
# Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
494 lines
19 KiB
Rust
494 lines
19 KiB
Rust
use std::marker::PhantomData;
|
|
use std::ops::{Div, DivAssign, Mul, MulAssign};
|
|
|
|
use crate::primitives::Frustum;
|
|
use crate::view::VisibilitySystems;
|
|
use bevy_app::{App, Plugin, PostStartup, PostUpdate};
|
|
use bevy_ecs::prelude::*;
|
|
use bevy_math::{AspectRatio, Mat4, Rect, Vec2, Vec3A};
|
|
use bevy_reflect::{
|
|
std_traits::ReflectDefault, GetTypeRegistration, Reflect, ReflectDeserialize, ReflectSerialize,
|
|
};
|
|
use bevy_transform::components::GlobalTransform;
|
|
use bevy_transform::TransformSystem;
|
|
use serde::{Deserialize, Serialize};
|
|
|
|
/// Adds [`Camera`](crate::camera::Camera) driver systems for a given projection type.
|
|
///
|
|
/// If you are using `bevy_pbr`, then you need to add `PbrProjectionPlugin` along with this.
|
|
pub struct CameraProjectionPlugin<T: CameraProjection + Component + GetTypeRegistration>(
|
|
PhantomData<T>,
|
|
);
|
|
impl<T: CameraProjection + Component + GetTypeRegistration> Plugin for CameraProjectionPlugin<T> {
|
|
fn build(&self, app: &mut App) {
|
|
app.register_type::<T>()
|
|
.add_systems(
|
|
PostStartup,
|
|
crate::camera::camera_system::<T>
|
|
.in_set(CameraUpdateSystem)
|
|
// We assume that each camera will only have one projection,
|
|
// so we can ignore ambiguities with all other monomorphizations.
|
|
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
|
|
.ambiguous_with(CameraUpdateSystem),
|
|
)
|
|
.add_systems(
|
|
PostUpdate,
|
|
(
|
|
crate::camera::camera_system::<T>
|
|
.in_set(CameraUpdateSystem)
|
|
// We assume that each camera will only have one projection,
|
|
// so we can ignore ambiguities with all other monomorphizations.
|
|
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
|
|
.ambiguous_with(CameraUpdateSystem),
|
|
crate::view::update_frusta::<T>
|
|
.in_set(VisibilitySystems::UpdateFrusta)
|
|
.after(crate::camera::camera_system::<T>)
|
|
.after(TransformSystem::TransformPropagate)
|
|
// We assume that no camera will have more than one projection component,
|
|
// so these systems will run independently of one another.
|
|
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
|
|
.ambiguous_with(VisibilitySystems::UpdateFrusta),
|
|
),
|
|
);
|
|
}
|
|
}
|
|
impl<T: CameraProjection + Component + GetTypeRegistration> Default for CameraProjectionPlugin<T> {
|
|
fn default() -> Self {
|
|
Self(Default::default())
|
|
}
|
|
}
|
|
|
|
/// Label for [`camera_system<T>`], shared across all `T`.
|
|
///
|
|
/// [`camera_system<T>`]: crate::camera::camera_system
|
|
#[derive(SystemSet, Clone, Eq, PartialEq, Hash, Debug)]
|
|
pub struct CameraUpdateSystem;
|
|
|
|
/// Trait to control the projection matrix of a camera.
|
|
///
|
|
/// Components implementing this trait are automatically polled for changes, and used
|
|
/// to recompute the camera projection matrix of the [`Camera`] component attached to
|
|
/// the same entity as the component implementing this trait.
|
|
///
|
|
/// Use the plugins [`CameraProjectionPlugin`] and `bevy::pbr::PbrProjectionPlugin` to setup the
|
|
/// systems for your [`CameraProjection`] implementation.
|
|
///
|
|
/// [`Camera`]: crate::camera::Camera
|
|
pub trait CameraProjection {
|
|
fn get_clip_from_view(&self) -> Mat4;
|
|
fn update(&mut self, width: f32, height: f32);
|
|
fn far(&self) -> f32;
|
|
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8];
|
|
|
|
/// Compute camera frustum for camera with given projection and transform.
|
|
///
|
|
/// This code is called by [`update_frusta`](crate::view::visibility::update_frusta) system
|
|
/// for each camera to update its frustum.
|
|
fn compute_frustum(&self, camera_transform: &GlobalTransform) -> Frustum {
|
|
let clip_from_world =
|
|
self.get_clip_from_view() * camera_transform.compute_matrix().inverse();
|
|
Frustum::from_clip_from_world_custom_far(
|
|
&clip_from_world,
|
|
&camera_transform.translation(),
|
|
&camera_transform.back(),
|
|
self.far(),
|
|
)
|
|
}
|
|
}
|
|
|
|
/// A configurable [`CameraProjection`] that can select its projection type at runtime.
|
|
#[derive(Component, Debug, Clone, Reflect)]
|
|
#[reflect(Component, Default)]
|
|
pub enum Projection {
|
|
Perspective(PerspectiveProjection),
|
|
Orthographic(OrthographicProjection),
|
|
}
|
|
|
|
impl From<PerspectiveProjection> for Projection {
|
|
fn from(p: PerspectiveProjection) -> Self {
|
|
Self::Perspective(p)
|
|
}
|
|
}
|
|
|
|
impl From<OrthographicProjection> for Projection {
|
|
fn from(p: OrthographicProjection) -> Self {
|
|
Self::Orthographic(p)
|
|
}
|
|
}
|
|
|
|
impl CameraProjection for Projection {
|
|
fn get_clip_from_view(&self) -> Mat4 {
|
|
match self {
|
|
Projection::Perspective(projection) => projection.get_clip_from_view(),
|
|
Projection::Orthographic(projection) => projection.get_clip_from_view(),
|
|
}
|
|
}
|
|
|
|
fn update(&mut self, width: f32, height: f32) {
|
|
match self {
|
|
Projection::Perspective(projection) => projection.update(width, height),
|
|
Projection::Orthographic(projection) => projection.update(width, height),
|
|
}
|
|
}
|
|
|
|
fn far(&self) -> f32 {
|
|
match self {
|
|
Projection::Perspective(projection) => projection.far(),
|
|
Projection::Orthographic(projection) => projection.far(),
|
|
}
|
|
}
|
|
|
|
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
|
|
match self {
|
|
Projection::Perspective(projection) => projection.get_frustum_corners(z_near, z_far),
|
|
Projection::Orthographic(projection) => projection.get_frustum_corners(z_near, z_far),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for Projection {
|
|
fn default() -> Self {
|
|
Projection::Perspective(Default::default())
|
|
}
|
|
}
|
|
|
|
/// A 3D camera projection in which distant objects appear smaller than close objects.
|
|
#[derive(Component, Debug, Clone, Reflect)]
|
|
#[reflect(Component, Default)]
|
|
pub struct PerspectiveProjection {
|
|
/// The vertical field of view (FOV) in radians.
|
|
///
|
|
/// Defaults to a value of π/4 radians or 45 degrees.
|
|
pub fov: f32,
|
|
|
|
/// The aspect ratio (width divided by height) of the viewing frustum.
|
|
///
|
|
/// Bevy's [`camera_system`](crate::camera::camera_system) automatically
|
|
/// updates this value when the aspect ratio of the associated window changes.
|
|
///
|
|
/// Defaults to a value of `1.0`.
|
|
pub aspect_ratio: f32,
|
|
|
|
/// The distance from the camera in world units of the viewing frustum's near plane.
|
|
///
|
|
/// Objects closer to the camera than this value will not be visible.
|
|
///
|
|
/// Defaults to a value of `0.1`.
|
|
pub near: f32,
|
|
|
|
/// The distance from the camera in world units of the viewing frustum's far plane.
|
|
///
|
|
/// Objects farther from the camera than this value will not be visible.
|
|
///
|
|
/// Defaults to a value of `1000.0`.
|
|
pub far: f32,
|
|
}
|
|
|
|
impl CameraProjection for PerspectiveProjection {
|
|
fn get_clip_from_view(&self) -> Mat4 {
|
|
Mat4::perspective_infinite_reverse_rh(self.fov, self.aspect_ratio, self.near)
|
|
}
|
|
|
|
fn update(&mut self, width: f32, height: f32) {
|
|
self.aspect_ratio = AspectRatio::new(width, height).into();
|
|
}
|
|
|
|
fn far(&self) -> f32 {
|
|
self.far
|
|
}
|
|
|
|
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
|
|
let tan_half_fov = (self.fov / 2.).tan();
|
|
let a = z_near.abs() * tan_half_fov;
|
|
let b = z_far.abs() * tan_half_fov;
|
|
let aspect_ratio = self.aspect_ratio;
|
|
// NOTE: These vertices are in the specific order required by [`calculate_cascade`].
|
|
[
|
|
Vec3A::new(a * aspect_ratio, -a, z_near), // bottom right
|
|
Vec3A::new(a * aspect_ratio, a, z_near), // top right
|
|
Vec3A::new(-a * aspect_ratio, a, z_near), // top left
|
|
Vec3A::new(-a * aspect_ratio, -a, z_near), // bottom left
|
|
Vec3A::new(b * aspect_ratio, -b, z_far), // bottom right
|
|
Vec3A::new(b * aspect_ratio, b, z_far), // top right
|
|
Vec3A::new(-b * aspect_ratio, b, z_far), // top left
|
|
Vec3A::new(-b * aspect_ratio, -b, z_far), // bottom left
|
|
]
|
|
}
|
|
}
|
|
|
|
impl Default for PerspectiveProjection {
|
|
fn default() -> Self {
|
|
PerspectiveProjection {
|
|
fov: std::f32::consts::PI / 4.0,
|
|
near: 0.1,
|
|
far: 1000.0,
|
|
aspect_ratio: 1.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Scaling mode for [`OrthographicProjection`].
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// Configure the orthographic projection to two world units per window height:
|
|
///
|
|
/// ```
|
|
/// # use bevy_render::camera::{OrthographicProjection, Projection, ScalingMode};
|
|
/// let projection = Projection::Orthographic(OrthographicProjection {
|
|
/// scaling_mode: ScalingMode::FixedVertical(2.0),
|
|
/// ..OrthographicProjection::default()
|
|
/// });
|
|
/// ```
|
|
#[derive(Debug, Clone, Copy, Reflect, Serialize, Deserialize)]
|
|
#[reflect(Serialize, Deserialize)]
|
|
pub enum ScalingMode {
|
|
/// Manually specify the projection's size, ignoring window resizing. The image will stretch.
|
|
/// Arguments are in world units.
|
|
Fixed { width: f32, height: f32 },
|
|
/// Match the viewport size.
|
|
/// The argument is the number of pixels that equals one world unit.
|
|
WindowSize(f32),
|
|
/// Keeping the aspect ratio while the axes can't be smaller than given minimum.
|
|
/// Arguments are in world units.
|
|
AutoMin { min_width: f32, min_height: f32 },
|
|
/// Keeping the aspect ratio while the axes can't be bigger than given maximum.
|
|
/// Arguments are in world units.
|
|
AutoMax { max_width: f32, max_height: f32 },
|
|
/// Keep the projection's height constant; width will be adjusted to match aspect ratio.
|
|
/// The argument is the desired height of the projection in world units.
|
|
FixedVertical(f32),
|
|
/// Keep the projection's width constant; height will be adjusted to match aspect ratio.
|
|
/// The argument is the desired width of the projection in world units.
|
|
FixedHorizontal(f32),
|
|
}
|
|
|
|
impl Mul<f32> for ScalingMode {
|
|
type Output = ScalingMode;
|
|
|
|
/// Scale the `ScalingMode`. For example, multiplying by 2 makes the viewport twice as large.
|
|
fn mul(self, rhs: f32) -> ScalingMode {
|
|
match self {
|
|
ScalingMode::Fixed { width, height } => ScalingMode::Fixed {
|
|
width: width * rhs,
|
|
height: height * rhs,
|
|
},
|
|
ScalingMode::WindowSize(pixels_per_world_unit) => {
|
|
ScalingMode::WindowSize(pixels_per_world_unit / rhs)
|
|
}
|
|
ScalingMode::AutoMin {
|
|
min_width,
|
|
min_height,
|
|
} => ScalingMode::AutoMin {
|
|
min_width: min_width * rhs,
|
|
min_height: min_height * rhs,
|
|
},
|
|
ScalingMode::AutoMax {
|
|
max_width,
|
|
max_height,
|
|
} => ScalingMode::AutoMax {
|
|
max_width: max_width * rhs,
|
|
max_height: max_height * rhs,
|
|
},
|
|
ScalingMode::FixedVertical(size) => ScalingMode::FixedVertical(size * rhs),
|
|
ScalingMode::FixedHorizontal(size) => ScalingMode::FixedHorizontal(size * rhs),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl MulAssign<f32> for ScalingMode {
|
|
fn mul_assign(&mut self, rhs: f32) {
|
|
*self = *self * rhs;
|
|
}
|
|
}
|
|
|
|
impl Div<f32> for ScalingMode {
|
|
type Output = ScalingMode;
|
|
|
|
/// Scale the `ScalingMode`. For example, dividing by 2 makes the viewport half as large.
|
|
fn div(self, rhs: f32) -> ScalingMode {
|
|
self * (1.0 / rhs)
|
|
}
|
|
}
|
|
|
|
impl DivAssign<f32> for ScalingMode {
|
|
fn div_assign(&mut self, rhs: f32) {
|
|
*self = *self / rhs;
|
|
}
|
|
}
|
|
|
|
/// Project a 3D space onto a 2D surface using parallel lines, i.e., unlike [`PerspectiveProjection`],
|
|
/// the size of objects remains the same regardless of their distance to the camera.
|
|
///
|
|
/// The volume contained in the projection is called the *view frustum*. Since the viewport is rectangular
|
|
/// and projection lines are parallel, the view frustum takes the shape of a cuboid.
|
|
///
|
|
/// Note that the scale of the projection and the apparent size of objects are inversely proportional.
|
|
/// As the size of the projection increases, the size of objects decreases.
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// Configure the orthographic projection to one world unit per 100 window pixels:
|
|
///
|
|
/// ```
|
|
/// # use bevy_render::camera::{OrthographicProjection, Projection, ScalingMode};
|
|
/// let projection = Projection::Orthographic(OrthographicProjection {
|
|
/// scaling_mode: ScalingMode::WindowSize(100.0),
|
|
/// ..OrthographicProjection::default()
|
|
/// });
|
|
/// ```
|
|
#[derive(Component, Debug, Clone, Reflect)]
|
|
#[reflect(Component, Default)]
|
|
pub struct OrthographicProjection {
|
|
/// The distance of the near clipping plane in world units.
|
|
///
|
|
/// Objects closer than this will not be rendered.
|
|
///
|
|
/// Defaults to `0.0`
|
|
pub near: f32,
|
|
/// The distance of the far clipping plane in world units.
|
|
///
|
|
/// Objects further than this will not be rendered.
|
|
///
|
|
/// Defaults to `1000.0`
|
|
pub far: f32,
|
|
/// Specifies the origin of the viewport as a normalized position from 0 to 1, where (0, 0) is the bottom left
|
|
/// and (1, 1) is the top right. This determines where the camera's position sits inside the viewport.
|
|
///
|
|
/// When the projection scales due to viewport resizing, the position of the camera, and thereby `viewport_origin`,
|
|
/// remains at the same relative point.
|
|
///
|
|
/// Consequently, this is pivot point when scaling. With a bottom left pivot, the projection will expand
|
|
/// upwards and to the right. With a top right pivot, the projection will expand downwards and to the left.
|
|
/// Values in between will caused the projection to scale proportionally on each axis.
|
|
///
|
|
/// Defaults to `(0.5, 0.5)`, which makes scaling affect opposite sides equally, keeping the center
|
|
/// point of the viewport centered.
|
|
pub viewport_origin: Vec2,
|
|
/// How the projection will scale to the viewport.
|
|
///
|
|
/// Defaults to `ScalingMode::WindowSize(1.0)`
|
|
pub scaling_mode: ScalingMode,
|
|
/// Scales the projection.
|
|
///
|
|
/// As scale increases, the apparent size of objects decreases, and vice versa.
|
|
///
|
|
/// Note: scaling can be set by [`scaling_mode`](Self::scaling_mode) as well.
|
|
/// This parameter scales on top of that.
|
|
///
|
|
/// This property is particularly useful in implementing zoom functionality.
|
|
///
|
|
/// Defaults to `1.0`.
|
|
pub scale: f32,
|
|
/// The area that the projection covers relative to `viewport_origin`.
|
|
///
|
|
/// Bevy's [`camera_system`](crate::camera::camera_system) automatically
|
|
/// updates this value when the viewport is resized depending on `OrthographicProjection`'s other fields.
|
|
/// In this case, `area` should not be manually modified.
|
|
///
|
|
/// It may be necessary to set this manually for shadow projections and such.
|
|
pub area: Rect,
|
|
}
|
|
|
|
impl CameraProjection for OrthographicProjection {
|
|
fn get_clip_from_view(&self) -> Mat4 {
|
|
Mat4::orthographic_rh(
|
|
self.area.min.x,
|
|
self.area.max.x,
|
|
self.area.min.y,
|
|
self.area.max.y,
|
|
// NOTE: near and far are swapped to invert the depth range from [0,1] to [1,0]
|
|
// This is for interoperability with pipelines using infinite reverse perspective projections.
|
|
self.far,
|
|
self.near,
|
|
)
|
|
}
|
|
|
|
fn update(&mut self, width: f32, height: f32) {
|
|
let (projection_width, projection_height) = match self.scaling_mode {
|
|
ScalingMode::WindowSize(pixel_scale) => (width / pixel_scale, height / pixel_scale),
|
|
ScalingMode::AutoMin {
|
|
min_width,
|
|
min_height,
|
|
} => {
|
|
// Compare Pixels of current width and minimal height and Pixels of minimal width with current height.
|
|
// Then use bigger (min_height when true) as what it refers to (height when true) and calculate rest so it can't get under minimum.
|
|
if width * min_height > min_width * height {
|
|
(width * min_height / height, min_height)
|
|
} else {
|
|
(min_width, height * min_width / width)
|
|
}
|
|
}
|
|
ScalingMode::AutoMax {
|
|
max_width,
|
|
max_height,
|
|
} => {
|
|
// Compare Pixels of current width and maximal height and Pixels of maximal width with current height.
|
|
// Then use smaller (max_height when true) as what it refers to (height when true) and calculate rest so it can't get over maximum.
|
|
if width * max_height < max_width * height {
|
|
(width * max_height / height, max_height)
|
|
} else {
|
|
(max_width, height * max_width / width)
|
|
}
|
|
}
|
|
ScalingMode::FixedVertical(viewport_height) => {
|
|
(width * viewport_height / height, viewport_height)
|
|
}
|
|
ScalingMode::FixedHorizontal(viewport_width) => {
|
|
(viewport_width, height * viewport_width / width)
|
|
}
|
|
ScalingMode::Fixed { width, height } => (width, height),
|
|
};
|
|
|
|
let mut origin_x = projection_width * self.viewport_origin.x;
|
|
let mut origin_y = projection_height * self.viewport_origin.y;
|
|
|
|
// If projection is based on window pixels,
|
|
// ensure we don't end up with fractional pixels!
|
|
if let ScalingMode::WindowSize(pixel_scale) = self.scaling_mode {
|
|
// round to nearest multiple of `pixel_scale`
|
|
origin_x = (origin_x * pixel_scale).round() / pixel_scale;
|
|
origin_y = (origin_y * pixel_scale).round() / pixel_scale;
|
|
}
|
|
|
|
self.area = Rect::new(
|
|
self.scale * -origin_x,
|
|
self.scale * -origin_y,
|
|
self.scale * (projection_width - origin_x),
|
|
self.scale * (projection_height - origin_y),
|
|
);
|
|
}
|
|
|
|
fn far(&self) -> f32 {
|
|
self.far
|
|
}
|
|
|
|
fn get_frustum_corners(&self, z_near: f32, z_far: f32) -> [Vec3A; 8] {
|
|
let area = self.area;
|
|
// NOTE: These vertices are in the specific order required by [`calculate_cascade`].
|
|
[
|
|
Vec3A::new(area.max.x, area.min.y, z_near), // bottom right
|
|
Vec3A::new(area.max.x, area.max.y, z_near), // top right
|
|
Vec3A::new(area.min.x, area.max.y, z_near), // top left
|
|
Vec3A::new(area.min.x, area.min.y, z_near), // bottom left
|
|
Vec3A::new(area.max.x, area.min.y, z_far), // bottom right
|
|
Vec3A::new(area.max.x, area.max.y, z_far), // top right
|
|
Vec3A::new(area.min.x, area.max.y, z_far), // top left
|
|
Vec3A::new(area.min.x, area.min.y, z_far), // bottom left
|
|
]
|
|
}
|
|
}
|
|
|
|
impl Default for OrthographicProjection {
|
|
fn default() -> Self {
|
|
OrthographicProjection {
|
|
scale: 1.0,
|
|
near: 0.0,
|
|
far: 1000.0,
|
|
viewport_origin: Vec2::new(0.5, 0.5),
|
|
scaling_mode: ScalingMode::WindowSize(1.0),
|
|
area: Rect::new(-1.0, -1.0, 1.0, 1.0),
|
|
}
|
|
}
|
|
}
|