376 lines
13 KiB
Rust
376 lines
13 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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camera::{ManualTextureView, ManualTextureViewHandle, ManualTextureViews, RenderTarget},
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extract_resource::ExtractResourcePlugin,
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renderer::render_system,
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view::ExtractedView,
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Render, RenderApp, RenderSet,
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},
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transform::TransformSystem,
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};
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use bevy_xr::camera::{XrCamera, XrCameraBundle, XrProjection};
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use openxr::{CompositionLayerFlags, ViewStateFlags};
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use crate::init::{session_started, XrPreUpdateSet};
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use crate::layer_builder::*;
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use crate::resources::*;
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pub struct XrRenderPlugin;
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impl Plugin for XrRenderPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((ExtractResourcePlugin::<XrViews>::default(),))
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.add_systems(
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PreUpdate,
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(
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init_views.run_if(resource_added::<XrGraphicsInfo>),
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wait_frame.run_if(session_started),
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locate_views.run_if(session_started),
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update_views.run_if(session_started),
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)
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.chain()
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.after(XrPreUpdateSet::HandleEvents),
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)
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.add_systems(
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PostUpdate,
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(locate_views, update_views)
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.chain()
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.run_if(session_started)
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.before(TransformSystem::TransformPropagate),
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);
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app.sub_app_mut(RenderApp).add_systems(
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Render,
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(
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(
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insert_texture_views,
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locate_views,
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update_views_render_world,
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)
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.chain()
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.in_set(RenderSet::PrepareAssets),
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begin_frame
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.before(RenderSet::Queue)
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.before(insert_texture_views),
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wait_image.in_set(RenderSet::Render).before(render_system),
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(end_frame).chain().in_set(RenderSet::Cleanup),
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)
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.run_if(session_started),
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);
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}
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}
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pub const XR_TEXTURE_INDEX: u32 = 3383858418;
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// TODO: have cameras initialized externally and then recieved by this function.
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/// This is needed to properly initialize the texture views so that bevy will set them to the correct resolution despite them being updated in the render world.
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pub fn init_views(
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graphics_info: Res<XrGraphicsInfo>,
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mut manual_texture_views: ResMut<ManualTextureViews>,
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swapchain_images: Res<XrSwapchainImages>,
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mut commands: Commands,
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) {
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let _span = info_span!("xr_init_views");
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let temp_tex = swapchain_images.first().unwrap();
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// this for loop is to easily add support for quad or mono views in the future.
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let mut views = vec![];
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for index in 0..2 {
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info!("{}", graphics_info.resolution);
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let view_handle =
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add_texture_view(&mut manual_texture_views, temp_tex, &graphics_info, index);
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commands.spawn((
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XrCameraBundle {
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camera: Camera {
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target: RenderTarget::TextureView(view_handle),
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..Default::default()
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},
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view: XrCamera(index),
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..Default::default()
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},
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// OpenXrTracker,
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// XrRoot::default(),
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));
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views.push(default());
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}
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commands.insert_resource(XrViews(views));
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}
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pub fn wait_frame(mut frame_waiter: ResMut<XrFrameWaiter>, mut commands: Commands) {
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let _span = info_span!("xr_wait_frame");
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let state = frame_waiter.wait().expect("Failed to wait frame");
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// Here we insert the predicted display time for when this frame will be displayed.
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// TODO: don't add predicted_display_period if pipelined rendering plugin not enabled
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commands.insert_resource(XrTime(state.predicted_display_time));
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}
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pub fn locate_views(
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session: Res<XrSession>,
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stage: Res<XrStage>,
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time: Res<XrTime>,
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mut openxr_views: ResMut<XrViews>,
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) {
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let _span = info_span!("xr_locate_views");
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let (flags, xr_views) = session
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.locate_views(
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openxr::ViewConfigurationType::PRIMARY_STEREO,
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**time,
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&stage,
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)
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.expect("Failed to locate views");
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if openxr_views.len() != xr_views.len() {
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openxr_views.resize(xr_views.len(), default());
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}
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match (
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flags & ViewStateFlags::ORIENTATION_VALID == ViewStateFlags::ORIENTATION_VALID,
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flags & ViewStateFlags::POSITION_VALID == ViewStateFlags::POSITION_VALID,
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) {
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(true, true) => *openxr_views = XrViews(xr_views),
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(true, false) => {
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for (i, view) in openxr_views.iter_mut().enumerate() {
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view.pose.orientation = xr_views[i].pose.orientation;
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}
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}
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(false, true) => {
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for (i, view) in openxr_views.iter_mut().enumerate() {
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view.pose.position = xr_views[i].pose.position;
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}
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}
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(false, false) => {}
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}
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}
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pub fn update_views(
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mut query: Query<(&mut Transform, &mut XrProjection, &XrCamera)>,
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views: ResMut<XrViews>,
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) {
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for (mut transform, mut projection, camera) in query.iter_mut() {
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let Some(view) = views.get(camera.0 as usize) else {
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continue;
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};
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let projection_matrix = calculate_projection(projection.near, view.fov);
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projection.projection_matrix = projection_matrix;
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let openxr::Quaternionf { x, y, z, w } = view.pose.orientation;
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let rotation = Quat::from_xyzw(x, y, z, w);
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transform.rotation = rotation;
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let openxr::Vector3f { x, y, z } = view.pose.position;
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let translation = Vec3::new(x, y, z);
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transform.translation = translation;
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}
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}
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pub fn update_views_render_world(
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views: Res<XrViews>,
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root: Res<XrRootTransform>,
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mut query: Query<(&mut ExtractedView, &XrCamera)>,
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) {
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for (mut extracted_view, camera) in query.iter_mut() {
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let Some(view) = views.get(camera.0 as usize) else {
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continue;
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};
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let mut transform = Transform::IDENTITY;
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let openxr::Quaternionf { x, y, z, w } = view.pose.orientation;
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let rotation = Quat::from_xyzw(x, y, z, w);
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transform.rotation = rotation;
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let openxr::Vector3f { x, y, z } = view.pose.position;
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let translation = Vec3::new(x, y, z);
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transform.translation = translation;
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extracted_view.transform = root.0.mul_transform(transform);
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}
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}
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fn calculate_projection(near_z: f32, fov: openxr::Fovf) -> 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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/// # Safety
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/// Images inserted into texture views here should not be written to until [`wait_image`] is ran
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pub fn insert_texture_views(
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swapchain_images: Res<XrSwapchainImages>,
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mut swapchain: ResMut<XrSwapchain>,
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mut manual_texture_views: ResMut<ManualTextureViews>,
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graphics_info: Res<XrGraphicsInfo>,
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) {
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let _span = info_span!("xr_insert_texture_views");
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let index = swapchain.acquire_image().expect("Failed to acquire image");
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let image = &swapchain_images[index as usize];
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for i in 0..2 {
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add_texture_view(&mut manual_texture_views, image, &graphics_info, i);
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}
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}
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pub fn wait_image(mut swapchain: ResMut<XrSwapchain>) {
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swapchain
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.wait_image(openxr::Duration::INFINITE)
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.expect("Failed to wait image");
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}
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pub fn add_texture_view(
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manual_texture_views: &mut ManualTextureViews,
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texture: &wgpu::Texture,
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info: &XrGraphicsInfo,
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index: u32,
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) -> ManualTextureViewHandle {
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let view = texture.create_view(&wgpu::TextureViewDescriptor {
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dimension: Some(wgpu::TextureViewDimension::D2),
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array_layer_count: Some(1),
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base_array_layer: index,
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..default()
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});
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let view = ManualTextureView {
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texture_view: view.into(),
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size: info.resolution,
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format: info.format,
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};
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let handle = ManualTextureViewHandle(XR_TEXTURE_INDEX + index);
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manual_texture_views.insert(handle, view);
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handle
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}
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pub fn begin_frame(mut frame_stream: ResMut<XrFrameStream>) {
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frame_stream.begin().expect("Failed to begin frame")
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}
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pub fn end_frame(
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mut frame_stream: ResMut<XrFrameStream>,
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mut swapchain: ResMut<XrSwapchain>,
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stage: Res<XrStage>,
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display_time: Res<XrTime>,
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graphics_info: Res<XrGraphicsInfo>,
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openxr_views: Res<XrViews>,
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) {
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let _span = info_span!("xr_end_frame");
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swapchain.release_image().unwrap();
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let rect = openxr::Rect2Di {
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offset: openxr::Offset2Di { x: 0, y: 0 },
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extent: openxr::Extent2Di {
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width: graphics_info.resolution.x as _,
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height: graphics_info.resolution.y as _,
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},
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};
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frame_stream
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.end(
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**display_time,
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graphics_info.blend_mode,
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&[&CompositionLayerProjection::new()
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.layer_flags(CompositionLayerFlags::BLEND_TEXTURE_SOURCE_ALPHA)
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.space(&stage)
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.views(&[
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CompositionLayerProjectionView::new()
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.pose(openxr_views.0[0].pose)
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.fov(openxr_views.0[0].fov)
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.sub_image(
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SwapchainSubImage::new()
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.swapchain(&swapchain)
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.image_array_index(0)
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.image_rect(rect),
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),
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CompositionLayerProjectionView::new()
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.pose(openxr_views.0[1].pose)
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.fov(openxr_views.0[1].fov)
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.sub_image(
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SwapchainSubImage::new()
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.swapchain(&swapchain)
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.image_array_index(1)
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.image_rect(rect),
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),
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])],
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)
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.expect("Failed to end frame");
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}
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