128 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases atmospheric fog
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//!
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//! ## Controls
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//!
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//! | Key Binding        | Action                                 |
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//! |:-------------------|:---------------------------------------|
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//! | `Spacebar`         | Toggle Atmospheric Fog                 |
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//! | `S`                | Toggle Directional Light Fog Influence |
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(
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            Startup,
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            (setup_camera_fog, setup_terrain_scene, setup_instructions),
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        )
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        .add_systems(Update, toggle_system)
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        .run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-1.0, 0.1, 1.0)
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                .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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            ..default()
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        },
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        FogSettings {
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            color: Color::rgba(0.1, 0.2, 0.4, 1.0),
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            directional_light_color: Color::rgba(1.0, 0.95, 0.75, 0.5),
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            directional_light_exponent: 30.0,
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            falloff: FogFalloff::from_visibility_colors(
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                15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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                Color::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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                Color::rgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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            ),
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        },
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    ));
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}
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fn setup_terrain_scene(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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    let cascade_shadow_config = CascadeShadowConfigBuilder {
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        first_cascade_far_bound: 0.3,
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        maximum_distance: 3.0,
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        ..default()
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    }
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    .build();
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    // Sun
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            color: Color::rgb(0.98, 0.95, 0.82),
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(0.0, 0.0, 0.0)
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            .looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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        cascade_shadow_config,
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        ..default()
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    });
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    // Terrain
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    commands.spawn(SceneBundle {
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        scene: asset_server.load("models/terrain/Mountains.gltf#Scene0"),
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        ..default()
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    });
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    // Sky
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::Box::default())),
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            material: materials.add(StandardMaterial {
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                base_color: Color::hex("888888").unwrap(),
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                unlit: true,
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                cull_mode: None,
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                ..default()
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            }),
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            transform: Transform::from_scale(Vec3::splat(20.0)),
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            ..default()
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        },
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        NotShadowCaster,
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    ));
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}
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fn setup_instructions(mut commands: Commands) {
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    commands.spawn(
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        TextBundle::from_section(
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            "Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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            TextStyle {
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                font_size: 20.0,
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                color: Color::WHITE,
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                ..default()
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            },
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        }),
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    );
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}
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fn toggle_system(keycode: Res<Input<KeyCode>>, mut fog: Query<&mut FogSettings>) {
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    let mut fog_settings = fog.single_mut();
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    if keycode.just_pressed(KeyCode::Space) {
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        let a = fog_settings.color.a();
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        fog_settings.color.set_a(1.0 - a);
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    }
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    if keycode.just_pressed(KeyCode::S) {
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        let a = fog_settings.directional_light_color.a();
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        fog_settings.directional_light_color.set_a(0.5 - a);
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    }
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}
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