 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			115 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.6 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((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
 | |
|         DistanceFog {
 | |
|             color: Color::srgba(0.35, 0.48, 0.66, 1.0),
 | |
|             directional_light_color: Color::srgba(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::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
 | |
|                 Color::srgb(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((
 | |
|         DirectionalLight {
 | |
|             color: Color::srgb(0.98, 0.95, 0.82),
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
 | |
|         cascade_shadow_config,
 | |
|     ));
 | |
| 
 | |
|     // Terrain
 | |
|     commands.spawn(SceneRoot(asset_server.load(
 | |
|         GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
 | |
|     )));
 | |
| 
 | |
|     // Sky
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
 | |
|         MeshMaterial3d(materials.add(StandardMaterial {
 | |
|             base_color: Srgba::hex("888888").unwrap().into(),
 | |
|             unlit: true,
 | |
|             cull_mode: None,
 | |
|             ..default()
 | |
|         })),
 | |
|         Transform::from_scale(Vec3::splat(20.0)),
 | |
|         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::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 DistanceFog>) {
 | |
|     let mut fog = fog.single_mut();
 | |
| 
 | |
|     if keycode.just_pressed(KeyCode::Space) {
 | |
|         let a = fog.color.alpha();
 | |
|         fog.color.set_alpha(1.0 - a);
 | |
|     }
 | |
| 
 | |
|     if keycode.just_pressed(KeyCode::KeyS) {
 | |
|         let a = fog.directional_light_color.alpha();
 | |
|         fog.directional_light_color.set_alpha(0.5 - a);
 | |
|     }
 | |
| }
 |