
This reverts commit 0b5302d96a
.
# Objective
- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
83 lines
2.6 KiB
Rust
83 lines
2.6 KiB
Rust
//! Demonstrates fog volumes with voxel density textures.
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//!
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//! We render the Stanford bunny as a fog volume. Parts of the bunny become
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//! lighter and darker as the camera rotates. This is physically-accurate
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//! behavior that results from the scattering and absorption of the directional
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//! light.
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use bevy::{
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math::vec3,
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pbr::{FogVolume, VolumetricFog, VolumetricLight},
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prelude::*,
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};
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/// Entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Fog Volumes Example".into(),
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..default()
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}),
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..default()
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}))
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.insert_resource(AmbientLight::NONE)
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.add_systems(Startup, setup)
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.add_systems(Update, rotate_camera)
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.run();
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}
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/// Spawns all the objects in the scene.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn a fog volume with a voxelized version of the Stanford bunny.
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commands.spawn((
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Transform::from_xyz(0.0, 0.5, 0.0),
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FogVolume {
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density_texture: Some(asset_server.load("volumes/bunny.ktx2")),
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density_factor: 1.0,
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// Scatter as much of the light as possible, to brighten the bunny
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// up.
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scattering: 1.0,
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..default()
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},
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));
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// Spawn a bright directional light that illuminates the fog well.
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commands.spawn((
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Transform::from_xyz(1.0, 1.0, -0.3).looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y),
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DirectionalLight {
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shadows_enabled: true,
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illuminance: 32000.0,
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..default()
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},
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// Make sure to add this for the light to interact with the fog.
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VolumetricLight,
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));
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// Spawn a camera.
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-0.75, 1.0, 2.0).looking_at(vec3(0.0, 0.0, 0.0), Vec3::Y),
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Camera {
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hdr: true,
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..default()
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},
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VolumetricFog {
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// Make this relatively high in order to increase the fog quality.
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step_count: 64,
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// Disable ambient light.
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ambient_intensity: 0.0,
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..default()
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},
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));
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}
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/// Rotates the camera a bit every frame.
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fn rotate_camera(mut cameras: Query<&mut Transform, With<Camera3d>>) {
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for mut camera_transform in cameras.iter_mut() {
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*camera_transform =
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Transform::from_translation(Quat::from_rotation_y(0.01) * camera_transform.translation)
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.looking_at(vec3(0.0, 0.5, 0.0), Vec3::Y);
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}
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}
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