.
// (eg. if the normal prepass is enabled it ends up compiling this due to the normal prepass depending on pbr_functions, which depends on shadows)
// This should never actually get used, as anyone using bevy's lighting/shadows should always have a SHADOW_FILTER_METHOD defined.
// Set to 0 to make it obvious that something is wrong.
return 0.0;
#endif
}
// NOTE: Due to the non-uniform control flow in `shadows::fetch_point_shadow`,
// we must use the Level variant of textureSampleCompare to avoid undefined
// behavior due to some of the fragments in a quad (2x2 fragments) being
// processed not being sampled, and this messing with mip-mapping functionality.
// The shadow maps have no mipmaps so Level just samples from LOD 0.
fn sample_shadow_cubemap_hardware(light_local: vec3<f32>, depth: f32, light_id: u32) -> f32 {
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
return textureSampleCompare(view_bindings::point_shadow_textures, view_bindings::point_shadow_textures_sampler, light_local, depth);
#else
return textureSampleCompareLevel(view_bindings::point_shadow_textures, view_bindings::point_shadow_textures_sampler, light_local, i32(light_id), depth);
#endif
}
fn sample_shadow_cubemap_at_offset(
position: vec2<f32>,
coeff: f32,
x_basis: vec3<f32>,
y_basis: vec3<f32>,
light_local: vec3<f32>,
depth: f32,
light_id: u32,
) -> f32 {
return sample_shadow_cubemap_hardware(
light_local + position.x * x_basis + position.y * y_basis,
depth,
light_id
) * coeff;
}
// This more or less does what Castano13 does, but in 3D space. Castano13 is
// essentially an optimized 2D Gaussian filter that takes advantage of the
// bilinear filtering hardware to reduce the number of samples needed. This
// trick doesn't apply to cubemaps, so we manually apply a Gaussian filter over
// the standard 8xMSAA pattern instead.
fn sample_shadow_cubemap_gaussian(
light_local: vec3<f32>,
depth: f32,
scale: f32,
distance_to_light: f32,
light_id: u32,
) -> f32 {
// Create an orthonormal basis so we can apply a 2D sampling pattern to a
// cubemap.
var up = vec3(0.0, 1.0, 0.0);
if (dot(up, normalize(light_local)) > 0.99) {
up = vec3(1.0, 0.0, 0.0); // Avoid creating a degenerate basis.
}
let basis = orthonormalize(light_local, up) * scale * distance_to_light;
var sum: f32 = 0.0;
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[0], D3D_SAMPLE_POINT_COEFFS[0],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[1], D3D_SAMPLE_POINT_COEFFS[1],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[2], D3D_SAMPLE_POINT_COEFFS[2],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[3], D3D_SAMPLE_POINT_COEFFS[3],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[4], D3D_SAMPLE_POINT_COEFFS[4],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[5], D3D_SAMPLE_POINT_COEFFS[5],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[6], D3D_SAMPLE_POINT_COEFFS[6],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[7], D3D_SAMPLE_POINT_COEFFS[7],
basis[0], basis[1], light_local, depth, light_id);
return sum;
}
// This is a port of the Jimenez14 filter above to the 3D space. It jitters the
// points in the spiral pattern after first creating a 2D orthonormal basis
// along the principal light direction.
fn sample_shadow_cubemap_temporal(
light_local: vec3<f32>,
depth: f32,
scale: f32,
distance_to_light: f32,
light_id: u32,
) -> f32 {
// Create an orthonormal basis so we can apply a 2D sampling pattern to a
// cubemap.
var up = vec3(0.0, 1.0, 0.0);
if (dot(up, normalize(light_local)) > 0.99) {
up = vec3(1.0, 0.0, 0.0); // Avoid creating a degenerate basis.
}
let basis = orthonormalize(light_local, up) * scale * distance_to_light;
let rotation_matrix = random_rotation_matrix(vec2(1.0));
let sample_offset0 = rotation_matrix * utils::SPIRAL_OFFSET_0_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset1 = rotation_matrix * utils::SPIRAL_OFFSET_1_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset2 = rotation_matrix * utils::SPIRAL_OFFSET_2_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset3 = rotation_matrix * utils::SPIRAL_OFFSET_3_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset4 = rotation_matrix * utils::SPIRAL_OFFSET_4_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset5 = rotation_matrix * utils::SPIRAL_OFFSET_5_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset6 = rotation_matrix * utils::SPIRAL_OFFSET_6_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset7 = rotation_matrix * utils::SPIRAL_OFFSET_7_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
var sum: f32 = 0.0;
sum += sample_shadow_cubemap_at_offset(
sample_offset0, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset1, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset2, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset3, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset4, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset5, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset6, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset7, 0.125, basis[0], basis[1], light_local, depth, light_id);
return sum;
}
fn sample_shadow_cubemap(
light_local: vec3<f32>,
distance_to_light: f32,
depth: f32,
light_id: u32,
) -> f32 {
#ifdef SHADOW_FILTER_METHOD_GAUSSIAN
return sample_shadow_cubemap_gaussian(
light_local, depth, POINT_SHADOW_SCALE, distance_to_light, light_id);
#else ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_cubemap_temporal(
light_local, depth, POINT_SHADOW_SCALE, distance_to_light, light_id);
#else ifdef SHADOW_FILTER_METHOD_HARDWARE_2X2
return sample_shadow_cubemap_hardware(light_local, depth, light_id);
#else
// This needs a default return value to avoid shader compilation errors if it's compiled with no SHADOW_FILTER_METHOD_* defined.
// (eg. if the normal prepass is enabled it ends up compiling this due to the normal prepass depending on pbr_functions, which depends on shadows)
// This should never actually get used, as anyone using bevy's lighting/shadows should always have a SHADOW_FILTER_METHOD defined.
// Set to 0 to make it obvious that something is wrong.
return 0.0;
#endif
}