mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +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>
127 lines
3.9 KiB
Rust
127 lines
3.9 KiB
Rust
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
|
|
|
|
use bevy::{
|
|
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
|
|
math::vec3,
|
|
pbr::{FogVolumeBundle, VolumetricFog, VolumetricLight},
|
|
prelude::*,
|
|
};
|
|
|
|
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(ClearColor(Color::Srgba(Srgba {
|
|
red: 0.02,
|
|
green: 0.02,
|
|
blue: 0.02,
|
|
alpha: 1.0,
|
|
})))
|
|
.insert_resource(AmbientLight::NONE)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, tweak_scene)
|
|
.add_systems(Update, move_directional_light)
|
|
.run();
|
|
}
|
|
|
|
/// Initializes the scene.
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Spawn the glTF scene.
|
|
commands.spawn(SceneBundle {
|
|
scene: asset_server.load(
|
|
GltfAssetLabel::Scene(0)
|
|
.from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
|
|
),
|
|
..default()
|
|
});
|
|
|
|
// Spawn the camera.
|
|
commands
|
|
.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-1.7, 1.5, 4.5)
|
|
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.insert(Tonemapping::TonyMcMapface)
|
|
.insert(Bloom::default())
|
|
.insert(Skybox {
|
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
brightness: 1000.0,
|
|
..default()
|
|
})
|
|
.insert(VolumetricFog {
|
|
// This value is explicitly set to 0 since we have no environment map light
|
|
ambient_intensity: 0.0,
|
|
..default()
|
|
});
|
|
|
|
// Add the fog volume.
|
|
commands.spawn(FogVolumeBundle {
|
|
transform: Transform::from_scale(Vec3::splat(35.0)),
|
|
..default()
|
|
});
|
|
|
|
// Add the help text.
|
|
commands.spawn(
|
|
TextBundle {
|
|
text: Text::from_section(
|
|
"Press WASD or the arrow keys to change the light direction",
|
|
TextStyle::default(),
|
|
),
|
|
..default()
|
|
}
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
}),
|
|
);
|
|
}
|
|
|
|
/// A system that makes directional lights in the glTF scene into volumetric
|
|
/// lights with shadows.
|
|
fn tweak_scene(
|
|
mut commands: Commands,
|
|
mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
|
|
) {
|
|
for (light, mut directional_light) in lights.iter_mut() {
|
|
// Shadows are needed for volumetric lights to work.
|
|
directional_light.shadows_enabled = true;
|
|
commands.entity(light).insert(VolumetricLight);
|
|
}
|
|
}
|
|
|
|
/// Processes user requests to move the directional light.
|
|
fn move_directional_light(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
let mut delta_theta = Vec2::ZERO;
|
|
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
|
|
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
|
|
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
|
|
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
|
|
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
|
|
if delta_theta == Vec2::ZERO {
|
|
return;
|
|
}
|
|
|
|
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
|
|
for mut transform in directional_lights.iter_mut() {
|
|
transform.rotate(delta_quat);
|
|
}
|
|
}
|