mirror of
https://github.com/bevyengine/bevy
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afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
138 lines
4.8 KiB
Rust
138 lines
4.8 KiB
Rust
//! Showcases a `FogVolume`'s density texture being scrolled over time to create
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//! the effect of fog moving in the wind.
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//!
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//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
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//! is moved every frame to achieve this.
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//!
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//! The example also utilizes the jitter option of `VolumetricFog` in tandem
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//! with temporal anti-aliasing to improve the visual quality of the effect.
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//!
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//! The camera is looking at a pillar with the sun peaking behind it. The light
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//! interactions change based on the density of the fog.
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use bevy::core_pipeline::bloom::Bloom;
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use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
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use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight};
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use bevy::prelude::*;
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use bevy_render::texture::{
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
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};
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/// Initializes the example.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Scrolling Fog".into(),
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..default()
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}),
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..default()
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}))
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(TemporalAntiAliasPlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, scroll_fog)
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.run();
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}
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/// Spawns all entities into the scene.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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assets: Res<AssetServer>,
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) {
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// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 2.0, 0.0)
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.looking_at(Vec3::new(-5.0, 3.5, -6.0), 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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msaa: Msaa::Off,
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..default()
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},
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TemporalAntiAliasBundle::default(),
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Bloom::default(),
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VolumetricFog {
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ambient_intensity: 0.0,
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jitter: 0.5,
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..default()
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},
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));
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// Spawn a directional light shining at the camera with the VolumetricLight component.
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commands.spawn((
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DirectionalLightBundle {
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transform: Transform::from_xyz(-5.0, 5.0, -7.0)
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.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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},
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VolumetricLight,
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));
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// Spawn ground mesh.
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commands.spawn(PbrBundle {
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transform: Transform::from_xyz(0.0, -0.5, 0.0),
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mesh: meshes.add(Cuboid::new(64.0, 1.0, 64.0)),
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material: materials.add(StandardMaterial {
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base_color: Color::BLACK,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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// Spawn pillar standing between the camera and the sun.
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commands.spawn(PbrBundle {
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transform: Transform::from_xyz(-10.0, 4.5, -11.0),
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mesh: meshes.add(Cuboid::new(2.0, 9.0, 2.0)),
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material: materials.add(Color::BLACK),
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..default()
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});
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// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
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// so that the texture wraps around as the density texture offset is moved along.
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// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
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let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
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*settings = ImageLoaderSettings {
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sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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address_mode_u: ImageAddressMode::Repeat,
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address_mode_v: ImageAddressMode::Repeat,
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address_mode_w: ImageAddressMode::Repeat,
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mag_filter: ImageFilterMode::Linear,
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min_filter: ImageFilterMode::Linear,
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mipmap_filter: ImageFilterMode::Linear,
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..default()
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}),
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..default()
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}
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});
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// Spawn a FogVolume and use the repeating noise texture as its density texture.
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commands.spawn((
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SpatialBundle {
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visibility: Visibility::Visible,
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transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
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..default()
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},
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FogVolume {
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density_texture: Some(noise_texture),
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density_factor: 0.05,
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..default()
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},
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));
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}
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/// Moves fog density texture offset every frame.
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fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
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for mut fog_volume in query.iter_mut() {
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fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
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}
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}
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