fix projection

This commit is contained in:
awtterpip
2024-03-14 18:00:56 -05:00
parent e7e156666c
commit b897dc312e

View File

@@ -1,41 +1,50 @@
use bevy::app::{App, Plugin};
use bevy::app::{App, Plugin, PostUpdate};
use bevy::core_pipeline::core_3d::graph::Core3d;
use bevy::core_pipeline::core_3d::Camera3d;
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
use bevy::ecs::bundle::Bundle;
use bevy::ecs::component::Component;
use bevy::ecs::reflect::ReflectComponent;
use bevy::ecs::schedule::IntoSystemConfigs;
use bevy::math::{Mat4, Vec3A};
use bevy::reflect::std_traits::ReflectDefault;
use bevy::reflect::Reflect;
use bevy::render::camera::{
Camera, CameraMainTextureUsages, CameraProjection, CameraProjectionPlugin, CameraRenderGraph,
Exposure,
};
use bevy::render::extract_component::{ExtractComponent, ExtractComponentPlugin};
use bevy::render::primitives::Frustum;
use bevy::render::view::{ColorGrading, VisibleEntities};
use bevy::render::view::{update_frusta, ColorGrading, VisibilitySystems, VisibleEntities};
use bevy::transform::components::{GlobalTransform, Transform};
use bevy::transform::TransformSystem;
pub struct XrCameraPlugin;
impl Plugin for XrCameraPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(CameraProjectionPlugin::<XrProjection>::default());
app.add_systems(
PostUpdate,
update_frusta::<XrProjection>
.after(TransformSystem::TransformPropagate)
.before(VisibilitySystems::UpdatePerspectiveFrusta),
);
app.add_plugins(ExtractComponentPlugin::<XrProjection>::default());
}
}
#[derive(Clone, Copy, Component, Reflect, Debug)]
#[reflect(Component)]
#[derive(Debug, Clone, Component, Reflect, ExtractComponent)]
#[reflect(Component, Default)]
pub struct XrProjection {
pub projection_matrix: Mat4,
pub near: f32,
pub far: f32,
}
impl Default for XrProjection {
fn default() -> Self {
Self {
near: 0.1,
far: 1000.,
projection_matrix: Mat4::IDENTITY,
}
}
@@ -53,12 +62,32 @@ impl CameraProjection for XrProjection {
fn update(&mut self, _width: f32, _height: f32) {}
fn far(&self) -> f32 {
self.far
let far = self.projection_matrix.to_cols_array()[14]
/ (self.projection_matrix.to_cols_array()[10] + 1.0);
far
}
// TODO calculate this properly
fn get_frustum_corners(&self, _z_near: f32, _z_far: f32) -> [Vec3A; 8] {
Default::default()
let ndc_corners = [
Vec3A::new(1.0, -1.0, 1.0), // Bottom-right far
Vec3A::new(1.0, 1.0, 1.0), // Top-right far
Vec3A::new(-1.0, 1.0, 1.0), // Top-left far
Vec3A::new(-1.0, -1.0, 1.0), // Bottom-left far
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
}
}