mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
de888a373d
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
90 lines
2.9 KiB
Rust
90 lines
2.9 KiB
Rust
//! Demonstrates fog volumes with voxel density textures.
|
|
//!
|
|
//! We render the Stanford bunny as a fog volume. Parts of the bunny become
|
|
//! lighter and darker as the camera rotates. This is physically-accurate
|
|
//! behavior that results from the scattering and absorption of the directional
|
|
//! light.
|
|
|
|
use bevy::{
|
|
math::vec3,
|
|
pbr::{FogVolume, VolumetricFog, VolumetricLight},
|
|
prelude::*,
|
|
render::world_sync::SyncToRenderWorld,
|
|
};
|
|
|
|
/// Entry point.
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "Bevy Fog Volumes Example".into(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.insert_resource(AmbientLight::NONE)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, rotate_camera)
|
|
.run();
|
|
}
|
|
|
|
/// Spawns all the objects in the scene.
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Spawn a fog volume with a voxelized version of the Stanford bunny.
|
|
commands
|
|
.spawn(SpatialBundle {
|
|
visibility: Visibility::Visible,
|
|
transform: Transform::from_xyz(0.0, 0.5, 0.0),
|
|
..default()
|
|
})
|
|
.insert(FogVolume {
|
|
density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
|
|
density_factor: 1.0,
|
|
// Scatter as much of the light as possible, to brighten the bunny
|
|
// up.
|
|
scattering: 1.0,
|
|
..default()
|
|
})
|
|
// indicates that this fog volume needs to be Synchronized to the render world
|
|
.insert(SyncToRenderWorld);
|
|
|
|
// Spawn a bright directional light that illuminates the fog well.
|
|
commands.spawn((
|
|
Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
illuminance: 32000.0,
|
|
..default()
|
|
},
|
|
// Make sure to add this for the light to interact with the fog.
|
|
VolumetricLight,
|
|
));
|
|
|
|
// Spawn a camera.
|
|
commands
|
|
.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-0.75, 1.0, 2.0)
|
|
.looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.insert(VolumetricFog {
|
|
// Make this relatively high in order to increase the fog quality.
|
|
step_count: 64,
|
|
// Disable ambient light.
|
|
ambient_intensity: 0.0,
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Rotates the camera a bit every frame.
|
|
fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
|
|
for mut camera_transform in cameras.iter_mut() {
|
|
*camera_transform =
|
|
Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
|
|
.looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
|
|
}
|
|
}
|