iced-yoda/examples/custom_shader/src/scene/camera.rs
2025-11-20 01:30:25 +01:00

51 lines
1.1 KiB
Rust

use glam::{mat4, vec3, vec4};
use iced::Rectangle;
#[derive(Copy, Clone)]
pub struct Camera {
eye: glam::Vec3,
target: glam::Vec3,
up: glam::Vec3,
fov_y: f32,
near: f32,
far: f32,
}
impl Default for Camera {
fn default() -> Self {
Self {
eye: vec3(0.0, 2.0, 3.0),
target: glam::Vec3::ZERO,
up: glam::Vec3::Y,
fov_y: 45.0,
near: 0.1,
far: 100.0,
}
}
}
pub const OPENGL_TO_WGPU_MATRIX: glam::Mat4 = mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.5, 0.0),
vec4(0.0, 0.0, 0.5, 1.0),
);
impl Camera {
pub fn build_view_proj_matrix(&self, bounds: Rectangle) -> glam::Mat4 {
let aspect_ratio = bounds.width / bounds.height;
let view = glam::Mat4::look_at_rh(self.eye, self.target, self.up);
let proj = glam::Mat4::perspective_rh(
self.fov_y,
aspect_ratio,
self.near,
self.far,
);
OPENGL_TO_WGPU_MATRIX * proj * view
}
pub fn position(&self) -> glam::Vec4 {
glam::Vec4::from((self.eye, 0.0))
}
}