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mod tone_mapping;
pub use tone_mapping::*;
mod color_space;
pub use color_space::*;
use crate::core::*;
///
/// Represents a camera used for viewing 2D and 3D objects.
///
#[derive(Clone, Debug)]
pub struct Camera {
camera: three_d_asset::Camera,
/// This tone mapping is applied to the final color of renders using this camera.
pub tone_mapping: ToneMapping,
/// This color mapping is applied to the final color of renders using this camera.
pub color_mapping: ColorMapping,
}
impl Camera {
///
/// New camera which projects the world with an orthographic projection.
///
pub fn new_orthographic(
viewport: Viewport,
position: Vec3,
target: Vec3,
up: Vec3,
height: f32,
z_near: f32,
z_far: f32,
) -> Self {
Self {
camera: three_d_asset::Camera::new_orthographic(
viewport, position, target, up, height, z_near, z_far,
),
tone_mapping: ToneMapping::default(),
color_mapping: ColorMapping::default(),
}
}
///
/// New camera which projects the world with a perspective projection.
///
pub fn new_perspective(
viewport: Viewport,
position: Vec3,
target: Vec3,
up: Vec3,
field_of_view_y: impl Into<Radians>,
z_near: f32,
z_far: f32,
) -> Self {
Self {
camera: three_d_asset::Camera::new_perspective(
viewport,
position,
target,
up,
field_of_view_y,
z_near,
z_far,
),
tone_mapping: ToneMapping::default(),
color_mapping: ColorMapping::default(),
}
}
///
/// Returns an orthographic camera for viewing 2D content.
/// The camera is placed at the center of the given viewport.
/// The (0, 0) position is at the bottom left corner and the
/// (`viewport.width`, `viewport.height`) position is at the top right corner.
///
pub fn new_2d(viewport: Viewport) -> Self {
Self::new_orthographic(
viewport,
vec3(
viewport.width as f32 * 0.5,
viewport.height as f32 * 0.5,
1.0,
),
vec3(
viewport.width as f32 * 0.5,
viewport.height as f32 * 0.5,
0.0,
),
vec3(0.0, 1.0, 0.0),
viewport.height as f32,
0.0,
10.0,
)
}
///
/// Disables the tone and color mapping so as to be ready for rendering into an intermediate render target with this camera.
///
pub fn disable_tone_and_color_mapping(&mut self) {
self.tone_mapping = ToneMapping::None;
self.color_mapping = ColorMapping::None;
}
///
/// Sets the tone and color mapping to default so as to be ready for rendering into the final render target (usually the screen) with this camera.
///
pub fn set_default_tone_and_color_mapping(&mut self) {
self.tone_mapping = ToneMapping::default();
self.color_mapping = ColorMapping::default();
}
}
use std::ops::Deref;
impl Deref for Camera {
type Target = three_d_asset::Camera;
fn deref(&self) -> &Self::Target {
&self.camera
}
}
impl std::ops::DerefMut for Camera {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.camera
}
}