 9b9d3d81cb
			
		
	
	
		9b9d3d81cb
		
			
		
	
	
	
	
		
			
			# Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
		
			
				
	
	
		
			36 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| #import bevy_pbr::forward_io::VertexOutput
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| #import bevy_pbr::irradiance_volume
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| #import bevy_pbr::mesh_view_bindings
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| 
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| struct VoxelVisualizationIrradianceVolumeInfo {
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|     world_from_voxel: mat4x4<f32>,
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|     voxel_from_world: mat4x4<f32>,
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|     resolution: vec3<u32>,
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|     // A scale factor that's applied to the diffuse and specular light from the
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|     // light probe. This is in units of cd/m² (candela per square meter).
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|     intensity: f32,
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| }
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| 
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| @group(2) @binding(100)
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| var<uniform> irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo;
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| 
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| @fragment
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| fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
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|     // Snap the world position we provide to `irradiance_volume_light()` to the
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|     // middle of the nearest texel.
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|     var unit_pos = (irradiance_volume_info.voxel_from_world *
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|         vec4(mesh.world_position.xyz, 1.0f)).xyz;
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|     let resolution = vec3<f32>(irradiance_volume_info.resolution);
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|     let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f));
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|     let stp_rounded = round(stp - 0.5f) + 0.5f;
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|     let rounded_world_pos = (irradiance_volume_info.world_from_voxel * vec4(stp_rounded, 1.0f)).xyz;
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| 
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|     // `irradiance_volume_light()` multiplies by intensity, so cancel it out.
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|     // If we take intensity into account, the cubes will be way too bright.
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|     let rgb = irradiance_volume::irradiance_volume_light(
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|         mesh.world_position.xyz,
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|         mesh.world_normal) / irradiance_volume_info.intensity;
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| 
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|     return vec4<f32>(rgb, 1.0f);
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| }
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