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 // The world-space position of the camera used to resolve visibility ranges.65 //66 // This is the position of the camera itself, unless this view isn't67 // associated with a camera, in which case it's the position of the primary68 // camera.69 lod_view_world_position: vec3<f32>,70 color_grading: ColorGrading,71 mip_bias: f32,72 frame_count: u32,73};75/// World space:76/// +y is up78/// View space:79/// -z is forward, +x is right, +y is up80/// Forward is from the camera position into the scene.81/// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation82/// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation84/// NDC (normalized device coordinate):85/// https://www.w3.org/TR/webgpu/#coordinate-systems86/// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC87/// (1.0, 1.0) in NDC is located at the top-right corner of NDC88/// Z is depth where:89/// 1.0 is near clipping plane90/// Perspective projection: 0.0 is inf far away91/// Orthographic projection: 0.0 is far clipping plane93/// Clip space:94/// This is NDC before the perspective divide, still in homogenous coordinate space.95/// Dividing a clip space point by its w component yields a point in NDC space.97/// UV space:98/// 0.0, 0.0 is the top left99/// 1.0, 1.0 is the bottom right102// -----------------103// TO WORLD --------104// -----------------106/// Convert a view space position to world space107fn position_view_to_world(view_pos: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {108 let world_pos = world_from_view * vec4(view_pos, 1.0);109 return world_pos.xyz;110}112/// Convert a clip space position to world space113fn position_clip_to_world(clip_pos: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {114 let world_pos = world_from_clip * clip_pos;115 return world_pos.xyz;116}118/// Convert a ndc space position to world space119fn position_ndc_to_world(ndc_pos: vec3<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {120 let world_pos = world_from_clip * vec4(ndc_pos, 1.0);121 return world_pos.xyz / world_pos.w;122}124/// Convert a view space direction to world space125fn direction_view_to_world(view_dir: vec3<f32>, world_from_view: mat4x4<f32>) -> vec3<f32> {126 let world_dir = world_from_view * vec4(view_dir, 0.0);127 return world_dir.xyz;128}130/// Convert a clip space direction to world space131fn direction_clip_to_world(clip_dir: vec4<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {132 let world_dir = world_from_clip * clip_dir;133 return world_dir.xyz;134}136// -----------------137// TO VIEW ---------138// -----------------140/// Convert a world space position to view space141fn position_world_to_view(world_pos: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {142 let view_pos = view_from_world * vec4(world_pos, 1.0);143 return view_pos.xyz;144}146/// Convert a clip space position to view space147fn position_clip_to_view(clip_pos: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {148 let view_pos = view_from_clip * clip_pos;149 return view_pos.xyz;150}152/// Convert a ndc space position to view space153fn position_ndc_to_view(ndc_pos: vec3<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {154 let view_pos = view_from_clip * vec4(ndc_pos, 1.0);155 return view_pos.xyz / view_pos.w;156}158/// Convert a world space direction to view space159fn direction_world_to_view(world_dir: vec3<f32>, view_from_world: mat4x4<f32>) -> vec3<f32> {160 let view_dir = view_from_world * vec4(world_dir, 0.0);161 return view_dir.xyz;162}164/// Convert a clip space direction to view space165fn direction_clip_to_view(clip_dir: vec4<f32>, view_from_clip: mat4x4<f32>) -> vec3<f32> {166 let view_dir = view_from_clip * clip_dir;167 return view_dir.xyz;168}170// -----------------171// TO CLIP ---------172// -----------------174/// Convert a world space position to clip space175fn position_world_to_clip(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {176 let clip_pos = clip_from_world * vec4(world_pos, 1.0);177 return clip_pos;178}180/// Convert a view space position to clip space181fn position_view_to_clip(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {182 let clip_pos = clip_from_view * vec4(view_pos, 1.0);183 return clip_pos;184}186/// Convert a world space direction to clip space187fn direction_world_to_clip(world_dir: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec4<f32> {188 let clip_dir = clip_from_world * vec4(world_dir, 0.0);189 return clip_dir;190}192/// Convert a view space direction to clip space193fn direction_view_to_clip(view_dir: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec4<f32> {194 let clip_dir = clip_from_view * vec4(view_dir, 0.0);195 return clip_dir;196}198// -----------------199// TO NDC ----------200// -----------------202/// Convert a world space position to ndc space203fn position_world_to_ndc(world_pos: vec3<f32>, clip_from_world: mat4x4<f32>) -> vec3<f32> {204 let ndc_pos = clip_from_world * vec4(world_pos, 1.0);205 return ndc_pos.xyz / ndc_pos.w;206}208/// Convert a view space position to ndc space209fn position_view_to_ndc(view_pos: vec3<f32>, clip_from_view: mat4x4<f32>) -> vec3<f32> {210 let ndc_pos = clip_from_view * vec4(view_pos, 1.0);211 return ndc_pos.xyz / ndc_pos.w;212}214// -----------------215// DEPTH -----------216// -----------------218/// Retrieve the perspective camera near clipping plane219fn perspective_camera_near(clip_from_view: mat4x4<f32>) -> f32 {220 return clip_from_view[3][2];221}223/// Convert ndc depth to linear view z.224/// Note: Depth values in front of the camera will be negative as -z is forward225fn depth_ndc_to_view_z(ndc_depth: f32, clip_from_view: mat4x4<f32>, view_from_clip: mat4x4<f32>) -> f32 {226#ifdef VIEW_PROJECTION_PERSPECTIVE227 return -perspective_camera_near(clip_from_view) / ndc_depth;228#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC229 return -(clip_from_view[3][2] - ndc_depth) / clip_from_view[2][2];230#else231 let view_pos = view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0);232 return view_pos.z / view_pos.w;233#endif234}236/// Convert linear view z to ndc depth.237/// Note: View z input should be negative for values in front of the camera as -z is forward238fn view_z_to_depth_ndc(view_z: f32, clip_from_view: mat4x4<f32>) -> f32 {239#ifdef VIEW_PROJECTION_PERSPECTIVE240 return -perspective_camera_near(clip_from_view) / view_z;241#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC242 return clip_from_view[3][2] + view_z * clip_from_view[2][2];243#else244 let ndc_pos = clip_from_view * vec4(0.0, 0.0, view_z, 1.0);245 return ndc_pos.z / ndc_pos.w;246#endif247}249// -----------------250// UV --------------251// -----------------253/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]254fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {255 return ndc * vec2(0.5, -0.5) + vec2(0.5);256}258/// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]259fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {260 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);261}263/// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target264/// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]265fn frag_coord_to_uv(frag_coord: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {266 return (frag_coord - viewport.xy) / viewport.zw;267}269/// Convert frag coord to ndc270fn frag_coord_to_ndc(frag_coord: vec4<f32>, viewport: vec4<f32>) -> vec3<f32> {271 return vec3(uv_to_ndc(frag_coord_to_uv(frag_coord.xy, viewport)), frag_coord.z);272}274/// Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target275/// viewport size]276fn ndc_to_frag_coord(ndc: vec2<f32>, viewport: vec4<f32>) -> vec2<f32> {277 return ndc_to_uv(ndc) * viewport.zw;278}