bevy/examples/3d/fog.rs

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Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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//! This interactive example shows how to use distance fog,
//! and allows playing around with different fog settings.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:------------------------------------|
//! | `1` / `2` / `3` | Fog Falloff Mode |
//! | `A` / `S` | Move Start Distance (Linear Fog) |
//! | | Change Density (Exponential Fogs) |
//! | `Z` / `X` | Move End Distance (Linear Fog) |
//! | `-` / `=` | Adjust Fog Red Channel |
//! | `[` / `]` | Adjust Fog Green Channel |
//! | `;` / `'` | Adjust Fog Blue Channel |
//! | `.` / `?` | Adjust Fog Alpha Channel |
use bevy::{
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
)
.add_systems(Update, update_system)
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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.run();
}
fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3dBundle::default(),
FogSettings {
color: Color::rgba(0.25, 0.25, 0.25, 1.0),
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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falloff: FogFalloff::Linear {
start: 5.0,
end: 20.0,
},
..default()
},
));
}
fn setup_pyramid_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Color::hex("28221B").unwrap(),
perceptual_roughness: 1.0,
..default()
});
// pillars
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box {
min_x: -0.5,
max_x: 0.5,
min_z: -0.5,
max_z: 0.5,
min_y: 0.0,
max_y: 3.0,
})),
material: stone.clone(),
transform: Transform::from_xyz(*x, 0.0, *z),
..default()
});
}
// orb
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::try_from(shape::Icosphere::default()).unwrap()),
material: materials.add(StandardMaterial {
base_color: Color::hex("126212CC").unwrap(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1.75))
.with_translation(Vec3::new(0.0, 4.0, 0.0)),
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
// steps
for i in 0..50 {
let size = i as f32 / 2.0 + 3.0;
let y = -i as f32 / 2.0;
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box {
min_x: -size,
max_x: size,
min_z: -size,
max_z: size,
min_y: 0.0,
max_y: 0.5,
})),
material: stone.clone(),
transform: Transform::from_xyz(0.0, y, 0.0),
..default()
});
}
// sky
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Box::default())),
material: materials.add(StandardMaterial {
base_color: Color::hex("888888").unwrap(),
unlit: true,
cull_mode: None,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(0.0, 1.0, 0.0),
point_light: PointLight {
intensity: 1500.,
range: 100.,
shadows_enabled: true,
..default()
},
..default()
});
}
fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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}
fn update_system(
mut camera: Query<(&mut FogSettings, &mut Transform)>,
mut text: Query<&mut Text>,
time: Res<Time>,
keycode: Res<ButtonInput<KeyCode>>,
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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) {
let now = time.elapsed_seconds();
let delta = time.delta_seconds();
let (mut fog, mut transform) = camera.single_mut();
let mut text = text.single_mut();
// Orbit camera around pyramid
let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
*transform = Transform::from_xyz(
(now / 5.0).cos() * orbit_scale,
12.0 - orbit_scale / 2.0,
(now / 5.0).sin() * orbit_scale,
)
.looking_at(Vec3::ZERO, Vec3::Y);
// Fog Information
text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
// Fog Falloff Mode Switching
text.sections[0]
.value
.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
if keycode.pressed(KeyCode::Key1) {
if let FogFalloff::Linear { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Linear {
start: 5.0,
end: 20.0,
};
};
}
if keycode.pressed(KeyCode::Key2) {
if let FogFalloff::Exponential { .. } = fog.falloff {
// No change
} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
fog.falloff = FogFalloff::Exponential { density };
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
if keycode.pressed(KeyCode::Key3) {
if let FogFalloff::Exponential { density } = fog.falloff {
fog.falloff = FogFalloff::ExponentialSquared { density };
} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
// Linear Fog Controls
if let FogFalloff::Linear {
ref mut start,
ref mut end,
} = &mut fog.falloff
{
text.sections[0]
.value
.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
if keycode.pressed(KeyCode::A) {
*start -= delta * 3.0;
}
if keycode.pressed(KeyCode::S) {
*start += delta * 3.0;
}
if keycode.pressed(KeyCode::Z) {
*end -= delta * 3.0;
}
if keycode.pressed(KeyCode::X) {
*end += delta * 3.0;
}
}
// Exponential Fog Controls
if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
text.sections[0].value.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::A) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::S) {
*density += delta * 0.5 * *density;
}
}
// ExponentialSquared Fog Controls
if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
text.sections[0].value.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::A) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::S) {
*density += delta * 0.5 * *density;
}
}
// RGBA Controls
text.sections[0]
.value
.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
if keycode.pressed(KeyCode::Minus) {
let r = (fog.color.r() - 0.1 * delta).max(0.0);
fog.color.set_r(r);
}
if keycode.pressed(KeyCode::Equals) {
let r = (fog.color.r() + 0.1 * delta).min(1.0);
fog.color.set_r(r);
}
if keycode.pressed(KeyCode::BracketLeft) {
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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let g = (fog.color.g() - 0.1 * delta).max(0.0);
fog.color.set_g(g);
}
if keycode.pressed(KeyCode::BracketRight) {
Add Distance and Atmospheric Fog support (#6412) <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png"> <img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png"> # Objective - Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect. ## Solution This PR: - Introduces a new `FogSettings` component that controls distance fog per-camera. - Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog; - Adds support for directional light influence over fog color; - Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types; - Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping); - Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`) - Adds convenience methods for easier artistic control when creating non-linear fog types; - Adds documentation around fog. --- ## Changelog ### Added - Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component; - Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
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let g = (fog.color.g() + 0.1 * delta).min(1.0);
fog.color.set_g(g);
}
if keycode.pressed(KeyCode::Semicolon) {
let b = (fog.color.b() - 0.1 * delta).max(0.0);
fog.color.set_b(b);
}
if keycode.pressed(KeyCode::Apostrophe) {
let b = (fog.color.b() + 0.1 * delta).min(1.0);
fog.color.set_b(b);
}
if keycode.pressed(KeyCode::Period) {
let a = (fog.color.a() - 0.1 * delta).max(0.0);
fog.color.set_a(a);
}
if keycode.pressed(KeyCode::Slash) {
let a = (fog.color.a() + 0.1 * delta).min(1.0);
fog.color.set_a(a);
}
}