bevy/crates/bevy_pbr/src/render/mesh.wgsl
Robert Swain b333386271 Add reusable shader functions for transforming position/normal/tangent (#4901)
# Objective

- Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way
- The next step in #3969 so check there for more details.

## Solution

- Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports
  - These contain `mesh_` and `mesh2d_` versions of the following functions:
    - `mesh_position_local_to_world`
    - `mesh_position_world_to_clip`
    - `mesh_position_local_to_clip`
    - `mesh_normal_local_to_world`
    - `mesh_tangent_local_to_world`
- Use them everywhere where it is appropriate
  - Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there
- NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D.

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## Changelog

- Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions:
  - `mesh_position_local_to_world`
  - `mesh_position_world_to_clip`
  - `mesh_position_local_to_clip`
  - `mesh_normal_local_to_world`
  - `mesh_tangent_local_to_world`

## Migration Guide

- The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
2022-06-14 00:32:33 +00:00

80 lines
2.1 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
// NOTE: Bindings must come before functions that use them!
#import bevy_pbr::mesh_functions
struct Vertex {
[[location(0)]] position: vec3<f32>;
[[location(1)]] normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] tangent: vec4<f32>;
#endif
#ifdef VERTEX_COLORS
[[location(4)]] color: vec4<f32>;
#endif
#ifdef SKINNED
[[location(5)]] joint_indices: vec4<u32>;
[[location(6)]] joint_weights: vec4<f32>;
#endif
};
struct VertexOutput {
[[builtin(position)]] clip_position: vec4<f32>;
[[location(0)]] world_position: vec4<f32>;
[[location(1)]] world_normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] world_tangent: vec4<f32>;
#endif
#ifdef VERTEX_COLORS
[[location(4)]] color: vec4<f32>;
#endif
};
[[stage(vertex)]]
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
#ifdef SKINNED
var model = skin_model(vertex.joint_indices, vertex.joint_weights);
out.world_normal = skin_normals(model, vertex.normal);
#else
var model = mesh.model;
#endif
out.world_position = mesh_position_local_to_world(model, vec4<f32>(vertex.position, 1.0));
out.world_normal = mesh_normal_local_to_world(vertex.normal);
out.uv = vertex.uv;
#ifdef VERTEX_TANGENTS
out.world_tangent = mesh_tangent_local_to_world(model, vertex.tangent);
#endif
#ifdef VERTEX_COLORS
out.color = vertex.color;
#endif
out.clip_position = mesh_position_world_to_clip(out.world_position);
return out;
}
struct FragmentInput {
[[builtin(front_facing)]] is_front: bool;
[[location(0)]] world_position: vec4<f32>;
[[location(1)]] world_normal: vec3<f32>;
[[location(2)]] uv: vec2<f32>;
#ifdef VERTEX_TANGENTS
[[location(3)]] world_tangent: vec4<f32>;
#endif
#ifdef VERTEX_COLORS
[[location(4)]] color: vec4<f32>;
#endif
};
[[stage(fragment)]]
fn fragment(in: FragmentInput) -> [[location(0)]] vec4<f32> {
#ifdef VERTEX_COLORS
return in.color;
#else
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
#endif
}