bevy/examples/3d/fog.rs
Carter Anderson dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00

301 lines
8.7 KiB
Rust

//! This interactive example shows how to use distance fog,
//! and allows playing around with different fog settings.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:------------------------------------|
//! | `1` / `2` / `3` | Fog Falloff Mode |
//! | `A` / `S` | Move Start Distance (Linear Fog) |
//! | | Change Density (Exponential Fogs) |
//! | `Z` / `X` | Move End Distance (Linear Fog) |
//! | `-` / `=` | Adjust Fog Red Channel |
//! | `[` / `]` | Adjust Fog Green Channel |
//! | `;` / `'` | Adjust Fog Blue Channel |
//! | `.` / `?` | Adjust Fog Alpha Channel |
use bevy::{
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
};
fn main() {
App::new()
.insert_resource(AmbientLight::NONE)
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
)
.add_systems(Update, update_system)
.run();
}
fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3dBundle::default(),
FogSettings {
color: Color::rgba(0.25, 0.25, 0.25, 1.0),
falloff: FogFalloff::Linear {
start: 5.0,
end: 20.0,
},
..default()
},
));
}
fn setup_pyramid_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Color::hex("28221B").unwrap(),
perceptual_roughness: 1.0,
..default()
});
// pillars
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 3.0, 1.0)),
material: stone.clone(),
transform: Transform::from_xyz(*x, 1.5, *z),
..default()
});
}
// orb
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(StandardMaterial {
base_color: Color::hex("126212CC").unwrap(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
alpha_mode: AlphaMode::Blend,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1.75))
.with_translation(Vec3::new(0.0, 4.0, 0.0)),
..default()
},
NotShadowCaster,
NotShadowReceiver,
));
// steps
for i in 0..50 {
let half_size = i as f32 / 2.0 + 3.0;
let y = -i as f32 / 2.0;
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size)),
material: stone.clone(),
transform: Transform::from_xyz(0.0, y + 0.25, 0.0),
..default()
});
}
// sky
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: Color::hex("888888").unwrap(),
unlit: true,
cull_mode: None,
..default()
}),
transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
..default()
});
// light
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(0.0, 1.0, 0.0),
point_light: PointLight {
shadows_enabled: true,
..default()
},
..default()
});
}
fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn update_system(
mut camera: Query<(&mut FogSettings, &mut Transform)>,
mut text: Query<&mut Text>,
time: Res<Time>,
keycode: Res<ButtonInput<KeyCode>>,
) {
let now = time.elapsed_seconds();
let delta = time.delta_seconds();
let (mut fog, mut transform) = camera.single_mut();
let mut text = text.single_mut();
// Orbit camera around pyramid
let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
*transform = Transform::from_xyz(
(now / 5.0).cos() * orbit_scale,
12.0 - orbit_scale / 2.0,
(now / 5.0).sin() * orbit_scale,
)
.looking_at(Vec3::ZERO, Vec3::Y);
// Fog Information
text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
// Fog Falloff Mode Switching
text.sections[0]
.value
.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
if keycode.pressed(KeyCode::Digit1) {
if let FogFalloff::Linear { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Linear {
start: 5.0,
end: 20.0,
};
};
}
if keycode.pressed(KeyCode::Digit2) {
if let FogFalloff::Exponential { .. } = fog.falloff {
// No change
} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
fog.falloff = FogFalloff::Exponential { density };
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
if keycode.pressed(KeyCode::Digit3) {
if let FogFalloff::Exponential { density } = fog.falloff {
fog.falloff = FogFalloff::ExponentialSquared { density };
} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
// Linear Fog Controls
if let FogFalloff::Linear {
ref mut start,
ref mut end,
} = &mut fog.falloff
{
text.sections[0]
.value
.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
if keycode.pressed(KeyCode::KeyA) {
*start -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyS) {
*start += delta * 3.0;
}
if keycode.pressed(KeyCode::KeyZ) {
*end -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyX) {
*end += delta * 3.0;
}
}
// Exponential Fog Controls
if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
text.sections[0].value.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// ExponentialSquared Fog Controls
if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
text.sections[0].value.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// RGBA Controls
text.sections[0]
.value
.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
if keycode.pressed(KeyCode::Minus) {
let r = (fog.color.r() - 0.1 * delta).max(0.0);
fog.color.set_r(r);
}
if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
let r = (fog.color.r() + 0.1 * delta).min(1.0);
fog.color.set_r(r);
}
if keycode.pressed(KeyCode::BracketLeft) {
let g = (fog.color.g() - 0.1 * delta).max(0.0);
fog.color.set_g(g);
}
if keycode.pressed(KeyCode::BracketRight) {
let g = (fog.color.g() + 0.1 * delta).min(1.0);
fog.color.set_g(g);
}
if keycode.pressed(KeyCode::Semicolon) {
let b = (fog.color.b() - 0.1 * delta).max(0.0);
fog.color.set_b(b);
}
if keycode.pressed(KeyCode::Quote) {
let b = (fog.color.b() + 0.1 * delta).min(1.0);
fog.color.set_b(b);
}
if keycode.pressed(KeyCode::Period) {
let a = (fog.color.a() - 0.1 * delta).max(0.0);
fog.color.set_a(a);
}
if keycode.pressed(KeyCode::Slash) {
let a = (fog.color.a() + 0.1 * delta).min(1.0);
fog.color.set_a(a);
}
}