#[repr(C)]pub struct Camera {
pub clip_from_world: Mat4,
pub view_from_world: Mat4,
pub camera_position: Vec4,
}Expand description
Camera state: the transforms a pass draws through, and the eye they imply.
Mirrors camera.wesl::Camera; the layout is checked at compile time against
the WGSL uniform address-space rules.
A pass binds this for the camera it draws through, so two passes through two
cameras bind two records. What the pass frames — its viewport, and the pixel
scale that follows from it — is View rather than part of this record.
Fields§
§clip_from_world: Mat4World -> clip matrix (projection * view).
The one matrix a vertex stage needs; it is stored rather than left for the shader to multiply so the hottest path pays a single matrix multiply per vertex.
view_from_world: Mat4World -> view matrix.
A shader that lights, fogs or projects in view space reads this; the camera’s right, up and backward axes are its first three rows.
camera_position: Vec4World-space eye position; w is padding by convention (write 1.0).
Implementations§
Source§impl Camera
impl Camera
Sourcepub fn new(
view_from_world: Mat4,
clip_from_view: Mat4,
camera_position: Vec3,
) -> Self
pub fn new( view_from_world: Mat4, clip_from_view: Mat4, camera_position: Vec3, ) -> Self
Build a camera from its view and projection transforms and its world-space eye position.
The combined world-to-clip matrix is derived here, so a caller only hands over the two transforms it holds.
Sourcepub fn from_clip_from_world(
clip_from_world: Mat4,
camera_position: Vec3,
) -> Self
pub fn from_clip_from_world( clip_from_world: Mat4, camera_position: Vec3, ) -> Self
Build a camera from a world-to-clip matrix alone.
For a caller whose matrix is synthesised and has no separate view and
projection — the UI’s screen-space mapping is one — the view matrix is
left at the identity, so view_from_world says nothing and only
clip_from_world should be read.
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impl Copy for Camera
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impl ShaderLayoutCompat for Camera
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ShaderLayout::ALIGN].impl StructuralPartialEq for Camera
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Auto Trait Implementations§
impl Forget for Camera
impl Freeze for Camera
impl RefUnwindSafe for Camera
impl Send for Camera
impl Sync for Camera
impl Unpin for Camera
impl UnsafeUnpin for Camera
impl UnwindSafe for Camera
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