bevy/examples/3d/fog_volumes.rs

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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>
2024-07-15 20:14:12 -07:00
//! Demonstrates fog volumes with voxel density textures.
//!
//! We render the Stanford bunny as a fog volume. Parts of the bunny become
//! lighter and darker as the camera rotates. This is physically-accurate
//! behavior that results from the scattering and absorption of the directional
//! light.
use bevy::{
math::vec3,
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 04:11:46 +03:00
pbr::{FogVolume, VolumetricFog, 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>
2024-07-15 20:14:12 -07:00
prelude::*,
The Cooler 'Retain Rendering World' (#15320) - Adopted from #14449 - Still fixes #12144. ## Migration Guide The retained render world is a complex change: migrating might take one of a few different forms depending on the patterns you're using. For every example, we specify in which world the code is run. Most of the changes affect render world code, so for the average Bevy user who's using Bevy's high-level rendering APIs, these changes are unlikely to affect your code. ### Spawning entities in the render world Previously, if you spawned an entity with `world.spawn(...)`, `commands.spawn(...)` or some other method in the rendering world, it would be despawned at the end of each frame. In 0.15, this is no longer the case and so your old code could leak entities. This can be mitigated by either re-architecting your code to no longer continuously spawn entities (like you're used to in the main world), or by adding the `bevy_render::world_sync::TemporaryRenderEntity` component to the entity you're spawning. Entities tagged with `TemporaryRenderEntity` will be removed at the end of each frame (like before). ### Extract components with `ExtractComponentPlugin` ``` // main world app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default()); ``` `ExtractComponentPlugin` has been changed to only work with synced entities. Entities are automatically synced if `ComponentToExtract` is added to them. However, entities are not "unsynced" if any given `ComponentToExtract` is removed, because an entity may have multiple components to extract. This would cause the other components to no longer get extracted because the entity is not synced. So be careful when only removing extracted components from entities in the render world, because it might leave an entity behind in the render world. The solution here is to avoid only removing extracted components and instead despawn the entire entity. ### Manual extraction using `Extract<Query<(Entity, ...)>>` ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(Entity, &Clusters, &Camera)>>, ) { for (entity, clusters, camera) in &views { // some code commands.get_or_spawn(entity).insert(...); } } ``` One of the primary consequences of the retained rendering world is that there's no longer a one-to-one mapping from entity IDs in the main world to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the main world doesn't necessarily map to entity 42 in the render world. Previous code which called `get_or_spawn(main_world_entity)` in the render world (`Extract<Query<(Entity, ...)>>` returns main world entities). Instead, you should use `&RenderEntity` and `render_entity.id()` to get the correct entity in the render world. Note that this entity does need to be synced first in order to have a `RenderEntity`. When performing manual abstraction, this won't happen automatically (like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker component to the entities you want to extract. This results in the following code: ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>, ) { for (render_entity, clusters, camera) in &views { // some code commands.get_or_spawn(render_entity.id()).insert(...); } } // in main world, when spawning world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld) ``` ### Looking up `Entity` ids in the render world As previously stated, there's now no correspondence between main world and render world `Entity` identifiers. Querying for `Entity` in the render world will return the `Entity` id in the render world: query for `MainEntity` (and use its `id()` method) to get the corresponding entity in the main world. This is also a good way to tell the difference between synced and unsynced entities in the render world, because unsynced entities won't have a `MainEntity` component. --------- Co-authored-by: re0312 <re0312@outlook.com> Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com> Co-authored-by: Periwink <charlesbour@gmail.com> Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com> Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-30 20:51:43 +02:00
render::world_sync::SyncToRenderWorld,
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>
2024-07-15 20:14:12 -07:00
};
/// Entry point.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Fog Volumes Example".into(),
..default()
}),
..default()
}))
.insert_resource(AmbientLight::NONE)
.add_systems(Startup, setup)
.add_systems(Update, rotate_camera)
.run();
}
/// Spawns all the objects in the scene.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn a fog volume with a voxelized version of the Stanford bunny.
commands
.spawn(SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
})
.insert(FogVolume {
density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
density_factor: 1.0,
// Scatter as much of the light as possible, to brighten the bunny
// up.
scattering: 1.0,
..default()
The Cooler 'Retain Rendering World' (#15320) - Adopted from #14449 - Still fixes #12144. ## Migration Guide The retained render world is a complex change: migrating might take one of a few different forms depending on the patterns you're using. For every example, we specify in which world the code is run. Most of the changes affect render world code, so for the average Bevy user who's using Bevy's high-level rendering APIs, these changes are unlikely to affect your code. ### Spawning entities in the render world Previously, if you spawned an entity with `world.spawn(...)`, `commands.spawn(...)` or some other method in the rendering world, it would be despawned at the end of each frame. In 0.15, this is no longer the case and so your old code could leak entities. This can be mitigated by either re-architecting your code to no longer continuously spawn entities (like you're used to in the main world), or by adding the `bevy_render::world_sync::TemporaryRenderEntity` component to the entity you're spawning. Entities tagged with `TemporaryRenderEntity` will be removed at the end of each frame (like before). ### Extract components with `ExtractComponentPlugin` ``` // main world app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default()); ``` `ExtractComponentPlugin` has been changed to only work with synced entities. Entities are automatically synced if `ComponentToExtract` is added to them. However, entities are not "unsynced" if any given `ComponentToExtract` is removed, because an entity may have multiple components to extract. This would cause the other components to no longer get extracted because the entity is not synced. So be careful when only removing extracted components from entities in the render world, because it might leave an entity behind in the render world. The solution here is to avoid only removing extracted components and instead despawn the entire entity. ### Manual extraction using `Extract<Query<(Entity, ...)>>` ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(Entity, &Clusters, &Camera)>>, ) { for (entity, clusters, camera) in &views { // some code commands.get_or_spawn(entity).insert(...); } } ``` One of the primary consequences of the retained rendering world is that there's no longer a one-to-one mapping from entity IDs in the main world to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the main world doesn't necessarily map to entity 42 in the render world. Previous code which called `get_or_spawn(main_world_entity)` in the render world (`Extract<Query<(Entity, ...)>>` returns main world entities). Instead, you should use `&RenderEntity` and `render_entity.id()` to get the correct entity in the render world. Note that this entity does need to be synced first in order to have a `RenderEntity`. When performing manual abstraction, this won't happen automatically (like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker component to the entities you want to extract. This results in the following code: ```rust // in render world, inspired by bevy_pbr/src/cluster/mod.rs pub fn extract_clusters( mut commands: Commands, views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>, ) { for (render_entity, clusters, camera) in &views { // some code commands.get_or_spawn(render_entity.id()).insert(...); } } // in main world, when spawning world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld) ``` ### Looking up `Entity` ids in the render world As previously stated, there's now no correspondence between main world and render world `Entity` identifiers. Querying for `Entity` in the render world will return the `Entity` id in the render world: query for `MainEntity` (and use its `id()` method) to get the corresponding entity in the main world. This is also a good way to tell the difference between synced and unsynced entities in the render world, because unsynced entities won't have a `MainEntity` component. --------- Co-authored-by: re0312 <re0312@outlook.com> Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com> Co-authored-by: Periwink <charlesbour@gmail.com> Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com> Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-30 20:51:43 +02:00
})
// indicates that this fog volume needs to be Synchronized to the render world
.insert(SyncToRenderWorld);
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>
2024-07-15 20:14:12 -07:00
// Spawn a bright directional light that illuminates the fog well.
commands
.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
illuminance: 32000.0,
..default()
},
..default()
})
// Make sure to add this for the light to interact with the fog.
.insert(VolumetricLight);
// Spawn a camera.
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-0.75, 1.0, 2.0)
.looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
..default()
})
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 04:11:46 +03:00
.insert(VolumetricFog {
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>
2024-07-15 20:14:12 -07:00
// Make this relatively high in order to increase the fog quality.
step_count: 64,
// Disable ambient light.
ambient_intensity: 0.0,
..default()
});
}
/// Rotates the camera a bit every frame.
fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
for mut camera_transform in cameras.iter_mut() {
*camera_transform =
Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
.looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
}
}