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atmosphere/
atmosphere.rs

1//! This example showcases pbr atmospheric scattering
2#[cfg(feature = "free_camera")]
3use bevy::camera_controller::free_camera::{FreeCamera, FreeCameraPlugin};
4use std::f32::consts::PI;
5
6use bevy::{
7    anti_alias::taa::TemporalAntiAliasing,
8    camera::Exposure,
9    color::palettes::css::BLACK,
10    core_pipeline::tonemapping::Tonemapping,
11    image::{
12        ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
13        ImageSamplerDescriptor,
14    },
15    input::keyboard::KeyCode,
16    light::{
17        atmosphere::ScatteringMedium, light_consts::lux, Atmosphere, AtmosphereEnvironmentMapLight,
18        FogVolume, VolumetricFog, VolumetricLight,
19    },
20    pbr::{
21        AtmosphereMode, AtmosphereSettings, DefaultOpaqueRendererMethod, ExtendedMaterial,
22        MaterialExtension, ScreenSpaceReflections,
23    },
24    post_process::bloom::Bloom,
25    prelude::*,
26    render::render_resource::{AsBindGroup, ShaderType},
27    shader::ShaderRef,
28};
29
30#[derive(Resource, Default)]
31struct GameState {
32    paused: bool,
33}
34
35#[derive(Resource)]
36struct AtmospherePresets {
37    earth: Handle<ScatteringMedium>,
38    mars: Handle<ScatteringMedium>,
39}
40
41fn main() {
42    App::new()
43        .insert_resource(DefaultOpaqueRendererMethod::deferred())
44        .insert_resource(ClearColor(Color::BLACK))
45        .insert_resource(GameState::default())
46        .insert_resource(GlobalAmbientLight::NONE)
47        .add_plugins((
48            DefaultPlugins,
49            #[cfg(feature = "free_camera")]
50            FreeCameraPlugin,
51        ))
52        .add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, Water>>::default())
53        .add_systems(
54            Startup,
55            (setup_camera_fog, setup_terrain_scene, print_controls),
56        )
57        .add_systems(Update, (dynamic_scene, atmosphere_controls))
58        .run();
59}
60
61fn print_controls() {
62    println!("Atmosphere Example Controls:");
63    println!("    1          - Switch to lookup texture rendering method");
64    println!("    2          - Switch to raymarched rendering method");
65    println!("    3          - Switch to Earth atmosphere");
66    println!("    4          - Switch to Mars atmosphere");
67    println!("    Enter      - Pause/Resume sun motion");
68    println!("    Up/Down    - Increase/Decrease exposure");
69}
70
71fn atmosphere_controls(
72    keyboard_input: Res<ButtonInput<KeyCode>>,
73    mut planet_atmosphere: Query<(&mut Atmosphere, &mut GlobalTransform)>,
74    mut camera_settings: Query<&mut AtmosphereSettings, With<Camera3d>>,
75    atmosphere_presets: Res<AtmospherePresets>,
76    mut game_state: ResMut<GameState>,
77    mut camera_exposure: Query<&mut Exposure, With<Camera3d>>,
78    time: Res<Time>,
79) {
80    if keyboard_input.just_pressed(KeyCode::Digit3) {
81        for (mut atmosphere, mut transform) in &mut planet_atmosphere {
82            *atmosphere = Atmosphere::earth(atmosphere_presets.earth.clone());
83            *transform = GlobalTransform::from_translation(-Vec3::Y * atmosphere.inner_radius);
84            println!("Switched to Earth atmosphere");
85        }
86    }
87
88    if keyboard_input.just_pressed(KeyCode::Digit4) {
89        for (mut atmosphere, mut transform) in &mut planet_atmosphere {
90            *atmosphere = Atmosphere::mars(atmosphere_presets.mars.clone());
91            *transform = GlobalTransform::from_translation(-Vec3::Y * atmosphere.inner_radius);
92            println!("Switched to Mars atmosphere");
93        }
94    }
95
96    if keyboard_input.just_pressed(KeyCode::Digit1) {
97        for mut settings in &mut camera_settings {
98            settings.rendering_method = AtmosphereMode::LookupTexture;
99            println!("Switched to lookup texture rendering method");
100        }
101    }
102
103    if keyboard_input.just_pressed(KeyCode::Digit2) {
104        for mut settings in &mut camera_settings {
105            settings.rendering_method = AtmosphereMode::Raymarched;
106            println!("Switched to raymarched rendering method");
107        }
108    }
109
110    if keyboard_input.just_pressed(KeyCode::Enter) {
111        game_state.paused = !game_state.paused;
112    }
113
114    if keyboard_input.pressed(KeyCode::ArrowUp) {
115        for mut exposure in &mut camera_exposure {
116            exposure.ev100 -= time.delta_secs() * 2.0;
117        }
118    }
119
120    if keyboard_input.pressed(KeyCode::ArrowDown) {
121        for mut exposure in &mut camera_exposure {
122            exposure.ev100 += time.delta_secs() * 2.0;
123        }
124    }
125}
126
127fn setup_camera_fog(
128    mut commands: Commands,
129    mut scattering_mediums: ResMut<Assets<ScatteringMedium>>,
130    asset_server: Res<AssetServer>,
131) {
132    let earth_medium = scattering_mediums.add(ScatteringMedium::earth(256, 256));
133    let mars_phase = asset_server.load("textures/mars_mie_phase.ktx2");
134    let mars_medium = scattering_mediums.add(ScatteringMedium::mars(256, 256, mars_phase));
135
136    commands.insert_resource(AtmospherePresets {
137        earth: earth_medium.clone(),
138        mars: mars_medium.clone(),
139    });
140
141    // Spawn earth atmosphere
142    commands.spawn(Atmosphere::earth(earth_medium));
143
144    commands.spawn((
145        Camera3d::default(),
146        Transform::from_xyz(-2.8, 0.045, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
147        // Can be adjusted to change the rendering quality
148        AtmosphereSettings::default(),
149        // The directional light illuminance used in this scene
150        // (the one recommended for use with this feature) is
151        // quite bright, so raising the exposure compensation helps
152        // bring the scene to a nicer brightness range.
153        Exposure { ev100: 13.0 },
154        // Tonemapper chosen just because it looked good with the scene, any
155        // tonemapper would be fine :)
156        Tonemapping::AcesFitted,
157        // Bloom gives the sun a much more natural look.
158        Bloom::NATURAL,
159        // Enables the atmosphere to drive reflections and ambient lighting (IBL) for this view
160        AtmosphereEnvironmentMapLight::default(),
161        #[cfg(feature = "free_camera")]
162        FreeCamera::default(),
163        VolumetricFog {
164            ambient_intensity: 0.0,
165            ..default()
166        },
167        Msaa::Off,
168        TemporalAntiAliasing::default(),
169        ScreenSpaceReflections {
170            min_perceptual_roughness: 0.0..0.0,
171            ..default()
172        },
173    ));
174}
175
176#[derive(Component)]
177struct Terrain;
178
179/// A custom [`ExtendedMaterial`] that creates animated water ripples.
180#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
181struct Water {
182    /// The normal map image.
183    ///
184    /// Note that, like all normal maps, this must not be loaded as sRGB.
185    #[texture(100)]
186    #[sampler(101)]
187    normals: Handle<Image>,
188
189    // Parameters to the water shader.
190    #[uniform(102)]
191    settings: WaterSettings,
192}
193
194/// Parameters to the water shader.
195#[derive(ShaderType, Debug, Clone)]
196struct WaterSettings {
197    /// How much to displace each octave each frame, in the u and v directions.
198    /// Two octaves are packed into each `vec4`.
199    octave_vectors: [Vec4; 2],
200    /// How wide the waves are in each octave.
201    octave_scales: Vec4,
202    /// How high the waves are in each octave.
203    octave_strengths: Vec4,
204}
205
206impl MaterialExtension for Water {
207    fn deferred_fragment_shader() -> ShaderRef {
208        "shaders/water_material.wgsl".into()
209    }
210}
211
212fn setup_terrain_scene(
213    mut commands: Commands,
214    mut meshes: ResMut<Assets<Mesh>>,
215    mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, Water>>>,
216    asset_server: Res<AssetServer>,
217) {
218    // Sun
219    commands.spawn((
220        DirectionalLight {
221            shadow_maps_enabled: true,
222            // lux::RAW_SUNLIGHT is recommended for use with this feature, since
223            // other values approximate sunlight *post-scattering* in various
224            // conditions. RAW_SUNLIGHT in comparison is the illuminance of the
225            // sun unfiltered by the atmosphere, so it is the proper input for
226            // sunlight to be filtered by the atmosphere.
227            illuminance: lux::RAW_SUNLIGHT,
228            ..default()
229        },
230        Transform::from_xyz(1.0, 0.4, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
231        VolumetricLight,
232    ));
233
234    // spawn the fog volume
235    commands.spawn((
236        FogVolume::default(),
237        Transform::from_scale(Vec3::new(10.0, 1.0, 10.0)).with_translation(Vec3::Y * 0.5),
238    ));
239
240    // Terrain
241    commands.spawn((
242        Terrain,
243        WorldAssetRoot(
244            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/terrain/terrain.glb")),
245        ),
246        Transform::from_xyz(-1.0, 0.0, -0.5)
247            .with_scale(Vec3::splat(0.5))
248            .with_rotation(Quat::from_rotation_y(PI / 2.0)),
249    ));
250
251    spawn_water(
252        &mut commands,
253        &asset_server,
254        &mut meshes,
255        &mut water_materials,
256    );
257}
258
259// Spawns the water plane.
260fn spawn_water(
261    commands: &mut Commands,
262    asset_server: &AssetServer,
263    meshes: &mut Assets<Mesh>,
264    water_materials: &mut Assets<ExtendedMaterial<StandardMaterial, Water>>,
265) {
266    commands.spawn((
267        Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(1.0)))),
268        MeshMaterial3d(
269            water_materials.add(ExtendedMaterial {
270                base: StandardMaterial {
271                    base_color: BLACK.into(),
272                    perceptual_roughness: 0.0,
273                    ..default()
274                },
275                extension: Water {
276                    normals: asset_server
277                        .load_builder()
278                        .with_settings(|settings: &mut ImageLoaderSettings| {
279                            settings.is_srgb = false;
280                            settings.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
281                                address_mode_u: ImageAddressMode::Repeat,
282                                address_mode_v: ImageAddressMode::Repeat,
283                                mag_filter: ImageFilterMode::Linear,
284                                min_filter: ImageFilterMode::Linear,
285                                ..default()
286                            });
287                        })
288                        .load("textures/water_normals.png"),
289                    // These water settings are just random values to create some
290                    // variety.
291                    settings: WaterSettings {
292                        octave_vectors: [
293                            vec4(0.080, 0.059, 0.073, -0.062),
294                            vec4(0.153, 0.138, -0.149, -0.195),
295                        ],
296                        octave_scales: vec4(1.0, 2.1, 7.9, 14.9) * 500.0,
297                        octave_strengths: vec4(0.16, 0.18, 0.093, 0.044) * 0.2,
298                    },
299                },
300            }),
301        ),
302        Transform::from_scale(Vec3::splat(100.0)),
303    ));
304}
305
306fn dynamic_scene(
307    mut suns: Query<&mut Transform, With<DirectionalLight>>,
308    time: Res<Time>,
309    sun_motion_state: Res<GameState>,
310) {
311    // Only rotate the sun if motion is not paused
312    if !sun_motion_state.paused {
313        suns.iter_mut()
314            .for_each(|mut tf| tf.rotate_x(-time.delta_secs() * PI / 10.0));
315    }
316}