Struct CameraUniformData
#[repr(C, align(16))]pub struct CameraUniformData {
pub view_projection: [[f32; 4]; 4],
pub camera_position: [f32; 4],
}Expand description
The GPU-side representation of camera uniform data.
This structure is designed to be directly uploaded to a uniform buffer. The layout must match the uniform block declaration in the shader.
Important: WGSL has specific alignment requirements. Mat4 is aligned to 16 bytes, and Vec3 needs padding to be treated as Vec4 in uniform buffers.
Fields§
§view_projection: [[f32; 4]; 4]The combined view-projection matrix (projection * view).
camera_position: [f32; 4]The camera’s position in world space. Note: The fourth component is padding for alignment.
Implementations§
§impl CameraUniformData
impl CameraUniformData
pub fn from_view_info(view_info: &ViewInfo) -> CameraUniformData
pub fn from_view_info(view_info: &ViewInfo) -> CameraUniformData
Creates camera uniform data from a ViewInfo.
Trait Implementations§
§impl Clone for CameraUniformData
impl Clone for CameraUniformData
§fn clone(&self) -> CameraUniformData
fn clone(&self) -> CameraUniformData
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read more§impl Debug for CameraUniformData
impl Debug for CameraUniformData
impl Copy for CameraUniformData
impl Pod for CameraUniformData
Auto Trait Implementations§
impl Freeze for CameraUniformData
impl RefUnwindSafe for CameraUniformData
impl Send for CameraUniformData
impl Sync for CameraUniformData
impl Unpin for CameraUniformData
impl UnsafeUnpin for CameraUniformData
impl UnwindSafe for CameraUniformData
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