bevy/examples/3d/atmospheric_fog.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

127 lines
4 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((
Camera3dBundle {
transform: Transform::from_xyz(-1.0, 0.1, 1.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
},
FogSettings {
color: Color::rgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: Color::rgba(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::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
Color::rgb(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(DirectionalLightBundle {
directional_light: DirectionalLight {
color: Color::rgb(0.98, 0.95, 0.82),
illuminance: light_consts::lux::OVERCAST_DAY,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(0.0, 0.0, 0.0)
.looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
cascade_shadow_config,
..default()
});
// Terrain
commands.spawn(SceneBundle {
scene: asset_server.load("models/terrain/Mountains.gltf#Scene0"),
..default()
});
// Sky
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: Color::hex("888888").unwrap(),
unlit: true,
cull_mode: None,
..default()
}),
transform: Transform::from_scale(Vec3::splat(20.0)),
..default()
},
NotShadowCaster,
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn(
TextBundle::from_section(
"Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut FogSettings>) {
let mut fog_settings = fog.single_mut();
if keycode.just_pressed(KeyCode::Space) {
let a = fog_settings.color.a();
fog_settings.color.set_a(1.0 - a);
}
if keycode.just_pressed(KeyCode::KeyS) {
let a = fog_settings.directional_light_color.a();
fog_settings.directional_light_color.set_a(0.5 - a);
}
}