//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing). // 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)] use std::f32::consts::PI; use bevy::{ core_pipeline::{ contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings, experimental::taa::{ TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings, }, fxaa::{Fxaa, Sensitivity}, }, pbr::CascadeShadowConfigBuilder, prelude::*, render::{ render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat}, texture::ImageSampler, }, }; fn main() { App::new() .insert_resource(Msaa::Off) .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin)) .add_systems(Startup, setup) .add_systems(Update, (modify_aa, modify_sharpening, update_ui)) .run(); } fn modify_aa( keys: Res>, mut camera: Query< ( Entity, Option<&mut Fxaa>, Option<&TemporalAntiAliasSettings>, ), With, >, mut msaa: ResMut, mut commands: Commands, ) { let (camera_entity, fxaa, taa) = camera.single_mut(); let mut camera = commands.entity(camera_entity); // No AA if keys.just_pressed(KeyCode::Key1) { *msaa = Msaa::Off; camera.remove::(); camera.remove::(); } // MSAA if keys.just_pressed(KeyCode::Key2) && *msaa == Msaa::Off { camera.remove::(); camera.remove::(); *msaa = Msaa::Sample4; } // MSAA Sample Count if *msaa != Msaa::Off { if keys.just_pressed(KeyCode::Q) { *msaa = Msaa::Sample2; } if keys.just_pressed(KeyCode::W) { *msaa = Msaa::Sample4; } if keys.just_pressed(KeyCode::E) { *msaa = Msaa::Sample8; } } // FXAA if keys.just_pressed(KeyCode::Key3) && fxaa.is_none() { *msaa = Msaa::Off; camera.remove::(); camera.insert(Fxaa::default()); } // FXAA Settings if let Some(mut fxaa) = fxaa { if keys.just_pressed(KeyCode::Q) { fxaa.edge_threshold = Sensitivity::Low; fxaa.edge_threshold_min = Sensitivity::Low; } if keys.just_pressed(KeyCode::W) { fxaa.edge_threshold = Sensitivity::Medium; fxaa.edge_threshold_min = Sensitivity::Medium; } if keys.just_pressed(KeyCode::E) { fxaa.edge_threshold = Sensitivity::High; fxaa.edge_threshold_min = Sensitivity::High; } if keys.just_pressed(KeyCode::R) { fxaa.edge_threshold = Sensitivity::Ultra; fxaa.edge_threshold_min = Sensitivity::Ultra; } if keys.just_pressed(KeyCode::T) { fxaa.edge_threshold = Sensitivity::Extreme; fxaa.edge_threshold_min = Sensitivity::Extreme; } } // TAA if keys.just_pressed(KeyCode::Key4) && taa.is_none() { *msaa = Msaa::Off; camera.remove::(); camera.insert(TemporalAntiAliasBundle::default()); } } fn modify_sharpening( keys: Res>, mut query: Query<&mut ContrastAdaptiveSharpeningSettings>, ) { for mut cas in &mut query { if keys.just_pressed(KeyCode::Key0) { cas.enabled = !cas.enabled; } if cas.enabled { if keys.just_pressed(KeyCode::Minus) { cas.sharpening_strength -= 0.1; cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0); } if keys.just_pressed(KeyCode::Equals) { cas.sharpening_strength += 0.1; cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0); } if keys.just_pressed(KeyCode::D) { cas.denoise = !cas.denoise; } } } } fn update_ui( camera: Query< ( Option<&Fxaa>, Option<&TemporalAntiAliasSettings>, &ContrastAdaptiveSharpeningSettings, ), With, >, msaa: Res, mut ui: Query<&mut Text>, ) { let (fxaa, taa, cas_settings) = camera.single(); let mut ui = ui.single_mut(); let ui = &mut ui.sections[0].value; *ui = "Antialias Method\n".to_string(); if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() { ui.push_str("(1) *No AA*\n"); } else { ui.push_str("(1) No AA\n"); } if *msaa != Msaa::Off { ui.push_str("(2) *MSAA*\n"); } else { ui.push_str("(2) MSAA\n"); } if fxaa.is_some() { ui.push_str("(3) *FXAA*\n"); } else { ui.push_str("(3) FXAA\n"); } if taa.is_some() { ui.push_str("(4) *TAA*"); } else { ui.push_str("(4) TAA"); } if *msaa != Msaa::Off { ui.push_str("\n\n----------\n\nSample Count\n"); if *msaa == Msaa::Sample2 { ui.push_str("(Q) *2*\n"); } else { ui.push_str("(Q) 2\n"); } if *msaa == Msaa::Sample4 { ui.push_str("(W) *4*\n"); } else { ui.push_str("(W) 4\n"); } if *msaa == Msaa::Sample8 { ui.push_str("(E) *8*"); } else { ui.push_str("(E) 8"); } } if let Some(fxaa) = fxaa { ui.push_str("\n\n----------\n\nSensitivity\n"); if fxaa.edge_threshold == Sensitivity::Low { ui.push_str("(Q) *Low*\n"); } else { ui.push_str("(Q) Low\n"); } if fxaa.edge_threshold == Sensitivity::Medium { ui.push_str("(W) *Medium*\n"); } else { ui.push_str("(W) Medium\n"); } if fxaa.edge_threshold == Sensitivity::High { ui.push_str("(E) *High*\n"); } else { ui.push_str("(E) High\n"); } if fxaa.edge_threshold == Sensitivity::Ultra { ui.push_str("(R) *Ultra*\n"); } else { ui.push_str("(R) Ultra\n"); } if fxaa.edge_threshold == Sensitivity::Extreme { ui.push_str("(T) *Extreme*"); } else { ui.push_str("(T) Extreme"); } } if cas_settings.enabled { ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n"); ui.push_str(&format!( "(-/+) Strength: {:.1}\n", cas_settings.sharpening_strength )); if cas_settings.denoise { ui.push_str("(D) Denoising (Enabled)\n"); } else { ui.push_str("(D) Denoising (Disabled)\n"); } } else { ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n"); } } /// Set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut images: ResMut>, asset_server: Res, ) { // Plane commands.spawn(PbrBundle { mesh: meshes.add(shape::Plane::from_size(5.0).into()), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); let cube_material = materials.add(StandardMaterial { base_color_texture: Some(images.add(uv_debug_texture())), ..default() }); // Cubes for i in 0..5 { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })), material: cube_material.clone(), transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5), ..default() }); } // Flight Helmet commands.spawn(SceneBundle { scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"), ..default() }); // Light 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, )), cascade_shadow_config: CascadeShadowConfigBuilder { maximum_distance: 3.0, first_cascade_far_bound: 0.9, ..default() } .into(), ..default() }); // Camera commands.spawn(( Camera3dBundle { camera: Camera { hdr: true, ..default() }, transform: Transform::from_xyz(0.7, 0.7, 1.0) .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), ..default() }, ContrastAdaptiveSharpeningSettings { enabled: false, ..default() }, )); // example instructions commands.spawn( TextBundle::from_section( "", TextStyle { font_size: 20., ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } /// Creates a colorful test pattern fn uv_debug_texture() -> Image { const TEXTURE_SIZE: usize = 8; let mut palette: [u8; 32] = [ 255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255, 198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255, ]; let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4]; for y in 0..TEXTURE_SIZE { let offset = TEXTURE_SIZE * y * 4; texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette); palette.rotate_right(4); } let mut img = Image::new_fill( Extent3d { width: TEXTURE_SIZE as u32, height: TEXTURE_SIZE as u32, depth_or_array_layers: 1, }, TextureDimension::D2, &texture_data, TextureFormat::Rgba8UnormSrgb, ); img.sampler_descriptor = ImageSampler::Descriptor(SamplerDescriptor::default()); img }