1#define_import_path bevy_render::maths3const PI: f32 = 3.141592653589793; // π4const PI_2: f32 = 6.283185307179586; // 2π5const HALF_PI: f32 = 1.57079632679; // π/26const FRAC_PI_3: f32 = 1.0471975512; // π/37const E: f32 = 2.718281828459045; // exp(1)9fn affine2_to_square(affine: mat3x2<f32>) -> mat3x3<f32> {10 return mat3x3<f32>(11 vec3<f32>(affine[0].xy, 0.0),12 vec3<f32>(affine[1].xy, 0.0),13 vec3<f32>(affine[2].xy, 1.0),14 );15}17fn affine3_to_square(affine: mat3x4<f32>) -> mat4x4<f32> {18 return transpose(mat4x4<f32>(19 affine[0],20 affine[1],21 affine[2],22 vec4<f32>(0.0, 0.0, 0.0, 1.0),23 ));24}26fn mat2x4_f32_to_mat3x3_unpack(27 a: mat2x4<f32>,28 b: f32,29) -> mat3x3<f32> {30 return mat3x3<f32>(31 a[0].xyz,32 vec3<f32>(a[0].w, a[1].xy),33 vec3<f32>(a[1].zw, b),34 );35}37// Extracts the square portion of an affine matrix: i.e. discards the38// translation.39fn affine3_to_mat3x3(affine: mat4x3<f32>) -> mat3x3<f32> {40 return mat3x3<f32>(affine[0].xyz, affine[1].xyz, affine[2].xyz);41}43// Returns the inverse of a 3x3 matrix.44fn inverse_mat3x3(matrix: mat3x3<f32>) -> mat3x3<f32> {45 let tmp0 = cross(matrix[1], matrix[2]);46 let tmp1 = cross(matrix[2], matrix[0]);47 let tmp2 = cross(matrix[0], matrix[1]);48 let inv_det = 1.0 / dot(matrix[2], tmp2);49 return transpose(mat3x3<f32>(tmp0 * inv_det, tmp1 * inv_det, tmp2 * inv_det));50}52// Returns the inverse of an affine matrix.53//54// https://en.wikipedia.org/wiki/Affine_transformation#Groups55fn inverse_affine3(affine: mat4x3<f32>) -> mat4x3<f32> {56 let matrix3 = affine3_to_mat3x3(affine);57 let inv_matrix3 = inverse_mat3x3(matrix3);58 return mat4x3<f32>(inv_matrix3[0], inv_matrix3[1], inv_matrix3[2], -(inv_matrix3 * affine[3]));59}61// Extracts the upper 3x3 portion of a 4x4 matrix.62fn mat4x4_to_mat3x3(m: mat4x4<f32>) -> mat3x3<f32> {63 return mat3x3<f32>(m[0].xyz, m[1].xyz, m[2].xyz);64}66// Copy the sign bit from B onto A.67// copysign allows proper handling of negative zero to match the rust implementation of orthonormalize68fn copysign(a: f32, b: f32) -> f32 {69 return bitcast<f32>((bitcast<u32>(a) & 0x7FFFFFFF) | (bitcast<u32>(b) & 0x80000000));70}72// Constructs a right-handed orthonormal basis from a given unit Z vector.73//74// NOTE: requires unit-length (normalized) input to function properly.75//76// https://jcgt.org/published/0006/01/01/paper.pdf77// this method of constructing a basis from a vec3 is also used by `glam::Vec3::any_orthonormal_pair`78// the construction of the orthonormal basis up and right vectors here needs to precisely match the rust79// implementation in bevy_light/spot_light.rs:spot_light_world_from_view80fn orthonormalize(z_basis: vec3<f32>) -> mat3x3<f32> {81 let sign = copysign(1.0, z_basis.z);82 let a = -1.0 / (sign + z_basis.z);83 let b = z_basis.x * z_basis.y * a;84 let x_basis = vec3(1.0 + sign * z_basis.x * z_basis.x * a, sign * b, -sign * z_basis.x);85 let y_basis = vec3(b, sign + z_basis.y * z_basis.y * a, -z_basis.y);86 return mat3x3(x_basis, y_basis, z_basis);87}89// Returns true if any part of a sphere is on the positive side of a plane.90//91// `sphere_center.w` should be 1.0.92//93// This is used for frustum culling.94fn sphere_intersects_plane_half_space(95 plane: vec4<f32>,96 sphere_center: vec4<f32>,97 sphere_radius: f3298) -> bool {99 return dot(plane, sphere_center) + sphere_radius > 0.0;100}102// Returns the distances along the ray to its intersections with a sphere103// centered at the origin.104//105// r: distance from the sphere center to the ray origin106// mu: cosine of the zenith angle107// sphere_radius: radius of the sphere108//109// Returns vec2(t0, t1). If there is no intersection, returns vec2(-1.0).110fn ray_sphere_intersect(r: f32, mu: f32, sphere_radius: f32) -> vec2<f32> {111 let discriminant = r * r * (mu * mu - 1.0) + sphere_radius * sphere_radius;113 // No intersection114 if discriminant < 0.0 {115 return vec2(-1.0);116 }118 let q = -r * mu;119 let sqrt_discriminant = sqrt(discriminant);121 // Return both intersection distances122 return vec2(123 q - sqrt_discriminant,124 q + sqrt_discriminant125 );126}128// pow() but safe for NaNs/negatives129fn powsafe(color: vec3<f32>, power: f32) -> vec3<f32> {130 return pow(abs(color), vec3(power)) * sign(color);131}133// https://en.wikipedia.org/wiki/Vector_projection#Vector_projection_2134fn project_onto(lhs: vec3<f32>, rhs: vec3<f32>) -> vec3<f32> {135 let other_len_sq_rcp = 1.0 / dot(rhs, rhs);136 return rhs * dot(lhs, rhs) * other_len_sq_rcp;137}139// Below are fast approximations of common irrational and trig functions. These140// are likely most useful when raymarching, for example, where complete numeric141// accuracy can be sacrificed for greater sample count.143// Slightly less accurate than fast_acos_4, but much simpler.144fn fast_acos(in_x: f32) -> f32 {145 let x = abs(in_x);146 var res = -0.156583 * x + HALF_PI;147 res *= sqrt(1.0 - x);148 return select(PI - res, res, in_x >= 0.0);149}151// 4th order polynomial approximation152// 4 VGRP, 16 ALU Full Rate153// 7 * 10^-5 radians precision154// Reference : Handbook of Mathematical Functions (chapter : Elementary Transcendental Functions), M. Abramowitz and I.A. Stegun, Ed.155fn fast_acos_4(x: f32) -> f32 {156 let x1 = abs(x);157 let x2 = x1 * x1;158 let x3 = x2 * x1;159 var s: f32;161 s = -0.2121144 * x1 + 1.5707288;162 s = 0.0742610 * x2 + s;163 s = -0.0187293 * x3 + s;164 s = sqrt(1.0 - x1) * s;166 // acos function mirroring167 return select(PI - s, s, x >= 0.0);168}170fn fast_atan2(y: f32, x: f32) -> f32 {171 var t0 = max(abs(x), abs(y));172 var t1 = min(abs(x), abs(y));173 var t3 = t1 / t0;174 var t4 = t3 * t3;176 t0 = 0.0872929;177 t0 = t0 * t4 - 0.301895;178 t0 = t0 * t4 + 1.0;179 t3 = t0 * t3;181 t3 = select(t3, (0.5 * PI) - t3, abs(y) > abs(x));182 t3 = select(t3, PI - t3, x < 0);183 t3 = select(-t3, t3, y > 0);185 return t3;186}