Merge pull request #181 from PJB3005/25-03-17-fix-cascades-2

Fix directional light shadows
This commit is contained in:
Schmarni
2025-03-20 10:44:21 +01:00
committed by GitHub
2 changed files with 286 additions and 117 deletions

View File

@@ -10,7 +10,7 @@ use bevy::{
transform::TransformSystem, transform::TransformSystem,
}; };
use bevy_mod_xr::{ use bevy_mod_xr::{
camera::{XrCamera, XrProjection, XrViewInit}, camera::{calculate_projection, Fov, XrCamera, XrProjection, XrViewInit},
session::{ session::{
XrFirst, XrHandleEvents, XrPreDestroySession, XrRenderSet, XrRootTransform, XrFirst, XrHandleEvents, XrPreDestroySession, XrRenderSet, XrRootTransform,
XrSessionCreated, XrSessionCreated,
@@ -252,7 +252,15 @@ pub fn update_views(
continue; continue;
}; };
let projection_matrix = calculate_projection(projection.near, view.fov); let projection_matrix = calculate_projection(
projection.near,
Fov {
angle_left: view.fov.angle_left,
angle_right: view.fov.angle_right,
angle_down: view.fov.angle_down,
angle_up: view.fov.angle_up,
},
);
projection.projection_matrix = projection_matrix; projection.projection_matrix = projection_matrix;
let openxr::Quaternionf { x, y, z, w } = view.pose.orientation; let openxr::Quaternionf { x, y, z, w } = view.pose.orientation;
@@ -284,102 +292,6 @@ pub fn update_views_render_world(
} }
} }
fn calculate_projection(near_z: f32, fov: openxr::Fovf) -> Mat4 {
// symmetric perspective for debugging
// let x_fov = (self.fov.angle_left.abs() + self.fov.angle_right.abs());
// let y_fov = (self.fov.angle_up.abs() + self.fov.angle_down.abs());
// return Mat4::perspective_infinite_reverse_rh(y_fov, x_fov / y_fov, self.near);
let is_vulkan_api = false; // FIXME wgpu probably abstracts this
let far_z = -1.; // use infinite proj
// let far_z = self.far;
let tan_angle_left = fov.angle_left.tan();
let tan_angle_right = fov.angle_right.tan();
let tan_angle_down = fov.angle_down.tan();
let tan_angle_up = fov.angle_up.tan();
let tan_angle_width = tan_angle_right - tan_angle_left;
// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
// positive Y up (OpenGL / D3D / Metal).
// const float tanAngleHeight =
// graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
let tan_angle_height = if is_vulkan_api {
tan_angle_down - tan_angle_up
} else {
tan_angle_up - tan_angle_down
};
// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
// const float offsetZ =
// (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
// FIXME handle enum of graphics apis
let offset_z = 0.;
let mut cols: [f32; 16] = [0.0; 16];
if far_z <= near_z {
// place the far plane at infinity
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -1.;
cols[14] = -(near_z + offset_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
// bevy uses the _reverse_ infinite projection
// https://dev.theomader.com/depth-precision/
let z_reversal = Mat4::from_cols_array_2d(&[
[1f32, 0., 0., 0.],
[0., 1., 0., 0.],
[0., 0., -1., 0.],
[0., 0., 1., 1.],
]);
return z_reversal * Mat4::from_cols_array(&cols);
} else {
// normal projection
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -(far_z + offset_z) / (far_z - near_z);
cols[14] = -(far_z * (near_z + offset_z)) / (far_z - near_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
}
Mat4::from_cols_array(&cols)
}
/// # Safety /// # Safety
/// Images inserted into texture views here should not be written to until [`wait_image`] is ran /// Images inserted into texture views here should not be written to until [`wait_image`] is ran
pub fn insert_texture_views( pub fn insert_texture_views(

View File

@@ -5,7 +5,7 @@ use bevy::core_pipeline::core_3d::Camera3d;
use bevy::ecs::component::{Component, StorageType}; use bevy::ecs::component::{Component, StorageType};
use bevy::ecs::reflect::ReflectComponent; use bevy::ecs::reflect::ReflectComponent;
use bevy::ecs::schedule::IntoSystemConfigs; use bevy::ecs::schedule::IntoSystemConfigs;
use bevy::math::{Mat4, Vec3A}; use bevy::math::{Mat4, Vec3A, Vec4};
use bevy::pbr::{PbrPlugin, PbrProjectionPlugin}; use bevy::pbr::{PbrPlugin, PbrProjectionPlugin};
use bevy::prelude::{Projection, SystemSet}; use bevy::prelude::{Projection, SystemSet};
use bevy::reflect::std_traits::ReflectDefault; use bevy::reflect::std_traits::ReflectDefault;
@@ -79,26 +79,31 @@ impl CameraProjection for XrProjection {
/ (self.projection_matrix.to_cols_array()[10] + 1.0) / (self.projection_matrix.to_cols_array()[10] + 1.0)
} }
// TODO calculate this properly fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
fn get_frustum_corners(&self, _z_near: f32, _z_far: f32) -> [Vec3A; 8] { fn normalized_corner(inverse_matrix: &Mat4, near: f32, ndc_x: f32, ndc_y: f32) -> Vec3A {
let ndc_corners = [ let clip_pos = Vec4::new(ndc_x * near, ndc_y * near, near, near);
Vec3A::new(1.0, -1.0, 1.0), // Bottom-right far // I don't know why multiplying the Z axis by -1 is necessary.
Vec3A::new(1.0, 1.0, 1.0), // Top-right far // As far as I can tell from (likely my incorrect understanding of the code),
Vec3A::new(-1.0, 1.0, 1.0), // Top-left far // PerspectiveProjection::get_frustum_corners() has the Z axis inverted??
Vec3A::new(-1.0, -1.0, 1.0), // Bottom-left far Vec3A::from_vec4(inverse_matrix.mul_vec4(clip_pos)) / near * Vec3A::new(1., 1., -1.)
Vec3A::new(1.0, -1.0, -1.0), // Bottom-right near
Vec3A::new(1.0, 1.0, -1.0), // Top-right near
Vec3A::new(-1.0, 1.0, -1.0), // Top-left near
Vec3A::new(-1.0, -1.0, -1.0), // Bottom-left near
];
let mut view_space_corners = [Vec3A::ZERO; 8];
let inverse_matrix = self.projection_matrix.inverse();
for (i, corner) in ndc_corners.into_iter().enumerate() {
view_space_corners[i] = inverse_matrix.transform_point3a(corner);
} }
view_space_corners let inv = self.projection_matrix.inverse();
let norm_br = normalized_corner(&inv, self.near, 1., -1.);
let norm_tr = normalized_corner(&inv, self.near, 1., 1.);
let norm_tl = normalized_corner(&inv, self.near, -1., 1.);
let norm_bl = normalized_corner(&inv, self.near, -1., -1.);
[
norm_br * z_near,
norm_tr * z_near,
norm_tl * z_near,
norm_bl * z_near,
norm_br * z_far,
norm_tr * z_far,
norm_tl * z_far,
norm_bl * z_far,
]
} }
fn get_clip_from_view(&self) -> Mat4 { fn get_clip_from_view(&self) -> Mat4 {
@@ -109,3 +114,255 @@ impl CameraProjection for XrProjection {
panic!("sub view not supported for xr camera"); panic!("sub view not supported for xr camera");
} }
} }
#[doc(hidden)]
#[derive(Clone, Copy, Debug)]
pub struct Fov {
pub angle_left: f32,
pub angle_right: f32,
pub angle_down: f32,
pub angle_up: f32,
}
/// Calculates an asymmetrical perspective projection matrix for XR rendering. This API is for internal use only.
#[doc(hidden)]
pub fn calculate_projection(near_z: f32, fov: Fov) -> Mat4 {
// symmetric perspective for debugging
// let x_fov = (self.fov.angle_left.abs() + self.fov.angle_right.abs());
// let y_fov = (self.fov.angle_up.abs() + self.fov.angle_down.abs());
// return Mat4::perspective_infinite_reverse_rh(y_fov, x_fov / y_fov, self.near);
let is_vulkan_api = false; // FIXME wgpu probably abstracts this
let far_z = -1.; // use infinite proj
// let far_z = self.far;
let tan_angle_left = fov.angle_left.tan();
let tan_angle_right = fov.angle_right.tan();
let tan_angle_down = fov.angle_down.tan();
let tan_angle_up = fov.angle_up.tan();
let tan_angle_width = tan_angle_right - tan_angle_left;
// Set to tanAngleDown - tanAngleUp for a clip space with positive Y
// down (Vulkan). Set to tanAngleUp - tanAngleDown for a clip space with
// positive Y up (OpenGL / D3D / Metal).
// const float tanAngleHeight =
// graphicsApi == GRAPHICS_VULKAN ? (tanAngleDown - tanAngleUp) : (tanAngleUp - tanAngleDown);
let tan_angle_height = if is_vulkan_api {
tan_angle_down - tan_angle_up
} else {
tan_angle_up - tan_angle_down
};
// Set to nearZ for a [-1,1] Z clip space (OpenGL / OpenGL ES).
// Set to zero for a [0,1] Z clip space (Vulkan / D3D / Metal).
// const float offsetZ =
// (graphicsApi == GRAPHICS_OPENGL || graphicsApi == GRAPHICS_OPENGL_ES) ? nearZ : 0;
// FIXME handle enum of graphics apis
let offset_z = 0.;
let mut cols: [f32; 16] = [0.0; 16];
if far_z <= near_z {
// place the far plane at infinity
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -1.;
cols[14] = -(near_z + offset_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
// bevy uses the _reverse_ infinite projection
// https://dev.theomader.com/depth-precision/
let z_reversal = Mat4::from_cols_array_2d(&[
[1f32, 0., 0., 0.],
[0., 1., 0., 0.],
[0., 0., -1., 0.],
[0., 0., 1., 1.],
]);
return z_reversal * Mat4::from_cols_array(&cols);
} else {
// normal projection
cols[0] = 2. / tan_angle_width;
cols[4] = 0.;
cols[8] = (tan_angle_right + tan_angle_left) / tan_angle_width;
cols[12] = 0.;
cols[1] = 0.;
cols[5] = 2. / tan_angle_height;
cols[9] = (tan_angle_up + tan_angle_down) / tan_angle_height;
cols[13] = 0.;
cols[2] = 0.;
cols[6] = 0.;
cols[10] = -(far_z + offset_z) / (far_z - near_z);
cols[14] = -(far_z * (near_z + offset_z)) / (far_z - near_z);
cols[3] = 0.;
cols[7] = 0.;
cols[11] = -1.;
cols[15] = 0.;
}
Mat4::from_cols_array(&cols)
}
#[cfg(test)]
mod tests {
use std::f32::{self, consts::PI};
use bevy::{
math::{Mat4, Vec3A},
render::camera::{CameraProjection, PerspectiveProjection},
utils::default,
};
const TEST_VALUES: &[(f32, f32)] = &[(0.5, 100.0), (50.0, 200.0)];
use super::XrProjection;
/// Test that calculate_projection works correctly for symmetrical FOV parameters, by comparing against glam.
#[test]
fn test_calculate_symmetrical() {
let half_fov_y = PI * 0.25;
let aspect = 1.;
let fov = super::Fov {
angle_left: -half_fov_y * aspect,
angle_right: half_fov_y * aspect,
angle_down: -half_fov_y,
angle_up: half_fov_y,
};
let near = 0.1;
let matrix = super::calculate_projection(near, fov);
let control = Mat4::perspective_infinite_reverse_rh(2. * half_fov_y, aspect, near);
assert_eq!(matrix, control);
}
/// Test that XrProjection::get_frustum_corners works correctly for a symmetrical projection matrix,
/// by comparing against Bevy's PerspectiveProjection.
#[test]
fn test_get_frustum_corners_symmetrical() {
let control_proj = PerspectiveProjection {
near: 0.1,
..default()
};
let projection = XrProjection {
near: control_proj.near,
projection_matrix: control_proj.get_clip_from_view(),
};
for (near, far) in TEST_VALUES {
let corners = projection.get_frustum_corners(*near, *far);
let control_corners = control_proj.get_frustum_corners(*near, *far);
assert!(equals_in_tolerance(&corners, &control_corners));
}
}
/// Test that XrProjection::get_frustum_corners works correctly for a symmetrical projection matrix with a non-infinite far plane,
/// by comparing against Bevy's PerspectiveProjection.
#[test]
fn test_get_frustum_corners_symmetrical_far_plane() {
let control_proj = PerspectiveProjection {
near: 0.1,
..default()
};
let projection = XrProjection {
near: control_proj.near,
// Invert far and near plane to create reverse-Z far-plane perspective matrix.
projection_matrix: Mat4::perspective_rh(
control_proj.fov,
control_proj.aspect_ratio,
control_proj.far,
control_proj.near,
),
};
for (near, far) in TEST_VALUES {
let corners = projection.get_frustum_corners(*near, *far);
let control_corners = control_proj.get_frustum_corners(*near, *far);
assert!(equals_in_tolerance(&corners, &control_corners));
}
}
/// Test that XrProjection::get_frustum_corners works correctly for an asymmetrical projection matrix,
/// by comparing against an implementation similar to that of Bevy's PerspectiveProjection.
#[test]
fn test_get_frustum_corners_asymmetrical() {
let fov = super::Fov {
angle_left: -PI * 0.33,
angle_right: PI * 0.25,
angle_down: -PI * 0.25,
angle_up: PI * 0.25,
};
let near = 0.1;
let projection = XrProjection {
near,
projection_matrix: super::calculate_projection(near, fov),
};
for (near, far) in TEST_VALUES {
let corners = projection.get_frustum_corners(*near, *far);
let control_corners = get_frustum_corners_asymmetrical_control(fov, *near, *far);
assert!(equals_in_tolerance(&corners, &control_corners));
}
}
const TOLERANCE: f32 = 0.0001;
/// Check whether two sets of frustum corner values are "close enough" within a tolerance.
fn equals_in_tolerance(a: &[Vec3A; 8], b: &[Vec3A; 8]) -> bool {
a.iter()
.zip(b.iter())
.all(|(a, b)| (a - b).abs().max_element() < TOLERANCE)
}
fn get_frustum_corners_asymmetrical_control(
fov: super::Fov,
z_near: f32,
z_far: f32,
) -> [Vec3A; 8] {
let near = z_near.abs();
let far = z_far.abs();
let tan_left = fov.angle_left.tan();
let tan_right = fov.angle_right.tan();
let tan_up = fov.angle_up.tan();
let tan_down = fov.angle_down.tan();
[
Vec3A::new(tan_right * near, tan_down * near, z_near), // Bottom-right
Vec3A::new(tan_right * near, tan_up * near, z_near), // Top-right
Vec3A::new(tan_left * near, tan_up * near, z_near), // Top-left
Vec3A::new(tan_left * near, tan_down * near, z_near), // Bottom-left
Vec3A::new(tan_right * far, tan_down * far, z_far), // Bottom-right
Vec3A::new(tan_right * far, tan_up * far, z_far), // Top-right
Vec3A::new(tan_left * far, tan_up * far, z_far), // Top-left
Vec3A::new(tan_left * far, tan_down * far, z_far), // Bottom-left
]
}
}