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//! Things related to converting 3D world space to 2D screen space
use legion::maybe_changed;
use nalgebra_glm::look_at_lh;
use nalgebra_glm::perspective_lh_zo;
use stockton_levels::prelude::MinRenderFeatures;
use crate::Renderer;
use stockton_types::components::{CameraSettings, Transform};
use stockton_types::Vector3;
fn euler_to_direction(euler: &Vector3) -> Vector3 {
let pitch = euler.x;
let yaw = euler.y;
let _roll = euler.z; // TODO: Support camera roll
Vector3::new(
yaw.sin() * pitch.cos(),
pitch.sin(),
yaw.cos() * pitch.cos(),
)
}
// #[system(for_each)]
// #[filter(maybe_changed::<Transform>() | maybe_changed::<CameraSettings>())]
// pub fn calc_vp_matrix<M: 'static + MinRenderFeatures>(
// transform: &Transform,
// settings: &CameraSettings,
// #[resource] renderer: &mut Renderer<M>,
// ) {
// let ratio = renderer.context.target_chain.properties.extent.width as f32
// / renderer.context.target_chain.properties.extent.height as f32;
// // Get look direction from euler angles
// let direction = euler_to_direction(&transform.rotation);
// // Converts world space to camera space
// let view_matrix = look_at_lh(
// &transform.position,
// &(transform.position + direction),
// &Vector3::new(0.0, 1.0, 0.0),
// );
// // Converts camera space to screen space
// let projection_matrix = {
// let mut temp = perspective_lh_zo(ratio, settings.fov, settings.near, settings.far);
// // Vulkan's co-ord system is different from OpenGLs
// temp[(1, 1)] *= -1.0;
// temp
// };
// // Chain them together into a single matrix
// renderer.context.vp_matrix = projection_matrix * view_matrix
// }
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