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use bevy::{ |
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anti_alias::taa::TemporalAntiAliasing, |
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image::{ |
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, |
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ImageSamplerDescriptor, |
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}, |
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light::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight}, |
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post_process::bloom::Bloom, |
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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.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_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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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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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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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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commands.spawn(( |
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DirectionalLight { |
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shadow_maps_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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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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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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let noise_texture = assets |
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.load_builder() |
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.with_settings(|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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.load("volumes/fog_noise.ktx2"); |
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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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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_secs(); |
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} |
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} |