1#define_import_path bevy_render::view3struct ColorGrading {4 balance: mat3x3<f32>,5 saturation: vec3<f32>,6 contrast: vec3<f32>,7 gamma: vec3<f32>,8 gain: vec3<f32>,9 lift: vec3<f32>,10 midtone_range: vec2<f32>,11 exposure: f32,12 hue: f32,13 post_saturation: f32,14}16struct View {17 clip_from_world: mat4x4<f32>,18 unjittered_clip_from_world: mat4x4<f32>,19 world_from_clip: mat4x4<f32>,20 world_from_view: mat4x4<f32>,21 view_from_world: mat4x4<f32>,22 // Typically a column-major right-handed projection matrix, one of either:23 //24 // Perspective (infinite reverse z)25 // ```26 // f = 1 / tan(fov_y_radians / 2)27 //28 // ⎡ f / aspect 0 0 0 ⎤29 // ⎢ 0 f 0 0 ⎥30 // ⎢ 0 0 0 near ⎥31 // ⎣ 0 0 -1 0 ⎦32 // ```33 //34 // Orthographic35 // ```36 // w = right - left37 // h = top - bottom38 // d = far - near39 // cw = -right - left40 // ch = -top - bottom41 //42 // ⎡ 2 / w 0 0 cw / w ⎤43 // ⎢ 0 2 / h 0 ch / h ⎥44 // ⎢ 0 0 1 / d far / d ⎥45 // ⎣ 0 0 0 1 ⎦46 // ```47 //48 // `clip_from_view[3][3] == 1.0` is the standard way to check if a projection is orthographic49 //50 // Wgsl matrices are column major, so for example getting the near plane of a perspective projection is `clip_from_view[3][2]`51 //52 // Custom projections are also possible however.53 clip_from_view: mat4x4<f32>,54 view_from_clip: mat4x4<f32>,55 world_position: vec3<f32>,56 exposure: f32,57 // viewport(x_origin, y_origin, width, height)58 viewport: vec4<f32>,59 main_pass_viewport: vec4<f32>,60 // 6 world-space half spaces (normal: vec3, distance: f32) ordered left, right, top, bottom, near, far.61 // The normal vectors point towards the interior of the frustum.62 // A half space contains `p` if `normal.dot(p) + distance > 0.`63 frustum: array<vec4<f32>, 6>,64 color_grading: ColorGrading,65 mip_bias: f32,66 frame_count: u32,67};69/// World space:70/// +y is up72/// View space:73/// -z is forward, +x is right, +y is up74/// Forward is from the camera position into the scene.75/// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation76/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation78/// NDC (normalized device coordinate):79/// https://www.w3.org/TR/webgpu/#coordinate-systems80/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC81/// (1.0, 1.0) in NDC is located at the top-right corner of NDC82/// Z is depth where:83/// 1.0 is near clipping plane84/// Perspective projection: 0.0 is inf far away85/// Orthographic projection: 0.0 is far clipping plane87/// Clip space:88/// This is NDC before the perspective divide, still in homogenous coordinate space.89/// Dividing a clip space point by its w component yields a point in NDC space.91/// UV space:92/// 0.0, 0.0 is the top left93/// 1.0, 1.0 is the bottom right96// -----------------97// TO WORLD --------98// -----------------100/// Convert a view space position to world space101fn position_view_to_world(view_pos: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {102 let world_pos = world_from_view * vec4(view_pos, 1.0);103 return world_pos.xyz;104}106/// Convert a clip space position to world space107fn position_clip_to_world(clip_pos: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {108 let world_pos = world_from_clip * clip_pos;109 return world_pos.xyz;110}112/// Convert a ndc space position to world space113fn position_ndc_to_world(ndc_pos: vec3<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {114 let world_pos = world_from_clip * vec4(ndc_pos, 1.0);115 return world_pos.xyz / world_pos.w;116}118/// Convert a view space direction to world space119fn direction_view_to_world(view_dir: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {120 let world_dir = world_from_view * vec4(view_dir, 0.0);121 return world_dir.xyz;122}124/// Convert a clip space direction to world space125fn direction_clip_to_world(clip_dir: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {126 let world_dir = world_from_clip * clip_dir;127 return world_dir.xyz;128}130// -----------------131// TO VIEW ---------132// -----------------134/// Convert a world space position to view space135fn position_world_to_view(world_pos: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {136 let view_pos = view_from_world * vec4(world_pos, 1.0);137 return view_pos.xyz;138}140/// Convert a clip space position to view space141fn position_clip_to_view(clip_pos: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {142 let view_pos = view_from_clip * clip_pos;143 return view_pos.xyz;144}146/// Convert a ndc space position to view space147fn position_ndc_to_view(ndc_pos: vec3<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {148 let view_pos = view_from_clip * vec4(ndc_pos, 1.0);149 return view_pos.xyz / view_pos.w;150}152/// Convert a world space direction to view space153fn direction_world_to_view(world_dir: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {154 let view_dir = view_from_world * vec4(world_dir, 0.0);155 return view_dir.xyz;156}158/// Convert a clip space direction to view space159fn direction_clip_to_view(clip_dir: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {160 let view_dir = view_from_clip * clip_dir;161 return view_dir.xyz;162}164// -----------------165// TO CLIP ---------166// -----------------168/// Convert a world space position to clip space169fn position_world_to_clip(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {170 let clip_pos = clip_from_world * vec4(world_pos, 1.0);171 return clip_pos;172}174/// Convert a view space position to clip space175fn position_view_to_clip(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {176 let clip_pos = clip_from_view * vec4(view_pos, 1.0);177 return clip_pos;178}180/// Convert a world space direction to clip space181fn direction_world_to_clip(world_dir: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {182 let clip_dir = clip_from_world * vec4(world_dir, 0.0);183 return clip_dir;184}186/// Convert a view space direction to clip space187fn direction_view_to_clip(view_dir: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {188 let clip_dir = clip_from_view * vec4(view_dir, 0.0);189 return clip_dir;190}192// -----------------193// TO NDC ----------194// -----------------196/// Convert a world space position to ndc space197fn position_world_to_ndc(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec3<f32> {198 let ndc_pos = clip_from_world * vec4(world_pos, 1.0);199 return ndc_pos.xyz / ndc_pos.w;200}202/// Convert a view space position to ndc space203fn position_view_to_ndc(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec3<f32> {204 let ndc_pos = clip_from_view * vec4(view_pos, 1.0);205 return ndc_pos.xyz / ndc_pos.w;206}208// -----------------209// DEPTH -----------210// -----------------212/// Retrieve the perspective camera near clipping plane213fn perspective_camera_near(clip_from_view: mat4x4<f32>) -> f32 {214 return clip_from_view[3][2];215}217/// Convert ndc depth to linear view z.218/// Note: Depth values in front of the camera will be negative as -z is forward219fn depth_ndc_to_view_z(ndc_depth: f32, clip_from_view: mat4x4<f32>, view_from_clip: mat4x4<f32>) -> f32 {220#ifdef VIEW_PROJECTION_PERSPECTIVE221 return -perspective_camera_near(clip_from_view) / ndc_depth;222#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC223 return -(clip_from_view[3][2] - ndc_depth) / clip_from_view[2][2];224#else225 let view_pos = view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);226 return view_pos.z / view_pos.w;227#endif228}230/// Convert linear view z to ndc depth.231/// Note: View z input should be negative for values in front of the camera as -z is forward232fn view_z_to_depth_ndc(view_z: f32, clip_from_view: mat4x4<f32>) -> f32 {233#ifdef VIEW_PROJECTION_PERSPECTIVE234 return -perspective_camera_near(clip_from_view) / view_z;235#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC236 return clip_from_view[3][2] + view_z * clip_from_view[2][2];237#else238 let ndc_pos = clip_from_view * vec4(0.0, 0.0, view_z, 1.0);239 return ndc_pos.z / ndc_pos.w;240#endif241}243// -----------------244// UV --------------245// -----------------247/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]248fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {249 return ndc * vec2(0.5, -0.5) + vec2(0.5);250}252/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]253fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {254 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);255}257/// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target258/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]259fn frag_coord_to_uv(frag_coord: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {260 return (frag_coord - viewport.xy) / viewport.zw;261}263/// Convert frag coord to ndc264fn frag_coord_to_ndc(frag_coord: vec4<f32>, viewport: vec4<f32>) -> vec3<f32> {265 return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy, viewport)), frag_coord.z);266}268/// Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target269/// viewport size]270fn ndc_to_frag_coord(ndc: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {271 return ndc_to_uv(ndc) * viewport.zw;272}