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# Objective - Fixes #13521 ## Solution Set `ambient_intensity` to 0.0 in volumetric_fog example. I chose setting it explicitly over changing the default in order to make it clear that this needs to be set depending on whether you have an `EnvironmentMapLight`. See documentation for `ambient_intensity` and related members. ## Testing - Run the volumetric_fog example and notice how the light shown in #13521 is not there anymore, as expected. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
121 lines
3.8 KiB
Rust
121 lines
3.8 KiB
Rust
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
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use bevy::{
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core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping, Skybox},
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math::vec3,
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pbr::{VolumetricFogSettings, 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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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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.add_systems(Startup, setup)
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.add_systems(Update, tweak_scene)
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.add_systems(Update, move_directional_light)
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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>) {
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// Spawn the glTF scene.
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/VolumetricFogExample/VolumetricFogExample.glb#Scene0"),
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..default()
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});
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// Spawn the camera. Add the volumetric fog.
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commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-1.7, 1.5, 4.5)
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.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
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camera: Camera {
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hdr: true,
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..default()
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},
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..default()
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})
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.insert(Tonemapping::TonyMcMapface)
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.insert(BloomSettings::default())
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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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})
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.insert(VolumetricFogSettings {
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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 help text.
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commands.spawn(
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TextBundle {
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text: Text::from_section(
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"Press WASD or the arrow keys to change the light direction",
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TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 24.0,
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..default()
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},
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),
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..default()
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}
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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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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