mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 05:33:04 +00:00
40640fdf42
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
130 lines
4.4 KiB
Rust
130 lines
4.4 KiB
Rust
//! Showcases a `FogVolume`'s density texture being scrolled over time to create
|
|
//! the effect of fog moving in the wind.
|
|
//!
|
|
//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
|
|
//! is moved every frame to achieve this.
|
|
//!
|
|
//! The example also utilizes the jitter option of `VolumetricFog` in tandem
|
|
//! with temporal anti-aliasing to improve the visual quality of the effect.
|
|
//!
|
|
//! The camera is looking at a pillar with the sun peaking behind it. The light
|
|
//! interactions change based on the density of the fog.
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
bloom::Bloom,
|
|
experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
|
|
},
|
|
image::{
|
|
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
|
|
ImageSamplerDescriptor,
|
|
},
|
|
pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
|
|
prelude::*,
|
|
};
|
|
|
|
/// Initializes the example.
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "Bevy Scrolling Fog".into(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
.add_plugins(TemporalAntiAliasPlugin)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, scroll_fog)
|
|
.run();
|
|
}
|
|
|
|
/// Spawns all entities into the scene.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
assets: Res<AssetServer>,
|
|
) {
|
|
// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
|
|
Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
Msaa::Off,
|
|
TemporalAntiAliasing::default(),
|
|
Bloom::default(),
|
|
VolumetricFog {
|
|
ambient_intensity: 0.0,
|
|
jitter: 0.5,
|
|
..default()
|
|
},
|
|
));
|
|
|
|
// Spawn a directional light shining at the camera with the VolumetricLight component.
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
|
VolumetricLight,
|
|
));
|
|
|
|
// Spawn ground mesh.
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Color::BLACK,
|
|
perceptual_roughness: 1.0,
|
|
..default()
|
|
})),
|
|
Transform::from_xyz(0.0, -0.5, 0.0),
|
|
));
|
|
|
|
// Spawn pillar standing between the camera and the sun.
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
|
|
MeshMaterial3d(materials.add(Color::BLACK)),
|
|
Transform::from_xyz(-10.0, 4.5, -11.0),
|
|
));
|
|
|
|
// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
|
|
// so that the texture wraps around as the density texture offset is moved along.
|
|
// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
|
|
let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
|
|
*settings = ImageLoaderSettings {
|
|
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
|
|
address_mode_u: ImageAddressMode::Repeat,
|
|
address_mode_v: ImageAddressMode::Repeat,
|
|
address_mode_w: ImageAddressMode::Repeat,
|
|
mag_filter: ImageFilterMode::Linear,
|
|
min_filter: ImageFilterMode::Linear,
|
|
mipmap_filter: ImageFilterMode::Linear,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}
|
|
});
|
|
|
|
// Spawn a FogVolume and use the repeating noise texture as its density texture.
|
|
commands.spawn((
|
|
Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
|
|
FogVolume {
|
|
density_texture: Some(noise_texture),
|
|
density_factor: 0.05,
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
/// Moves fog density texture offset every frame.
|
|
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
|
|
for mut fog_volume in query.iter_mut() {
|
|
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_secs();
|
|
}
|
|
}
|