bevy/examples/3d/volumetric_fog.rs
Sou1gh0st 9da18cce2a
Add support for environment map transformation (#14290)
# Objective

- Fixes: https://github.com/bevyengine/bevy/issues/14036

## Solution

- Add a world space transformation for the environment sample direction.

## Testing

- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.


https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb


## Migration Guide

- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
2024-07-19 15:00:50 +00:00

127 lines
3.9 KiB
Rust

//! Demonstrates volumetric fog and lighting (light shafts or god rays).
use bevy::{
core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping, Skybox},
math::vec3,
pbr::{FogVolumeBundle, VolumetricFogSettings, VolumetricLight},
prelude::*,
};
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::Srgba(Srgba {
red: 0.02,
green: 0.02,
blue: 0.02,
alpha: 1.0,
})))
.insert_resource(AmbientLight::NONE)
.add_systems(Startup, setup)
.add_systems(Update, tweak_scene)
.add_systems(Update, move_directional_light)
.run();
}
/// Initializes the scene.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn the glTF scene.
commands.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0)
.from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
),
..default()
});
// Spawn the camera.
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-1.7, 1.5, 4.5)
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
..default()
})
.insert(Tonemapping::TonyMcMapface)
.insert(BloomSettings::default())
.insert(Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: 1000.0,
..default()
})
.insert(VolumetricFogSettings {
// This value is explicitly set to 0 since we have no environment map light
ambient_intensity: 0.0,
..default()
});
// Add the fog volume.
commands.spawn(FogVolumeBundle {
transform: Transform::from_scale(Vec3::splat(35.0)),
..default()
});
// Add the help text.
commands.spawn(
TextBundle {
text: Text::from_section(
"Press WASD or the arrow keys to change the light direction",
TextStyle::default(),
),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// A system that makes directional lights in the glTF scene into volumetric
/// lights with shadows.
fn tweak_scene(
mut commands: Commands,
mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
) {
for (light, mut directional_light) in lights.iter_mut() {
// Shadows are needed for volumetric lights to work.
directional_light.shadows_enabled = true;
commands.entity(light).insert(VolumetricLight);
}
}
/// Processes user requests to move the directional light.
fn move_directional_light(
input: Res<ButtonInput<KeyCode>>,
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
) {
let mut delta_theta = Vec2::ZERO;
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if delta_theta == Vec2::ZERO {
return;
}
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
for mut transform in directional_lights.iter_mut() {
transform.rotate(delta_quat);
}
}