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>
124 lines
3.9 KiB
Rust
124 lines
3.9 KiB
Rust
//! This example showcases atmospheric fog
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:---------------------------------------|
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//! | `Spacebar` | Toggle Atmospheric Fog |
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//! | `S` | Toggle Directional Light Fog Influence |
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use bevy::{
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pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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prelude::*,
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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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.add_systems(
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Startup,
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(setup_camera_fog, setup_terrain_scene, setup_instructions),
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)
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.add_systems(Update, toggle_system)
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.run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(-1.0, 0.1, 1.0)
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.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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..default()
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},
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DistanceFog {
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color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
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directional_light_exponent: 30.0,
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falloff: FogFalloff::from_visibility_colors(
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15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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),
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},
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));
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}
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fn setup_terrain_scene(
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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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asset_server: Res<AssetServer>,
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) {
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// Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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let cascade_shadow_config = CascadeShadowConfigBuilder {
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first_cascade_far_bound: 0.3,
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maximum_distance: 3.0,
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..default()
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}
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.build();
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// Sun
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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color: Color::srgb(0.98, 0.95, 0.82),
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(0.0, 0.0, 0.0)
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.looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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cascade_shadow_config,
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..default()
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});
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// Terrain
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commands.spawn(SceneBundle {
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf")),
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..default()
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});
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// Sky
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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material: materials.add(StandardMaterial {
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base_color: Srgba::hex("888888").unwrap().into(),
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unlit: true,
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cull_mode: None,
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..default()
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}),
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transform: Transform::from_scale(Vec3::splat(20.0)),
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..default()
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},
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NotShadowCaster,
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));
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}
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fn setup_instructions(mut commands: Commands) {
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commands.spawn(
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TextBundle::from_section(
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"Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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TextStyle::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(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 toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut DistanceFog>) {
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let mut fog = fog.single_mut();
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if keycode.just_pressed(KeyCode::Space) {
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let a = fog.color.alpha();
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fog.color.set_alpha(1.0 - a);
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}
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if keycode.just_pressed(KeyCode::KeyS) {
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let a = fog.directional_light_color.alpha();
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fog.directional_light_color.set_alpha(0.5 - a);
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}
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}
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