mirror of
https://github.com/bevyengine/bevy
synced 2024-11-30 00:20:20 +00:00
118 lines
3.7 KiB
Rust
118 lines
3.7 KiB
Rust
|
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
|
||
|
|
||
|
use bevy::{
|
||
|
core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping, Skybox},
|
||
|
math::vec3,
|
||
|
pbr::{VolumetricFogSettings, VolumetricLight},
|
||
|
prelude::*,
|
||
|
};
|
||
|
|
||
|
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
|
||
|
|
||
|
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)
|
||
|
.add_systems(Startup, setup)
|
||
|
.add_systems(Update, tweak_scene)
|
||
|
.add_systems(Update, move_directional_light)
|
||
|
.run();
|
||
|
}
|
||
|
|
||
|
/// Initializes the scene.
|
||
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||
|
// Spawn the glTF scene.
|
||
|
commands.spawn(SceneBundle {
|
||
|
scene: asset_server.load("models/VolumetricFogExample/VolumetricFogExample.glb#Scene0"),
|
||
|
..default()
|
||
|
});
|
||
|
|
||
|
// Spawn the camera. Add the volumetric fog.
|
||
|
commands
|
||
|
.spawn(Camera3dBundle {
|
||
|
transform: Transform::from_xyz(-1.7, 1.5, 4.5)
|
||
|
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
|
||
|
camera: Camera {
|
||
|
hdr: true,
|
||
|
..default()
|
||
|
},
|
||
|
..default()
|
||
|
})
|
||
|
.insert(Tonemapping::TonyMcMapface)
|
||
|
.insert(BloomSettings::default())
|
||
|
.insert(Skybox {
|
||
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
||
|
brightness: 1000.0,
|
||
|
})
|
||
|
.insert(VolumetricFogSettings::default());
|
||
|
|
||
|
// Add the help text.
|
||
|
commands.spawn(
|
||
|
TextBundle {
|
||
|
text: Text::from_section(
|
||
|
"Press WASD or the arrow keys to change the light direction",
|
||
|
TextStyle {
|
||
|
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||
|
font_size: 24.0,
|
||
|
..default()
|
||
|
},
|
||
|
),
|
||
|
..default()
|
||
|
}
|
||
|
.with_style(Style {
|
||
|
position_type: PositionType::Absolute,
|
||
|
bottom: Val::Px(10.0),
|
||
|
left: Val::Px(10.0),
|
||
|
..default()
|
||
|
}),
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/// 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);
|
||
|
}
|
||
|
}
|