Fog¶
Fog Demo — Distance-based fog via WorldEnvironment.
Demonstrates:
Distance fog with adjustable density/start/end
Fog colour control
Height fog toggle
Fog mode switching (linear / exponential / exponential_squared)
Bloom + tonemap combined with fog
Controls: A / D - Orbit camera left / right W / S - Zoom in / out Q / E - Raise / lower camera 1 - Toggle fog 2 - Toggle bloom 3 - Cycle fog mode Up / Down - Adjust fog density Left / Right - Adjust tonemap exposure Escape - Quit
Run: uv run python packages/graphics/examples/3d_fog.py
Source Code¶
1"""Fog Demo — Distance-based fog via WorldEnvironment.
2
3Demonstrates:
4 - Distance fog with adjustable density/start/end
5 - Fog colour control
6 - Height fog toggle
7 - Fog mode switching (linear / exponential / exponential_squared)
8 - Bloom + tonemap combined with fog
9
10Controls:
11 A / D - Orbit camera left / right
12 W / S - Zoom in / out
13 Q / E - Raise / lower camera
14 1 - Toggle fog
15 2 - Toggle bloom
16 3 - Cycle fog mode
17 Up / Down - Adjust fog density
18 Left / Right - Adjust tonemap exposure
19 Escape - Quit
20
21Run: uv run python packages/graphics/examples/3d_fog.py
22"""
23
24
25import math
26
27import numpy as np
28
29from simvx.core import (
30 Camera3D,
31 DirectionalLight3D,
32 Input,
33 InputMap,
34 Key,
35 Material,
36 Mesh,
37 MeshInstance3D,
38 Node,
39 Text2D,
40 WorldEnvironment,
41)
42from simvx.graphics import App
43
44FOG_MODES = ["linear", "exponential", "exponential_squared"]
45
46
47class FogDemo(Node):
48 def ready(self):
49 InputMap.add_action("orbit_left", [Key.A])
50 InputMap.add_action("orbit_right", [Key.D])
51 InputMap.add_action("pitch_up", [Key.W])
52 InputMap.add_action("pitch_down", [Key.S])
53 InputMap.add_action("zoom_in", [Key.Q])
54 InputMap.add_action("zoom_out", [Key.E])
55 InputMap.add_action("toggle_fog", [Key.KEY_1])
56 InputMap.add_action("toggle_bloom", [Key.KEY_2])
57 InputMap.add_action("cycle_fog_mode", [Key.KEY_3])
58 InputMap.add_action("density_up", [Key.UP])
59 InputMap.add_action("density_down", [Key.DOWN])
60 InputMap.add_action("exposure_up", [Key.LEFT])
61 InputMap.add_action("exposure_down", [Key.RIGHT])
62 InputMap.add_action("quit", [Key.ESCAPE])
63
64 self._yaw = 30.0
65 self._pitch = 25.0
66 self._distance = 25.0
67 self._target = (0.0, 2.0, 0.0)
68 self._fog_mode_idx = 1 # exponential
69
70 self._cam = Camera3D(name="Camera", fov=60, near=0.1, far=200.0)
71 self.add_child(self._cam)
72
73 # WorldEnvironment — fog + bloom + tonemap. Warm orange fog contrasts the
74 # blue gradient sky so distance fog is obvious when toggled, and bloom
75 # threshold is low enough that the strongly-emissive balls clearly halo.
76 self._env = self.add_child(WorldEnvironment())
77 self._env.fog_enabled = True
78 self._env.fog_colour = (0.95, 0.55, 0.25, 1.0)
79 self._env.fog_density = 0.12
80 self._env.fog_start = 2.0
81 self._env.fog_end = 50.0
82 self._env.fog_mode = "exponential"
83 self._env.bloom_enabled = True
84 self._env.bloom_threshold = 0.8
85 self._env.bloom_intensity = 1.2
86 self._env.bloom_soft_knee = 0.7
87 self._env.tonemap_exposure = 0.9
88
89 # Lighting
90 key = DirectionalLight3D(name="KeyLight", intensity=1.5)
91 key.look_at((-1.0, -2.0, -1.0))
92 self.add_child(key)
93
94 fill = DirectionalLight3D(name="FillLight", intensity=0.3, colour=(0.6, 0.7, 1.0))
95 fill.look_at((1.0, -1.0, 2.0))
96 self.add_child(fill)
97
98 # Ground plane
99 ground = MeshInstance3D(name="Ground", mesh=Mesh.cube())
100 ground.material = Material(colour=(0.3, 0.35, 0.3), roughness=0.9, metallic=0.0)
101 ground.scale = (50.0, 0.1, 50.0)
102 ground.position = (0.0, -0.05, 0.0)
103 self.add_child(ground)
104
105 # Strongly-emissive metallic orbs to show bloom. ``emissive_colour`` is
106 # (r, g, b, intensity) — the intensity multiplier pushes the fragment
107 # HDR value well above the bloom threshold so the halo is unmistakable
108 # when bloom is on and disappears entirely when toggled off.
109 emissive_specs = [
110 ((1.0, 0.15, 0.05), 6.0), # fiery red
111 ((0.05, 1.0, 0.25), 5.0), # emerald
112 ((0.2, 0.3, 1.0), 5.0), # electric blue
113 ((1.0, 0.8, 0.1), 6.0), # amber
114 ((1.0, 0.1, 0.9), 5.0), # magenta
115 ((0.1, 0.9, 1.0), 5.0), # cyan
116 ]
117 for i, (rgb, intensity) in enumerate(emissive_specs):
118 angle = i * math.pi * 2 / len(emissive_specs)
119 mat = Material(
120 colour=(rgb[0] * 0.2, rgb[1] * 0.2, rgb[2] * 0.2),
121 roughness=0.25, metallic=0.9,
122 emissive_colour=(*rgb, intensity),
123 )
124 obj = MeshInstance3D(name=f"Emissive{i}", mesh=Mesh.sphere(radius=0.6), material=mat)
125 obj.position = (math.cos(angle) * 6.0, 1.0, math.sin(angle) * 6.0)
126 self.add_child(obj)
127
128 # Scattered objects at various distances — fog fades distant ones
129 colours = [
130 (0.9, 0.2, 0.2), (0.2, 0.9, 0.2), (0.2, 0.2, 0.9), (0.9, 0.9, 0.2),
131 (0.9, 0.2, 0.9), (0.2, 0.9, 0.9), (1.0, 0.5, 0.0), (0.5, 0.0, 1.0),
132 ]
133 rng = np.random.default_rng(42)
134 for i in range(30):
135 colour = colours[i % len(colours)]
136 mat = Material(colour=colour, roughness=0.4, metallic=0.3)
137 if i % 3 == 0:
138 mesh = Mesh.sphere(radius=0.8)
139 elif i % 3 == 1:
140 mesh = Mesh.cube()
141 else:
142 mesh = Mesh.cylinder(radius=0.5, height=2.0)
143 obj = MeshInstance3D(name=f"Obj{i}", mesh=mesh, material=mat)
144 obj.position = (rng.uniform(-20, 20), 0.8 if i % 3 != 2 else 1.0, rng.uniform(-20, 20))
145 self.add_child(obj)
146
147 # Tall pillars (visible at distance, good for fog depth testing)
148 pillar_mat = Material(colour=(0.6, 0.6, 0.65), roughness=0.5, metallic=0.1)
149 for i in range(8):
150 angle = i * math.pi * 2 / 8
151 pillar = MeshInstance3D(name=f"Pillar{i}", mesh=Mesh.cube(), material=pillar_mat)
152 pillar.scale = (0.8, 6.0, 0.8)
153 pillar.position = (math.cos(angle) * 15.0, 3.0, math.sin(angle) * 15.0)
154 self.add_child(pillar)
155
156 self._hud = self.add_child(Text2D(name="HUD", text="", font_scale=1.2, x=10.0, y=10.0))
157 self._update_camera()
158
159 def process(self, dt):
160 if Input.is_action_pressed("orbit_left"):
161 self._yaw += 60.0 * dt
162 if Input.is_action_pressed("orbit_right"):
163 self._yaw -= 60.0 * dt
164 if Input.is_action_pressed("zoom_in"):
165 self._distance = max(5.0, self._distance - 10.0 * dt)
166 if Input.is_action_pressed("zoom_out"):
167 self._distance = min(60.0, self._distance + 10.0 * dt)
168 if Input.is_action_pressed("pitch_up"):
169 self._pitch = min(80.0, self._pitch + 30.0 * dt)
170 if Input.is_action_pressed("pitch_down"):
171 self._pitch = max(-10.0, self._pitch - 30.0 * dt)
172
173 if Input.is_action_just_pressed("quit"):
174 self.app.quit()
175 return
176
177 env = self._env
178
179 if Input.is_action_just_pressed("toggle_fog"):
180 env.fog_enabled = not env.fog_enabled
181 if Input.is_action_just_pressed("toggle_bloom"):
182 env.bloom_enabled = not env.bloom_enabled
183 if Input.is_action_just_pressed("cycle_fog_mode"):
184 self._fog_mode_idx = (self._fog_mode_idx + 1) % len(FOG_MODES)
185 env.fog_mode = FOG_MODES[self._fog_mode_idx]
186
187 if Input.is_action_pressed("density_up"):
188 env.fog_density = min(0.2, env.fog_density + 0.02 * dt)
189 if Input.is_action_pressed("density_down"):
190 env.fog_density = max(0.001, env.fog_density - 0.02 * dt)
191
192 if Input.is_action_pressed("exposure_up"):
193 env.tonemap_exposure = min(5.0, env.tonemap_exposure + 1.0 * dt)
194 if Input.is_action_pressed("exposure_down"):
195 env.tonemap_exposure = max(0.1, env.tonemap_exposure - 1.0 * dt)
196
197 self._update_camera()
198 self._update_hud()
199
200 def _update_camera(self):
201 yaw_rad = math.radians(self._yaw)
202 pitch_rad = math.radians(self._pitch)
203 cp = math.cos(pitch_rad)
204 x = self._target[0] + self._distance * cp * math.sin(yaw_rad)
205 y = self._target[1] + self._distance * math.sin(pitch_rad)
206 z = self._target[2] + self._distance * cp * math.cos(yaw_rad)
207 self._cam.position = (x, y, z)
208 self._cam.look_at(self._target)
209
210 def _update_hud(self):
211 env = self._env
212 lines = [
213 "Fog Demo (WorldEnvironment)",
214 f"[1] Fog: {'ON' if env.fog_enabled else 'OFF'} Density: {env.fog_density:.3f} (Up/Down)",
215 f"[2] Bloom: {'ON' if env.bloom_enabled else 'OFF'}",
216 f"[3] Mode: {env.fog_mode}",
217 f" Exposure: {env.tonemap_exposure:.2f} (Left/Right)",
218 "A/D orbit W/S pitch Q/E zoom Esc quit",
219 ]
220 self._hud.text = "\n".join(lines)
221
222
223if __name__ == "__main__":
224 app = App(title="Fog Demo", width=1280, height=720)
225 app.run(FogDemo())