use bevy_render::{Color, PerspectiveProjection, CameraProjection}; use bevy_transform::components::Translation; use bevy_property::Properties; use glam::Mat4; use std::ops::Range; use zerocopy::{AsBytes, FromBytes}; #[derive(Properties)] pub struct Light { pub color: Color, pub fov: f32, pub depth: Range, } impl Default for Light { fn default() -> Self { Light { color: Color::rgb(1.0, 1.0, 1.0), depth: 0.1..50.0, fov: f32::to_radians(60.0), } } } #[repr(C)] #[derive(Clone, Copy, AsBytes, FromBytes)] pub struct LightRaw { pub proj: [[f32; 4]; 4], pub pos: [f32; 4], pub color: [f32; 4], } impl LightRaw { pub fn from(light: &Light, transform: &Mat4, translation: &Translation) -> LightRaw { let perspective = PerspectiveProjection { fov: light.fov, aspect_ratio: 1.0, near: light.depth.start, far: light.depth.end, }; let proj = perspective.get_view_matrix() * *transform; let (x, y, z) = translation.0.into(); LightRaw { proj: proj.to_cols_array_2d(), pos: [x, y, z, 1.0], color: light.color.into(), } } }