2022-12-09 21:30:47 +01:00
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use bevy::prelude::*;
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use bevy::math::Mat4;
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/// creates a conventional projection matrix from frustum planes
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///
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/// returns a potentially off-axis projection matrix
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pub fn make_projection_rh_from_frustum(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4
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{
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// based on OpenSceneGraph / glFrustum implementation
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let a = (right + left) / (right - left);
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let b: f32 = (top + bottom) / (top - bottom);
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let c= if far.abs() > f32::MAX { -1.0 } else { -(far + near) / (far - near)};
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let d = if far.abs() > f32::MAX { -2.0 * near } else { -2.0 * far * near / (far - near) };
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Mat4::from_cols(
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Vec4::new(2.0 * near / (right-left),0.0,0.0,0.0),
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Vec4::new(0.0, 2.0 *near / (top-bottom), 0.0,0.0),
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Vec4::new(a, b, c, -1.0),
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Vec4::new(0.0, 0.0, d, 0.0))
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}
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/// creates a projection from a frustum planes with a reversed depth mapped to [0..1]
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pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, z_near:f32, z_far:f32) -> Mat4
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{
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assert!(z_near > 0.0 && z_far > 0.0);
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//
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// reversed z 0..1 projection based on https://thxforthefish.com/posts/reverse_z/
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//
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let a = (right + left) / (right - left);
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let b: f32 = (top + bottom) / (top - bottom);
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let c = z_near / (z_far - z_near);
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let d = z_far * z_near / (z_far - z_near);
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Mat4::from_cols(
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Vec4::new(2.0 * z_near / (right-left),0.0,0.0,0.0),
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Vec4::new(0.0, 2.0 * z_near / (top-bottom), 0.0,0.0),
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Vec4::new(a, b, c, -1.0),
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Vec4::new(0.0, 0.0, d, 0.0))
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}
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pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Mat4
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{
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let tan_fovy = (fov_y * 0.5).tan(); // use half angle beta
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let right = tan_fovy * aspect_ratio * z_near;
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let left = -right;
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let top = tan_fovy * z_near;
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let bottom = -top;
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//make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far)
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make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far)
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}
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2022-12-11 12:41:34 +01:00
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fn create_offaxis_matrices(
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screen_lower_left: Vec3,
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screen_lower_right: Vec3,
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screen_upper_left: Vec3,
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pos_eye: Vec3,
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z_far: f32
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) -> (Mat4,Mat4)
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{
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//
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let vec_right = screen_lower_right - screen_lower_left; // vr
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let vec_up = screen_upper_left - screen_lower_left; // vu
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let frustum_left = screen_lower_left - pos_eye; // va
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let frustum_right = screen_lower_right - pos_eye; // vb
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let frustum_up = screen_upper_left - pos_eye; // vc
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let vec_right_normalized = vec_right.normalize();
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let vec_up_normalized = vec_up.normalize();
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let vec_normal = vec_right_normalized.cross(vec_up_normalized).normalize();
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let dist = -vec_right.dot(vec_normal);
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let z_near = 0.001_f32.max(dist - 0.01);
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let left = vec_right.dot(frustum_left) * z_near / dist;
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let right = vec_right.dot(frustum_right) * z_near / dist;
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let bottom = vec_up.dot(frustum_left) * z_near / dist;
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let top = vec_up.dot(frustum_up) * z_near / dist;
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let projection_matrix = make_projection_rh_from_frustum_reversed(left,right,bottom,top,z_near,z_far);
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let view_matrix_rotation = Mat4::from_cols(
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Vec4::new(vec_right.x, vec_up.x, vec_normal.x ,0.0),
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Vec4::new(vec_right.y, vec_up.y, vec_normal.y ,0.0),
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Vec4::new(vec_right.z, vec_up.z, vec_normal.z ,0.0),
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Vec4::W
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);
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let view_matrix_eye = Mat4::from_cols(
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Vec4::X,
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Vec4::Y,
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Vec4::Z,
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(-pos_eye).extend(1.0)
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);
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let view_matrix = view_matrix_rotation * view_matrix_eye;
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(view_matrix,projection_matrix)
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}
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2022-12-09 21:30:47 +01:00
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#[cfg(test)]
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mod tests {
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use bevy::prelude::Mat4;
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use super::make_projection_rh_from_frustum;
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#[test]
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fn compare_projections() {
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// build an on-axis frustum
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let fovy = 33.0_f32;
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let aspect_ratio = 1.6666_f32;
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let z_near = 1.0_f32;
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let z_far = 1000.0_f32;
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let tan_fovy = (fovy * 0.5).to_radians().tan(); // use half angle beta
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let right = tan_fovy * aspect_ratio * z_near;
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let left = -right;
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let top = tan_fovy * z_near;
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let bottom = -top;
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let mat_frust = make_projection_rh_from_frustum(left, right, bottom, top, z_near, z_far);
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println!("mat 1 {:?}",mat_frust);
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let mat_pers = Mat4::perspective_rh_gl(fovy.to_radians(),aspect_ratio,z_near,z_far);
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println!("mat 2 {:?}",mat_pers);
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assert!(mat_frust.abs_diff_eq(mat_pers, f32::EPSILON));
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}
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}
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