Structs
- The defining
Component
for camera entities, storing information about how and what to render through this camera. - Adds
Camera
driver systems for a given projection type. - Configures the
RenderGraph
name assigned to be run for a givenCamera
entity. - Label for
camera_system<T>
, shared across allT
. - Holds internally computed
Camera
values. - A manually managed
TextureView
for use as acrate::camera::RenderTarget
. - A unique id that corresponds to a specific
ManualTextureView
in theManualTextureViews
collection. - Stores manually managed
ManualTextureView
s for use as acrate::camera::RenderTarget
. - Camera component specifying a mip bias to apply when sampling from material textures.
- 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. - A 3D camera projection in which distant objects appear smaller than close objects.
- Information about the current
RenderTarget
. - Cameras sorted by their order field. This is updated in the
sort_cameras
system. - A subpixel offset to jitter a perspective camera’s fustrum by.
- Render viewport configuration for the
Camera
component.
Enums
- Control how this camera outputs once rendering is completed.
- Normalized version of the render target.
- A configurable
CameraProjection
that can select its projection type at runtime.
Traits
- Trait to control the projection matrix of a camera.
Functions
- System in charge of updating a
Camera
when its window or projection changes.