Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
|
|
|
//! A scene showcasing screen space ambient occlusion.
|
|
|
|
|
2023-10-02 21:55:16 +00:00
|
|
|
// This lint usually gives bad advice in the context of Bevy -- hiding complex queries behind
|
|
|
|
// type aliases tends to obfuscate code while offering no improvement in code cleanliness.
|
|
|
|
#![allow(clippy::type_complexity)]
|
|
|
|
|
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
|
|
|
use bevy::{
|
|
|
|
core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
|
|
|
|
pbr::{
|
|
|
|
ScreenSpaceAmbientOcclusionBundle, ScreenSpaceAmbientOcclusionQualityLevel,
|
|
|
|
ScreenSpaceAmbientOcclusionSettings,
|
|
|
|
},
|
|
|
|
prelude::*,
|
|
|
|
render::camera::TemporalJitter,
|
|
|
|
};
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.insert_resource(AmbientLight {
|
|
|
|
brightness: 5.0,
|
|
|
|
..default()
|
|
|
|
})
|
2023-06-21 20:51:03 +00:00
|
|
|
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
|
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(Update, update)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
) {
|
|
|
|
commands
|
|
|
|
.spawn(Camera3dBundle {
|
|
|
|
camera: Camera {
|
|
|
|
hdr: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.insert(ScreenSpaceAmbientOcclusionBundle::default())
|
|
|
|
.insert(TemporalAntiAliasBundle::default());
|
|
|
|
|
|
|
|
let material = materials.add(StandardMaterial {
|
|
|
|
base_color: Color::rgb(0.5, 0.5, 0.5),
|
|
|
|
perceptual_roughness: 1.0,
|
|
|
|
reflectance: 0.0,
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
|
|
material: material.clone(),
|
|
|
|
transform: Transform::from_xyz(0.0, 0.0, 1.0),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
|
|
material: material.clone(),
|
|
|
|
transform: Transform::from_xyz(0.0, -1.0, 0.0),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
|
|
|
|
material,
|
|
|
|
transform: Transform::from_xyz(1.0, 0.0, 0.0),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
commands.spawn((
|
|
|
|
PbrBundle {
|
|
|
|
mesh: meshes.add(Mesh::from(shape::UVSphere {
|
|
|
|
radius: 0.4,
|
|
|
|
sectors: 72,
|
|
|
|
stacks: 36,
|
|
|
|
})),
|
|
|
|
material: materials.add(StandardMaterial {
|
|
|
|
base_color: Color::rgb(0.4, 0.4, 0.4),
|
|
|
|
perceptual_roughness: 1.0,
|
|
|
|
reflectance: 0.0,
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
SphereMarker,
|
|
|
|
));
|
|
|
|
|
|
|
|
commands.spawn(DirectionalLightBundle {
|
|
|
|
directional_light: DirectionalLight {
|
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
transform: Transform::from_rotation(Quat::from_euler(
|
|
|
|
EulerRot::ZYX,
|
|
|
|
0.0,
|
|
|
|
PI * -0.15,
|
|
|
|
PI * -0.15,
|
|
|
|
)),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
commands.spawn(
|
|
|
|
TextBundle::from_section(
|
|
|
|
"",
|
|
|
|
TextStyle {
|
|
|
|
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
|
|
|
font_size: 26.0,
|
2023-11-03 12:57:38 +00:00
|
|
|
..default()
|
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)
# Objective
- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.
## Solution
- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.
## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.
---
## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)
## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)
## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)
## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
* https://github.com/gfx-rs/wgpu/pull/3798
* https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.
---
## Changelog
- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
|
|
|
},
|
|
|
|
)
|
|
|
|
.with_style(Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
bottom: Val::Px(10.0),
|
|
|
|
left: Val::Px(10.0),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update(
|
|
|
|
camera: Query<
|
|
|
|
(
|
|
|
|
Entity,
|
|
|
|
Option<&ScreenSpaceAmbientOcclusionSettings>,
|
|
|
|
Option<&TemporalJitter>,
|
|
|
|
),
|
|
|
|
With<Camera>,
|
|
|
|
>,
|
|
|
|
mut text: Query<&mut Text>,
|
|
|
|
mut sphere: Query<&mut Transform, With<SphereMarker>>,
|
|
|
|
mut commands: Commands,
|
|
|
|
keycode: Res<Input<KeyCode>>,
|
|
|
|
time: Res<Time>,
|
|
|
|
) {
|
|
|
|
let mut sphere = sphere.single_mut();
|
|
|
|
sphere.translation.y = (time.elapsed_seconds() / 1.7).sin() * 0.7;
|
|
|
|
|
|
|
|
let (camera_entity, ssao_settings, temporal_jitter) = camera.single();
|
|
|
|
|
|
|
|
let mut commands = commands.entity(camera_entity);
|
|
|
|
if keycode.just_pressed(KeyCode::Key1) {
|
|
|
|
commands.remove::<ScreenSpaceAmbientOcclusionSettings>();
|
|
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::Key2) {
|
|
|
|
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
|
|
|
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::Key3) {
|
|
|
|
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
|
|
|
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::Key4) {
|
|
|
|
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
|
|
|
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::Key5) {
|
|
|
|
commands.insert(ScreenSpaceAmbientOcclusionSettings {
|
|
|
|
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
if keycode.just_pressed(KeyCode::Space) {
|
|
|
|
if temporal_jitter.is_some() {
|
|
|
|
commands.remove::<TemporalJitter>();
|
|
|
|
} else {
|
|
|
|
commands.insert(TemporalJitter::default());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut text = text.single_mut();
|
|
|
|
let text = &mut text.sections[0].value;
|
|
|
|
text.clear();
|
|
|
|
|
|
|
|
let (o, l, m, h, u) = match ssao_settings.map(|s| s.quality_level) {
|
|
|
|
None => ("*", "", "", "", ""),
|
|
|
|
Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
|
|
|
|
Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
|
|
|
|
Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
|
|
|
|
Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
|
|
|
|
_ => unreachable!(),
|
|
|
|
};
|
|
|
|
|
|
|
|
text.push_str("SSAO Quality:\n");
|
|
|
|
text.push_str(&format!("(1) {o}Off{o}\n"));
|
|
|
|
text.push_str(&format!("(2) {l}Low{l}\n"));
|
|
|
|
text.push_str(&format!("(3) {m}Medium{m}\n"));
|
|
|
|
text.push_str(&format!("(4) {h}High{h}\n"));
|
|
|
|
text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
|
|
|
|
|
|
|
|
text.push_str("Temporal Antialiasing:\n");
|
|
|
|
text.push_str(match temporal_jitter {
|
|
|
|
Some(_) => "(Space) Enabled",
|
|
|
|
None => "(Space) Disabled",
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct SphereMarker;
|