Fix directional light shadows: take two
This PR aims to do the same as #180, but hopefully without making future WebXR compat more annoying. get_frustum_corners() is now implemented properly, directly from the projection matrix. I believe it should work with the existing OpenXR code, but I cannot test this with any WebXR implementations with "sheared projection matrices", because I am continuing to doubt whether that even exists. I also added unit tests, which involved a decent amount of code shuffling regardless. The original implementation from #180 is left in as a control in the test code.
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@@ -5,7 +5,7 @@ use bevy::core_pipeline::core_3d::Camera3d;
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use bevy::ecs::component::{Component, StorageType};
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use bevy::ecs::reflect::ReflectComponent;
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use bevy::ecs::schedule::IntoSystemConfigs;
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use bevy::math::{Mat4, Vec3A};
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use bevy::math::{Mat4, Vec3A, Vec4};
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use bevy::pbr::{PbrPlugin, PbrProjectionPlugin};
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use bevy::prelude::{Projection, SystemSet};
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use bevy::reflect::std_traits::ReflectDefault;
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@@ -79,26 +79,31 @@ impl CameraProjection for XrProjection {
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/ (self.projection_matrix.to_cols_array()[10] + 1.0)
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}
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// TODO calculate this properly
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fn get_frustum_corners(&self, _z_near: f32, _z_far: f32) -> [Vec3A; 8] {
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let ndc_corners = [
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Vec3A::new(1.0, -1.0, 1.0), // Bottom-right far
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Vec3A::new(1.0, 1.0, 1.0), // Top-right far
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Vec3A::new(-1.0, 1.0, 1.0), // Top-left far
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Vec3A::new(-1.0, -1.0, 1.0), // Bottom-left far
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Vec3A::new(1.0, -1.0, -1.0), // Bottom-right near
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Vec3A::new(1.0, 1.0, -1.0), // Top-right near
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Vec3A::new(-1.0, 1.0, -1.0), // Top-left near
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Vec3A::new(-1.0, -1.0, -1.0), // Bottom-left near
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];
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let mut view_space_corners = [Vec3A::ZERO; 8];
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let inverse_matrix = self.projection_matrix.inverse();
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for (i, corner) in ndc_corners.into_iter().enumerate() {
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view_space_corners[i] = inverse_matrix.transform_point3a(corner);
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fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
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fn normalized_corner(inverse_matrix: &Mat4, near: f32, ndc_x: f32, ndc_y: f32) -> Vec3A {
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let clip_pos = Vec4::new(ndc_x * near, ndc_y * near, near, near);
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// I don't know why multiplying the Z axis by -1 is necessary.
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// As far as I can tell from (likely my incorrect understanding of the code),
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// PerspectiveProjection::get_frustum_corners() has the Z axis inverted??
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Vec3A::from_vec4(inverse_matrix.mul_vec4(clip_pos)) / near * Vec3A::new(1., 1., -1.)
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}
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view_space_corners
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let inv = self.projection_matrix.inverse();
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let norm_br = normalized_corner(&inv, self.near, 1., -1.);
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let norm_tr = normalized_corner(&inv, self.near, 1., 1.);
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let norm_tl = normalized_corner(&inv, self.near, -1., 1.);
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let norm_bl = normalized_corner(&inv, self.near, -1., -1.);
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[
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norm_br * z_near,
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norm_tr * z_near,
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norm_tl * z_near,
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norm_bl * z_near,
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norm_br * z_far,
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norm_tr * z_far,
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norm_tl * z_far,
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norm_bl * z_far,
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]
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}
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fn get_clip_from_view(&self) -> Mat4 {
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@@ -109,3 +114,255 @@ impl CameraProjection for XrProjection {
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panic!("sub view not supported for xr camera");
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}
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}
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#[doc(hidden)]
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#[derive(Clone, Copy, Debug)]
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pub struct Fov {
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pub angle_left: f32,
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pub angle_right: f32,
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pub angle_down: f32,
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pub angle_up: f32,
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}
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/// Calculates an asymmetrical perspective projection matrix for XR rendering. This API is for internal use only.
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#[doc(hidden)]
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pub fn calculate_projection(near_z: f32, fov: Fov) -> Mat4 {
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// symmetric perspective for debugging
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// let x_fov = (self.fov.angle_left.abs() + self.fov.angle_right.abs());
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// let y_fov = (self.fov.angle_up.abs() + self.fov.angle_down.abs());
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// return Mat4::perspective_infinite_reverse_rh(y_fov, x_fov / y_fov, self.near);
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let is_vulkan_api = false; // FIXME wgpu probably abstracts this
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let far_z = -1.; // use infinite proj
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// let far_z = self.far;
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let tan_angle_left = fov.angle_left.tan();
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let tan_angle_right = fov.angle_right.tan();
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let tan_angle_down = fov.angle_down.tan();
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let tan_angle_up = fov.angle_up.tan();
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let tan_angle_width = tan_angle_right - tan_angle_left;
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// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
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// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
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// positive Y up (OpenGL / D3D / Metal).
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// const float tanAngleHeight =
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// graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
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let tan_angle_height = if is_vulkan_api {
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tan_angle_down - tan_angle_up
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} else {
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tan_angle_up - tan_angle_down
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};
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// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
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// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
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// const float offsetZ =
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// (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
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// FIXME handle enum of graphics apis
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let offset_z = 0.;
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let mut cols: [f32; 16] = [0.0; 16];
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if far_z <= near_z {
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// place the far plane at infinity
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cols[0] = 2. / tan_angle_width;
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cols[4] = 0.;
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cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
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cols[12] = 0.;
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cols[1] = 0.;
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cols[5] = 2. / tan_angle_height;
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cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
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cols[13] = 0.;
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cols[2] = 0.;
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cols[6] = 0.;
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cols[10] = -1.;
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cols[14] = -(near_z + offset_z);
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cols[3] = 0.;
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cols[7] = 0.;
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cols[11] = -1.;
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cols[15] = 0.;
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// bevy uses the _reverse_ infinite projection
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// https://dev.theomader.com/depth-precision/
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let z_reversal = Mat4::from_cols_array_2d(&[
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[1f32, 0., 0., 0.],
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[0., 1., 0., 0.],
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[0., 0., -1., 0.],
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[0., 0., 1., 1.],
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]);
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return z_reversal * Mat4::from_cols_array(&cols);
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} else {
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// normal projection
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cols[0] = 2. / tan_angle_width;
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cols[4] = 0.;
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cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
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cols[12] = 0.;
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cols[1] = 0.;
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cols[5] = 2. / tan_angle_height;
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cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
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cols[13] = 0.;
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cols[2] = 0.;
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cols[6] = 0.;
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cols[10] = -(far_z + offset_z) / (far_z - near_z);
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cols[14] = -(far_z * (near_z + offset_z)) / (far_z - near_z);
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cols[3] = 0.;
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cols[7] = 0.;
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cols[11] = -1.;
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cols[15] = 0.;
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}
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Mat4::from_cols_array(&cols)
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}
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#[cfg(test)]
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mod tests {
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use std::f32::{self, consts::PI};
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use bevy::{
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math::{Mat4, Vec3A},
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render::camera::{CameraProjection, PerspectiveProjection},
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utils::default,
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};
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const TEST_VALUES: &[(f32, f32)] = &[(0.5, 100.0), (50.0, 200.0)];
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use super::XrProjection;
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/// Test that calculate_projection works correctly for symmetrical FOV parameters, by comparing against glam.
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#[test]
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fn test_calculate_symmetrical() {
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let half_fov_y = PI * 0.25;
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let aspect = 1.;
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let fov = super::Fov {
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angle_left: -half_fov_y * aspect,
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angle_right: half_fov_y * aspect,
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angle_down: -half_fov_y,
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angle_up: half_fov_y,
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};
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let near = 0.1;
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let matrix = super::calculate_projection(near, fov);
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let control = Mat4::perspective_infinite_reverse_rh(2. * half_fov_y, aspect, near);
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assert_eq!(matrix, control);
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}
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/// Test that XrProjection::get_frustum_corners works correctly for a symmetrical projection matrix,
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/// by comparing against Bevy's PerspectiveProjection.
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#[test]
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fn test_get_frustum_corners_symmetrical() {
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let control_proj = PerspectiveProjection {
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near: 0.1,
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..default()
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};
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let projection = XrProjection {
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near: control_proj.near,
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projection_matrix: control_proj.get_clip_from_view(),
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};
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for (near, far) in TEST_VALUES {
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let corners = projection.get_frustum_corners(*near, *far);
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let control_corners = control_proj.get_frustum_corners(*near, *far);
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assert!(equals_in_tolerance(&corners, &control_corners));
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}
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}
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/// Test that XrProjection::get_frustum_corners works correctly for a symmetrical projection matrix with a non-infinite far plane,
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/// by comparing against Bevy's PerspectiveProjection.
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#[test]
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fn test_get_frustum_corners_symmetrical_far_plane() {
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let control_proj = PerspectiveProjection {
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near: 0.1,
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..default()
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};
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let projection = XrProjection {
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near: control_proj.near,
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// Invert far and near plane to create reverse-Z far-plane perspective matrix.
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projection_matrix: Mat4::perspective_rh(
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control_proj.fov,
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control_proj.aspect_ratio,
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control_proj.far,
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control_proj.near,
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),
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};
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for (near, far) in TEST_VALUES {
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let corners = projection.get_frustum_corners(*near, *far);
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let control_corners = control_proj.get_frustum_corners(*near, *far);
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assert!(equals_in_tolerance(&corners, &control_corners));
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}
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}
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/// Test that XrProjection::get_frustum_corners works correctly for an asymmetrical projection matrix,
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/// by comparing against an implementation similar to that of Bevy's PerspectiveProjection.
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#[test]
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fn test_get_frustum_corners_asymmetrical() {
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let fov = super::Fov {
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angle_left: -PI * 0.33,
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angle_right: PI * 0.25,
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angle_down: -PI * 0.25,
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angle_up: PI * 0.25,
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};
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let near = 0.1;
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let projection = XrProjection {
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near,
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projection_matrix: super::calculate_projection(near, fov),
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};
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for (near, far) in TEST_VALUES {
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let corners = projection.get_frustum_corners(*near, *far);
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let control_corners = get_frustum_corners_asymmetrical_control(fov, *near, *far);
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assert!(equals_in_tolerance(&corners, &control_corners));
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}
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}
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const TOLERANCE: f32 = 0.0001;
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/// Check whether two sets of frustum corner values are "close enough" within a tolerance.
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fn equals_in_tolerance(a: &[Vec3A; 8], b: &[Vec3A; 8]) -> bool {
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a.iter()
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.zip(b.iter())
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.all(|(a, b)| (a - b).abs().max_element() < TOLERANCE)
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}
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fn get_frustum_corners_asymmetrical_control(
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fov: super::Fov,
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z_near: f32,
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z_far: f32,
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) -> [Vec3A; 8] {
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let near = z_near.abs();
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let far = z_far.abs();
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let tan_left = fov.angle_left.tan();
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let tan_right = fov.angle_right.tan();
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let tan_up = fov.angle_up.tan();
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let tan_down = fov.angle_down.tan();
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[
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Vec3A::new(tan_right * near, tan_down * near, z_near), // Bottom-right
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Vec3A::new(tan_right * near, tan_up * near, z_near), // Top-right
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Vec3A::new(tan_left * near, tan_up * near, z_near), // Top-left
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Vec3A::new(tan_left * near, tan_down * near, z_near), // Bottom-left
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Vec3A::new(tan_right * far, tan_down * far, z_far), // Bottom-right
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Vec3A::new(tan_right * far, tan_up * far, z_far), // Top-right
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Vec3A::new(tan_left * far, tan_up * far, z_far), // Top-left
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Vec3A::new(tan_left * far, tan_down * far, z_far), // Bottom-left
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]
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}
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}
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