228 lines
6.6 KiB
Rust
228 lines
6.6 KiB
Rust
use bevy::math::{Affine3A, Mat4, Quat};
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use bevy::prelude::*;
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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(
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left: f32,
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right: f32,
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bottom: f32,
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top: f32,
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near: f32,
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far: f32,
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) -> Mat4 {
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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 {
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-1.0
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} else {
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-(far + near) / (far - near)
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};
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let d = if far.abs() > f32::MAX {
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-2.0 * near
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} else {
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-2.0 * far * near / (far - near)
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};
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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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}
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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(
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left: f32,
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right: f32,
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bottom: f32,
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top: f32,
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z_near: f32,
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z_far: f32,
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) -> Mat4 {
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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 = (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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let sx = 2.0 * z_near / (right - left);
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let sy = 2.0 * z_near / (top - bottom);
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//
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Mat4::from_cols(
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Vec4::new(sx, 0.0, 0.0, 0.0),
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Vec4::new(0.0, sy, 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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}
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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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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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pub fn create_offaxis_matrices(
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screen_lower_left: Vec3,
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screen_lower_right: Vec3,
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screen_upper_left: Vec3,
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pos_eye: Vec3,
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z_far: f32,
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) -> (Mat4, Mat4) {
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//
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let vec_right = screen_lower_right - screen_lower_left; // vr
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let vec_up = screen_upper_left - screen_lower_left; // vu
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let frustum_left = screen_lower_left - pos_eye; // va
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let frustum_right = screen_lower_right - pos_eye; // vb
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let frustum_up = screen_upper_left - pos_eye; // vc
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let vec_right_normalized = vec_right.normalize();
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let vec_up_normalized = vec_up.normalize();
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let vec_normal = vec_right_normalized.cross(vec_up_normalized).normalize();
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let dist = -frustum_left.normalize().dot(vec_normal);
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// println!("vec_right_normalized {}",vec_right_normalized);
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// println!("vec_up_normalized {}",vec_up_normalized);
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// println!("vec_normal {}",vec_normal);
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// println!("Dist {}",dist);
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// small offset for the near plane
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let min_near_distance_offset = 0.01f32;
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// set a minimal near distance
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let min_near_distance = 0.00001f32;
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// calculate a reasonable near distance
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let z_near = min_near_distance.max(dist - min_near_distance_offset);
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// distances
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let left = vec_right_normalized.dot(frustum_left) * z_near / dist; // left screen edge
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let right = vec_right_normalized.dot(frustum_right) * z_near / dist; // right screen edge
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let bottom = vec_up_normalized.dot(frustum_left) * z_near / dist; // bottom screen edge
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let top = vec_up_normalized.dot(frustum_up) * z_near / dist; // distance eye from screen
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// info!("l r b t {} {} {} {}",left,right,bottom,top);
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// create a view frustum
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let projection_matrix =
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make_projection_rh_from_frustum_reversed(left, right, bottom, top, z_near, z_far);
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let view_matrix_rotation = Mat4::from_cols(
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Vec4::new(
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vec_right_normalized.x,
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vec_up_normalized.x,
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vec_normal.x,
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0.0,
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),
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Vec4::new(
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vec_right_normalized.y,
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vec_up_normalized.y,
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vec_normal.y,
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0.0,
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),
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Vec4::new(
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vec_right_normalized.z,
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vec_up_normalized.z,
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vec_normal.z,
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0.0,
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),
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Vec4::W,
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);
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let rotation_quat = Quat::from_mat4(&view_matrix_rotation); // Quat::from_mat4(view_matrix_rotation);
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// info!("Rotation Mat {:?}",view_matrix_rotation);
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// info!("Viewer Rotation {:?}",rotation_quat);
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let view_matrix_eye = Mat4::from_cols(Vec4::X, Vec4::Y, Vec4::Z, (-pos_eye).extend(1.0));
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// create resulting view matrix (this should be much simpler using glam API)
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let view_matrix = view_matrix_rotation * view_matrix_eye;
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// return tuple of view and projection
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(view_matrix, projection_matrix)
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}
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#[cfg(test)]
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mod tests {
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use bevy::prelude::*;
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use crate::{projection::create_offaxis_matrices, screeninfo};
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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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#[test]
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fn create_view_matrices() {
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// Assumptions: Screensize 6.0m x 1.8m
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// Viewer is 5m away from center
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let screen_lower_left = Vec3::new(-3.0, -0.9, 0.0);
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let screen_lower_right = Vec3::new(3.0, -0.9, 0.0);
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let screen_upper_left = Vec3::new(-3.0, 0.9, 0.0);
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let eye_pos = Vec3::Z * 5.0;
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let z_far = 100.0_f32;
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let (view, projection) = create_offaxis_matrices(
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screen_lower_left,
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screen_lower_right,
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screen_upper_left,
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eye_pos,
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z_far,
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);
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println!("View {:?}", view);
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println!("Projection {:?}", projection);
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// assert!(!view.is_nan());
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// assert!(!projection.is_nan());
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}
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}
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