bevy/examples/3d/post_processing.rs

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Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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//! Demonstrates Bevy's built-in postprocessing features.
//!
//! Currently, this simply consists of chromatic aberration.
use std::f32::consts::PI;
use bevy::{
core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
};
/// The number of units per frame to add to or subtract from intensity when the
/// arrow keys are held.
const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
/// The maximum supported chromatic aberration intensity level.
const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
/// The settings that the user can control.
#[derive(Resource)]
struct AppSettings {
/// The intensity of the chromatic aberration effect.
chromatic_aberration_intensity: f32,
}
/// The entry point.
fn main() {
App::new()
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Chromatic Aberration Example".into(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, handle_keyboard_input)
.add_systems(
Update,
(update_chromatic_aberration_settings, update_help_text)
.run_if(resource_changed::<AppSettings>)
.after(handle_keyboard_input),
)
.run();
}
/// Creates the example scene and spawns the UI.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
// Spawn the camera.
spawn_camera(&mut commands, &asset_server);
// Create the scene.
spawn_scene(&mut commands, &asset_server);
// Spawn the help text.
spawn_text(&mut commands, &app_settings);
}
/// Spawns the camera, including the [`ChromaticAberration`] component.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn((
Camera3d::default(),
Camera {
hdr: true,
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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..default()
},
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
Rename rendering components for improved consistency and clarity (#15035) # Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
DistanceFog {
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
..default()
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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},
// Include the `ChromaticAberration` component.
ChromaticAberration::default(),
));
}
/// Spawns the scene.
///
/// This is just the tonemapping test scene, chosen for the fact that it uses a
/// variety of colors.
fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
// Spawn the main scene.
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
)));
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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// Spawn the flight helmet.
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
));
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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// Spawn the light.
commands.spawn((
DirectionalLight {
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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illuminance: 15000.0,
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
CascadeShadowConfigBuilder {
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.build(),
));
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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}
/// Spawns the help text at the bottom of the screen.
fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands.spawn((
create_help_text(app_settings),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
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Node {
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
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position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
},
));
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
}
impl Default for AppSettings {
fn default() -> Self {
Self {
chromatic_aberration_intensity: ChromaticAberration::default().intensity,
}
}
}
/// Creates help text at the bottom of the screen.
fn create_help_text(app_settings: &AppSettings) -> Text {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
format!(
"Chromatic aberration intensity: {} (Press Left or Right to change)",
app_settings.chromatic_aberration_intensity
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
)
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.into()
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
}
/// Handles requests from the user to change the chromatic aberration intensity.
fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
let mut delta = 0.0;
if input.pressed(KeyCode::ArrowLeft) {
delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
} else if input.pressed(KeyCode::ArrowRight) {
delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
}
// If no arrow key was pressed, just bail out.
if delta == 0.0 {
return;
}
app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
+ delta)
.clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
}
/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
fn update_chromatic_aberration_settings(
Rename rendering components for improved consistency and clarity (#15035) # Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
mut chromatic_aberration: Query<&mut ChromaticAberration>,
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
app_settings: Res<AppSettings>,
) {
let intensity = app_settings.chromatic_aberration_intensity;
// Pick a reasonable maximum sample size for the intensity to avoid an
// artifact whereby the individual samples appear instead of producing
// smooth streaks of color.
//
// Don't take this formula too seriously; it hasn't been heavily tuned.
let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
.clamp(8.0, 64.0)
.round() as u32;
Rename rendering components for improved consistency and clarity (#15035) # Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
for mut chromatic_aberration in &mut chromatic_aberration {
chromatic_aberration.intensity = intensity;
chromatic_aberration.max_samples = max_samples;
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695) This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
}
}
/// Updates the help text at the bottom of the screen to reflect the current
/// [`AppSettings`].
fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
for mut text in text.iter_mut() {
*text = create_help_text(&app_settings);
}
}