Add 2d camera
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@ -20,7 +20,13 @@ impl Default for CameraComponent {
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}
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}
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impl CameraComponent {
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impl CameraComponent {
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pub fn new() -> Self {
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pub fn new_3d() -> Self {
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Self::default()
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Self::default()
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}
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}
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pub fn new_2d() -> Self {
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let mut s = Self::default();
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s.mode = CameraProjectionMode::Orthographic;
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s
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}
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}
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}
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@ -40,6 +40,7 @@ impl Projection {
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pub struct RenderCamera {
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pub struct RenderCamera {
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view_proj: glam::Mat4,
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view_proj: glam::Mat4,
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size: PhysicalSize<u32>,
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aspect: f32,
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aspect: f32,
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znear: f32,
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znear: f32,
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zfar: f32,
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zfar: f32,
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@ -50,6 +51,7 @@ impl RenderCamera {
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Self {
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Self {
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view_proj: glam::Mat4::IDENTITY,
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view_proj: glam::Mat4::IDENTITY,
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size,
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aspect: size.width as f32 / size.height as f32,
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aspect: size.width as f32 / size.height as f32,
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znear: 0.1,
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znear: 0.1,
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zfar: 100.0,
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zfar: 100.0,
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@ -61,14 +63,12 @@ impl RenderCamera {
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}
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}
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pub fn update_view_projection(&mut self, camera: &CameraComponent) -> &glam::Mat4 {
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pub fn update_view_projection(&mut self, camera: &CameraComponent) -> &glam::Mat4 {
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match camera.mode {
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CameraProjectionMode::Perspective => {
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let position = camera.transform.translation;
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let position = camera.transform.translation;
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let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
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let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
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let target = target.normalize();
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let target = target.normalize();
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/* debug!("Camera rotation: {:?}", rotation);
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debug!("Camera position: {:?}", position);
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debug!("Camera target: {:?}", target); */
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let view = glam::Mat4::look_to_rh(
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let view = glam::Mat4::look_to_rh(
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position,
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position,
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target,
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target,
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@ -79,9 +79,23 @@ impl RenderCamera {
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self.view_proj = OPENGL_TO_WGPU_MATRIX * proj * view;
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self.view_proj = OPENGL_TO_WGPU_MATRIX * proj * view;
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&self.view_proj
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&self.view_proj
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}
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},
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CameraProjectionMode::Orthographic => {
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let position = camera.transform.translation;
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let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
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let target = target.normalize();
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pub fn view_proj(&self) -> &glam::Mat4 {
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let ratio_size_per_depth = ((camera.fov.to_radians() / 2.0) * 2.0).atan();
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let distance = (target - position).length();
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let size_y = ratio_size_per_depth * distance;
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let size_x = ratio_size_per_depth * distance * self.aspect;
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let proj = glam::Mat4::orthographic_rh_gl(-size_x, size_x, -size_y, size_y, self.znear, self.zfar);
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self.view_proj = OPENGL_TO_WGPU_MATRIX * proj;
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&self.view_proj
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&self.view_proj
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},
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}
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}
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}
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}
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}
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