This is a revamped equivalent to #9902, though it shares none of the code. It handles all special cases that I've tested correctly. The overall technique consists of double-buffering the joint matrix and morph weights buffers, as most of the previous attempts to solve this problem did. The process is generally straightforward. Note that, to avoid regressing the ability of mesh extraction, skin extraction, and morph target extraction to run in parallel, I had to add a new system to rendering, `set_mesh_motion_vector_flags`. The comment there explains the details; it generally runs very quickly. I've tested this with modified versions of the `animated_fox`, `morph_targets`, and `many_foxes` examples that add TAA, and the patch works. To avoid bloating those examples, I didn't add switches for TAA to them. Addresses points (1) and (2) of #8423. ## Changelog ### Fixed * Motion vectors, and therefore TAA, are now supported for meshes with skins and/or morph targets.
		
			
				
	
	
		
			53 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
#define_import_path bevy_pbr::morph
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#ifdef MORPH_TARGETS
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#import bevy_pbr::mesh_types::MorphWeights;
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@group(1) @binding(2) var<uniform> morph_weights: MorphWeights;
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@group(1) @binding(3) var morph_targets: texture_3d<f32>;
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@group(1) @binding(7) var<uniform> prev_morph_weights: MorphWeights;
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// NOTE: Those are the "hardcoded" values found in `MorphAttributes` struct
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// in crates/bevy_render/src/mesh/morph/visitors.rs
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// In an ideal world, the offsets are established dynamically and passed as #defines
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// to the shader, but it's out of scope for the initial implementation of morph targets.
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const position_offset: u32 = 0u;
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const normal_offset: u32 = 3u;
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const tangent_offset: u32 = 6u;
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const total_component_count: u32 = 9u;
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fn layer_count() -> u32 {
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    let dimensions = textureDimensions(morph_targets);
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    return u32(dimensions.z);
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}
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fn component_texture_coord(vertex_index: u32, component_offset: u32) -> vec2<u32> {
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    let width = u32(textureDimensions(morph_targets).x);
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    let component_index = total_component_count * vertex_index + component_offset;
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    return vec2<u32>(component_index % width, component_index / width);
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}
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fn weight_at(weight_index: u32) -> f32 {
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    let i = weight_index;
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    return morph_weights.weights[i / 4u][i % 4u];
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}
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fn prev_weight_at(weight_index: u32) -> f32 {
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    let i = weight_index;
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    return prev_morph_weights.weights[i / 4u][i % 4u];
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}
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fn morph_pixel(vertex: u32, component: u32, weight: u32) -> f32 {
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    let coord = component_texture_coord(vertex, component);
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    // Due to https://gpuweb.github.io/gpuweb/wgsl/#texel-formats
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    // While the texture stores a f32, the textureLoad returns a vec4<>, where
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    // only the first component is set.
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    return textureLoad(morph_targets, vec3(coord, weight), 0).r;
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}
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fn morph(vertex_index: u32, component_offset: u32, weight_index: u32) -> vec3<f32> {
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    return vec3<f32>(
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        morph_pixel(vertex_index, component_offset, weight_index),
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        morph_pixel(vertex_index, component_offset + 1u, weight_index),
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        morph_pixel(vertex_index, component_offset + 2u, weight_index),
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    );
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}
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#endif // MORPH_TARGETS
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