mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 16:10:19 +00:00
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>
292 lines
8.8 KiB
Rust
292 lines
8.8 KiB
Rust
//! This interactive example shows how to use distance fog,
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//! and allows playing around with different fog settings.
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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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//! | `1` / `2` / `3` | Fog Falloff Mode |
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//! | `A` / `S` | Move Start Distance (Linear Fog) |
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//! | | Change Density (Exponential Fogs) |
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//! | `Z` / `X` | Move End Distance (Linear Fog) |
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//! | `-` / `=` | Adjust Fog Red Channel |
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//! | `[` / `]` | Adjust Fog Green Channel |
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//! | `;` / `'` | Adjust Fog Blue Channel |
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//! | `.` / `?` | Adjust Fog Alpha Channel |
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use bevy::{
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pbr::{NotShadowCaster, NotShadowReceiver},
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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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.insert_resource(AmbientLight::NONE)
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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_pyramid_scene, setup_instructions),
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)
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.add_systems(Update, update_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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Camera3dBundle::default(),
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DistanceFog {
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color: Color::srgb(0.25, 0.25, 0.25),
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falloff: FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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},
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..default()
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},
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));
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}
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fn setup_pyramid_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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) {
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let stone = materials.add(StandardMaterial {
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base_color: Srgba::hex("28221B").unwrap().into(),
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perceptual_roughness: 1.0,
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..default()
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});
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// pillars
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for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 3.0, 1.0)),
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material: stone.clone(),
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transform: Transform::from_xyz(*x, 1.5, *z),
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..default()
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});
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}
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// orb
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Sphere::default()),
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material: materials.add(StandardMaterial {
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base_color: Srgba::hex("126212CC").unwrap().into(),
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reflectance: 1.0,
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perceptual_roughness: 0.0,
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metallic: 0.5,
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alpha_mode: AlphaMode::Blend,
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..default()
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}),
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transform: Transform::from_scale(Vec3::splat(1.75))
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.with_translation(Vec3::new(0.0, 4.0, 0.0)),
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..default()
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},
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NotShadowCaster,
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NotShadowReceiver,
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));
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// steps
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for i in 0..50 {
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let half_size = i as f32 / 2.0 + 3.0;
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let y = -i as f32 / 2.0;
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size)),
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material: stone.clone(),
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transform: Transform::from_xyz(0.0, y + 0.25, 0.0),
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..default()
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});
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}
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// sky
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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material: 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: Transform::from_scale(Vec3::splat(1_000_000.0)),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(0.0, 1.0, 0.0),
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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}
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fn setup_instructions(mut commands: Commands) {
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commands.spawn(
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TextBundle::from_section("", TextStyle::default()).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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fn update_system(
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mut camera: Query<(&mut DistanceFog, &mut Transform)>,
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mut text: Query<&mut Text>,
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time: Res<Time>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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let now = time.elapsed_seconds();
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let delta = time.delta_seconds();
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let (mut fog, mut transform) = camera.single_mut();
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let mut text = text.single_mut();
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// Orbit camera around pyramid
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let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
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*transform = Transform::from_xyz(
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(now / 5.0).cos() * orbit_scale,
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12.0 - orbit_scale / 2.0,
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(now / 5.0).sin() * orbit_scale,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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// Fog Information
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text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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// Fog Falloff Mode Switching
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text.sections[0]
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.value
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.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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if keycode.pressed(KeyCode::Digit1) {
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if let FogFalloff::Linear { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Linear {
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start: 5.0,
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end: 20.0,
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};
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};
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}
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if keycode.pressed(KeyCode::Digit2) {
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if let FogFalloff::Exponential { .. } = fog.falloff {
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// No change
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} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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fog.falloff = FogFalloff::Exponential { density };
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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if keycode.pressed(KeyCode::Digit3) {
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if let FogFalloff::Exponential { density } = fog.falloff {
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fog.falloff = FogFalloff::ExponentialSquared { density };
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} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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// No change
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} else {
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fog.falloff = FogFalloff::Exponential { density: 0.07 };
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};
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}
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// Linear Fog Controls
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if let FogFalloff::Linear {
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ref mut start,
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ref mut end,
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} = &mut fog.falloff
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{
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text.sections[0]
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.value
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.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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if keycode.pressed(KeyCode::KeyA) {
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*start -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyS) {
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*start += delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyZ) {
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*end -= delta * 3.0;
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}
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if keycode.pressed(KeyCode::KeyX) {
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*end += delta * 3.0;
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}
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}
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// Exponential Fog Controls
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if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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text.sections[0].value.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// ExponentialSquared Fog Controls
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if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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text.sections[0].value.push_str("\nA / S - Change Density");
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if keycode.pressed(KeyCode::KeyA) {
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*density -= delta * 0.5 * *density;
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if *density < 0.0 {
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*density = 0.0;
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}
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}
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if keycode.pressed(KeyCode::KeyS) {
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*density += delta * 0.5 * *density;
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}
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}
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// RGBA Controls
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text.sections[0]
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.value
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.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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// We're performing various operations in the sRGB color space,
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// so we convert the fog color to sRGB here, then modify it,
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// and finally when we're done we can convert it back and set it.
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let mut fog_color = Srgba::from(fog.color);
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if keycode.pressed(KeyCode::Minus) {
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fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
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}
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if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::BracketLeft) {
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fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::BracketRight) {
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fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::Semicolon) {
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fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::Quote) {
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fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
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}
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if keycode.pressed(KeyCode::Period) {
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fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
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}
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if keycode.pressed(KeyCode::Slash) {
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fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
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}
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fog.color = Color::from(fog_color);
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}
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