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Planar projection camera (#45)
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* Add planar projection support to camera

* Include planar projection math directly (revert upon next cgmath release)

* Remove extra check for near/far plane order on planar projection

* Reorder planar projection lines for consistency
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thatcomputerguy0101 authored Dec 13, 2024
1 parent edae58b commit 23dec6f
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Showing 2 changed files with 187 additions and 8 deletions.
90 changes: 82 additions & 8 deletions src/camera.rs
Original file line number Diff line number Diff line change
Expand Up @@ -223,6 +223,11 @@ pub enum ProjectionType {
/// The field of view angle in the vertical direction.
field_of_view_y: Radians,
},
/// General planar projection
Planar {
/// The field of view angle in the vertical direction.
field_of_view_y: Radians,
},
}

///
Expand Down Expand Up @@ -279,6 +284,24 @@ impl Camera {
camera
}

///
/// New camera which projects the world with a general planar projection.
///
pub fn new_planar(
viewport: Viewport,
position: Vec3,
target: Vec3,
up: Vec3,
field_of_view_y: impl Into<Radians>,
z_near: f32,
z_far: f32,
) -> Self {
let mut camera = Camera::new(viewport);
camera.set_view(position, target, up);
camera.set_planar_projection(field_of_view_y, z_near, z_far);
camera
}

///
/// Specify the camera to use perspective projection with the given field of view in the y-direction and near and far plane.
///
Expand Down Expand Up @@ -320,6 +343,40 @@ impl Camera {
);
}

///
/// Specify the camera to use planar projection with the given field of view in the y-direction and near and far plane.
/// This can be either a planar or perspective projection depending on the field of view provided, which is permitted to be zero or negative.
///
pub fn set_planar_projection(
&mut self,
field_of_view_y: impl Into<Radians>,
mut z_near: f32,
mut z_far: f32,
) {
self.z_near = z_near;
self.z_far = z_far;
let field_of_view_y = field_of_view_y.into();
self.projection_type = ProjectionType::Planar { field_of_view_y };
let depth = self.position.distance(self.target);
let height = 2.0 * depth;
let focal = -Rad::cot(field_of_view_y / 2.0) * depth;
z_near -= depth;
z_far -= depth;
// Required to ensure near/far plane does not cross focal point when at close zoom levels
if focal < 0.0 && z_near < focal {
z_near = focal + 0.001;
} else if focal > 0.0 && z_far > focal {
z_far = focal - 0.001;
}
self.projection = planar(
field_of_view_y,
self.viewport.aspect(),
height,
z_near,
z_far,
) * Mat4::from_translation(vec3(0.0, 0.0, depth));
}

///
/// Set the current viewport.
/// Returns whether or not the viewport actually changed.
Expand All @@ -334,6 +391,9 @@ impl Camera {
ProjectionType::Perspective { field_of_view_y } => {
self.set_perspective_projection(field_of_view_y, self.z_near, self.z_far);
}
ProjectionType::Planar { field_of_view_y } => {
self.set_planar_projection(field_of_view_y, self.z_near, self.z_far);
}
}
true
} else {
Expand All @@ -354,9 +414,15 @@ impl Camera {
Point3::from_vec(self.target),
self.up,
);
if let ProjectionType::Orthographic { height } = self.projection_type {
self.set_orthographic_projection(height, self.z_near, self.z_far);
}
match self.projection_type {
ProjectionType::Orthographic { height } => {
self.set_orthographic_projection(height, self.z_near, self.z_far)
}
ProjectionType::Planar { field_of_view_y } => {
self.set_planar_projection(field_of_view_y, self.z_near, self.z_far)
}
_ => {}
};
}

/// Returns the [Frustum] for this camera.
Expand All @@ -369,7 +435,7 @@ impl Camera {
///
pub fn position_at_pixel(&self, pixel: impl Into<PixelPoint>) -> Vec3 {
match self.projection_type() {
ProjectionType::Orthographic { .. } => {
ProjectionType::Orthographic { .. } | ProjectionType::Planar { .. } => {
let coords = self.uv_coordinates_at_pixel(pixel);
self.position_at_uv_coordinates(coords)
}
Expand All @@ -382,10 +448,10 @@ impl Camera {
///
pub fn position_at_uv_coordinates(&self, coords: impl Into<UvCoordinate>) -> Vec3 {
match self.projection_type() {
ProjectionType::Orthographic { .. } => {
ProjectionType::Orthographic { .. } | ProjectionType::Planar { .. } => {
let coords = coords.into();
let screen_pos = vec4(2. * coords.u - 1., 2. * coords.v - 1.0, -1.0, 1.);
(self.screen2ray() * screen_pos).truncate()
let screen_pos = Point3::new(2. * coords.u - 1., 2. * coords.v - 1.0, -1.0);
self.screen2ray().transform_point(screen_pos).to_vec()
}
ProjectionType::Perspective { .. } => self.position,
}
Expand All @@ -397,7 +463,7 @@ impl Camera {
pub fn view_direction_at_pixel(&self, pixel: impl Into<PixelPoint>) -> Vec3 {
match self.projection_type() {
ProjectionType::Orthographic { .. } => self.view_direction(),
ProjectionType::Perspective { .. } => {
ProjectionType::Perspective { .. } | ProjectionType::Planar { .. } => {
let coords = self.uv_coordinates_at_pixel(pixel);
self.view_direction_at_uv_coordinates(coords)
}
Expand All @@ -415,6 +481,14 @@ impl Camera {
let screen_pos = vec4(2. * coords.u - 1., 2. * coords.v - 1.0, 0., 1.);
(self.screen2ray() * screen_pos).truncate().normalize()
}
ProjectionType::Planar { .. } => {
let coords = coords.into();
let start_pos = Point3::new(2. * coords.u - 1., 2. * coords.v - 1.0, -0.5);
let end_pos = Point3::new(2. * coords.u - 1., 2. * coords.v - 1.0, 0.5);
(self.screen2ray().transform_point(end_pos)
- self.screen2ray().transform_point(start_pos))
.normalize()
}
}
}

Expand Down
105 changes: 105 additions & 0 deletions src/prelude/math.rs
Original file line number Diff line number Diff line change
Expand Up @@ -78,3 +78,108 @@ pub fn rotation_matrix_from_dir_to_dir(source_dir: Vec3, target_dir: Vec3) -> Ma
source_dir, target_dir,
)))
}

/// Create a planar projection matrix, which can be either perspective or orthographic.
///
/// The projection frustum is always `height` units high at the origin along the view direction,
/// making the focal point located at `(0.0, 0.0, cot(fovy / 2.0)) * height / 2.0`. Unlike
/// a standard perspective projection, this allows `fovy` to be zero or negative.
pub fn planar<S: cgmath::BaseFloat, A: Into<Rad<S>>>(
fovy: A,
aspect: S,
height: S,
near: S,
far: S,
) -> Matrix4<S> {
PlanarFov {
fovy: fovy.into(),
aspect,
height,
near,
far,
}
.into()
}

/// A planar projection based on a vertical field-of-view angle.
#[derive(Copy, Clone, Debug, PartialEq)]
struct PlanarFov<S> {
pub fovy: Rad<S>,
pub aspect: S,
pub height: S,
pub near: S,
pub far: S,
}

impl<S: cgmath::BaseFloat> From<PlanarFov<S>> for Matrix4<S> {
fn from(persp: PlanarFov<S>) -> Matrix4<S> {
assert!(
persp.fovy > -Rad::turn_div_2(),
"The vertical field of view cannot be less than a negative half turn, found: {:?}",
persp.fovy
);
assert!(
persp.fovy < Rad::turn_div_2(),
"The vertical field of view cannot be greater than a half turn, found: {:?}",
persp.fovy
);
assert! {
persp.height >= S::zero(),
"The projection plane height cannot be negative, found: {:?}",
persp.height
}

let two: S = cgmath::num_traits::cast(2).unwrap();
let inv_f = Rad::tan(persp.fovy / two) * two / persp.height;

let focal_point = -inv_f.recip();

assert!(
cgmath::abs_diff_ne!(persp.aspect.abs(), S::zero()),
"The absolute aspect ratio cannot be zero, found: {:?}",
persp.aspect.abs()
);
assert!(
cgmath::abs_diff_ne!(persp.far, persp.near),
"The far plane and near plane are too close, found: far: {:?}, near: {:?}",
persp.far,
persp.near
);
assert!(
focal_point < S::min(persp.far, persp.near) || focal_point > S::max(persp.far, persp.near),
"The focal point cannot be between the far and near planes, found: focal: {:?}, far: {:?}, near: {:?}",
focal_point,
persp.far,
persp.near,
);

let c0r0 = two / (persp.aspect * persp.height);
let c0r1 = S::zero();
let c0r2 = S::zero();
let c0r3 = S::zero();

let c1r0 = S::zero();
let c1r1 = two / persp.height;
let c1r2 = S::zero();
let c1r3 = S::zero();

let c2r0 = S::zero();
let c2r1 = S::zero();
let c2r2 = ((persp.far + persp.near) * inv_f + two) / (persp.near - persp.far);
let c2r3 = -inv_f;

let c3r0 = S::zero();
let c3r1 = S::zero();
let c3r2 = (two * persp.far * persp.near * inv_f + (persp.far + persp.near))
/ (persp.near - persp.far);
let c3r3 = S::one();

#[cfg_attr(rustfmt, rustfmt_skip)]
Matrix4::new(
c0r0, c0r1, c0r2, c0r3,
c1r0, c1r1, c1r2, c1r3,
c2r0, c2r1, c2r2, c2r3,
c3r0, c3r1, c3r2, c3r3,
)
}
}

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