working version of the frustum based calculation for the perspective matrix
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c793c81ee8
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5 changed files with 113 additions and 17 deletions
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@ -3,8 +3,10 @@ use bevy::prelude::*;
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use bevy::render::camera::{Camera, CameraProjection};
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use bevy::render::primitives::Frustum;
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use bevy::render::view::VisibleEntities;
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use bevy::math::Mat4;
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use crate::screeninfo::ScreenInfo;
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use crate::viewer::*;
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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@ -19,6 +21,8 @@ impl CameraProjection for OffAxisProjection {
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println!("Here we go! {:?}",self);
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//Mat4::perspective_rh_gl(fov_y_radians, aspect_ratio, z_near, z_far)
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Mat4::orthographic_rh(-self.aspect, self.aspect, -1.0, 1.0, self.near, self.far)
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}
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@ -42,6 +46,23 @@ impl Default for OffAxisProjection {
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}
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}
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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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pub fn offaxis_camera_setup(mut commands: Commands) {
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let projection = OffAxisProjection::default();
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@ -68,6 +89,48 @@ pub fn offaxis_camera_setup(mut commands: Commands) {
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VisibleEntities::default(),
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Camera::default(),
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Camera3d::default(),
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ScreenInfo::new("Test")
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ScreenInfo::new("Test"),
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Viewer::new(transform.translation)
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));
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}
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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 = 500.0_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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