 bdd0af6bfb
			
		
	
	
		bdd0af6bfb
		
			
		
	
	
	
	
		
			
			# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ```
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Showcases a `FogVolume`'s density texture being scrolled over time to create
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| //! the effect of fog moving in the wind.
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| //!
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| //! The density texture is a repeating 3d noise texture and the `density_texture_offset`
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| //! is moved every frame to achieve this.
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| //!
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| //! The example also utilizes the jitter option of `VolumetricFog` in tandem
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| //! with temporal anti-aliasing to improve the visual quality of the effect.
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| //!
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| //! The camera is looking at a pillar with the sun peaking behind it. The light
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| //! interactions change based on the density of the fog.
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| 
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| use bevy::{
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|     core_pipeline::{
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|         bloom::Bloom,
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|         experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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|     },
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|     pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
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|     prelude::*,
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|     render::texture::{
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|         ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
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|         ImageSamplerDescriptor,
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|     },
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| };
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| 
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| /// Initializes the example.
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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 Scrolling Fog".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(DirectionalLightShadowMap { size: 4096 })
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|         .add_plugins(TemporalAntiAliasPlugin)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, scroll_fog)
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|         .run();
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| }
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| 
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| /// Spawns all entities into the scene.
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| fn setup(
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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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|     assets: Res<AssetServer>,
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| ) {
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|     // Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(0.0, 2.0, 0.0).looking_at(Vec3::new(-5.0, 3.5, -6.0), 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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|         Msaa::Off,
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|         TemporalAntiAliasing::default(),
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|         Bloom::default(),
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|         VolumetricFog {
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|             ambient_intensity: 0.0,
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|             jitter: 0.5,
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|             ..default()
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|         },
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|     ));
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| 
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|     // Spawn a directional light shining at the camera with the VolumetricLight component.
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|     commands.spawn((
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|         DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(-5.0, 5.0, -7.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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|         VolumetricLight,
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|     ));
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| 
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|     // Spawn ground mesh.
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(64.0, 1.0, 64.0))),
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|         MeshMaterial3d(materials.add(StandardMaterial {
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|             base_color: Color::BLACK,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         })),
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|         Transform::from_xyz(0.0, -0.5, 0.0),
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|     ));
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| 
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|     // Spawn pillar standing between the camera and the sun.
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::new(2.0, 9.0, 2.0))),
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|         MeshMaterial3d(materials.add(Color::BLACK)),
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|         Transform::from_xyz(-10.0, 4.5, -11.0),
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|     ));
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| 
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|     // Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
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|     // so that the texture wraps around as the density texture offset is moved along.
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|     // Also set ImageFilterMode to Linear so that the fog isn't pixelated.
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|     let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
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|         *settings = ImageLoaderSettings {
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|             sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
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|                 address_mode_u: ImageAddressMode::Repeat,
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|                 address_mode_v: ImageAddressMode::Repeat,
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|                 address_mode_w: ImageAddressMode::Repeat,
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|                 mag_filter: ImageFilterMode::Linear,
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|                 min_filter: ImageFilterMode::Linear,
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|                 mipmap_filter: ImageFilterMode::Linear,
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|                 ..default()
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|             }),
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|             ..default()
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|         }
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|     });
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| 
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|     // Spawn a FogVolume and use the repeating noise texture as its density texture.
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|     commands.spawn((
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|         Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
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|         FogVolume {
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|             density_texture: Some(noise_texture),
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|             density_factor: 0.05,
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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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| /// Moves fog density texture offset every frame.
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| fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
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|     for mut fog_volume in query.iter_mut() {
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|         fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
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|     }
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| }
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