1// Support code for clustered decals.2//3// This module provides an iterator API, which you may wish to use in your own4// shaders if you want clustered decals to provide textures other than the base5// color. The iterator API allows you to iterate over all decals affecting the6// current fragment. Use `clustered_decal_iterator_new()` and7// `clustered_decal_iterator_next()` as follows:8//9// let view_z = get_view_z(vec4(world_position, 1.0));10// let is_orthographic = view_is_orthographic();11//12// let cluster_index =13// clustered_forward::fragment_cluster_index(frag_coord, view_z, is_orthographic);14// var clusterable_object_index_ranges =15// clustered_forward::unpack_clusterable_object_index_ranges(cluster_index);16//17// var iterator = clustered_decal_iterator_new(world_position, &clusterable_object_index_ranges);18// while (clustered_decal_iterator_next(&iterator)) {19// ... sample from the texture at iterator.texture_index at iterator.uv ...20// }21//22// In this way, in conjunction with a custom material, you can provide your own23// texture arrays that mirror `mesh_view_bindings::clustered_decal_textures` in24// order to support decals with normal maps, etc.25//26// Note that the order in which decals are returned is currently unpredictable,27// though generally stable from frame to frame.29#define_import_path bevy_pbr::decal::clustered31#import bevy_pbr::clustered_forward32#import bevy_pbr::clustered_forward::ClusterableObjectIndexRanges33#import bevy_pbr::mesh_view_bindings34#import bevy_render::maths36// An object that allows stepping through all clustered decals that affect a37// single fragment.38struct ClusteredDecalIterator {39 // Public fields follow:40 // The index of the decal texture in the binding array.41 texture_index: i32,42 // The UV coordinates at which to sample that decal texture.43 uv: vec2<f32>,44 // A custom tag you can use for your own purposes.45 tag: u32,47 // Private fields follow:48 // The current offset of the index in the `ClusterableObjectIndexRanges` list.49 decal_index_offset: i32,50 // The end offset of the index in the `ClusterableObjectIndexRanges` list.51 end_offset: i32,52 // The world-space position of the fragment.53 world_position: vec3<f32>,54}56#ifdef CLUSTERED_DECALS_ARE_USABLE58// Creates a new iterator over the decals at the current fragment.59//60// You can retrieve `clusterable_object_index_ranges` as follows:61//62// let view_z = get_view_z(world_position);63// let is_orthographic = view_is_orthographic();64//65// let cluster_index =66// clustered_forward::fragment_cluster_index(frag_coord, view_z, is_orthographic);67// var clusterable_object_index_ranges =68// clustered_forward::unpack_clusterable_object_index_ranges(cluster_index);69fn clustered_decal_iterator_new(70 world_position: vec3<f32>,71 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>72) -> ClusteredDecalIterator {73 return ClusteredDecalIterator(74 -1,75 vec2(0.0),76 0u,77 // We subtract 1 because the first thing `decal_iterator_next` does is78 // add 1.79 i32((*clusterable_object_index_ranges).first_decal_offset) - 1,80 i32((*clusterable_object_index_ranges).last_clusterable_object_index_offset),81 world_position,82 );83}85// Populates the `iterator.texture_index` and `iterator.uv` fields for the next86// decal overlapping the current world position.87//88// Returns true if another decal was found or false if no more decals were found89// for this position.90fn clustered_decal_iterator_next(iterator: ptr<function, ClusteredDecalIterator>) -> bool {91 if ((*iterator).decal_index_offset == (*iterator).end_offset) {92 return false;93 }95 (*iterator).decal_index_offset += 1;97 while ((*iterator).decal_index_offset < (*iterator).end_offset) {98 let decal_index = i32(clustered_forward::get_clusterable_object_id(99 u32((*iterator).decal_index_offset)100 ));101 let decal_space_vector =102 (mesh_view_bindings::clustered_decals.decals[decal_index].local_from_world *103 vec4((*iterator).world_position, 1.0)).xyz;105 if (all(decal_space_vector >= vec3(-0.5)) && all(decal_space_vector <= vec3(0.5))) {106 (*iterator).texture_index =107 i32(mesh_view_bindings::clustered_decals.decals[decal_index].image_index);108 (*iterator).uv = decal_space_vector.xy * vec2(1.0, -1.0) + vec2(0.5);109 (*iterator).tag =110 mesh_view_bindings::clustered_decals.decals[decal_index].tag;111 return true;112 }114 (*iterator).decal_index_offset += 1;115 }117 return false;118}120#endif // CLUSTERED_DECALS_ARE_USABLE122// Returns the view-space Z coordinate for the given world position.123fn get_view_z(world_position: vec3<f32>) -> f32 {124 return dot(vec4<f32>(125 mesh_view_bindings::view.view_from_world[0].z,126 mesh_view_bindings::view.view_from_world[1].z,127 mesh_view_bindings::view.view_from_world[2].z,128 mesh_view_bindings::view.view_from_world[3].z129 ), vec4(world_position, 1.0));130}132// Returns true if the current view describes an orthographic projection or133// false otherwise.134fn view_is_orthographic() -> bool {135 return mesh_view_bindings::view.clip_from_view[3].w == 1.0;136}138// Modifies the base color at the given position to account for decals.139//140// Returns the new base color with decals taken into account. If no decals141// overlap the current world position, returns the supplied base color142// unmodified.143fn apply_decal_base_color(144 world_position: vec3<f32>,145 frag_coord: vec2<f32>,146 initial_base_color: vec4<f32>,147) -> vec4<f32> {148 var base_color = initial_base_color;150#ifdef CLUSTERED_DECALS_ARE_USABLE151 // Fetch the clusterable object index ranges for this world position.153 let view_z = get_view_z(world_position);154 let is_orthographic = view_is_orthographic();156 let cluster_index =157 clustered_forward::fragment_cluster_index(frag_coord, view_z, is_orthographic);158 var clusterable_object_index_ranges =159 clustered_forward::unpack_clusterable_object_index_ranges(cluster_index);161 // Iterate over decals.163 var iterator = clustered_decal_iterator_new(world_position, &clusterable_object_index_ranges);164 while (clustered_decal_iterator_next(&iterator)) {165 // Sample the current decal.166 let decal_base_color = textureSampleLevel(167 mesh_view_bindings::clustered_decal_textures[iterator.texture_index],168 mesh_view_bindings::clustered_decal_sampler,169 iterator.uv,170 0.0171 );173 // Blend with the accumulated fragment.174 base_color = vec4(175 mix(base_color.rgb, decal_base_color.rgb, decal_base_color.a),176 base_color.a + decal_base_color.a177 );178 }179#endif // CLUSTERED_DECALS_ARE_USABLE181 return base_color;182}