PixSpace/src/projection.rs

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4.5 KiB
Rust
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use bevy::prelude::*;
use bevy::math::Mat4;
/// creates a conventional projection matrix from frustum planes
///
/// returns a potentially off-axis projection matrix
pub fn make_projection_rh_from_frustum(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4
{
// based on OpenSceneGraph / glFrustum implementation
let a = (right + left) / (right - left);
let b: f32 = (top + bottom) / (top - bottom);
let c= if far.abs() > f32::MAX { -1.0 } else { -(far + near) / (far - near)};
let d = if far.abs() > f32::MAX { -2.0 * near } else { -2.0 * far * near / (far - near) };
Mat4::from_cols(
Vec4::new(2.0 * near / (right-left),0.0,0.0,0.0),
Vec4::new(0.0, 2.0 *near / (top-bottom), 0.0,0.0),
Vec4::new(a, b, c, -1.0),
Vec4::new(0.0, 0.0, d, 0.0))
}
/// creates a projection from a frustum planes with a reversed depth mapped to [0..1]
pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, z_near:f32, z_far:f32) -> Mat4
{
assert!(z_near > 0.0 && z_far > 0.0);
//
// reversed z 0..1 projection based on https://thxforthefish.com/posts/reverse_z/
//
let a = (right + left) / (right - left);
let b: f32 = (top + bottom) / (top - bottom);
let c = z_near / (z_far - z_near);
let d = z_far * z_near / (z_far - z_near);
Mat4::from_cols(
Vec4::new(2.0 * z_near / (right-left),0.0,0.0,0.0),
Vec4::new(0.0, 2.0 * z_near / (top-bottom), 0.0,0.0),
Vec4::new(a, b, c, -1.0),
Vec4::new(0.0, 0.0, d, 0.0))
}
pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4
{
let tan_fovy = (fov_y * 0.5).tan(); // use half angle beta
let right = tan_fovy * aspect_ratio * z_near;
let left = -right;
let top = tan_fovy * z_near;
let bottom = -top;
//make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far)
make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far)
}
fn create_offaxis_matrices(
screen_lower_left: Vec3,
screen_lower_right: Vec3,
screen_upper_left: Vec3,
pos_eye: Vec3,
z_far: f32
) -> (Mat4,Mat4)
{
//
let vec_right = screen_lower_right - screen_lower_left; // vr
let vec_up = screen_upper_left - screen_lower_left; // vu
let frustum_left = screen_lower_left - pos_eye; // va
let frustum_right = screen_lower_right - pos_eye; // vb
let frustum_up = screen_upper_left - pos_eye; // vc
let vec_right_normalized = vec_right.normalize();
let vec_up_normalized = vec_up.normalize();
let vec_normal = vec_right_normalized.cross(vec_up_normalized).normalize();
let dist = -vec_right.dot(vec_normal);
let z_near = 0.001_f32.max(dist - 0.01);
let left = vec_right.dot(frustum_left) * z_near / dist;
let right = vec_right.dot(frustum_right) * z_near / dist;
let bottom = vec_up.dot(frustum_left) * z_near / dist;
let top = vec_up.dot(frustum_up) * z_near / dist;
let projection_matrix = make_projection_rh_from_frustum_reversed(left,right,bottom,top,z_near,z_far);
let view_matrix_rotation = Mat4::from_cols(
Vec4::new(vec_right.x, vec_up.x, vec_normal.x ,0.0),
Vec4::new(vec_right.y, vec_up.y, vec_normal.y ,0.0),
Vec4::new(vec_right.z, vec_up.z, vec_normal.z ,0.0),
Vec4::W
);
let view_matrix_eye = Mat4::from_cols(
Vec4::X,
Vec4::Y,
Vec4::Z,
(-pos_eye).extend(1.0)
);
let view_matrix = view_matrix_rotation * view_matrix_eye;
(view_matrix,projection_matrix)
}
#[cfg(test)]
mod tests {
use bevy::prelude::Mat4;
use super::make_projection_rh_from_frustum;
#[test]
fn compare_projections() {
// build an on-axis frustum
let fovy = 33.0_f32;
let aspect_ratio = 1.6666_f32;
let z_near = 1.0_f32;
let z_far = 1000.0_f32;
let tan_fovy = (fovy * 0.5).to_radians().tan(); // use half angle beta
let right = tan_fovy * aspect_ratio * z_near;
let left = -right;
let top = tan_fovy * z_near;
let bottom = -top;
let mat_frust = make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far);
println!("mat 1 {:?}",mat_frust);
let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(),aspect_ratio,z_near,z_far);
println!("mat 2 {:?}",mat_pers);
assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON));
}
}