//! Illustrates bloom post-processing using HDR and emissive materials. use bevy::{ core_pipeline::{ bloom::{BloomCompositeMode, BloomSettings}, tonemapping::Tonemapping, }, prelude::*, }; use std::{ collections::hash_map::DefaultHasher, hash::{Hash, Hasher}, }; fn main() { App::new() .insert_resource(ClearColor(Color::DARK_GRAY)) .add_plugins(DefaultPlugins) .add_systems(Startup, setup_scene) .add_systems(Update, (update_bloom_settings, bounce_spheres)) .run(); } fn setup_scene( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(( Camera3dBundle { camera: Camera { hdr: true, // 1. HDR is required for bloom ..default() }, tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }, BloomSettings::default(), // 3. Enable bloom for the camera )); let material_emissive1 = materials.add(StandardMaterial { emissive: Color::rgb_linear(13.99, 5.32, 2.0), // 4. Put something bright in a dark environment to see the effect ..default() }); let material_emissive2 = materials.add(StandardMaterial { emissive: Color::rgb_linear(2.0, 13.99, 5.32), ..default() }); let material_emissive3 = materials.add(StandardMaterial { emissive: Color::rgb_linear(5.32, 2.0, 13.99), ..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 -5..5 { for z in -5..5 { let mut hasher = DefaultHasher::new(); (x, z).hash(&mut hasher); let rand = (hasher.finish() - 2) % 6; let material = match rand { 0 => material_emissive1.clone(), 1 => material_emissive2.clone(), 2 => material_emissive3.clone(), 3..=5 => material_non_emissive.clone(), _ => unreachable!(), }; 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, )); } } // example instructions commands.spawn( TextBundle::from_section( "", TextStyle { font_size: 20.0, color: Color::BLACK, ..default() }, ) .with_style(Style { position_type: PositionType::Absolute, bottom: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } // ------------------------------------------------------------------------------------------------ fn update_bloom_settings( mut camera: Query<(Entity, Option<&mut BloomSettings>), With>, mut text: Query<&mut Text>, mut commands: Commands, keycode: Res>, time: Res