use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, Handle};
use bevy_ecs::prelude::*;
use bevy_math::{Vec3, Vec4};
use bevy_render::{
extract_component::ExtractComponentPlugin,
render_resource::{DynamicUniformBuffer, Shader, ShaderType},
renderer::{RenderDevice, RenderQueue},
view::ExtractedView,
Render, RenderApp, RenderSet,
};
use crate::{FogFalloff, FogSettings};
#[derive(Copy, Clone, ShaderType, Default, Debug)]
pub struct GpuFog {
base_color: Vec4,
directional_light_color: Vec4,
be: Vec3,
directional_light_exponent: f32,
bi: Vec3,
mode: u32,
}
const GPU_FOG_MODE_OFF: u32 = 0;
const GPU_FOG_MODE_LINEAR: u32 = 1;
const GPU_FOG_MODE_EXPONENTIAL: u32 = 2;
const GPU_FOG_MODE_EXPONENTIAL_SQUARED: u32 = 3;
const GPU_FOG_MODE_ATMOSPHERIC: u32 = 4;
#[derive(Default, Resource)]
pub struct FogMeta {
pub gpu_fogs: DynamicUniformBuffer<GpuFog>,
}
pub fn prepare_fog(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut fog_meta: ResMut<FogMeta>,
views: Query<(Entity, Option<&FogSettings>), With<ExtractedView>>,
) {
let views_iter = views.iter();
let view_count = views_iter.len();
let Some(mut writer) = fog_meta
.gpu_fogs
.get_writer(view_count, &render_device, &render_queue)
else {
return;
};
for (entity, fog) in views_iter {
let gpu_fog = if let Some(fog) = fog {
match &fog.falloff {
FogFalloff::Linear { start, end } => GpuFog {
mode: GPU_FOG_MODE_LINEAR,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*start, *end, 0.0),
..Default::default()
},
FogFalloff::Exponential { density } => GpuFog {
mode: GPU_FOG_MODE_EXPONENTIAL,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*density, 0.0, 0.0),
..Default::default()
},
FogFalloff::ExponentialSquared { density } => GpuFog {
mode: GPU_FOG_MODE_EXPONENTIAL_SQUARED,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*density, 0.0, 0.0),
..Default::default()
},
FogFalloff::Atmospheric {
extinction,
inscattering,
} => GpuFog {
mode: GPU_FOG_MODE_ATMOSPHERIC,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
directional_light_exponent: fog.directional_light_exponent,
be: *extinction,
bi: *inscattering,
},
}
} else {
GpuFog {
mode: GPU_FOG_MODE_OFF,
..Default::default()
}
};
commands.entity(entity).insert(ViewFogUniformOffset {
offset: writer.write(&gpu_fog),
});
}
}
#[derive(Component)]
pub struct ViewFogUniformOffset {
pub offset: u32,
}
pub const FOG_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4913569193382610166);
pub struct FogPlugin;
impl Plugin for FogPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, FOG_SHADER_HANDLE, "fog.wgsl", Shader::from_wgsl);
app.register_type::<FogSettings>();
app.add_plugins(ExtractComponentPlugin::<FogSettings>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<FogMeta>()
.add_systems(Render, prepare_fog.in_set(RenderSet::PrepareResources));
}
}
}