updated code with reversed projection matrix code
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parent
249187b698
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4e59d730fc
2 changed files with 75 additions and 33 deletions
106
src/offaxis.rs
106
src/offaxis.rs
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@ -16,38 +16,6 @@ pub struct OffAxisProjection {
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aspect: f32,
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}
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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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println!("Here we go! {:?}",self);
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Mat4::perspective_rh(45.0_f32.to_radians(),
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self.aspect,
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self.near,
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self.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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// what to do on window resize
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fn update(&mut self, width: f32, height: f32) {
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self.aspect = width / height;
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}
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fn far(&self) -> f32 {
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self.far
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}
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}
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impl Default for OffAxisProjection {
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fn default() -> Self {
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Self {
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near: 0.0,
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far: 1000.0,
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aspect: 1.0,
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}
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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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@ -65,6 +33,80 @@ pub fn make_projection_rh_from_frustum(left: f32, right: f32, bottom: f32, top:
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}
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pub fn make_projection_rh_from_frustum_reversed(left: f32, right: f32, bottom: f32, top: f32, near:f32, far:f32) -> Mat4
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{
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assert!(near > 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= 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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let c = near / (far - near);
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let d = 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 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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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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make_projection_rh_custom(45.0_f32.to_radians(), self.aspect, self.near, self.far)
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// Mat4::perspective_rh(45.0_f32.to_radians(),
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// self.aspect,
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// self.near,
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// self.far)
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}
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// what to do on window resize
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fn update(&mut self, width: f32, height: f32) {
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self.aspect = width / height;
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}
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fn far(&self) -> f32 {
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println!("Z-Value");
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self.far
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}
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}
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impl Default for OffAxisProjection {
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fn default() -> Self {
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Self {
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near: 0.1,
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far: 1000.0,
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aspect: 1.0,
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}
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}
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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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