working version of the frustum based calculation for the perspective matrix

This commit is contained in:
Hartmut Seichter 2022-12-06 21:12:15 +01:00
parent c793c81ee8
commit 2b3d00f1d4
5 changed files with 113 additions and 17 deletions

View file

@ -3,8 +3,10 @@ use bevy::prelude::*;
use bevy::render::camera::{Camera, CameraProjection};
use bevy::render::primitives::Frustum;
use bevy::render::view::VisibleEntities;
use bevy::math::Mat4;
use crate::screeninfo::ScreenInfo;
use crate::viewer::*;
#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component, Default)]
@ -19,6 +21,8 @@ impl CameraProjection for OffAxisProjection {
println!("Here we go! {:?}",self);
//Mat4::perspective_rh_gl(fov_y_radians, aspect_ratio, z_near, z_far)
Mat4::orthographic_rh(-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far)
}
@ -42,6 +46,23 @@ impl Default for OffAxisProjection {
}
}
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))
}
pub fn offaxis_camera_setup(mut commands: Commands) {
let projection = OffAxisProjection::default();
@ -68,6 +89,48 @@ pub fn offaxis_camera_setup(mut commands: Commands) {
VisibleEntities::default(),
Camera::default(),
Camera3d::default(),
ScreenInfo::new("Test")
ScreenInfo::new("Test"),
Viewer::new(transform.translation)
));
}
#[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 = 500.0_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));
}
}