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Provide the camera's view matrix to shaders via the Camera uniform #1203

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1 change: 1 addition & 0 deletions assets/shaders/hot.vert
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ layout(location = 0) in vec3 Vertex_Position;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

layout(set = 1, binding = 0) uniform Transform {
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Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,7 @@ layout(location = 0) out vec4 o_Target;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

layout(set = 1, binding = 0) uniform Lights {
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Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ layout(location = 2) out vec2 v_Uv;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

layout(set = 2, binding = 0) uniform Transform {
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11 changes: 7 additions & 4 deletions crates/bevy_render/src/render_graph/nodes/camera_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ pub fn camera_node_system(
render_resource_context.map_buffer(staging_buffer);
staging_buffer
} else {
let size = std::mem::size_of::<[[f32; 4]; 4]>();
let size = std::mem::size_of::<[[[f32; 4]; 4]; 2]>();
let buffer = render_resource_context.create_buffer(BufferInfo {
size,
buffer_usage: BufferUsage::COPY_DST | BufferUsage::UNIFORM,
Expand All @@ -114,9 +114,12 @@ pub fn camera_node_system(
staging_buffer
};

let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
let camera_matrix: [f32; 16] =
(camera.projection_matrix * global_transform.compute_matrix().inverse()).to_cols_array();
let matrix_size = std::mem::size_of::<[[[f32; 4]; 4]; 2]>();
let view_matrix = global_transform.compute_matrix().inverse();
let camera_matrix: [[f32; 16]; 2] = [
(camera.projection_matrix * view_matrix).to_cols_array(),
view_matrix.to_cols_array()
];

render_resource_context.write_mapped_buffer(
staging_buffer,
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5 changes: 4 additions & 1 deletion crates/bevy_render/src/render_graph/nodes/pass_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,10 @@ impl<Q: WorldQuery> PassNode<Q> {
index: 0,
bind_type: BindType::Uniform {
dynamic: false,
property: UniformProperty::Struct(vec![UniformProperty::Mat4]),
property: UniformProperty::Struct(vec![
UniformProperty::Mat4,

This comment was marked as resolved.

UniformProperty::Mat4
]),
},
shader_stage: BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT,
}],
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1 change: 1 addition & 0 deletions crates/bevy_render/src/shader/shader_reflect.rs
Original file line number Diff line number Diff line change
Expand Up @@ -319,6 +319,7 @@ mod tests {
layout(location = 0) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};
layout(set = 1, binding = 0) uniform texture2D Texture;

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1 change: 1 addition & 0 deletions crates/bevy_sprite/src/render/sprite.vert
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ layout(location = 0) out vec2 v_Uv;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

layout(set = 2, binding = 0) uniform Transform {
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1 change: 1 addition & 0 deletions crates/bevy_sprite/src/render/sprite_sheet.vert
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ layout(location = 1) out vec4 v_Color;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
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1 change: 1 addition & 0 deletions crates/bevy_ui/src/render/ui.vert
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ layout(location = 0) out vec2 v_Uv;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};

layout(set = 1, binding = 0) uniform Transform {
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1 change: 1 addition & 0 deletions examples/shader/array_texture.rs
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@ layout(location = 0) out vec4 v_Position;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
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1 change: 1 addition & 0 deletions examples/shader/mesh_custom_attribute.rs
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@ layout(location = 0) out vec3 v_color;

layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
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1 change: 1 addition & 0 deletions examples/shader/shader_custom_material.rs
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ const VERTEX_SHADER: &str = r#"
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
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1 change: 1 addition & 0 deletions examples/shader/shader_defs.rs
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,7 @@ const VERTEX_SHADER: &str = r#"
layout(location = 0) in vec3 Vertex_Position;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
mat4 View;
};
layout(set = 1, binding = 0) uniform Transform {
mat4 Model;
Expand Down