bevy/examples/3d/bloom.rs

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//! Illustrates bloom configuration using HDR and emissive materials.
use bevy::{core_pipeline::bloom::BloomSettings, prelude::*};
use std::{
collections::hash_map::DefaultHasher,
hash::{Hash, Hasher},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup_scene)
.add_system(update_bloom_settings)
Base Sets (#7466) # Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
2023-02-06 03:10:08 +00:00
.add_system(bounce_spheres)
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // 1. HDR must be enabled on the camera
..default()
},
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
BloomSettings::default(), // 2. Enable bloom for the camera
));
let material_emissive = materials.add(StandardMaterial {
emissive: Color::rgb_linear(5.2, 1.2, 0.8), // 3. Set StandardMaterial::emissive using Color::rgb_linear, for entities we want to apply bloom to
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: Color::GRAY,
..default()
});
let mesh = meshes.add(
shape::Icosphere {
radius: 0.5,
subdivisions: 5,
}
.try_into()
.unwrap(),
);
for x in -10..10 {
for z in -10..10 {
let mut hasher = DefaultHasher::new();
(x, z).hash(&mut hasher);
let rand = hasher.finish() % 2 == 0;
let material = if rand {
material_emissive.clone()
} else {
material_non_emissive.clone()
};
commands.spawn((
PbrBundle {
mesh: mesh.clone(),
material,
transform: Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
..default()
},
Bouncing,
));
}
}
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 18.0,
color: Color::BLACK,
},
)
.with_style(Style {
position_type: PositionType::Absolute,
position: UiRect {
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
},
..default()
}),
);
}
// ------------------------------------------------------------------------------------------------
fn update_bloom_settings(
mut camera: Query<&mut BloomSettings>,
mut text: Query<&mut Text>,
keycode: Res<Input<KeyCode>>,
time: Res<Time>,
) {
let mut bloom_settings = camera.single_mut();
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
*text = "BloomSettings\n".to_string();
text.push_str("-------------\n");
text.push_str(&format!("Threshold: {}\n", bloom_settings.threshold));
text.push_str(&format!("Knee: {}\n", bloom_settings.knee));
text.push_str(&format!("Scale: {}\n", bloom_settings.scale));
text.push_str(&format!("Intensity: {}\n", bloom_settings.intensity));
text.push_str("\n\n");
text.push_str("Controls (-/+)\n");
text.push_str("---------------\n");
text.push_str("Q/W - Threshold\n");
text.push_str("E/R - Knee\n");
text.push_str("A/S - Scale\n");
text.push_str("D/F - Intensity\n");
let dt = time.delta_seconds();
if keycode.pressed(KeyCode::Q) {
bloom_settings.threshold -= dt;
}
if keycode.pressed(KeyCode::W) {
bloom_settings.threshold += dt;
}
if keycode.pressed(KeyCode::E) {
bloom_settings.knee -= dt;
}
if keycode.pressed(KeyCode::R) {
bloom_settings.knee += dt;
}
if keycode.pressed(KeyCode::A) {
bloom_settings.scale -= dt;
}
if keycode.pressed(KeyCode::S) {
bloom_settings.scale += dt;
}
if keycode.pressed(KeyCode::D) {
bloom_settings.intensity -= dt;
}
if keycode.pressed(KeyCode::F) {
bloom_settings.intensity += dt;
}
}
#[derive(Component)]
struct Bouncing;
fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
for mut transform in query.iter_mut() {
transform.translation.y =
(transform.translation.x + transform.translation.z + time.elapsed_seconds()).sin();
}
}