 d96a9d15f6
			
		
	
	
		d96a9d15f6
		
			
		
	
	
	
	
		
			
			# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			109 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
		
			3.5 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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| 
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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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| 
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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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| 
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| fn setup_camera_fog(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-1.0, 0.1, 1.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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|         DistanceFog {
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|             color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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|             directional_light_color: Color::srgba(1.0, 0.95, 0.85, 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::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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|                 Color::srgb(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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| 
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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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| 
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|     // Sun
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|     commands.spawn((
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|         DirectionalLight {
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|             color: Color::srgb(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::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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|         cascade_shadow_config,
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|     ));
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| 
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|     // Terrain
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|     commands.spawn(SceneRoot(asset_server.load(
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|         GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"),
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|     )));
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| 
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|     // Sky
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Srgba::hex("888888").unwrap().into(),
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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::from_scale(Vec3::splat(20.0)),
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|         NotShadowCaster,
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn((Text::new("Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence."),
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|         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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| 
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| fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Single<&mut DistanceFog>) {
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|     if keycode.just_pressed(KeyCode::Space) {
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|         let a = fog.color.alpha();
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|         fog.color.set_alpha(1.0 - a);
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|     }
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| 
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|     if keycode.just_pressed(KeyCode::KeyS) {
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|         let a = fog.directional_light_color.alpha();
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|         fog.directional_light_color.set_alpha(0.5 - a);
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|     }
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| }
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