initial implementation for the off-axis view frustum based on previous code

This commit is contained in:
Hartmut Seichter 2022-12-11 12:41:34 +01:00
parent 670e1b1756
commit 10a41fcfce
4 changed files with 118 additions and 76 deletions

View file

@ -57,6 +57,61 @@ pub fn make_projection_rh_custom(fov_y: f32, aspect_ratio: f32, z_near: f32, z_f
}
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;