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https://github.com/bevyengine/bevy
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015f2c69ca
# 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(); } } ```
269 lines
8.1 KiB
Rust
269 lines
8.1 KiB
Rust
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
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use bevy::{
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color::palettes::css::RED,
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core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
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math::vec3,
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pbr::{FogVolume, VolumetricFog, VolumetricLight},
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prelude::*,
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};
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const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
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/// The current settings that the user has chosen.
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#[derive(Resource)]
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struct AppSettings {
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/// Whether volumetric spot light is on.
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volumetric_spotlight: bool,
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/// Whether volumetric point light is on.
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volumetric_pointlight: bool,
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}
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impl Default for AppSettings {
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fn default() -> Self {
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Self {
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volumetric_spotlight: true,
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volumetric_pointlight: true,
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}
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}
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}
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// Define a struct to store parameters for the point light's movement.
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#[derive(Component)]
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struct MoveBackAndForthHorizontally {
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min_x: f32,
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max_x: f32,
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speed: f32,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::Srgba(Srgba {
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red: 0.02,
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green: 0.02,
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blue: 0.02,
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alpha: 1.0,
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})))
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.insert_resource(AmbientLight::NONE)
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.init_resource::<AppSettings>()
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.add_systems(Startup, setup)
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.add_systems(Update, tweak_scene)
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.add_systems(Update, (move_directional_light, move_point_light))
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.add_systems(Update, adjust_app_settings)
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.run();
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}
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/// Initializes the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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// Spawn the glTF scene.
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
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)));
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// Spawn the camera.
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commands
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.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
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Tonemapping::TonyMcMapface,
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Bloom::default(),
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))
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.insert(Skybox {
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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brightness: 1000.0,
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..default()
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})
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.insert(VolumetricFog {
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// This value is explicitly set to 0 since we have no environment map light
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ambient_intensity: 0.0,
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..default()
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});
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// Add the point light
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commands.spawn((
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Transform::from_xyz(-0.4, 1.9, 1.0),
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PointLight {
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shadows_enabled: true,
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range: 150.0,
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color: RED.into(),
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intensity: 1000.0,
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..default()
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},
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VolumetricLight,
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MoveBackAndForthHorizontally {
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min_x: -1.93,
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max_x: -0.4,
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speed: -0.2,
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},
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));
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// Add the spot light
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commands.spawn((
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Transform::from_xyz(-1.8, 3.9, -2.7).looking_at(Vec3::ZERO, Vec3::Y),
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SpotLight {
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intensity: 5000.0, // lumens
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color: Color::WHITE,
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shadows_enabled: true,
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inner_angle: 0.76,
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outer_angle: 0.94,
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..default()
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},
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VolumetricLight,
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));
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// Add the fog volume.
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commands.spawn((
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FogVolume::default(),
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Transform::from_scale(Vec3::splat(35.0)),
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));
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// Add the help text.
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commands.spawn((
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create_text(&app_settings),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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fn create_text(app_settings: &AppSettings) -> Text {
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format!(
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"{}\n{}\n{}",
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"Press WASD or the arrow keys to change the direction of the directional light",
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if app_settings.volumetric_pointlight {
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"Press P to turn volumetric point light off"
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} else {
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"Press P to turn volumetric point light on"
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},
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if app_settings.volumetric_spotlight {
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"Press L to turn volumetric spot light off"
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} else {
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"Press L to turn volumetric spot light on"
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}
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)
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.into()
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}
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/// A system that makes directional lights in the glTF scene into volumetric
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/// lights with shadows.
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fn tweak_scene(
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mut commands: Commands,
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mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
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) {
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for (light, mut directional_light) in lights.iter_mut() {
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// Shadows are needed for volumetric lights to work.
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directional_light.shadows_enabled = true;
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commands.entity(light).insert(VolumetricLight);
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}
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}
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/// Processes user requests to move the directional light.
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fn move_directional_light(
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input: Res<ButtonInput<KeyCode>>,
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mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
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) {
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let mut delta_theta = Vec2::ZERO;
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if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
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delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
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delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
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delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
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delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if delta_theta == Vec2::ZERO {
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return;
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}
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let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
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for mut transform in directional_lights.iter_mut() {
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transform.rotate(delta_quat);
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}
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}
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// Toggle point light movement between left and right.
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fn move_point_light(
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timer: Res<Time>,
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mut objects: Query<(&mut Transform, &mut MoveBackAndForthHorizontally)>,
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) {
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for (mut transform, mut move_data) in objects.iter_mut() {
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let mut translation = transform.translation;
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let mut need_toggle = false;
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translation.x += move_data.speed * timer.delta_secs();
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if translation.x > move_data.max_x {
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translation.x = move_data.max_x;
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need_toggle = true;
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} else if translation.x < move_data.min_x {
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translation.x = move_data.min_x;
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need_toggle = true;
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}
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if need_toggle {
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move_data.speed = -move_data.speed;
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}
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transform.translation = translation;
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}
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}
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// Adjusts app settings per user input.
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fn adjust_app_settings(
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mut commands: Commands,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_settings: ResMut<AppSettings>,
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mut point_lights: Query<Entity, With<PointLight>>,
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mut spot_lights: Query<Entity, With<SpotLight>>,
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mut text: Query<&mut Text>,
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) {
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// If there are no changes, we're going to bail for efficiency. Record that
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// here.
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let mut any_changes = false;
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// If the user pressed P, toggle volumetric state of the point light.
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if keyboard_input.just_pressed(KeyCode::KeyP) {
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app_settings.volumetric_pointlight = !app_settings.volumetric_pointlight;
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any_changes = true;
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}
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// If the user pressed L, toggle volumetric state of the spot light.
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if keyboard_input.just_pressed(KeyCode::KeyL) {
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app_settings.volumetric_spotlight = !app_settings.volumetric_spotlight;
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any_changes = true;
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}
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// If there were no changes, bail out.
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if !any_changes {
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return;
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}
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// Update volumetric settings.
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for point_light in point_lights.iter_mut() {
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if app_settings.volumetric_pointlight {
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commands.entity(point_light).insert(VolumetricLight);
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} else {
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commands.entity(point_light).remove::<VolumetricLight>();
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}
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}
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for spot_light in spot_lights.iter_mut() {
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if app_settings.volumetric_spotlight {
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commands.entity(spot_light).insert(VolumetricLight);
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} else {
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commands.entity(spot_light).remove::<VolumetricLight>();
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}
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}
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// Update the help text.
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for mut text in text.iter_mut() {
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*text = create_text(&app_settings);
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}
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}
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