// Main-pass vertex stage of a growing tree: Bevy's own vertex stage, with the
// position taken from the growth state, then the flutter of the leaves and the bend of
// the tree in the wind exactly as `shading/vertex.wesl` does them (or shadows would
// come loose). Fragment: `shading/fragment.wesl`.
import bevy_pbr::render::{
mesh_functions,
forward_io::{Vertex, VertexOutput, decompress_vertex},
view_transformations::position_world_to_clip,
mesh_view_bindings::globals,
};
import package::gpu::growth_common::{GrowthAttrs, grown_position, grown_wood_radius, leaf_growth_scale};
import package::shading::common::{flutter_offset, shake_at, wind_bend};
@if(FLORA_LEAF)
import package::shading::common::{leaf_has_fallen, leaf_hidden, leaf_season_tint, FALLEN_LEAF_CLIP};
@if(FLORA_FIRE && FLORA_LEAF)
import package::shading::common::{fire_at, leaf_burnt, leaf_fire_alpha};
@if(FLORA_FIRE && !FLORA_LEAF)
import package::shading::common::flora;
@if(FLORA_PUSH)
import package::shading::common::{push_offset, wood_flex};
@vertex
fn vertex(
vertex_no_morph: Vertex,
growth_attrs: GrowthAttrs,
@if(FLORA_LEAF)
@location(11) sway: vec4<f32>,
) -> VertexOutput {
var out: VertexOutput;
let vertex = decompress_vertex(vertex_no_morph, vertex_no_morph.instance_index);
// Hidden leaves and flowers leave early, as in `shading/vertex.wesl`.
@if(FLORA_LEAF && VERTEX_COLORS) {
if leaf_hidden(sway, vertex.color) {
out.position = FALLEN_LEAF_CLIP;
return out;
}
}
@if(FLORA_LEAF && !VERTEX_COLORS) {
if leaf_has_fallen(sway) {
out.position = FALLEN_LEAF_CLIP;
return out;
}
}
let world_from_local = mesh_functions::get_world_from_local(vertex_no_morph.instance_index);
let origin = world_from_local[3].xyz;
// The fire where the tree stands: a leaf it has burnt draws nothing.
var fire = vec2<f32>(0.0);
@if(FLORA_FIRE && FLORA_LEAF) {
fire = fire_at(origin);
if leaf_burnt(sway, fire) {
out.position = FALLEN_LEAF_CLIP;
return out;
}
}
let shake = shake_at(origin, globals.time);
var local = grown_position(growth_attrs);
// A leaf flutters in proportion to how grown it is.
@if(FLORA_LEAF)
local = local + flutter_offset(sway, origin, globals.time, shake) * leaf_growth_scale(growth_attrs);
@if(VERTEX_NORMALS)
out.world_normal = mesh_functions::mesh_normal_local_to_world(
vertex.normal,
vertex_no_morph.instance_index
);
let world = mesh_functions::mesh_position_local_to_world(world_from_local, vec4<f32>(local, 1.0));
out.world_position = vec4<f32>(
wind_bend(world.xyz, origin, globals.time, shake),
1.0
);
// Pushed aside by a body moving through, as in `shading/vertex.wesl`, by the growing radius.
@if(FLORA_PUSH) {
var flex = 0.0;
@if(FLORA_LEAF)
flex = 1.0;
@if(!FLORA_LEAF)
flex = wood_flex(grown_wood_radius(growth_attrs) * length(world_from_local[1].xyz));
let pushed = out.world_position.xyz + push_offset(out.world_position.xyz, origin, flex);
out.world_position = vec4<f32>(pushed, 1.0);
}
out.position = position_world_to_clip(out.world_position.xyz);
@if(VERTEX_UVS_A)
out.uv = vertex.uv;
@if(VERTEX_UVS_B)
out.uv_b = vertex.uv_b;
// Wood's second UV carries the vertex's radius (the bark fades in with it): the mesh holds the
// mature one, so the growing radius replaces it.
@if(VERTEX_UVS_B && !FLORA_LEAF)
out.uv_b = vec2<f32>(grown_wood_radius(growth_attrs), vertex.uv_b.y);
// In a fire, its y carries how many trunk heights up the vertex is, as in `vertex.wesl`.
@if(VERTEX_UVS_B && FLORA_FIRE && !FLORA_LEAF)
out.uv_b.y = local.y * flora.tree.x;
// A deciduous tree's leaves turn their autumn colour, each at its own moment; a flowering
// tree's flowers wear the blossom colour. The alpha (1 a leaf, 0 a flower, 0.25 a fruit) tells
// the fragment stage which it draws; the opaque material ignores it otherwise.
@if(VERTEX_COLORS && !FLORA_LEAF)
out.color = vertex.color;
@if(VERTEX_COLORS && FLORA_LEAF)
out.color = vec4<f32>(vertex.color.rgb * leaf_season_tint(sway, vertex.color), vertex.color.a);
// In a fire the alpha also carries how scorched the leaf is and how bright it burns.
@if(VERTEX_COLORS && FLORA_LEAF && FLORA_FIRE)
out.color.a = leaf_fire_alpha(sway, vertex.color, fire);
@if(VERTEX_OUTPUT_INSTANCE_INDEX)
out.instance_index = vertex_no_morph.instance_index;
@if(VISIBILITY_RANGE_DITHER)
out.visibility_range_dither = mesh_functions::get_visibility_range_dither_level(
vertex_no_morph.instance_index, world_from_local[3]);
return out;
}