mirror of
https://github.com/bevyengine/bevy
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d96a9d15f6
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
108 lines
3.5 KiB
Rust
108 lines
3.5 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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Camera3d::default(),
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Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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DistanceFog {
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color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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directional_light_color: Color::srgba(1.0, 0.95, 0.85, 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::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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Color::srgb(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((
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DirectionalLight {
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color: Color::srgb(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::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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cascade_shadow_config,
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));
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// Terrain
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
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)));
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// Sky
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Srgba::hex("888888").unwrap().into(),
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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::from_scale(Vec3::splat(20.0)),
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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((Text::new("Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence."),
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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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}
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fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Single<&mut DistanceFog>) {
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if keycode.just_pressed(KeyCode::Space) {
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let a = fog.color.alpha();
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fog.color.set_alpha(1.0 - a);
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}
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if keycode.just_pressed(KeyCode::KeyS) {
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let a = fog.directional_light_color.alpha();
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fog.directional_light_color.set_alpha(0.5 - a);
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}
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}
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