bevy/examples/3d/scrolling_fog.rs
Zachary Harrold 4742f74fc4
Broaden "Check for bevy_internal imports" CI Task (#15333)
# Objective

- Fixes #15319
- Fixes #15317

## Solution

- Updated CI task to check for _any_ `bevy_*` crates, rather than just
`bevy_internal`

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-20 17:08:37 +00:00

138 lines
4.8 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;
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight};
use bevy::prelude::*;
use bevy::render::texture::{
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
};
/// 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((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::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((
DirectionalLightBundle {
transform: Transform::from_xyz(-5.0, 5.0, -7.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));
// Spawn ground mesh.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(0.0, -0.5, 0.0),
mesh: meshes.add(Cuboid::new(64.0, 1.0, 64.0)),
material: materials.add(StandardMaterial {
base_color: Color::BLACK,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// Spawn pillar standing between the camera and the sun.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(-10.0, 4.5, -11.0),
mesh: meshes.add(Cuboid::new(2.0, 9.0, 2.0)),
material: materials.add(Color::BLACK),
..default()
});
// 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((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
..default()
},
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_seconds();
}
}