mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
108 lines
3.5 KiB
Rust
108 lines
3.5 KiB
Rust
//! This example showcases atmospheric fog
|
|
//!
|
|
//! ## Controls
|
|
//!
|
|
//! | Key Binding | Action |
|
|
//! |:-------------------|:---------------------------------------|
|
|
//! | `Spacebar` | Toggle Atmospheric Fog |
|
|
//! | `S` | Toggle Directional Light Fog Influence |
|
|
|
|
use bevy::{
|
|
pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(
|
|
Startup,
|
|
(setup_camera_fog, setup_terrain_scene, setup_instructions),
|
|
)
|
|
.add_systems(Update, toggle_system)
|
|
.run();
|
|
}
|
|
|
|
fn setup_camera_fog(mut commands: Commands) {
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
|
DistanceFog {
|
|
color: Color::srgba(0.35, 0.48, 0.66, 1.0),
|
|
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
|
|
directional_light_exponent: 30.0,
|
|
falloff: FogFalloff::from_visibility_colors(
|
|
15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
|
|
Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
|
|
Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
|
|
),
|
|
},
|
|
));
|
|
}
|
|
|
|
fn setup_terrain_scene(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
|
|
let cascade_shadow_config = CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 0.3,
|
|
maximum_distance: 3.0,
|
|
..default()
|
|
}
|
|
.build();
|
|
|
|
// Sun
|
|
commands.spawn((
|
|
DirectionalLight {
|
|
color: Color::srgb(0.98, 0.95, 0.82),
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
|
|
cascade_shadow_config,
|
|
));
|
|
|
|
// Terrain
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
|
|
)));
|
|
|
|
// Sky
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
|
|
MeshMaterial3d(materials.add(StandardMaterial {
|
|
base_color: Srgba::hex("888888").unwrap().into(),
|
|
unlit: true,
|
|
cull_mode: None,
|
|
..default()
|
|
})),
|
|
Transform::from_scale(Vec3::splat(20.0)),
|
|
NotShadowCaster,
|
|
));
|
|
}
|
|
|
|
fn setup_instructions(mut commands: Commands) {
|
|
commands.spawn((Text::new("Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence."),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
})
|
|
);
|
|
}
|
|
|
|
fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Single<&mut DistanceFog>) {
|
|
if keycode.just_pressed(KeyCode::Space) {
|
|
let a = fog.color.alpha();
|
|
fog.color.set_alpha(1.0 - a);
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::KeyS) {
|
|
let a = fog.directional_light_color.alpha();
|
|
fog.directional_light_color.set_alpha(0.5 - a);
|
|
}
|
|
}
|