bevy/crates/bevy_pbr/src/render/skinning.wgsl
James Liu 31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # #2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00

66 lines
1.6 KiB
WebGPU Shading Language

// If using this WGSL snippet as an #import, a dedicated
// "joint_matricies" uniform of type SkinnedMesh must be added in the
// main shader.
#define_import_path bevy_pbr::skinning
/// HACK: This works around naga not supporting matrix addition in SPIR-V
// translations. See https://github.com/gfx-rs/naga/issues/1527
fn add_matrix(
a: mat4x4<f32>,
b: mat4x4<f32>,
) -> mat4x4<f32> {
return mat4x4<f32>(
a.x + b.x,
a.y + b.y,
a.z + b.z,
a.w + b.w,
);
}
fn skin_model(
indexes: vec4<u32>,
weights: vec4<f32>,
) -> mat4x4<f32> {
var matrix = weights.x * joint_matrices.data[indexes.x];
matrix = add_matrix(matrix, weights.y * joint_matrices.data[indexes.y]);
matrix = add_matrix(matrix, weights.z * joint_matrices.data[indexes.z]);
return add_matrix(matrix, weights.w * joint_matrices.data[indexes.w]);
}
fn inverse_transpose_3x3(in: mat3x3<f32>) -> mat3x3<f32> {
let x = cross(in.y, in.z);
let y = cross(in.z, in.x);
let z = cross(in.x, in.y);
let det = dot(in.z, z);
return mat3x3<f32>(
x / det,
y / det,
z / det
);
}
fn skin_normals(
model: mat4x4<f32>,
normal: vec3<f32>,
) -> vec3<f32> {
return inverse_transpose_3x3(mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
)) * normal;
}
fn skin_tangents(
model: mat4x4<f32>,
tangent: vec4<f32>,
) -> vec4<f32> {
return vec4<f32>(
mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
) * tangent.xyz,
tangent.w
);
}