
# Objective - make lights usable without bevy_render ## Solution - make a new crate for lights to live in ## Testing - 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss, light_textures Note: no breaking changes because of re-exports, except for light textures, which were introduced this cycle so it doesn't matter anyways
158 lines
5.2 KiB
Rust
158 lines
5.2 KiB
Rust
use bevy_asset::Handle;
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use bevy_camera::visibility::Visibility;
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use bevy_color::Color;
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use bevy_ecs::prelude::*;
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use bevy_image::Image;
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use bevy_math::Vec3;
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use bevy_reflect::prelude::*;
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use bevy_transform::components::Transform;
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/// Add this component to a [`DirectionalLight`](crate::DirectionalLight) with a shadow map
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/// (`shadows_enabled: true`) to make volumetric fog interact with it.
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///
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/// This allows the light to generate light shafts/god rays.
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#[derive(Clone, Copy, Component, Default, Debug, Reflect)]
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#[reflect(Component, Default, Debug, Clone)]
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pub struct VolumetricLight;
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/// When placed on a [`bevy_camera::Camera3d`], enables
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/// volumetric fog and volumetric lighting, also known as light shafts or god
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/// rays.
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#[derive(Clone, Copy, Component, Debug, Reflect)]
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#[reflect(Component, Default, Debug, Clone)]
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pub struct VolumetricFog {
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/// Color of the ambient light.
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///
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/// This is separate from Bevy's [`AmbientLight`](crate::AmbientLight) because an
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/// [`EnvironmentMapLight`](crate::EnvironmentMapLight) is
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/// still considered an ambient light for the purposes of volumetric fog. If you're using a
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/// [`EnvironmentMapLight`](crate::EnvironmentMapLight), for best results,
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/// this should be a good approximation of the average color of the environment map.
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///
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/// Defaults to white.
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pub ambient_color: Color,
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/// The brightness of the ambient light.
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///
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/// If there's no [`EnvironmentMapLight`](crate::EnvironmentMapLight),
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/// set this to 0.
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///
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/// Defaults to 0.1.
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pub ambient_intensity: f32,
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/// The maximum distance to offset the ray origin randomly by, in meters.
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///
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/// This is intended for use with temporal antialiasing. It helps fog look
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/// less blocky by varying the start position of the ray, using interleaved
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/// gradient noise.
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pub jitter: f32,
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/// The number of raymarching steps to perform.
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///
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/// Higher values produce higher-quality results with less banding, but
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/// reduce performance.
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///
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/// The default value is 64.
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pub step_count: u32,
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}
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impl Default for VolumetricFog {
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fn default() -> Self {
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Self {
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step_count: 64,
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// Matches `AmbientLight` defaults.
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ambient_color: Color::WHITE,
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ambient_intensity: 0.1,
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jitter: 0.0,
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}
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}
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}
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#[derive(Clone, Component, Debug, Reflect)]
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#[reflect(Component, Default, Debug, Clone)]
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#[require(Transform, Visibility)]
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pub struct FogVolume {
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/// The color of the fog.
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///
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/// Note that the fog must be lit by a [`VolumetricLight`] or ambient light
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/// in order for this color to appear.
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///
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/// Defaults to white.
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pub fog_color: Color,
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/// The density of fog, which measures how dark the fog is.
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///
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/// The default value is 0.1.
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pub density_factor: f32,
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/// Optional 3D voxel density texture for the fog.
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pub density_texture: Option<Handle<Image>>,
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/// Configurable offset of the density texture in UVW coordinates.
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///
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/// This can be used to scroll a repeating density texture in a direction over time
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/// to create effects like fog moving in the wind. Make sure to configure the texture
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/// to use `ImageAddressMode::Repeat` if this is your intention.
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///
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/// Has no effect when no density texture is present.
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///
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/// The default value is (0, 0, 0).
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pub density_texture_offset: Vec3,
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/// The absorption coefficient, which measures what fraction of light is
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/// absorbed by the fog at each step.
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///
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/// Increasing this value makes the fog darker.
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///
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/// The default value is 0.3.
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pub absorption: f32,
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/// The scattering coefficient, which measures the fraction of light that's
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/// scattered toward, and away from, the viewer.
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///
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/// The default value is 0.3.
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pub scattering: f32,
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/// Measures the fraction of light that's scattered *toward* the camera, as
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/// opposed to *away* from the camera.
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///
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/// Increasing this value makes light shafts become more prominent when the
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/// camera is facing toward their source and less prominent when the camera
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/// is facing away. Essentially, a high value here means the light shafts
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/// will fade into view as the camera focuses on them and fade away when the
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/// camera is pointing away.
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///
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/// The default value is 0.8.
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pub scattering_asymmetry: f32,
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/// Applies a nonphysical color to the light.
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///
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/// This can be useful for artistic purposes but is nonphysical.
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///
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/// The default value is white.
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pub light_tint: Color,
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/// Scales the light by a fixed fraction.
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///
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/// This can be useful for artistic purposes but is nonphysical.
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///
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/// The default value is 1.0, which results in no adjustment.
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pub light_intensity: f32,
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}
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impl Default for FogVolume {
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fn default() -> Self {
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Self {
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absorption: 0.3,
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scattering: 0.3,
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density_factor: 0.1,
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density_texture: None,
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density_texture_offset: Vec3::ZERO,
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scattering_asymmetry: 0.5,
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fog_color: Color::WHITE,
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light_tint: Color::WHITE,
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light_intensity: 1.0,
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}
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}
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}
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