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>
127 lines
3.9 KiB
Rust
127 lines
3.9 KiB
Rust
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
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use bevy::{
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core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
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math::vec3,
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pbr::{FogVolumeBundle, VolumetricFog, VolumetricLight},
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prelude::*,
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};
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const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::Srgba(Srgba {
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red: 0.02,
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green: 0.02,
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blue: 0.02,
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alpha: 1.0,
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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, tweak_scene)
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.add_systems(Update, move_directional_light)
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.run();
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}
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/// Initializes the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn the glTF scene.
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commands.spawn(SceneBundle {
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scene: asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
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),
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..default()
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});
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// Spawn the camera.
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commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-1.7, 1.5, 4.5)
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.looking_at(vec3(-1.5, 1.7, 3.5), 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(Tonemapping::TonyMcMapface)
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.insert(Bloom::default())
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.insert(Skybox {
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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brightness: 1000.0,
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..default()
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})
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.insert(VolumetricFog {
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// This value is explicitly set to 0 since we have no environment map light
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ambient_intensity: 0.0,
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..default()
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});
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// Add the fog volume.
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commands.spawn(FogVolumeBundle {
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transform: Transform::from_scale(Vec3::splat(35.0)),
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..default()
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});
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// Add the help text.
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commands.spawn(
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TextBundle {
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text: Text::from_section(
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"Press WASD or the arrow keys to change the light direction",
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TextStyle::default(),
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),
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..default()
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}
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: 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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/// A system that makes directional lights in the glTF scene into volumetric
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/// lights with shadows.
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fn tweak_scene(
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mut commands: Commands,
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mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
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) {
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for (light, mut directional_light) in lights.iter_mut() {
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// Shadows are needed for volumetric lights to work.
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directional_light.shadows_enabled = true;
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commands.entity(light).insert(VolumetricLight);
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}
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}
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/// Processes user requests to move the directional light.
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fn move_directional_light(
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input: Res<ButtonInput<KeyCode>>,
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mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
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) {
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let mut delta_theta = Vec2::ZERO;
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if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
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delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
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delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
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delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
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delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
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}
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if delta_theta == Vec2::ZERO {
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return;
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}
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let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
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for mut transform in directional_lights.iter_mut() {
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transform.rotate(delta_quat);
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}
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}
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