mirror of
https://github.com/maplibre/maplibre-rs.git
synced 2025-12-08 19:05:57 +00:00
Add better camera control. Needs some more polishing
This commit is contained in:
parent
d4cdebf79d
commit
31c3bfc0e8
@ -5,8 +5,8 @@ pub const MUNICH_Y: u32 = 11360;
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pub const MUNICH_Z: u8 = 15;
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pub fn fetch_munich_tiles(cache: &Cache) {
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for x in 0..5 {
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for y in 0..5 {
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for x in 0..15 {
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for y in 0..15 {
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cache.fetch((MUNICH_X + x, MUNICH_Y + y, MUNICH_Z).into())
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}
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}
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@ -1,36 +1,32 @@
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use std::f32::consts::FRAC_PI_2;
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use cgmath::InnerSpace;
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use crate::render::camera;
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use cgmath::{EuclideanSpace, InnerSpace, Matrix4, SquareMatrix, Vector2, Vector3, Vector4};
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use log::info;
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const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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amount_right: f32,
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amount_forward: f32,
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amount_backward: f32,
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amount_up: f32,
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amount_down: f32,
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rotate_horizontal: f32,
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rotate_vertical: f32,
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scroll: f32,
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speed: f32,
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sensitivity: f32,
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translate_x: f64,
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translate_y: f64,
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direct_translate_x: f64,
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direct_translate_y: f64,
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zoom: f64,
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speed: f64,
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sensitivity: f64,
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}
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impl CameraController {
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pub fn new(speed: f32, sensitivity: f32) -> Self {
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pub fn new(speed: f64, sensitivity: f64) -> Self {
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Self {
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amount_left: 0.0,
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amount_right: 0.0,
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amount_forward: 0.0,
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amount_backward: 0.0,
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amount_up: 0.0,
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amount_down: 0.0,
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rotate_horizontal: 0.0,
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rotate_vertical: 0.0,
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scroll: 0.0,
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translate_x: 0.0,
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translate_y: 0.0,
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direct_translate_x: 0.0,
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direct_translate_y: 0.0,
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zoom: 0.0,
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speed,
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sensitivity,
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}
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@ -42,58 +38,107 @@ impl CameraController {
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state: winit::event::ElementState,
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) -> bool {
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let amount = if state == winit::event::ElementState::Pressed {
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1.0
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10.0 * self.sensitivity // left, right is the same as panning 10px
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} else {
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0.0
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};
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match key {
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winit::event::VirtualKeyCode::W | winit::event::VirtualKeyCode::Up => {
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self.amount_forward = amount;
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self.translate_y += amount;
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true
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}
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winit::event::VirtualKeyCode::S | winit::event::VirtualKeyCode::Down => {
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self.amount_backward = amount;
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self.translate_y -= amount;
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true
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}
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winit::event::VirtualKeyCode::A | winit::event::VirtualKeyCode::Left => {
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self.amount_left = amount;
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self.translate_x -= amount;
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true
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}
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winit::event::VirtualKeyCode::D | winit::event::VirtualKeyCode::Right => {
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self.amount_right = amount;
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self.translate_x += amount;
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true
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}
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winit::event::VirtualKeyCode::Space => {
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self.amount_up = amount;
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true
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}
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winit::event::VirtualKeyCode::LShift => {
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self.amount_down = amount;
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self.translate_y = amount;
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true
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}
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_ => false,
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}
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}
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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pub fn process_mouse(
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&mut self,
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start_cam_x: f64,
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start_cam_y: f64,
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mouse_dx: f64,
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mouse_dy: f64,
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width: f64,
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height: f64,
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camera: &mut camera::Camera,
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view_proj: &Matrix4<f64>,
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) {
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info!("mouse_dx {} mouse_dy {}", mouse_dx, mouse_dy);
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let origin = Vector2::new(0.0, 0.0);
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let screen = Vector2::new(mouse_dx, mouse_dy);
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let camera_pos = &camera.position.to_vec();
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let world = Self::screen_to_world(&origin, width, height, camera_pos, &view_proj)
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- Self::screen_to_world(&screen, width, height, camera_pos, &view_proj);
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info!("world {:?}", world);
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//self.direct_translate_x -= world.x;
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//self.direct_translate_y += world.y;
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camera.position.x = start_cam_x - world.x;
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camera.position.y = start_cam_y + world.y;
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}
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fn screen_to_world(
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screen: &Vector2<f64>,
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width: f64,
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height: f64,
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camera_pos: &Vector3<f64>,
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view_proj: &Matrix4<f64>,
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) -> Vector4<f64> {
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let min_depth = 0.0;
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let max_depth = 1.0;
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let x = 0.0;
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let y = 0.0;
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let ox = x + width / 2.0;
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let oy = y + height / 2.0;
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let oz = min_depth;
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let pz = max_depth - min_depth;
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// Adapted from: https://docs.microsoft.com/en-us/windows/win32/direct3d9/viewports-and-clipping#viewport-rectangle
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let direct_x = Matrix4::from_cols(
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Vector4::new(width as f64 / 2.0, 0.0, 0.0, 0.0),
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Vector4::new(0.0, height as f64 / 2.0, 0.0, 0.0),
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Vector4::new(0.0, 0.0, pz, 0.0),
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Vector4::new(ox, oy, oz, 1.0),
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);
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let screen_hom = Vector4::new(screen.x, screen.y, 1.0, 1.0) * camera_pos.z;
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let result = direct_x.invert().unwrap() * screen_hom;
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let world_pos = view_proj.invert().unwrap() * result;
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world_pos
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}
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pub fn process_touch(&mut self, touch_dx: f64, touch_dy: f64) {
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self.amount_right += touch_dx as f32;
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self.amount_up += touch_dy as f32;
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self.translate_x += touch_dx as f64 * self.sensitivity;
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self.translate_y += touch_dy as f64 * self.sensitivity;
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}
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pub fn process_scroll(&mut self, delta: &winit::event::MouseScrollDelta) {
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self.scroll = -match delta {
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self.zoom = -match delta {
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// I'm assuming a line is about 100 pixels
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winit::event::MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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winit::event::MouseScrollDelta::LineDelta(_, scroll) => *scroll as f64 * 100.0,
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winit::event::MouseScrollDelta::PixelDelta(winit::dpi::PhysicalPosition {
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y: scroll,
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..
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}) => *scroll as f32,
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};
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}) => *scroll,
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} * self.sensitivity;
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}
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pub fn update_camera(
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@ -101,44 +146,27 @@ impl CameraController {
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camera: &mut crate::render::camera::Camera,
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dt: std::time::Duration,
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) {
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let dt = dt.as_secs_f32();
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camera.position.x += self.direct_translate_x;
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camera.position.y += self.direct_translate_y;
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self.direct_translate_x = 0.0;
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self.direct_translate_y = 0.0;
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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let forward = cgmath::Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
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let dt = dt.as_secs_f64() * self.speed;
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let dy = self.translate_y * dt;
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camera.position.y += dy;
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let dx = self.translate_x * dt;
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camera.position.x += dx;
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// Move in/out (aka. "zoom")
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// Note: this isn't an actual zoom. The camera's position
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// changes when zooming. I've added this to make it easier
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// to get closer to an object you want to focus on.
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let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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let scrollward =
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cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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self.scroll = 0.0;
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let dz = self.zoom * dt;
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camera.position.z += dz;
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
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// Rotate
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camera.yaw += cgmath::Rad(self.rotate_horizontal) * self.sensitivity * dt;
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camera.pitch += cgmath::Rad(-self.rotate_vertical) * self.sensitivity * dt;
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// If process_mouse isn't called every frame, these values
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// will not get set to zero, and the camera will rotate
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// when moving in a non cardinal direction.
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self.rotate_horizontal = 0.0;
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -cgmath::Rad(SAFE_FRAC_PI_2) {
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camera.pitch = -cgmath::Rad(SAFE_FRAC_PI_2);
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} else if camera.pitch > cgmath::Rad(SAFE_FRAC_PI_2) {
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camera.pitch = cgmath::Rad(SAFE_FRAC_PI_2);
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}
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self.zoom -= dz;
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self.translate_x -= dx;
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self.translate_y -= dy;
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}
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}
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@ -1,3 +1,4 @@
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use cgmath::Vector3;
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use std::time::Duration;
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use winit::event::{
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DeviceEvent, ElementState, KeyboardInput, MouseButton, TouchPhase, WindowEvent,
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@ -5,6 +6,7 @@ use winit::event::{
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use winit::window::Window;
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use crate::input::camera_controller::CameraController;
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use crate::render::camera::Camera;
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use crate::render::state::State;
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mod camera_controller;
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@ -13,38 +15,78 @@ pub struct InputHandler {
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camera_controller: CameraController,
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last_touch: Option<(f64, f64)>,
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start_camera_pos: Option<cgmath::Point3<f64>>,
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mouse_pressed: bool,
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target_stroke_width: f32,
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}
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impl InputHandler {
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pub fn new() -> Self {
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let camera_controller = CameraController::new(5000.0, 0.2);
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let camera_controller = CameraController::new(5.0, 100.0);
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Self {
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target_stroke_width: 1.0,
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start_camera_pos: None,
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last_touch: None,
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mouse_pressed: false,
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camera_controller,
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}
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}
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pub fn device_input(&mut self, event: &DeviceEvent, window: &Window) -> bool {
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pub fn device_input(
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&mut self,
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event: &DeviceEvent,
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state: &mut State,
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window: &Window,
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) -> bool {
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match event {
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DeviceEvent::MouseMotion { delta } => {
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if self.mouse_pressed {
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/* if self.mouse_pressed {
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let view_proj = state.camera.calc_view_proj(&state.perspective);
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self.camera_controller.process_mouse(
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delta.0 / window.scale_factor(),
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delta.1 / window.scale_factor(),
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state.size.width as f64,
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state.size.height as f64,
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&mut state.camera,
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&view_proj,
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);
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}
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}*/
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true
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}
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_ => false,
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}
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}
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pub fn window_input(&mut self, event: &WindowEvent, window: &Window) -> bool {
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pub fn window_input(
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&mut self,
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event: &WindowEvent,
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state: &mut State,
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window: &Window,
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) -> bool {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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if self.mouse_pressed {
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if let Some(start) = self.last_touch {
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let delta_x = start.0 - position.x;
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let delta_y = start.1 - position.y;
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let view_proj = state.camera.calc_view_proj(&state.perspective);
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self.camera_controller.process_mouse(
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self.start_camera_pos.unwrap().x,
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self.start_camera_pos.unwrap().y,
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delta_x,
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delta_y,
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state.size.width as f64,
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state.size.height as f64,
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&mut state.camera,
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&view_proj,
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);
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} else {
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self.last_touch = Some((position.x, position.y));
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self.start_camera_pos = Some(state.camera.position);
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}
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}
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true
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}
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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@ -67,19 +109,29 @@ impl InputHandler {
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WindowEvent::Touch(touch) => {
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match touch.phase {
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TouchPhase::Started => {
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self.last_touch = Some((touch.location.x, touch.location.y))
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self.last_touch = Some((touch.location.x, touch.location.y));
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self.start_camera_pos = Some(state.camera.position);
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}
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TouchPhase::Moved | TouchPhase::Ended => {
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TouchPhase::Ended => {
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self.last_touch = None;
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self.start_camera_pos = None;
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}
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TouchPhase::Moved => {
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if let Some(start) = self.last_touch {
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let delta_x = start.0 - touch.location.x;
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let delta_y = start.1 - touch.location.y;
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self.camera_controller.process_touch(
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delta_x / window.scale_factor(),
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delta_y / window.scale_factor(),
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let view_proj = state.camera.calc_view_proj(&state.perspective);
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self.camera_controller.process_mouse(
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self.start_camera_pos.unwrap().x,
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self.start_camera_pos.unwrap().y,
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delta_x,
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delta_y,
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state.size.width as f64,
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state.size.height as f64,
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&mut state.camera,
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&view_proj,
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);
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}
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self.last_touch = Some((touch.location.x, touch.location.y))
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}
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TouchPhase::Cancelled => {}
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}
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@ -96,6 +148,11 @@ impl InputHandler {
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..
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} => {
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self.mouse_pressed = *state == ElementState::Pressed;
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if !self.mouse_pressed {
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self.last_touch = None;
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self.start_camera_pos = None;
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}
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true
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}
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_ => false,
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@ -45,14 +45,14 @@ pub async fn setup(window: winit::window::Window, event_loop: EventLoop<()>, cac
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.. // We're not using device_id currently
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} => {
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trace!("{:?}", event);
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input.device_input(event,&window);
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input.device_input(event, state, &window);
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}
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => {
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if !input.window_input(event, &window) {
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if !input.window_input(event, state, &window) {
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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@ -1,9 +1,10 @@
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use cgmath::prelude::*;
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use cgmath::Matrix4;
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use crate::render::shader_ffi::CameraUniform;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f64> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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@ -12,16 +13,16 @@ pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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#[derive(Debug)]
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pub struct Camera {
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pub position: cgmath::Point3<f32>,
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pub yaw: cgmath::Rad<f32>,
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pub pitch: cgmath::Rad<f32>,
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pub position: cgmath::Point3<f64>,
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pub yaw: cgmath::Rad<f64>,
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pub pitch: cgmath::Rad<f64>,
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}
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impl Camera {
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pub fn new<
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V: Into<cgmath::Point3<f32>>,
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Y: Into<cgmath::Rad<f32>>,
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P: Into<cgmath::Rad<f32>>,
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V: Into<cgmath::Point3<f64>>,
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Y: Into<cgmath::Rad<f64>>,
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P: Into<cgmath::Rad<f64>>,
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>(
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position: V,
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yaw: Y,
|
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@ -34,7 +35,7 @@ impl Camera {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
pub fn calc_matrix(&self) -> cgmath::Matrix4<f64> {
|
||||
cgmath::Matrix4::look_to_rh(
|
||||
self.position,
|
||||
cgmath::Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin())
|
||||
@ -42,29 +43,37 @@ impl Camera {
|
||||
cgmath::Vector3::unit_y(),
|
||||
)
|
||||
}
|
||||
|
||||
pub fn calc_view_proj(&self, perspective: &Perspective) -> Matrix4<f64> {
|
||||
perspective.calc_matrix() * self.calc_matrix()
|
||||
}
|
||||
|
||||
pub fn create_camera_uniform(&self, perspective: &Perspective) -> CameraUniform {
|
||||
let view_proj = (perspective.calc_matrix() * self.calc_matrix());
|
||||
CameraUniform::new(view_proj.into(), self.position.to_homogeneous().into())
|
||||
let view_proj = self.calc_view_proj(perspective);
|
||||
CameraUniform::new(
|
||||
view_proj.cast::<f32>().unwrap().into(),
|
||||
self.position.to_homogeneous().cast::<f32>().unwrap().into(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Perspective {
|
||||
aspect: f32,
|
||||
fovy: cgmath::Rad<f32>,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
aspect: f64,
|
||||
fovy: cgmath::Rad<f64>,
|
||||
znear: f64,
|
||||
zfar: f64,
|
||||
}
|
||||
|
||||
impl Perspective {
|
||||
pub fn new<F: Into<cgmath::Rad<f32>>>(
|
||||
pub fn new<F: Into<cgmath::Rad<f64>>>(
|
||||
width: u32,
|
||||
height: u32,
|
||||
fovy: F,
|
||||
znear: f32,
|
||||
zfar: f32,
|
||||
znear: f64,
|
||||
zfar: f64,
|
||||
) -> Self {
|
||||
Self {
|
||||
aspect: width as f32 / height as f32,
|
||||
aspect: width as f64 / height as f64,
|
||||
fovy: fovy.into(),
|
||||
znear,
|
||||
zfar,
|
||||
@ -72,10 +81,10 @@ impl Perspective {
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
self.aspect = width as f32 / height as f32;
|
||||
self.aspect = width as f64 / height as f64;
|
||||
}
|
||||
|
||||
pub fn calc_matrix(&self) -> cgmath::Matrix4<f32> {
|
||||
pub fn calc_matrix(&self) -> cgmath::Matrix4<f64> {
|
||||
OPENGL_TO_WGPU_MATRIX * cgmath::perspective(self.fovy, self.aspect, self.znear, self.zfar)
|
||||
}
|
||||
}
|
||||
@ -137,6 +146,7 @@ mod tests {
|
||||
Vector4::new(ox, oy, oz, 1.0),
|
||||
);
|
||||
let screen_hom = direct_x * result;
|
||||
println!("screen_hom: {:?}", screen_hom);
|
||||
let screen = Vector3::new(
|
||||
screen_hom.x / screen_hom.w,
|
||||
screen_hom.y / screen_hom.w,
|
||||
@ -144,8 +154,12 @@ mod tests {
|
||||
);
|
||||
println!("screen: {:?}", screen);
|
||||
|
||||
let screen_hom2 = Vector4::new(screen.x, screen.y, 1.0, 1.0) * 5000.0;
|
||||
println!("screen_hom2: {:?}", screen_hom2);
|
||||
let result = direct_x.invert().unwrap() * screen_hom;
|
||||
println!("result: {:?}", result);
|
||||
println!("result screen_hom: {:?}", result);
|
||||
let result = direct_x.invert().unwrap() * screen_hom2;
|
||||
println!("result screen_hom2: {:?}", result);
|
||||
let world_pos = view_proj.invert().unwrap() * result;
|
||||
println!("world_pos: {:?}", world_pos);
|
||||
}
|
||||
|
||||
@ -47,7 +47,7 @@ pub struct State {
|
||||
surface_config: wgpu::SurfaceConfiguration,
|
||||
suspended: bool,
|
||||
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
pub size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
mask_pipeline: wgpu::RenderPipeline,
|
||||
@ -67,7 +67,7 @@ pub struct State {
|
||||
tile_mask_instances_buffer: wgpu::Buffer,
|
||||
|
||||
pub camera: camera::Camera,
|
||||
perspective: camera::Perspective,
|
||||
pub perspective: camera::Perspective,
|
||||
|
||||
pub scene: SceneParams,
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user