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		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			127 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			127 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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| 
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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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|         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: LegacyColor::rgba(0.35, 0.48, 0.66, 1.0),
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|             directional_light_color: LegacyColor::rgba(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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|                 LegacyColor::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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|                 LegacyColor::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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| 
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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(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             color: LegacyColor::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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| 
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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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| 
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|     // Sky
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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|             material: materials.add(StandardMaterial {
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|                 base_color: LegacyColor::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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| 
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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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|                 ..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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| 
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| fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut FogSettings>) {
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|     let mut fog_settings = fog.single_mut();
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| 
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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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| 
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|     if keycode.just_pressed(KeyCode::KeyS) {
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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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