small changes

This commit is contained in:
awtterpip
2024-02-01 17:45:17 -06:00
parent dafb59ff3d
commit a078d4baa9
6 changed files with 394 additions and 54 deletions

View File

@@ -2,11 +2,18 @@ use std::sync::Arc;
use bevy::{
app::PluginGroupBuilder,
core_pipeline::tonemapping::{DebandDither, Tonemapping},
math::Vec3A,
prelude::*,
render::{
camera::{ManualTextureView, ManualTextureViewHandle, ManualTextureViews},
camera::{
CameraProjection, CameraProjectionPlugin, CameraRenderGraph, ManualTextureView,
ManualTextureViewHandle, ManualTextureViews, RenderTarget,
},
pipelined_rendering::PipelinedRenderingPlugin,
primitives::Frustum,
renderer::{render_system, RenderAdapter, RenderAdapterInfo, RenderInstance, RenderQueue},
view::{ColorGrading, VisibleEntities},
Render, RenderApp, RenderPlugin,
},
window::PresentMode,
@@ -32,43 +39,299 @@ impl Plugin for XrPlugin {
let (device, queue, adapter_info, adapter, instance) =
session.get_render_resources().unwrap();
app.insert_non_send_resource(session.clone());
app.add_plugins(RenderPlugin {
render_creation: bevy::render::settings::RenderCreation::Manual(
device.into(),
RenderQueue(Arc::new(queue)),
RenderAdapterInfo(adapter_info),
RenderAdapter(Arc::new(adapter)),
RenderInstance(Arc::new(instance)),
),
});
let input = session.create_input(Bindings::OculusTouch).unwrap();
app.add_systems(Last, begin_frame);
let left_primary_button = input
.create_action(input::hand_left::PrimaryButton::CLICK)
.unwrap();
let left_hand_pose = input.create_action(input::hand_left::Grip::POSE).unwrap();
app.insert_non_send_resource(left_primary_button);
app.insert_non_send_resource(left_hand_pose);
app.insert_non_send_resource(session.clone());
app.add_plugins((
RenderPlugin {
render_creation: bevy::render::settings::RenderCreation::Manual(
device.into(),
RenderQueue(Arc::new(queue)),
RenderAdapterInfo(adapter_info),
RenderAdapter(Arc::new(adapter)),
RenderInstance(Arc::new(instance)),
),
},
CameraProjectionPlugin::<XRProjection>::default(),
));
app.add_systems(PreUpdate, begin_frame);
app.add_systems(Last, locate_views);
app.add_systems(Startup, setup);
let render_app = app.sub_app_mut(RenderApp);
render_app.insert_non_send_resource(session);
render_app.add_systems(Render, end_frame.after(render_system));
}
}
pub fn begin_frame(
#[derive(Bundle)]
pub struct XrCameraBundle {
pub camera: Camera,
pub camera_render_graph: CameraRenderGraph,
pub xr_projection: PerspectiveProjection,
pub visible_entities: VisibleEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub camera_3d: Camera3d,
pub tonemapping: Tonemapping,
pub dither: DebandDither,
pub color_grading: ColorGrading,
pub xr_camera_type: XrCameraType,
}
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Ord, PartialOrd, Component)]
pub enum XrCameraType {
Xr(Eye),
Flatscreen,
}
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Ord, PartialOrd)]
pub enum Eye {
Left = 0,
Right = 1,
}
impl XrCameraBundle {
pub fn new(eye: Eye) -> Self {
Self {
camera: Camera {
order: -1,
target: RenderTarget::TextureView(match eye {
Eye::Left => LEFT_XR_TEXTURE_HANDLE,
Eye::Right => RIGHT_XR_TEXTURE_HANDLE,
}),
viewport: None,
..default()
},
camera_render_graph: CameraRenderGraph::new(bevy::core_pipeline::core_3d::graph::NAME),
xr_projection: Default::default(),
visible_entities: Default::default(),
frustum: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
camera_3d: Default::default(),
tonemapping: Default::default(),
dither: DebandDither::Enabled,
color_grading: Default::default(),
xr_camera_type: XrCameraType::Xr(eye),
}
}
}
#[derive(Debug, Clone, Component, Reflect)]
#[reflect(Component, Default)]
pub struct XRProjection {
pub near: f32,
pub far: f32,
#[reflect(ignore)]
pub fov: Fov,
}
impl Default for XRProjection {
fn default() -> Self {
Self {
near: 0.1,
far: 1000.,
fov: Default::default(),
}
}
}
impl CameraProjection for XRProjection {
// =============================================================================
// math code adapted from
// https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/master/src/common/xr_linear.h
// Copyright (c) 2017 The Khronos Group Inc.
// Copyright (c) 2016 Oculus VR, LLC.
// SPDX-License-Identifier: Apache-2.0
// =============================================================================
fn get_projection_matrix(&self) -> 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 fov = self.fov;
let is_vulkan_api = false; // FIXME wgpu probably abstracts this
let near_z = self.near;
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)
}
fn update(&mut self, _width: f32, _height: f32) {}
fn far(&self) -> f32 {
self.far
}
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
let tan_angle_left = self.fov.angle_left.tan();
let tan_angle_right = self.fov.angle_right.tan();
let tan_angle_bottom = self.fov.angle_down.tan();
let tan_angle_top = self.fov.angle_up.tan();
// NOTE: These vertices are in the specific order required by [`calculate_cascade`].
[
Vec3A::new(tan_angle_right, tan_angle_bottom, 1.0) * z_near, // bottom right
Vec3A::new(tan_angle_right, tan_angle_top, 1.0) * z_near, // top right
Vec3A::new(tan_angle_left, tan_angle_top, 1.0) * z_near, // top left
Vec3A::new(tan_angle_left, tan_angle_bottom, 1.0) * z_near, // bottom left
Vec3A::new(tan_angle_right, tan_angle_bottom, 1.0) * z_far, // bottom right
Vec3A::new(tan_angle_right, tan_angle_top, 1.0) * z_far, // top right
Vec3A::new(tan_angle_left, tan_angle_top, 1.0) * z_far, // top left
Vec3A::new(tan_angle_left, tan_angle_bottom, 1.0) * z_far, // bottom left
]
}
}
#[derive(Resource)]
struct Cameras(Entity, Entity);
fn setup(mut commands: Commands) {
let left = commands.spawn(XrCameraBundle::new(Eye::Left)).id();
let right = commands.spawn(XrCameraBundle::new(Eye::Right)).id();
commands.insert_resource(Cameras(left, right));
}
pub fn begin_frame(session: NonSend<Session>, action: NonSend<Action<Pose>>) {
session.begin_frame().unwrap();
}
fn locate_views(
session: NonSend<Session>,
mut manual_texture_views: ResMut<ManualTextureViews>,
cameras: Res<Cameras>,
mut transforms: Query<(&mut Transform)>,
) {
let (left, right) = session.begin_frame().unwrap();
let (left_view, right_view) = session.locate_views().unwrap();
let left = ManualTextureView {
texture_view: left.texture_view().unwrap().into(),
size: left.resolution(),
format: left.format(),
texture_view: left_view.texture_view().unwrap().into(),
size: left_view.resolution(),
format: left_view.format(),
};
let right = ManualTextureView {
texture_view: right.texture_view().unwrap().into(),
size: right.resolution(),
format: right.format(),
texture_view: right_view.texture_view().unwrap().into(),
size: right_view.resolution(),
format: right_view.format(),
};
manual_texture_views.insert(LEFT_XR_TEXTURE_HANDLE, left);
if let Ok(mut transform) = transforms.get_mut(cameras.0) {
let Pose {
translation,
rotation,
} = left_view.pose();
transform.translation = translation;
transform.rotation = rotation;
}
if let Ok(mut transform) = transforms.get_mut(cameras.1) {
let Pose {
translation,
rotation,
} = right_view.pose();
transform.translation = translation;
transform.rotation = rotation;
}
manual_texture_views.insert(RIGHT_XR_TEXTURE_HANDLE, right);
manual_texture_views.insert(LEFT_XR_TEXTURE_HANDLE, left);
}
pub fn end_frame(session: NonSend<Session>) {