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>
89 lines
2.9 KiB
Rust
89 lines
2.9 KiB
Rust
//! Demonstrates fog volumes with voxel density textures.
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//!
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//! We render the Stanford bunny as a fog volume. Parts of the bunny become
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//! lighter and darker as the camera rotates. This is physically-accurate
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//! behavior that results from the scattering and absorption of the directional
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//! light.
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use bevy::{
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math::vec3,
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pbr::{FogVolume, VolumetricFog, VolumetricLight},
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prelude::*,
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};
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/// Entry point.
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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 Fog Volumes Example".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(AmbientLight::NONE)
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.run();
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}
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/// Spawns all the objects in the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn a fog volume with a voxelized version of the Stanford bunny.
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commands
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.spawn(SpatialBundle {
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visibility: Visibility::Visible,
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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})
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.insert(FogVolume {
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density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
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density_factor: 1.0,
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// Scatter as much of the light as possible, to brighten the bunny
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// up.
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scattering: 1.0,
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..default()
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});
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// Spawn a bright directional light that illuminates the fog well.
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commands
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.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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illuminance: 32000.0,
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..default()
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},
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..default()
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})
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// Make sure to add this for the light to interact with the fog.
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.insert(VolumetricLight);
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// Spawn a camera.
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commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-0.75, 1.0, 2.0)
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.looking_at(vec3(0.0, 0.0, 0.0), 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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..default()
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})
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.insert(VolumetricFog {
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// Make this relatively high in order to increase the fog quality.
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step_count: 64,
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// Disable ambient light.
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ambient_intensity: 0.0,
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..default()
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});
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}
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/// Rotates the camera a bit every frame.
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fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
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for mut camera_transform in cameras.iter_mut() {
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*camera_transform =
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Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
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.looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
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}
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}
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