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https://github.com/bevyengine/bevy
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# Objective - Standardize on screen instructions in examples: - top left, bottom left when better - white, black when better - same margin (12px) and font size (20) ## Solution - Started with a few examples, let's reach consensus then document and open issues for the rest
125 lines
3.9 KiB
Rust
125 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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FogSettings {
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color: Color::rgba(0.1, 0.2, 0.4, 1.0),
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directional_light_color: Color::rgba(1.0, 0.95, 0.75, 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::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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Color::rgb(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::rgb(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.load("models/terrain/Mountains.gltf#Scene0"),
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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(Mesh::from(shape::Box::default())),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("888888").unwrap(),
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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((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 {
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font_size: 20.0,
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color: Color::WHITE,
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..default()
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},
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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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fn toggle_system(keycode: Res<Input<KeyCode>>, mut fog: Query<&mut FogSettings>) {
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let mut fog_settings = fog.single_mut();
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if keycode.just_pressed(KeyCode::Space) {
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let a = fog_settings.color.a();
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fog_settings.color.set_a(1.0 - a);
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}
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if keycode.just_pressed(KeyCode::S) {
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let a = fog_settings.directional_light_color.a();
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fog_settings.directional_light_color.set_a(0.5 - a);
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}
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}
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