bevy/examples/3d/fog.rs
François Mockers 54701a844e
Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
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
2025-03-05 23:08:46 +00:00

276 lines
8.2 KiB
Rust

//! This interactive example shows how to use distance fog,
//! and allows playing around with different fog settings.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:------------------------------------|
//! | `1` / `2` / `3` | Fog Falloff Mode |
//! | `A` / `S` | Move Start Distance (Linear Fog) |
//! | | Change Density (Exponential Fogs) |
//! | `Z` / `X` | Move End Distance (Linear Fog) |
//! | `-` / `=` | Adjust Fog Red Channel |
//! | `[` / `]` | Adjust Fog Green Channel |
//! | `;` / `'` | Adjust Fog Blue Channel |
//! | `.` / `?` | Adjust Fog Alpha Channel |
use bevy::{
math::ops,
pbr::{NotShadowCaster, NotShadowReceiver},
prelude::*,
};
fn main() {
App::new()
.insert_resource(AmbientLight::NONE)
.add_plugins(DefaultPlugins)
.add_systems(
Startup,
(setup_camera_fog, setup_pyramid_scene, setup_instructions),
)
.add_systems(Update, update_system)
.run();
}
fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
DistanceFog {
color: Color::srgb(0.25, 0.25, 0.25),
falloff: FogFalloff::Linear {
start: 5.0,
end: 20.0,
},
..default()
},
));
}
fn setup_pyramid_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: Srgba::hex("28221B").unwrap().into(),
perceptual_roughness: 1.0,
..default()
});
// pillars
for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 3.0, 1.0))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(*x, 1.5, *z),
));
}
// orb
commands.spawn((
Mesh3d(meshes.add(Sphere::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Srgba::hex("126212CC").unwrap().into(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
alpha_mode: AlphaMode::Blend,
..default()
})),
Transform::from_scale(Vec3::splat(1.75)).with_translation(Vec3::new(0.0, 4.0, 0.0)),
NotShadowCaster,
NotShadowReceiver,
));
// steps
for i in 0..50 {
let half_size = i as f32 / 2.0 + 3.0;
let y = -i as f32 / 2.0;
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size))),
MeshMaterial3d(stone.clone()),
Transform::from_xyz(0.0, y + 0.25, 0.0),
));
}
// 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(1_000_000.0)),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 1.0, 0.0),
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn update_system(
camera: Single<(&mut DistanceFog, &mut Transform)>,
mut text: Single<&mut Text>,
time: Res<Time>,
keycode: Res<ButtonInput<KeyCode>>,
) {
let now = time.elapsed_secs();
let delta = time.delta_secs();
let (mut fog, mut transform) = camera.into_inner();
// Orbit camera around pyramid
let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
*transform = Transform::from_xyz(
ops::cos(now / 5.0) * orbit_scale,
12.0 - orbit_scale / 2.0,
ops::sin(now / 5.0) * orbit_scale,
)
.looking_at(Vec3::ZERO, Vec3::Y);
// Fog Information
text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
// Fog Falloff Mode Switching
text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
if keycode.pressed(KeyCode::Digit1) {
if let FogFalloff::Linear { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Linear {
start: 5.0,
end: 20.0,
};
};
}
if keycode.pressed(KeyCode::Digit2) {
if let FogFalloff::Exponential { .. } = fog.falloff {
// No change
} else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
fog.falloff = FogFalloff::Exponential { density };
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
if keycode.pressed(KeyCode::Digit3) {
if let FogFalloff::Exponential { density } = fog.falloff {
fog.falloff = FogFalloff::ExponentialSquared { density };
} else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
// No change
} else {
fog.falloff = FogFalloff::Exponential { density: 0.07 };
};
}
// Linear Fog Controls
if let FogFalloff::Linear { start, end } = &mut fog.falloff {
text.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
if keycode.pressed(KeyCode::KeyA) {
*start -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyS) {
*start += delta * 3.0;
}
if keycode.pressed(KeyCode::KeyZ) {
*end -= delta * 3.0;
}
if keycode.pressed(KeyCode::KeyX) {
*end += delta * 3.0;
}
}
// Exponential Fog Controls
if let FogFalloff::Exponential { density } = &mut fog.falloff {
text.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// ExponentialSquared Fog Controls
if let FogFalloff::ExponentialSquared { density } = &mut fog.falloff {
text.push_str("\nA / S - Change Density");
if keycode.pressed(KeyCode::KeyA) {
*density -= delta * 0.5 * *density;
if *density < 0.0 {
*density = 0.0;
}
}
if keycode.pressed(KeyCode::KeyS) {
*density += delta * 0.5 * *density;
}
}
// RGBA Controls
text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
// We're performing various operations in the sRGB color space,
// so we convert the fog color to sRGB here, then modify it,
// and finally when we're done we can convert it back and set it.
let mut fog_color = Srgba::from(fog.color);
if keycode.pressed(KeyCode::Minus) {
fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
}
if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::BracketLeft) {
fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::BracketRight) {
fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Semicolon) {
fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Quote) {
fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Period) {
fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Slash) {
fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
}
fog.color = Color::from(fog_color);
}