refactor projections into their own module
This commit is contained in:
parent
4e59d730fc
commit
a7e92ba70a
6 changed files with 124 additions and 174 deletions
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@ -9,6 +9,7 @@ use crate::scene::*;
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use crate::utils::*;
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use crate::utils::*;
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use crate::viewer::*;
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use crate::viewer::*;
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use bevy::{prelude::*, window::PresentMode, render::camera::CameraProjectionPlugin};
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use bevy::{prelude::*, window::PresentMode, render::camera::CameraProjectionPlugin};
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use offaxis::{offaxis_camera_setup, OffAxisProjection};
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use offaxis::{offaxis_camera_setup, OffAxisProjection};
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@ -17,6 +18,7 @@ mod scene;
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mod screeninfo;
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mod screeninfo;
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mod utils;
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mod utils;
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mod viewer;
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mod viewer;
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mod projection;
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fn main() {
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fn main() {
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App::new()
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App::new()
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100
src/offaxis.rs
100
src/offaxis.rs
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@ -7,6 +7,7 @@ use bevy::math::Mat4;
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use crate::screeninfo::ScreenInfo;
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use crate::screeninfo::ScreenInfo;
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use crate::viewer::*;
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use crate::viewer::*;
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use crate::projection::*;
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#[derive(Component, Debug, Clone, Reflect)]
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default)]
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@ -16,66 +17,10 @@ pub struct OffAxisProjection {
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aspect: f32,
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aspect: f32,
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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 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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impl CameraProjection for OffAxisProjection {
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fn get_projection_matrix(&self) -> Mat4 {
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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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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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// Mat4::perspective_rh(45.0_f32.to_radians(),
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@ -101,7 +46,7 @@ impl Default for OffAxisProjection {
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Self {
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Self {
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near: 0.1,
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near: 0.1,
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far: 1000.0,
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far: 1000.0,
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aspect: 1.0,
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aspect: 1.5,
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}
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}
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}
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}
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}
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}
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@ -141,42 +86,3 @@ pub fn offaxis_camera_setup(mut commands: Commands) {
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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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94
src/projection.rs
Normal file
94
src/projection.rs
Normal file
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@ -0,0 +1,94 @@
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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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#[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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74
src/scene.rs
74
src/scene.rs
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@ -33,7 +33,6 @@ fn generalized_projection_stereo(eyePos : Vec3)
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}
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}
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fn generalized_projection (
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fn generalized_projection (
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projectionScreen: ProjectionScreen,
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projectionScreen: ProjectionScreen,
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eyePos: Vec3,
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eyePos: Vec3,
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@ -100,77 +99,4 @@ pub fn build_scene(
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..default()
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..default()
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});
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});
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// camera
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// let mut cam = Camera3dBundle {
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// transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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// ..default()
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// };
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// commands.spawn(cam);
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// commands.spawn((Person, Position { x: 10.0, y: 10.0 }));
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// commands.spawn()
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// .insert(Person)
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// .insert(Position { x: 10.0, y: 10.0 } );
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// camera
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// commands.spawn_bundle(OffAxisProjection {
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// transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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// ..default()
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// });
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}
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}
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// pub fn modify_frustum(mut query: Query<&Frustum>)
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// {
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// let mut rng = rand::thread_rng();
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// for mut q in query.iter() {
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// for mut p in q.planes {
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// println!("{:?}",p);
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// let mut n = p.normal_d();
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// n.w += rng.gen::<f32>();
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// p = Plane::new(n);
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// println!("{:?}",p);
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// // p.normal_d() += rng.gen();
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// }
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// // println!("{:?}",q.frustum.planes.len());
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// }
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// }
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// pub fn modify_projection(mut query: Query<&Projection>)
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// {
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// let mut rng = rand::thread_rng();
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// for mut q in query.iter() {
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// print!("{:?}",q);
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// }
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// }
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// pub fn print_positions(query: Query<&Position>) {
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// for _position in query.iter() {
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// _ = 33;
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// // println!("position {:?} {:?}", position.x, position.y)
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// }
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// }
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// Problem with off-axis
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// projection 2401, 240
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@ -1,5 +1,5 @@
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use bevy::{prelude::*, math::bool, render::primitives::Frustum};
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use bevy::{prelude::*, math::bool, prelude::shape::Quad };
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use rand::prelude::*;
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use rand::prelude::*;
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use bevy::render::primitives::Plane;
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use bevy::render::primitives::Plane;
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}
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}
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}
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}
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pub fn build_debug_geometry(&self,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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)
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{
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from( Quad { size: Vec2 { x: self.width, y: self.height }, flip:false })),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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}
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pub fn update(&mut self) -> &mut Self {
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pub fn update(&mut self) -> &mut Self {
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@ -1,4 +1,6 @@
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use bevy::{prelude::*, window::PresentMode, render::camera::CameraProjectionPlugin};
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use bevy::{prelude::*, window::PresentMode, render::camera::CameraProjectionPlugin};
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use crate::screeninfo::ScreenInfo;
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// use offaxis::{offaxis_camera_setup, OffAxisProjection};
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// use offaxis::{offaxis_camera_setup, OffAxisProjection};
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@ -36,10 +38,17 @@ pub fn simulate_viewer(mut query: Query<&mut Viewer>)
|
||||||
//v.position += Vec3::Y * 0.005;
|
//v.position += Vec3::Y * 0.005;
|
||||||
v.alpha += 0.01;
|
v.alpha += 0.01;
|
||||||
let radius = 1.5;
|
let radius = 1.5;
|
||||||
v.position = Vec3::new(v.alpha.sin()*radius,v.alpha.cos()*radius + 1.0_f32,15.0);
|
|
||||||
|
let z_distance = 8.0_f32;
|
||||||
|
|
||||||
|
v.position = Vec3::new(v.alpha.sin()*radius,v.alpha.cos()*radius + 1.0_f32,z_distance);
|
||||||
|
|
||||||
let vm = Mat4::look_at_rh(v.position, Vec3::ZERO, Vec3::Y);
|
let vm = Mat4::look_at_rh(v.position, Vec3::ZERO, Vec3::Y);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
println!("{:?}",vm);
|
println!("{:?}",vm);
|
||||||
|
|
||||||
// view matrices should be orientation only
|
// view matrices should be orientation only
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue