1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
use glam::{Mat4, UVec2, Vec2, Vec3, Vec3A};
use std::{
    fmt::Debug,
    hash::Hash,
    marker::PhantomData,
    mem,
    num::NonZeroU32,
    sync::{Arc, Weak},
};

/// Non-owning resource handle. Not part of rend3's external interface, but needed to interface with rend3's internal datastructures if writing your own structures or render routines.
pub struct RawResourceHandle<T> {
    pub idx: usize,
    _phantom: PhantomData<T>,
}

// Need Debug/Copy/Clone impls that don't require T: Trait.
impl<T> Debug for RawResourceHandle<T> {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("RawResourceHandle").field("idx", &self.idx).finish()
    }
}

impl<T> Copy for RawResourceHandle<T> {}

impl<T> Clone for RawResourceHandle<T> {
    fn clone(&self) -> Self {
        Self {
            idx: self.idx,
            _phantom: PhantomData,
        }
    }
}

impl<T> PartialEq for RawResourceHandle<T> {
    fn eq(&self, other: &Self) -> bool {
        self.idx == other.idx
    }
}

impl<T> Eq for RawResourceHandle<T> {}

/// Owning resource handle. Used as part of rend3's interface.
pub struct ResourceHandle<T> {
    refcount: Arc<()>,
    idx: usize,
    _phantom: PhantomData<T>,
}

impl<T> Debug for ResourceHandle<T> {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("ResourceHandle")
            .field("refcount", &Arc::strong_count(&self.refcount))
            .field("idx", &self.idx)
            .finish()
    }
}

impl<T> Clone for ResourceHandle<T> {
    fn clone(&self) -> Self {
        Self {
            refcount: self.refcount.clone(),
            idx: self.idx,
            _phantom: self._phantom,
        }
    }
}

impl<T> PartialEq for ResourceHandle<T> {
    fn eq(&self, other: &Self) -> bool {
        self.idx == other.idx
    }
}

impl<T> Eq for ResourceHandle<T> {}

impl<T> Hash for ResourceHandle<T> {
    fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
        self.idx.hash(state);
    }
}

impl<T> ResourceHandle<T> {
    /// Create a new resource handle from an index.
    ///
    /// Part of rend3's internal interface, use `Renderer::add_*` instead.
    pub fn new(idx: usize) -> Self {
        Self {
            refcount: Arc::new(()),
            idx,
            _phantom: PhantomData,
        }
    }

    /// Gets the equivalent raw handle for this owning handle.
    ///
    /// Part of rend3's internal interface for accessing internal resrouces
    pub fn get_raw(&self) -> RawResourceHandle<T> {
        RawResourceHandle {
            idx: self.idx,
            _phantom: PhantomData,
        }
    }

    /// Get the weak refcount for this owned handle.
    ///
    /// Part of rend3's internal interface.
    pub fn get_weak_refcount(&self) -> Weak<()> {
        Arc::downgrade(&self.refcount)
    }
}

#[macro_export]
#[doc(hidden)]
macro_rules! declare_handle {
    ($($name:ident<$ty:ty>),*) => {$(
        #[doc = concat!("Refcounted handle to a ", stringify!($ty) ,".")]
        pub type $name = ResourceHandle<$ty>;
    )*};
}

declare_handle!(
    MeshHandle<Mesh>,
    TextureHandle<Texture>,
    MaterialHandle<MaterialTag>,
    ObjectHandle<Object>,
    DirectionalLightHandle<DirectionalLight>
);

#[macro_export]
#[doc(hidden)]
macro_rules! declare_raw_handle {
    ($($name:ident<$ty:ty>),*) => {$(
        #[doc = concat!("Internal non-owning handle to a ", stringify!($ty) ,".")]
        pub type $name = RawResourceHandle<$ty>;
    )*};
}

declare_raw_handle!(
    RawMeshHandle<Mesh>,
    RawTextureHandle<Texture>,
    RawMaterialHandle<MaterialTag>,
    RawObjectHandle<Object>,
    RawDirectionalLightHandle<DirectionalLight>
);

macro_rules! changeable_struct {
    ($(#[$outer:meta])* pub struct $name:ident <- nodefault $name_change:ident { $($(#[$inner:meta])* $field_vis:vis $field_name:ident : $field_type:ty),* $(,)? } ) => {
        $(#[$outer])*
        #[derive(Debug, Default, Clone)]
        pub struct $name {
            $(
                $(#[$inner])* $field_vis $field_name : $field_type
            ),*
        }
        impl $name {
            pub fn update_from_changes(&mut self, change: $name_change) {
                $(
                    if let Some(inner) = change.$field_name {
                        self.$field_name = inner;
                    }
                );*
            }
        }
        #[doc = concat!("Describes a modification to a ", stringify!($name), ".")]
        #[derive(Debug, Default, Clone)]
        pub struct $name_change {
            $(
                $field_vis $field_name : Option<$field_type>
            ),*
        }
    };
    ($(#[$outer:meta])* pub struct $name:ident <- $name_change:ident { $($(#[$inner:meta])* $field_vis:vis $field_name:ident : $field_type:ty),* $(,)? } ) => {
        $(#[$outer])*
        #[derive(Debug, Clone)]
        pub struct $name {
            $(
                $(#[$inner])* $field_vis $field_name : $field_type
            ),*
        }
        impl $name {
            pub fn update_from_changes(&mut self, change: $name_change) {
                $(
                    if let Some(inner) = change.$field_name {
                        self.$field_name = inner;
                    }
                );*
            }
        }
        #[doc = concat!("Describes a modification to a ", stringify!($name), ".")]
        #[derive(Debug, Default, Clone)]
        pub struct $name_change {
            $(
                $field_vis $field_name : Option<$field_type>
            ),*
        }
    };
}

// WGPU REEXPORTS
#[doc(inline)]
pub use wgt::{Backend, Backends, DeviceType, PresentMode, TextureFormat, TextureUsages};

/// Easy to use builder for a [`Mesh`] that deals with common operations for you.
#[derive(Debug, Default)]
pub struct MeshBuilder {
    vertex_positions: Vec<Vec3>,
    vertex_normals: Option<Vec<Vec3>>,
    vertex_tangents: Option<Vec<Vec3>>,
    vertex_uv0: Option<Vec<Vec2>>,
    vertex_uv1: Option<Vec<Vec2>>,
    vertex_colors: Option<Vec<[u8; 4]>>,
    vertex_material_indices: Option<Vec<u32>>,
    vertex_count: usize,

    indices: Option<Vec<u32>>,

    right_handed: bool,
}
impl MeshBuilder {
    /// Create a new [`MeshBuilder`] with a given set of positions.
    ///
    /// All vertices must have positions.
    ///
    /// # Panic
    ///
    /// Will panic if the length is zero.
    pub fn new(vertex_positions: Vec<Vec3>) -> Self {
        let me = Self {
            vertex_count: vertex_positions.len(),
            vertex_positions,
            ..Self::default()
        };
        assert_ne!(me.vertex_positions.len(), 0, "Cannot have a mesh with zero vertices");
        me
    }

    fn validate_len(&self, len: usize) {
        assert_eq!(self.vertex_count, len)
    }

    /// Add vertex normals to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_normals(mut self, normals: Vec<Vec3>) -> Self {
        self.validate_len(normals.len());
        self.vertex_normals = Some(normals);
        self
    }

    /// Add vertex tangents to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_tangents(mut self, tangents: Vec<Vec3>) -> Self {
        self.validate_len(tangents.len());
        self.vertex_tangents = Some(tangents);
        self
    }

    /// Add the first set of texture coordinates to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_uv0(mut self, uvs: Vec<Vec2>) -> Self {
        self.validate_len(uvs.len());
        self.vertex_uv0 = Some(uvs);
        self
    }

    /// Add the second set of texture coordinates to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_uv1(mut self, uvs: Vec<Vec2>) -> Self {
        self.validate_len(uvs.len());
        self.vertex_uv1 = Some(uvs);
        self
    }

    /// Add vertex colors to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_colors(mut self, colors: Vec<[u8; 4]>) -> Self {
        self.validate_len(colors.len());
        self.vertex_colors = Some(colors);
        self
    }

    /// Add material indices to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is different from the position buffer length.
    pub fn with_vertex_material_indices(mut self, material_indices: Vec<u32>) -> Self {
        self.validate_len(material_indices.len());
        self.vertex_material_indices = Some(material_indices);
        self
    }

    /// Add indices to the given mesh.
    ///
    /// # Panic
    ///
    /// Will panic if the length is zero.
    pub fn with_indices(mut self, indices: Vec<u32>) -> Self {
        assert_ne!(indices.len(), 0, "Cannot have a mesh with zero indices");
        self.indices = Some(indices);
        self
    }

    /// Mark this mesh as using a right handed (Counter Clockwise) winding order. It will be
    /// converted to rend3 native left handed (Clockwise) winding order on construction. This will
    /// not change the vertex normals. If this is called, it is advised to not provide a normal
    /// buffer so a buffer will be calculated for you.
    ///
    /// See [`Mesh::flip_winding_order`] for more information.
    pub fn with_right_handed(mut self) -> Self {
        self.right_handed = true;
        self
    }

    /// Build a mesh, adding whatever components weren't provided.
    ///
    /// If normals weren't provided, they will be calculated. If mesh
    /// is right handed, will be converted to left handed.
    ///
    /// All others will be filled with defaults.
    pub fn build(self) -> Mesh {
        let length = self.vertex_count;
        debug_assert_ne!(length, 0, "Length should be guarded by validation");

        let has_normals = self.vertex_normals.is_some();
        let has_tangents = self.vertex_tangents.is_some();

        let mut mesh = Mesh {
            vertex_positions: self.vertex_positions,
            vertex_normals: self.vertex_normals.unwrap_or_else(|| vec![Vec3::ZERO; length]),
            vertex_tangents: self.vertex_tangents.unwrap_or_else(|| vec![Vec3::ZERO; length]),
            vertex_uv0: self.vertex_uv0.unwrap_or_else(|| vec![Vec2::ZERO; length]),
            vertex_uv1: self.vertex_uv1.unwrap_or_else(|| vec![Vec2::ZERO; length]),
            vertex_colors: self.vertex_colors.unwrap_or_else(|| vec![[255; 4]; length]),
            vertex_material_indices: self.vertex_material_indices.unwrap_or_else(|| vec![0; length]),
            indices: self.indices.unwrap_or_else(|| (0..length as u32).collect()),
        };

        // We need to flip winding order first, so the normals will be facing the right direction.
        if self.right_handed {
            mesh.flip_winding_order();
        }

        if !has_normals {
            mesh.calculate_normals();
        }

        if !has_tangents {
            mesh.calculate_tangents();
        }

        mesh
    }
}

/// A mesh that may be used by many objects.
///
/// Meshes are in Structure of Array format and must have all the vertex_* arrays be the same length.
/// This condition can be checked with the [`Mesh::validate`] function.
///
/// These can be annoying to construct, so use the [`MeshBuilder`] to make it easier.
#[derive(Debug, Default, Clone)]
pub struct Mesh {
    pub vertex_positions: Vec<Vec3>,
    pub vertex_normals: Vec<Vec3>,
    pub vertex_tangents: Vec<Vec3>,
    pub vertex_uv0: Vec<Vec2>,
    pub vertex_uv1: Vec<Vec2>,
    pub vertex_colors: Vec<[u8; 4]>,
    pub vertex_material_indices: Vec<u32>,

    pub indices: Vec<u32>,
}

impl Mesh {
    /// Validates that all vertex attributes have the same length.
    pub fn validate(&self) -> bool {
        let position_lenth = self.vertex_positions.len();
        [
            self.vertex_normals.len(),
            self.vertex_tangents.len(),
            self.vertex_uv0.len(),
            self.vertex_uv1.len(),
            self.vertex_colors.len(),
            self.vertex_material_indices.len(),
        ]
        .iter()
        .all(|v| *v == position_lenth)
    }

    /// Calculate normals for the given mesh, assuming smooth shading and per-vertex normals.
    ///
    /// Use left-handed normal calculation. Call [`Mesh::flip_winding_order`] first if you have
    /// a right handed mesh you want to use with rend3.
    pub fn calculate_normals(&mut self) {
        Self::calculate_normals_for_buffers(&mut self.vertex_normals, &self.vertex_positions, &self.indices);
    }

    /// Calculate normals for the given buffers representing a mesh, assuming smooth shading and per-vertex normals.
    ///
    /// Positions and normals must be the same length.
    pub fn calculate_normals_for_buffers(normals: &mut [Vec3], positions: &[Vec3], indices: &[u32]) {
        assert_eq!(normals.len(), positions.len());

        for norm in normals.iter_mut() {
            *norm = Vec3::ZERO;
        }

        for idx in indices.chunks_exact(3) {
            let (idx0, idx1, idx2) = match *idx {
                [idx0, idx1, idx2] => (idx0, idx1, idx2),
                // SAFETY: This is guaranteed by chunks_exact(3)
                _ => unsafe { std::hint::unreachable_unchecked() },
            };

            let pos1 = positions[idx0 as usize];
            let pos2 = positions[idx1 as usize];
            let pos3 = positions[idx2 as usize];

            let edge1 = pos2 - pos1;
            let edge2 = pos3 - pos1;

            let normal = edge1.cross(edge2);

            // SAFETY: All vectors are the same length by the assert, and indexing succeeded on positions, therefore it's safe on normals
            unsafe {
                *normals.get_unchecked_mut(idx0 as usize) += normal;
                *normals.get_unchecked_mut(idx1 as usize) += normal;
                *normals.get_unchecked_mut(idx2 as usize) += normal;
            }
        }

        for normal in normals.iter_mut() {
            *normal = normal.normalize();
        }
    }

    /// Calculate tangents for the given mesh, based on normals and texture coordinates
    pub fn calculate_tangents(&mut self) {
        Self::calculate_tangents_for_buffers(
            &mut self.vertex_tangents,
            &self.vertex_positions,
            &self.vertex_normals,
            &self.vertex_uv0,
            &self.indices,
        );
    }

    fn calculate_tangents_for_buffers(
        tangents: &mut [Vec3],
        positions: &[Vec3],
        normals: &[Vec3],
        uvs: &[Vec2],
        indices: &[u32],
    ) {
        assert_eq!(tangents.len(), positions.len());
        assert_eq!(uvs.len(), positions.len());

        for tan in tangents.iter_mut() {
            *tan = Vec3::ZERO;
        }

        for idx in indices.chunks_exact(3) {
            let (idx0, idx1, idx2) = match *idx {
                [idx0, idx1, idx2] => (idx0, idx1, idx2),
                // SAFETY: This is guaranteed by chunks_exact(3)
                _ => unsafe { std::hint::unreachable_unchecked() },
            };

            let pos1 = positions[idx0 as usize];
            let pos2 = positions[idx1 as usize];
            let pos3 = positions[idx2 as usize];

            // SAFETY: All vectors are the same length by the assert, and indexing succeeded on positions, therefore it's safe on uvs
            let (tex1, tex2, tex3) = unsafe {
                (
                    *uvs.get_unchecked(idx0 as usize),
                    *uvs.get_unchecked(idx1 as usize),
                    *uvs.get_unchecked(idx2 as usize),
                )
            };

            let edge1 = pos2 - pos1;
            let edge2 = pos3 - pos1;

            let uv1 = tex2 - tex1;
            let uv2 = tex3 - tex1;

            let r = 1.0 / (uv1.x * uv2.y - uv1.y * uv2.x);

            let tangent = Vec3::new(
                ((edge1.x * uv2.y) - (edge2.x * uv1.y)) * r,
                ((edge1.y * uv2.y) - (edge2.y * uv1.y)) * r,
                ((edge1.z * uv2.y) - (edge2.z * uv1.y)) * r,
            );

            // SAFETY: All vectors are the same length by the assert, and indexing succeeded on positions, therefore it's safe on tangents
            unsafe {
                *tangents.get_unchecked_mut(idx0 as usize) += tangent;
                *tangents.get_unchecked_mut(idx1 as usize) += tangent;
                *tangents.get_unchecked_mut(idx2 as usize) += tangent;
            }
        }

        for (tan, norm) in tangents.iter_mut().zip(normals) {
            let t = *tan - (*norm * norm.dot(*tan));
            *tan = t.normalize();
        }
    }

    /// Inverts the winding order of a mesh. This is useful if you have meshes which
    /// are designed for right-handed (Counter-Clockwise) winding order for use in OpenGL or VK.
    ///
    /// This does not change vertex location, so does not change coordinate system. This will
    /// also not change the vertex normals. Calling [`Mesh::calculate_normals`] is advised after
    /// calling this function.
    ///
    /// rend3 uses a left-handed (Clockwise) winding order.
    pub fn flip_winding_order(&mut self) {
        for indices in self.indices.chunks_exact_mut(3) {
            if let [left, _, right] = indices {
                mem::swap(left, right);
            } else {
                // SAFETY: chunks_exact(3) guarantees us 3 value long slices
                unsafe { std::hint::unreachable_unchecked() }
            }
        }
    }
}

/// The count of mipmap levels a texture should have.
#[derive(Debug, Clone)]
pub enum MipmapCount {
    /// Specifies a texture with the tiven mipmap count. Must not be greater than the maximum.
    Specific(NonZeroU32),
    /// Specifies a texture with the maximum mipmap count.
    Maximum,
}

impl MipmapCount {
    pub const ONE: Self = Self::Specific(unsafe { NonZeroU32::new_unchecked(1) });
}

/// How texture mipmaps get generated.
#[derive(Debug, Clone)]
pub enum MipmapSource {
    /// The user will provide all of the mipmaps in the data texture. Upload all mip levels.
    Uploaded,
    /// rend3 will generate the mipmaps for you. Upload only mip level 0.
    Generated,
}

/// A bitmap image used as a data source for a texture.
#[derive(Debug, Clone)]
pub struct Texture {
    pub label: Option<String>,
    pub data: Vec<u8>,
    pub format: TextureFormat,
    pub size: UVec2,
    pub mip_count: MipmapCount,
    pub mip_source: MipmapSource,
}

/// Describes a texture made from the mipmaps of another texture.
#[derive(Debug, Clone)]
pub struct TextureFromTexture {
    pub label: Option<String>,
    pub src: TextureHandle,
    pub start_mip: u32,
    pub mip_count: Option<NonZeroU32>,
}

#[doc(hidden)]
pub struct MaterialTag;

/// Interface that all materials must use.
///
/// The material will provide a set of textures, and a pile of bytes. It will then, as part of the material bind group, present the following abi:
///
/// ### CPU Mode
///
/// - One Texture2D binding per texture, provided in the order given. If given a `None`, will bind a null texture (1x1 texture with a (0, 0, 0, 255) pixel).
/// - A uniform binding with:
///   - The data provided, with padding up to 16 byte alignment.
///   - A u32 bitflag telling which textures are null. To check if texture N is enabled, do `(texture_bitflag >> N) & 0x1 == 1`.
///
/// ### GPU Mode
/// - A material array indexed by the material index. Each material has:
///   - One u32 per texture. If this value is 0, the texture doesn't exist. If this value is non-zero, subtract one and index into the texture array to ge thte texture.
///   - Padding to 16 byte alignemnet.
///   - The data provided by the material.
pub trait Material: Send + Sync + 'static {
    /// The texture count that will be provided to `to_textures`.
    const TEXTURE_COUNT: u32;
    /// The amount of data that will be provided to `to_data`.
    const DATA_SIZE: u32;

    /// u64 key that determine's an object's archetype. When you query for objects from the object manager, you must provide this key to get all objects with this key.
    fn object_key(&self) -> u64;

    /// Fill up the given slice with textures.
    ///
    /// To determine what to fill in, call `translation_fn` on the wanted texture handle, then write Some(result) to the given slot in the slice.
    fn to_textures(
        &self,
        slice: &mut [Option<NonZeroU32>],
        translation_fn: &mut (dyn FnMut(&TextureHandle) -> NonZeroU32 + '_),
    );
    /// Fill up the given slice with binary material data. This can be whatever data a shader expects.
    fn to_data(&self, slice: &mut [u8]);
}

/// An object in the world that is composed of a [`Mesh`] and [`Material`].
#[derive(Debug, Clone)]
pub struct Object {
    pub mesh: MeshHandle,
    pub material: MaterialHandle,
    pub transform: Mat4,
}

/// Describes how the camera should look at the scene.
#[derive(Debug, Default, Copy, Clone)]
pub struct Camera {
    pub projection: CameraProjection,
    /// View matrix
    pub view: Mat4,
}

impl Camera {
    pub fn from_orthographic_direction(direction: Vec3A) -> Self {
        Self {
            projection: CameraProjection::Orthographic {
                size: Vec3A::new(100.0, 100.0, 200.0),
            },
            view: glam::Mat4::look_at_lh(Vec3::new(0.0, 0.0, 0.0), direction.into(), Vec3::Y),
        }
    }
}

/// Describes how the world should be projected into the camera.
#[derive(Debug, Copy, Clone)]
pub enum CameraProjection {
    Orthographic {
        /// Size assumes the location is at the center of the camera area.
        size: Vec3A,
    },
    Projection {
        /// Vertical field of view in degrees.
        vfov: f32,
        /// Near plane distance. All projection uses a infinite far plane.
        near: f32,
    },
}

impl Default for CameraProjection {
    fn default() -> Self {
        Self::Projection { vfov: 60.0, near: 0.1 }
    }
}

changeable_struct! {
    /// Describes how directional lights (sun lights) and their shadows should be processed.
    pub struct DirectionalLight <- DirectionalLightChange {
        /// Color of the light.
        pub color: Vec3,
        /// Constant multiplier for the light.
        pub intensity: f32,
        /// Direction of the sun.
        pub direction: Vec3,
        /// Distance from the camera that shadows should be calculated.
        pub distance: f32,
    }
}