euv_engine/renderer/struct.rs
1use crate::*;
2
3/// A 2D camera that defines the viewport into the game world.
4#[derive(Clone, Copy, Data, Debug, New, PartialEq, PartialOrd)]
5pub struct Camera2D {
6 /// The world-space position of the camera center.
7 #[get(type(copy))]
8 pub(crate) position: Vector2D,
9 /// The zoom factor (1.0 = no zoom, 2.0 = 2x magnification).
10 #[get(type(copy))]
11 pub(crate) zoom: f64,
12 /// The rotation angle in radians.
13 #[get(type(copy))]
14 pub(crate) rotation: f64,
15 /// The viewport width in screen pixels.
16 #[get(type(copy))]
17 pub(crate) viewport_width: f64,
18 /// The viewport height in screen pixels.
19 #[get(type(copy))]
20 pub(crate) viewport_height: f64,
21}
22
23/// A 3D camera that defines the viewport into a 3D world using perspective
24/// or orthographic projection.
25#[derive(Clone, Copy, Data, Debug, New, PartialEq, PartialOrd)]
26pub struct Camera3D {
27 /// The world-space position of the camera (eye).
28 #[get(type(copy))]
29 pub(crate) position: Vector3D,
30 /// The point the camera is looking at (target).
31 #[get(type(copy))]
32 pub(crate) target: Vector3D,
33 /// The up direction for the camera.
34 #[get(type(copy))]
35 #[new(skip)]
36 pub(crate) up: Vector3D,
37 /// The vertical field of view in radians.
38 #[get(type(copy))]
39 #[new(skip)]
40 pub(crate) fov: f64,
41 /// The near clipping plane distance.
42 #[get(type(copy))]
43 #[new(skip)]
44 pub(crate) near: f64,
45 /// The far clipping plane distance.
46 #[get(type(copy))]
47 #[new(skip)]
48 pub(crate) far: f64,
49 /// The viewport width in pixels.
50 #[get(type(copy))]
51 pub(crate) viewport_width: f64,
52 /// The viewport height in pixels.
53 #[get(type(copy))]
54 pub(crate) viewport_height: f64,
55}
56
57/// A wrapper around `CanvasRenderingContext2d` providing convenience
58/// drawing methods and camera management for the game engine.
59#[derive(Clone, Data, New)]
60pub struct CanvasRenderer {
61 /// The underlying canvas 2D rendering context.
62 pub(crate) context: CanvasRenderingContext2d,
63 /// The active camera controlling the viewport.
64 #[get(type(copy))]
65 pub(crate) camera: Camera2D,
66}
67
68/// A supersampling anti-aliasing (SSAA) canvas wrapper that renders at a higher
69/// resolution on an offscreen canvas and downscales to the display canvas for
70/// smoother polygon edges in software-rendered 3D scenes.
71///
72/// The offscreen context is scaled by `scale_factor` so that all drawing
73/// code can use logical pixel coordinates without modification. After
74/// rendering, call `present()` to draw the high-resolution buffer onto the
75/// visible canvas with high-quality image smoothing.
76#[derive(Clone, Data, New)]
77pub struct SsaaCanvas {
78 /// The display canvas element visible to the user.
79 pub(crate) display_canvas: HtmlCanvasElement,
80 /// The 2D rendering context of the display canvas used for final presentation.
81 pub(crate) display_context: CanvasRenderingContext2d,
82 /// The offscreen canvas used for high-resolution rendering.
83 pub(crate) offscreen_canvas: HtmlCanvasElement,
84 /// The 2D rendering context of the offscreen canvas, pre-scaled by `scale_factor`.
85 pub(crate) offscreen_context: CanvasRenderingContext2d,
86 /// The supersampling scale factor (e.g., 2.0 means 4x SSAA).
87 #[get(type(copy))]
88 pub(crate) scale_factor: f64,
89 /// The logical display width in CSS pixels.
90 #[get(type(copy))]
91 pub(crate) width: f64,
92 /// The logical display height in CSS pixels.
93 #[get(type(copy))]
94 pub(crate) height: f64,
95}