Path: blob/main/crates/bevy_pbr/src/render/view_transformations.wgsl
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#define_import_path bevy_pbr::view_transformations #import bevy_pbr::mesh_view_bindings as view_bindings #import bevy_pbr::prepass_bindings #import bevy_render::view /// World space: /// +y is up /// View space: /// -z is forward, +x is right, +y is up /// Forward is from the camera position into the scene. /// (0.0, 0.0, -1.0) is linear distance of 1.0 in front of the camera's view relative to the camera's rotation /// (0.0, 1.0, 0.0) is linear distance of 1.0 above the camera's view relative to the camera's rotation /// NDC (normalized device coordinate): /// https://www.w3.org/TR/webgpu/#coordinate-systems /// (-1.0, -1.0) in NDC is located at the bottom-left corner of NDC /// (1.0, 1.0) in NDC is located at the top-right corner of NDC /// Z is depth where: /// 1.0 is near clipping plane /// Perspective projection: 0.0 is inf far away /// Orthographic projection: 0.0 is far clipping plane /// Clip space: /// This is NDC before the perspective divide, still in homogenous coordinate space. /// Dividing a clip space point by its w component yields a point in NDC space. /// UV space: /// 0.0, 0.0 is the top left /// 1.0, 1.0 is the bottom right // ----------------- // TO WORLD -------- // ----------------- /// Convert a view space position to world space /// DEPRECATED: use bevy_render::view::position_view_to_world instead fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32> { return view::position_view_to_world(view_pos, view_bindings::view.world_from_view); } /// Convert a clip space position to world space /// DEPRECATED: use bevy_render::view::position_clip_to_world instead fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32> { return view::position_clip_to_world(clip_pos, view_bindings::view.world_from_clip); } /// Convert a ndc space position to world space /// DEPRECATED: use bevy_render::view::position_ndc_to_world instead fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32> { return view::position_ndc_to_world(ndc_pos, view_bindings::view.world_from_clip); } /// Convert a view space direction to world space /// DEPRECATED: use bevy_render::view::direction_view_to_world instead fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32> { return view::direction_view_to_world(view_dir, view_bindings::view.world_from_view); } /// Convert a clip space direction to world space /// DEPRECATED: use bevy_render::view::direction_clip_to_world instead fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32> { return view::direction_clip_to_world(clip_dir, view_bindings::view.world_from_clip); } // ----------------- // TO VIEW --------- // ----------------- /// Convert a world space position to view space /// DEPRECATED: use bevy_render::view::position_world_to_view instead fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32> { return view::position_world_to_view(world_pos, view_bindings::view.view_from_world); } /// Convert a clip space position to view space /// DEPRECATED: use bevy_render::view::position_clip_to_view instead fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32> { return view::position_clip_to_view(clip_pos, view_bindings::view.view_from_clip); } /// Convert a ndc space position to view space /// DEPRECATED: use bevy_render::view::position_ndc_to_view instead fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32> { return view::position_ndc_to_view(ndc_pos, view_bindings::view.view_from_clip); } /// Convert a world space direction to view space /// DEPRECATED: use bevy_render::view::direction_world_to_view instead fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32> { return view::direction_world_to_view(world_dir, view_bindings::view.view_from_world); } /// Convert a clip space direction to view space /// DEPRECATED: use bevy_render::view::direction_clip_to_view instead fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32> { return view::direction_clip_to_view(clip_dir, view_bindings::view.view_from_clip); } // ----------------- // TO PREV. VIEW --- // ----------------- /// DEPRECATED: use bevy_render::view::position_world_to_view instead fn position_world_to_prev_view(world_pos: vec3<f32>) -> vec3<f32> { return view::position_world_to_view(world_pos, prepass_bindings::previous_view_uniforms.view_from_world); } /// DEPRECATED: use bevy_render::view::position_world_to_ndc instead fn position_world_to_prev_ndc(world_pos: vec3<f32>) -> vec3<f32> { return view::position_world_to_ndc(world_pos, prepass_bindings::previous_view_uniforms.clip_from_world); } // ----------------- // TO CLIP --------- // ----------------- /// Convert a world space position to clip space /// DEPRECATED: use bevy_render::view::position_world_to_clip instead fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32> { return view::position_world_to_clip(world_pos, view_bindings::view.clip_from_world); } /// Convert a view space position to clip space /// DEPRECATED: use bevy_render::view::position_view_to_clip instead fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32> { return view::position_view_to_clip(view_pos, view_bindings::view.clip_from_view); } /// Convert a world space direction to clip space /// DEPRECATED: use bevy_render::view::direction_world_to_clip instead fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32> { return view::direction_world_to_clip(world_dir, view_bindings::view.clip_from_world); } /// Convert a view space direction to clip space /// DEPRECATED: use bevy_render::view::direction_view_to_clip instead fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32> { return view::direction_view_to_clip(view_dir, view_bindings::view.clip_from_view); } // ----------------- // TO NDC ---------- // ----------------- /// Convert a world space position to ndc space /// DEPRECATED: use bevy_render::view::position_world_to_ndc instead fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32> { return view::position_world_to_ndc(world_pos, view_bindings::view.clip_from_world); } /// Convert a view space position to ndc space /// DEPRECATED: use bevy_render::view::position_view_to_ndc instead fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32> { return view::position_view_to_ndc(view_pos, view_bindings::view.clip_from_view); } // ----------------- // DEPTH ----------- // ----------------- /// Retrieve the perspective camera near clipping plane /// DEPRECATED: use bevy_render::view::perspective_camera_near instead fn perspective_camera_near() -> f32 { return view::perspective_camera_near(view_bindings::view.clip_from_view); } /// Convert ndc depth to linear view z. /// Note: Depth values in front of the camera will be negative as -z is forward /// DEPRECATED: use bevy_render::view::depth_ndc_to_view_z instead fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 { return view::depth_ndc_to_view_z(ndc_depth, view_bindings::view.clip_from_view, view_bindings::view.view_from_clip); } /// Convert linear view z to ndc depth. /// Note: View z input should be negative for values in front of the camera as -z is forward /// DEPRECATED: use bevy_render::view::view_z_to_depth_ndc instead fn view_z_to_depth_ndc(view_z: f32) -> f32 { return view::view_z_to_depth_ndc(view_z, view_bindings::view.clip_from_view); } /// DEPRECATED: use bevy_render::view::prev_view_z_to_depth_ndc instead fn prev_view_z_to_depth_ndc(view_z: f32) -> f32 { return view::view_z_to_depth_ndc(view_z, prepass_bindings::previous_view_uniforms.clip_from_view); } // ----------------- // UV -------------- // ----------------- /// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0] /// DEPRECATED: use bevy_render::view::ndc_to_uv instead fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> { return view::ndc_to_uv(ndc); } /// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0] /// DEPRECATED: use bevy_render::view::uv_to_ndc instead fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> { return view::uv_to_ndc(uv); } /// returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target /// [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)] /// DEPRECATED: use bevy_render::view::frag_coord_to_uv instead fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32> { return view::frag_coord_to_uv(frag_coord, view_bindings::view.viewport); } /// Convert frag coord to ndc /// DEPRECATED: use bevy_render::view::frag_coord_to_ndc instead fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32> { return view::frag_coord_to_ndc(frag_coord, view_bindings::view.viewport); } /// Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target /// viewport size] /// DEPRECATED: use bevy_render::view::ndc_to_frag_coord instead fn ndc_to_frag_coord(ndc: vec2<f32>) -> vec2<f32> { return view::ndc_to_frag_coord(ndc, view_bindings::view.viewport); }