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use bevy::{ |
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light::{CascadeShadowConfigBuilder, NotShadowCaster}, |
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prelude::*, |
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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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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, |
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Color::srgb(0.35, 0.5, 0.66), |
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Color::srgb(0.8, 0.844, 1.0), |
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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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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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commands.spawn(( |
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DirectionalLight { |
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color: Color::srgb(0.98, 0.95, 0.82), |
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shadow_maps_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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commands.spawn(WorldAssetRoot(asset_server.load( |
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GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf"), |
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))); |
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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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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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Node { |
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position_type: PositionType::Absolute, |
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bottom: px(12), |
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left: px(12), |
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..default() |
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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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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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} |