mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# 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(); } } ```
375 lines
11 KiB
Rust
375 lines
11 KiB
Rust
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::{f32::consts::PI, fmt::Write};
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use bevy::{
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core_pipeline::{
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contrast_adaptive_sharpening::ContrastAdaptiveSharpening,
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experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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fxaa::{Fxaa, Sensitivity},
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prepass::{DepthPrepass, MotionVectorPrepass},
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smaa::{Smaa, SmaaPreset},
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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camera::TemporalJitter,
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::{ImageSampler, ImageSamplerDescriptor},
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},
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};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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.run();
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}
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type TaaComponents = (
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TemporalAntiAliasing,
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TemporalJitter,
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DepthPrepass,
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MotionVectorPrepass,
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);
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fn modify_aa(
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keys: Res<ButtonInput<KeyCode>>,
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camera: Single<
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(
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Entity,
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Option<&mut Fxaa>,
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Option<&mut Smaa>,
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Option<&TemporalAntiAliasing>,
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&mut Msaa,
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),
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With<Camera>,
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>,
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mut commands: Commands,
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) {
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let (camera_entity, fxaa, smaa, taa, mut msaa) = camera.into_inner();
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let mut camera = commands.entity(camera_entity);
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// No AA
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if keys.just_pressed(KeyCode::Digit1) {
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*msaa = Msaa::Off;
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camera
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.remove::<Fxaa>()
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.remove::<Smaa>()
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.remove::<TaaComponents>();
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}
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// MSAA
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if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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camera
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.remove::<Fxaa>()
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.remove::<Smaa>()
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.remove::<TaaComponents>();
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*msaa = Msaa::Sample4;
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}
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// MSAA Sample Count
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if *msaa != Msaa::Off {
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if keys.just_pressed(KeyCode::KeyQ) {
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*msaa = Msaa::Sample2;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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*msaa = Msaa::Sample4;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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*msaa = Msaa::Sample8;
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}
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}
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// FXAA
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if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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*msaa = Msaa::Off;
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camera
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.remove::<Smaa>()
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.remove::<TaaComponents>()
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.insert(Fxaa::default());
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}
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// FXAA Settings
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if let Some(mut fxaa) = fxaa {
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if keys.just_pressed(KeyCode::KeyQ) {
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fxaa.edge_threshold = Sensitivity::Low;
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fxaa.edge_threshold_min = Sensitivity::Low;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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fxaa.edge_threshold = Sensitivity::Medium;
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fxaa.edge_threshold_min = Sensitivity::Medium;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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fxaa.edge_threshold = Sensitivity::High;
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fxaa.edge_threshold_min = Sensitivity::High;
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}
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if keys.just_pressed(KeyCode::KeyR) {
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fxaa.edge_threshold = Sensitivity::Ultra;
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fxaa.edge_threshold_min = Sensitivity::Ultra;
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}
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if keys.just_pressed(KeyCode::KeyT) {
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fxaa.edge_threshold = Sensitivity::Extreme;
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fxaa.edge_threshold_min = Sensitivity::Extreme;
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}
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}
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// SMAA
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if keys.just_pressed(KeyCode::Digit4) && smaa.is_none() {
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*msaa = Msaa::Off;
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camera
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.remove::<Fxaa>()
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.remove::<TaaComponents>()
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.insert(Smaa::default());
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}
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// SMAA Settings
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if let Some(mut smaa) = smaa {
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if keys.just_pressed(KeyCode::KeyQ) {
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smaa.preset = SmaaPreset::Low;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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smaa.preset = SmaaPreset::Medium;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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smaa.preset = SmaaPreset::High;
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}
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if keys.just_pressed(KeyCode::KeyR) {
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smaa.preset = SmaaPreset::Ultra;
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}
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}
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// TAA
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if keys.just_pressed(KeyCode::Digit5) && taa.is_none() {
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*msaa = Msaa::Off;
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camera
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.remove::<Fxaa>()
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.remove::<Smaa>()
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.insert(TemporalAntiAliasing::default());
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}
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}
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fn modify_sharpening(
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keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut ContrastAdaptiveSharpening>,
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) {
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for mut cas in &mut query {
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if keys.just_pressed(KeyCode::Digit0) {
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cas.enabled = !cas.enabled;
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}
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if cas.enabled {
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if keys.just_pressed(KeyCode::Minus) {
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cas.sharpening_strength -= 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::Equal) {
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cas.sharpening_strength += 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::KeyD) {
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cas.denoise = !cas.denoise;
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}
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}
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}
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}
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fn update_ui(
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camera: Single<
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(
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Option<&Fxaa>,
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Option<&Smaa>,
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Option<&TemporalAntiAliasing>,
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&ContrastAdaptiveSharpening,
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&Msaa,
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),
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With<Camera>,
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>,
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mut ui: Single<&mut Text>,
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) {
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let (fxaa, smaa, taa, cas, msaa) = *camera;
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let ui = &mut ui.0;
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*ui = "Antialias Method\n".to_string();
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draw_selectable_menu_item(
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ui,
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"No AA",
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'1',
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*msaa == Msaa::Off && fxaa.is_none() && taa.is_none() && smaa.is_none(),
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);
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draw_selectable_menu_item(ui, "MSAA", '2', *msaa != Msaa::Off);
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draw_selectable_menu_item(ui, "FXAA", '3', fxaa.is_some());
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draw_selectable_menu_item(ui, "SMAA", '4', smaa.is_some());
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draw_selectable_menu_item(ui, "TAA", '5', taa.is_some());
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if *msaa != Msaa::Off {
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ui.push_str("\n----------\n\nSample Count\n");
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draw_selectable_menu_item(ui, "2", 'Q', *msaa == Msaa::Sample2);
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draw_selectable_menu_item(ui, "4", 'W', *msaa == Msaa::Sample4);
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draw_selectable_menu_item(ui, "8", 'E', *msaa == Msaa::Sample8);
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}
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if let Some(fxaa) = fxaa {
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ui.push_str("\n----------\n\nSensitivity\n");
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draw_selectable_menu_item(ui, "Low", 'Q', fxaa.edge_threshold == Sensitivity::Low);
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draw_selectable_menu_item(
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ui,
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"Medium",
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'W',
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fxaa.edge_threshold == Sensitivity::Medium,
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);
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draw_selectable_menu_item(ui, "High", 'E', fxaa.edge_threshold == Sensitivity::High);
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draw_selectable_menu_item(ui, "Ultra", 'R', fxaa.edge_threshold == Sensitivity::Ultra);
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draw_selectable_menu_item(
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ui,
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"Extreme",
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'T',
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fxaa.edge_threshold == Sensitivity::Extreme,
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);
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}
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if let Some(smaa) = smaa {
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ui.push_str("\n----------\n\nQuality\n");
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draw_selectable_menu_item(ui, "Low", 'Q', smaa.preset == SmaaPreset::Low);
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draw_selectable_menu_item(ui, "Medium", 'W', smaa.preset == SmaaPreset::Medium);
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draw_selectable_menu_item(ui, "High", 'E', smaa.preset == SmaaPreset::High);
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draw_selectable_menu_item(ui, "Ultra", 'R', smaa.preset == SmaaPreset::Ultra);
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}
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ui.push_str("\n----------\n\n");
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draw_selectable_menu_item(ui, "Sharpening", '0', cas.enabled);
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if cas.enabled {
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ui.push_str(&format!("(-/+) Strength: {:.1}\n", cas.sharpening_strength));
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draw_selectable_menu_item(ui, "Denoising", 'D', cas.denoise);
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}
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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asset_server: Res<AssetServer>,
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) {
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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let cube_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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// Cubes
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for i in 0..5 {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.25, 0.25, 0.25))),
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MeshMaterial3d(cube_material.clone()),
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Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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));
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}
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// Flight Helmet
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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)));
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// Light
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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CascadeShadowConfigBuilder {
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maximum_distance: 3.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.build(),
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));
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// Camera
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commands.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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ContrastAdaptiveSharpening {
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enabled: false,
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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..default()
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},
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DistanceFog {
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color: Color::srgba_u8(43, 44, 47, 255),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 4.0,
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},
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..default()
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},
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));
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// example instructions
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commands.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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/// Writes a simple menu item that can be on or off.
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fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) {
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let star = if enabled { "*" } else { "" };
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let _ = writeln!(*ui, "({shortcut}) {star}{label}{star}");
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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let mut img = Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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);
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img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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img
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}
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