bevy/examples/3d/fog.rs
Carter Anderson 015f2c69ca
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

279 lines
8.3 KiB
Rust

//! 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::{
math::ops,
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
};
fn main() {
App::new()
.insert_resource(AmbientLight::NONE)
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
)
.add_systems(Update, update_system)
.run();
}
fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
DistanceFog {
color: Color::srgb(0.25, 0.25, 0.25),
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: Srgba::hex("28221B").unwrap().into(),
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((
Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(*x, 1.5, *z),
));
}
// orb
commands.spawn((
Mesh3d(meshes.add(Sphere::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("126212CC").unwrap().into(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
NotShadowCaster,
NotShadowReceiver,
));
// steps
for i in 0..50 {
let half_size = i as f32 / 2.0 + 3.0;
let y = -i as f32 / 2.0;
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(0.0, y + 0.25, 0.0),
));
}
// sky
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()
})),
Transform::from_scale(Vec3::splat(1_000_000.0)),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 1.0, 0.0),
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn update_system(
camera: Single<(&mut DistanceFog, &mut Transform)>,
mut text: Single<&mut Text>,
time: Res<Time>,
keycode: Res<ButtonInput<KeyCode>>,
) {
let now = time.elapsed_secs();
let delta = time.delta_secs();
let (mut fog, mut transform) = camera.into_inner();
// Orbit camera around pyramid
let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
*transform = Transform::from_xyz(
ops::cos(now / 5.0) * orbit_scale,
12.0 - orbit_scale / 2.0,
ops::sin(now / 5.0) * orbit_scale,
)
.looking_at(Vec3::ZERO, Vec3::Y);
// Fog Information
text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
// Fog Falloff Mode Switching
text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
if keycode.pressed(KeyCode::Digit1) {
if let FogFalloff::Linear { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Linear {
start: 5.0,
end: 20.0,
};
};
}
if keycode.pressed(KeyCode::Digit2) {
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::Digit3) {
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.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
if keycode.pressed(KeyCode::KeyA) {
*start -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyS) {
*start += delta * 3.0;
}
if keycode.pressed(KeyCode::KeyZ) {
*end -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyX) {
*end += delta * 3.0;
}
}
// Exponential Fog Controls
if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
text.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// ExponentialSquared Fog Controls
if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
text.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// RGBA Controls
text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
// We're performing various operations in the sRGB color space,
// so we convert the fog color to sRGB here, then modify it,
// and finally when we're done we can convert it back and set it.
let mut fog_color = Srgba::from(fog.color);
if keycode.pressed(KeyCode::Minus) {
fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
}
if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::BracketLeft) {
fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::BracketRight) {
fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Semicolon) {
fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Quote) {
fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Period) {
fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Slash) {
fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
}
fog.color = Color::from(fog_color);
}