volumetric_fog.rs:
use bevy::{
core_pipeline::{bloom::BloomSettings, tonemapping::Tonemapping, Skybox},
math::vec3,
pbr::{VolumetricFogSettings, VolumetricLight},
prelude::*,
};
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::Srgba(Srgba {
red: 0.02,
green: 0.02,
blue: 0.02,
alpha: 1.0,
})))
.insert_resource(AmbientLight::NONE)
.add_systems(Startup, setup)
.add_systems(Update, tweak_scene)
.add_systems(Update, move_directional_light)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0)
.from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
),
..default()
});
commands
.spawn(Camera3dBundle {
transform: Transform::from_xyz(-1.7, 1.5, 4.5)
.looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
..default()
})
.insert(Tonemapping::TonyMcMapface)
.insert(BloomSettings::default())
.insert(Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: 1000.0,
})
.insert(VolumetricFogSettings {
ambient_intensity: 0.0,
..default()
});
commands.spawn(
TextBundle {
text: Text::from_section(
"Press WASD or the arrow keys to change the light direction",
TextStyle::default(),
),
..default()
}
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn tweak_scene(
mut commands: Commands,
mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
) {
for (light, mut directional_light) in lights.iter_mut() {
directional_light.shadows_enabled = true;
commands.entity(light).insert(VolumetricLight);
}
}
fn move_directional_light(
input: Res<ButtonInput<KeyCode>>,
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
) {
let mut delta_theta = Vec2::ZERO;
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
}
if delta_theta == Vec2::ZERO {
return;
}
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
for mut transform in directional_lights.iter_mut() {
transform.rotate(delta_quat);
}
}