bevy/examples/3d/volumetric_fog.rs

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Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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//! Demonstrates volumetric fog and lighting (light shafts or god rays).
use bevy::{
color::palettes::css::RED,
Rename rendering components for improved consistency and clarity (#15035) # Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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math::vec3,
pbr::{FogVolume, VolumetricFog, VolumetricLight},
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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prelude::*,
};
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
/// The current settings that the user has chosen.
#[derive(Resource)]
struct AppSettings {
/// Whether volumetric spot light is on.
volumetric_spotlight: bool,
/// Whether volumetric point light is on.
volumetric_pointlight: bool,
}
impl Default for AppSettings {
fn default() -> Self {
Self {
volumetric_spotlight: true,
volumetric_pointlight: true,
}
}
}
// Define a struct to store parameters for the point light's movement.
#[derive(Component)]
struct MoveBackAndForthHorizontally {
min_x: f32,
max_x: f32,
speed: f32,
}
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::Srgba(Srgba {
red: 0.02,
green: 0.02,
blue: 0.02,
alpha: 1.0,
})))
.insert_resource(AmbientLight::NONE)
.init_resource::<AppSettings>()
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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.add_systems(Startup, setup)
.add_systems(Update, tweak_scene)
.add_systems(Update, (move_directional_light, move_point_light))
.add_systems(Update, adjust_app_settings)
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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.run();
}
/// Initializes the scene.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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// Spawn the glTF scene.
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
)));
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
Allow volumetric fog to be localized to specific, optionally voxelized, regions. (#14099) Currently, volumetric fog is global and affects the entire scene uniformly. This is inadequate for many use cases, such as local smoke effects. To address this problem, this commit introduces *fog volumes*, which are axis-aligned bounding boxes (AABBs) that specify fog parameters inside their boundaries. Such volumes can also specify a *density texture*, a 3D texture of voxels that specifies the density of the fog at each point. To create a fog volume, add a `FogVolume` component to an entity (which is included in the new `FogVolumeBundle` convenience bundle). Like light probes, a fog volume is conceptually a 1×1×1 cube centered on the origin; a transform can be used to position and resize this region. Many of the fields on the existing `VolumetricFogSettings` have migrated to the new `FogVolume` component. `VolumetricFogSettings` on a camera is still needed to enable volumetric fog. However, by itself `VolumetricFogSettings` is no longer sufficient to enable volumetric fog; a `FogVolume` must be present. Applications that wish to retain the old global fog behavior can simply surround the scene with a large fog volume. By way of implementation, this commit converts the volumetric fog shader from a full-screen shader to one applied to a mesh. The strategy is different depending on whether the camera is inside or outside the fog volume. If the camera is inside the fog volume, the mesh is simply a plane scaled to the viewport, effectively falling back to a full-screen pass. If the camera is outside the fog volume, the mesh is a cube transformed to coincide with the boundaries of the fog volume's AABB. Importantly, in the latter case, only the front faces of the cuboid are rendered. Instead of treating the boundaries of the fog as a sphere centered on the camera position, as we did prior to this patch, we raytrace the far planes of the AABB to determine the portion of each ray contained within the fog volume. We then raymarch in shadow map space as usual. If a density texture is present, we modulate the fixed density value with the trilinearly-interpolated value from that texture. Furthermore, this patch introduces optional jitter to fog volumes, intended for use with TAA. This modifies the position of the ray from frame to frame using interleaved gradient noise, in order to reduce aliasing artifacts. Many implementations of volumetric fog in games use this technique. Note that this patch makes no attempt to write a motion vector; this is because when a view ray intersects multiple voxels there's no single direction of motion. Consequently, fog volumes can have ghosting artifacts, but because fog is "ghostly" by its nature, these artifacts are less objectionable than they would be for opaque objects. A new example, `fog_volumes`, has been added. It demonstrates a single fog volume containing a voxelized representation of the Stanford bunny. The existing `volumetric_fog` example has been updated to use the new local volumetrics API. ## Changelog ### Added * Local `FogVolume`s are now supported, to localize fog to specific regions. They can optionally have 3D density voxel textures for precise control over the distribution of the fog. ### Changed * `VolumetricFogSettings` on a camera no longer enables volumetric fog; instead, it simply enables the processing of `FogVolume`s within the scene. ## Migration Guide * A `FogVolume` is now necessary in order to enable volumetric fog, in addition to `VolumetricFogSettings` on the camera. Existing uses of volumetric fog can be migrated by placing a large `FogVolume` surrounding the scene. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-16 03:14:12 +00:00
// Spawn the camera.
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
commands
.spawn((
Camera3d::default(),
Camera {
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
hdr: true,
..default()
},
Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
Tonemapping::TonyMcMapface,
Bloom::default(),
))
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
.insert(Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: 1000.0,
..default()
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
})
Rename rendering components for improved consistency and clarity (#15035) # Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
.insert(VolumetricFog {
// This value is explicitly set to 0 since we have no environment map light
ambient_intensity: 0.0,
..default()
});
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
// Add the point light
commands.spawn((
Transform::from_xyz(-0.4, 1.9, 1.0),
PointLight {
shadows_enabled: true,
range: 150.0,
color: RED.into(),
intensity: 1000.0,
..default()
},
VolumetricLight,
MoveBackAndForthHorizontally {
min_x: -1.93,
max_x: -0.4,
speed: -0.2,
},
));
// Add the spot light
commands.spawn((
Transform::from_xyz(-1.8, 3.9, -2.7).looking_at(Vec3::ZERO, Vec3::Y),
SpotLight {
intensity: 5000.0, // lumens
color: Color::WHITE,
shadows_enabled: true,
inner_angle: 0.76,
outer_angle: 0.94,
..default()
},
VolumetricLight,
));
Allow volumetric fog to be localized to specific, optionally voxelized, regions. (#14099) Currently, volumetric fog is global and affects the entire scene uniformly. This is inadequate for many use cases, such as local smoke effects. To address this problem, this commit introduces *fog volumes*, which are axis-aligned bounding boxes (AABBs) that specify fog parameters inside their boundaries. Such volumes can also specify a *density texture*, a 3D texture of voxels that specifies the density of the fog at each point. To create a fog volume, add a `FogVolume` component to an entity (which is included in the new `FogVolumeBundle` convenience bundle). Like light probes, a fog volume is conceptually a 1×1×1 cube centered on the origin; a transform can be used to position and resize this region. Many of the fields on the existing `VolumetricFogSettings` have migrated to the new `FogVolume` component. `VolumetricFogSettings` on a camera is still needed to enable volumetric fog. However, by itself `VolumetricFogSettings` is no longer sufficient to enable volumetric fog; a `FogVolume` must be present. Applications that wish to retain the old global fog behavior can simply surround the scene with a large fog volume. By way of implementation, this commit converts the volumetric fog shader from a full-screen shader to one applied to a mesh. The strategy is different depending on whether the camera is inside or outside the fog volume. If the camera is inside the fog volume, the mesh is simply a plane scaled to the viewport, effectively falling back to a full-screen pass. If the camera is outside the fog volume, the mesh is a cube transformed to coincide with the boundaries of the fog volume's AABB. Importantly, in the latter case, only the front faces of the cuboid are rendered. Instead of treating the boundaries of the fog as a sphere centered on the camera position, as we did prior to this patch, we raytrace the far planes of the AABB to determine the portion of each ray contained within the fog volume. We then raymarch in shadow map space as usual. If a density texture is present, we modulate the fixed density value with the trilinearly-interpolated value from that texture. Furthermore, this patch introduces optional jitter to fog volumes, intended for use with TAA. This modifies the position of the ray from frame to frame using interleaved gradient noise, in order to reduce aliasing artifacts. Many implementations of volumetric fog in games use this technique. Note that this patch makes no attempt to write a motion vector; this is because when a view ray intersects multiple voxels there's no single direction of motion. Consequently, fog volumes can have ghosting artifacts, but because fog is "ghostly" by its nature, these artifacts are less objectionable than they would be for opaque objects. A new example, `fog_volumes`, has been added. It demonstrates a single fog volume containing a voxelized representation of the Stanford bunny. The existing `volumetric_fog` example has been updated to use the new local volumetrics API. ## Changelog ### Added * Local `FogVolume`s are now supported, to localize fog to specific regions. They can optionally have 3D density voxel textures for precise control over the distribution of the fog. ### Changed * `VolumetricFogSettings` on a camera no longer enables volumetric fog; instead, it simply enables the processing of `FogVolume`s within the scene. ## Migration Guide * A `FogVolume` is now necessary in order to enable volumetric fog, in addition to `VolumetricFogSettings` on the camera. Existing uses of volumetric fog can be migrated by placing a large `FogVolume` surrounding the scene. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-16 03:14:12 +00:00
// Add the fog volume.
commands.spawn((
FogVolume::default(),
Transform::from_scale(Vec3::splat(35.0)),
));
Allow volumetric fog to be localized to specific, optionally voxelized, regions. (#14099) Currently, volumetric fog is global and affects the entire scene uniformly. This is inadequate for many use cases, such as local smoke effects. To address this problem, this commit introduces *fog volumes*, which are axis-aligned bounding boxes (AABBs) that specify fog parameters inside their boundaries. Such volumes can also specify a *density texture*, a 3D texture of voxels that specifies the density of the fog at each point. To create a fog volume, add a `FogVolume` component to an entity (which is included in the new `FogVolumeBundle` convenience bundle). Like light probes, a fog volume is conceptually a 1×1×1 cube centered on the origin; a transform can be used to position and resize this region. Many of the fields on the existing `VolumetricFogSettings` have migrated to the new `FogVolume` component. `VolumetricFogSettings` on a camera is still needed to enable volumetric fog. However, by itself `VolumetricFogSettings` is no longer sufficient to enable volumetric fog; a `FogVolume` must be present. Applications that wish to retain the old global fog behavior can simply surround the scene with a large fog volume. By way of implementation, this commit converts the volumetric fog shader from a full-screen shader to one applied to a mesh. The strategy is different depending on whether the camera is inside or outside the fog volume. If the camera is inside the fog volume, the mesh is simply a plane scaled to the viewport, effectively falling back to a full-screen pass. If the camera is outside the fog volume, the mesh is a cube transformed to coincide with the boundaries of the fog volume's AABB. Importantly, in the latter case, only the front faces of the cuboid are rendered. Instead of treating the boundaries of the fog as a sphere centered on the camera position, as we did prior to this patch, we raytrace the far planes of the AABB to determine the portion of each ray contained within the fog volume. We then raymarch in shadow map space as usual. If a density texture is present, we modulate the fixed density value with the trilinearly-interpolated value from that texture. Furthermore, this patch introduces optional jitter to fog volumes, intended for use with TAA. This modifies the position of the ray from frame to frame using interleaved gradient noise, in order to reduce aliasing artifacts. Many implementations of volumetric fog in games use this technique. Note that this patch makes no attempt to write a motion vector; this is because when a view ray intersects multiple voxels there's no single direction of motion. Consequently, fog volumes can have ghosting artifacts, but because fog is "ghostly" by its nature, these artifacts are less objectionable than they would be for opaque objects. A new example, `fog_volumes`, has been added. It demonstrates a single fog volume containing a voxelized representation of the Stanford bunny. The existing `volumetric_fog` example has been updated to use the new local volumetrics API. ## Changelog ### Added * Local `FogVolume`s are now supported, to localize fog to specific regions. They can optionally have 3D density voxel textures for precise control over the distribution of the fog. ### Changed * `VolumetricFogSettings` on a camera no longer enables volumetric fog; instead, it simply enables the processing of `FogVolume`s within the scene. ## Migration Guide * A `FogVolume` is now necessary in order to enable volumetric fog, in addition to `VolumetricFogSettings` on the camera. Existing uses of volumetric fog can be migrated by placing a large `FogVolume` surrounding the scene. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-16 03:14:12 +00:00
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
// Add the help text.
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands.spawn((
create_text(&app_settings),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
..default()
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
},
));
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
}
fn create_text(app_settings: &AppSettings) -> Text {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
format!(
"{}\n{}\n{}",
"Press WASD or the arrow keys to change the direction of the directional light",
if app_settings.volumetric_pointlight {
"Press P to turn volumetric point light off"
} else {
"Press P to turn volumetric point light on"
},
if app_settings.volumetric_spotlight {
"Press L to turn volumetric spot light off"
} else {
"Press L to turn volumetric spot light on"
}
)
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.into()
}
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057) This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through, creating what is known as *light shafts* or *god rays*. To add volumetric fog to a scene, add `VolumetricFogSettings` to the camera, and add `VolumetricLight` to directional lights that you wish to be volumetric. `VolumetricFogSettings` has numerous settings that allow you to define the accuracy of the simulation, as well as the look of the fog. Currently, only interaction with directional lights that have shadow maps is supported. Note that the overhead of the effect scales directly with the number of directional lights in use, so apply `VolumetricLight` sparingly for the best results. The overall algorithm, which is implemented as a postprocessing effect, is a combination of the techniques described in [Scratchapixel] and [this blog post]. It uses raymarching in screen space, transformed into shadow map space for sampling and combined with physically-based modeling of absorption and scattering. Bevy employs the widely-used [Henyey-Greenstein phase function] to model asymmetry; this essentially allows light shafts to fade into and out of existence as the user views them. Volumetric rendering is a huge subject, and I deliberately kept the scope of this commit small. Possible follow-ups include: 1. Raymarching at a lower resolution. 2. A post-processing blur (especially useful when combined with (1)). 3. Supporting point lights and spot lights. 4. Supporting lights with no shadow maps. 5. Supporting irradiance volumes and reflection probes. 6. Voxel components that reuse the volumetric fog code to create voxel shapes. 7. *Horizon: Zero Dawn*-style clouds. These are all useful, but out of scope of this patch for now, to keep things tidy and easy to review. A new example, `volumetric_fog`, has been added to demonstrate the effect. ## Changelog ### Added * A new component, `VolumetricFog`, is available, to allow for a more physically-accurate, but more resource-intensive, form of fog. * A new component, `VolumetricLight`, can be placed on directional lights to make them interact with `VolumetricFog`. Notably, this allows such lights to emit light shafts/god rays. ![Screenshot 2024-04-21 162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9) ![Screenshot 2024-04-21 132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995) [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/ [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
/// A system that makes directional lights in the glTF scene into volumetric
/// lights with shadows.
fn tweak_scene(
mut commands: Commands,
mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
) {
for (light, mut directional_light) in lights.iter_mut() {
// Shadows are needed for volumetric lights to work.
directional_light.shadows_enabled = true;
commands.entity(light).insert(VolumetricLight);
}
}
/// Processes user requests to move the directional light.
fn move_directional_light(
input: Res<ButtonInput<KeyCode>>,
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
) {
let mut delta_theta = Vec2::ZERO;
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if delta_theta == Vec2::ZERO {
return;
}
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
for mut transform in directional_lights.iter_mut() {
transform.rotate(delta_quat);
}
}
// Toggle point light movement between left and right.
fn move_point_light(
timer: Res<Time>,
mut objects: Query<(&mut Transform, &mut MoveBackAndForthHorizontally)>,
) {
for (mut transform, mut move_data) in objects.iter_mut() {
let mut translation = transform.translation;
let mut need_toggle = false;
translation.x += move_data.speed * timer.delta_secs();
if translation.x > move_data.max_x {
translation.x = move_data.max_x;
need_toggle = true;
} else if translation.x < move_data.min_x {
translation.x = move_data.min_x;
need_toggle = true;
}
if need_toggle {
move_data.speed = -move_data.speed;
}
transform.translation = translation;
}
}
// Adjusts app settings per user input.
fn adjust_app_settings(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut app_settings: ResMut<AppSettings>,
mut point_lights: Query<Entity, With<PointLight>>,
mut spot_lights: Query<Entity, With<SpotLight>>,
mut text: Query<&mut Text>,
) {
// If there are no changes, we're going to bail for efficiency. Record that
// here.
let mut any_changes = false;
// If the user pressed P, toggle volumetric state of the point light.
if keyboard_input.just_pressed(KeyCode::KeyP) {
app_settings.volumetric_pointlight = !app_settings.volumetric_pointlight;
any_changes = true;
}
// If the user pressed L, toggle volumetric state of the spot light.
if keyboard_input.just_pressed(KeyCode::KeyL) {
app_settings.volumetric_spotlight = !app_settings.volumetric_spotlight;
any_changes = true;
}
// If there were no changes, bail out.
if !any_changes {
return;
}
// Update volumetric settings.
for point_light in point_lights.iter_mut() {
if app_settings.volumetric_pointlight {
commands.entity(point_light).insert(VolumetricLight);
} else {
commands.entity(point_light).remove::<VolumetricLight>();
}
}
for spot_light in spot_lights.iter_mut() {
if app_settings.volumetric_spotlight {
commands.entity(spot_light).insert(VolumetricLight);
} else {
commands.entity(spot_light).remove::<VolumetricLight>();
}
}
// Update the help text.
for mut text in text.iter_mut() {
*text = create_text(&app_settings);
}
}