bevy/examples/3d/transmission.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# 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();
    }
}
```
2024-10-18 22:25:33 +00:00

617 lines
20 KiB
Rust

//! This example showcases light transmission
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:-----------------------------------------------------|
//! | `J`/`K`/`L`/`;` | Change Screen Space Transmission Quality |
//! | `O` / `P` | Decrease / Increase Screen Space Transmission Steps |
//! | `1` / `2` | Decrease / Increase Diffuse Transmission |
//! | `Q` / `W` | Decrease / Increase Specular Transmission |
//! | `A` / `S` | Decrease / Increase Thickness |
//! | `Z` / `X` | Decrease / Increase IOR |
//! | `E` / `R` | Decrease / Increase Perceptual Roughness |
//! | `U` / `I` | Decrease / Increase Reflectance |
//! | Arrow Keys | Control Camera |
//! | `C` | Randomize Colors |
//! | `H` | Toggle HDR + Bloom |
//! | `D` | Toggle Depth Prepass |
//! | `T` | Toggle TAA |
use std::f32::consts::PI;
use bevy::{
color::palettes::css::*,
core_pipeline::{
bloom::Bloom, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
tonemapping::Tonemapping,
},
math::ops,
pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
prelude::*,
render::{
camera::{Exposure, TemporalJitter},
view::{ColorGrading, ColorGradingGlobal},
},
};
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing};
use rand::random;
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(PointLightShadowMap { size: 2048 })
.insert_resource(AmbientLight {
brightness: 0.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, (example_control_system, flicker_system));
// *Note:* TAA is not _required_ for specular transmission, but
// it _greatly enhances_ the look of the resulting blur effects.
// Sadly, it's not available under WebGL.
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
app.add_plugins(TemporalAntiAliasPlugin);
app.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
let cube_mesh = meshes.add(Cuboid::new(0.7, 0.7, 0.7));
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
let cylinder_mesh = meshes.add(Cylinder::new(0.5, 2.0).mesh().resolution(50));
// Cube #1
commands.spawn((
Mesh3d(cube_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(0.25, 0.5, -2.0).with_rotation(Quat::from_euler(
EulerRot::XYZ,
1.4,
3.7,
21.3,
)),
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
// Cube #2
commands.spawn((
Mesh3d(cube_mesh),
MeshMaterial3d(materials.add(StandardMaterial::default())),
Transform::from_xyz(-0.75, 0.7, -2.0).with_rotation(Quat::from_euler(
EulerRot::XYZ,
0.4,
2.3,
4.7,
)),
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
// Candle
commands.spawn((
Mesh3d(cylinder_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.9, 0.2, 0.3),
diffuse_transmission: 0.7,
perceptual_roughness: 0.32,
thickness: 0.2,
..default()
})),
Transform::from_xyz(-1.0, 0.0, 0.0),
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: true,
},
));
// Candle Flame
let scaled_white = LinearRgba::from(ANTIQUE_WHITE) * 20.;
let scaled_orange = LinearRgba::from(ORANGE_RED) * 4.;
let emissive = LinearRgba {
red: scaled_white.red + scaled_orange.red,
green: scaled_white.green + scaled_orange.green,
blue: scaled_white.blue + scaled_orange.blue,
alpha: 1.0,
};
commands.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
emissive,
diffuse_transmission: 1.0,
..default()
})),
Transform::from_xyz(-1.0, 1.15, 0.0).with_scale(Vec3::new(0.1, 0.2, 0.1)),
Flicker,
NotShadowCaster,
));
// Glass Sphere
commands.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::WHITE,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
})),
Transform::from_xyz(1.0, 0.0, 0.0),
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// R Sphere
commands.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
})),
Transform::from_xyz(1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// G Sphere
commands.spawn((
Mesh3d(icosphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: LIME.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
})),
Transform::from_xyz(0.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// B Sphere
commands.spawn((
Mesh3d(icosphere_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: BLUE.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
..default()
})),
Transform::from_xyz(-1.0, -0.5, 2.0).with_scale(Vec3::splat(0.5)),
ExampleControls {
color: true,
specular_transmission: true,
diffuse_transmission: false,
},
));
// Chessboard Plane
let black_material = materials.add(StandardMaterial {
base_color: Color::BLACK,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
});
let white_material = materials.add(StandardMaterial {
base_color: Color::WHITE,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
});
for x in -3..4 {
for z in -3..4 {
commands.spawn((
Mesh3d(plane_mesh.clone()),
MeshMaterial3d(if (x + z) % 2 == 0 {
black_material.clone()
} else {
white_material.clone()
}),
Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
ExampleControls {
color: true,
specular_transmission: false,
diffuse_transmission: false,
},
));
}
}
// Paper
commands.spawn((
Mesh3d(plane_mesh),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::WHITE,
diffuse_transmission: 0.6,
perceptual_roughness: 0.8,
reflectance: 1.0,
double_sided: true,
cull_mode: None,
..default()
})),
Transform::from_xyz(0.0, 0.5, -3.0)
.with_scale(Vec3::new(2.0, 1.0, 1.0))
.with_rotation(Quat::from_euler(EulerRot::XYZ, PI / 2.0, 0.0, 0.0)),
TransmittedShadowReceiver,
ExampleControls {
specular_transmission: false,
color: false,
diffuse_transmission: true,
},
));
// Candle Light
commands.spawn((
Transform::from_xyz(-1.0, 1.7, 0.0),
PointLight {
color: Color::from(
LinearRgba::from(ANTIQUE_WHITE).mix(&LinearRgba::from(ORANGE_RED), 0.2),
),
intensity: 4_000.0,
radius: 0.2,
range: 5.0,
shadows_enabled: true,
..default()
},
Flicker,
));
// Camera
commands.spawn((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
Transform::from_xyz(1.0, 1.8, 7.0).looking_at(Vec3::ZERO, Vec3::Y),
ColorGrading {
global: ColorGradingGlobal {
post_saturation: 1.2,
..default()
},
..default()
},
Tonemapping::TonyMcMapface,
Exposure { ev100: 6.0 },
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
Msaa::Off,
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
TemporalAntiAliasing::default(),
EnvironmentMapLight {
intensity: 25.0,
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
..default()
},
Bloom::default(),
));
// Controls Text
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
ExampleDisplay,
));
}
#[derive(Component)]
struct Flicker;
#[derive(Component)]
struct ExampleControls {
diffuse_transmission: bool,
specular_transmission: bool,
color: bool,
}
struct ExampleState {
diffuse_transmission: f32,
specular_transmission: f32,
thickness: f32,
ior: f32,
perceptual_roughness: f32,
reflectance: f32,
auto_camera: bool,
}
#[derive(Component)]
struct ExampleDisplay;
impl Default for ExampleState {
fn default() -> Self {
ExampleState {
diffuse_transmission: 0.5,
specular_transmission: 0.9,
thickness: 1.8,
ior: 1.5,
perceptual_roughness: 0.12,
reflectance: 0.5,
auto_camera: true,
}
}
}
#[allow(clippy::too_many_arguments)]
fn example_control_system(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
controllable: Query<(&MeshMaterial3d<StandardMaterial>, &ExampleControls)>,
camera: Single<
(
Entity,
&mut Camera,
&mut Camera3d,
&mut Transform,
Option<&DepthPrepass>,
Option<&TemporalJitter>,
),
With<Camera3d>,
>,
mut display: Single<&mut Text, With<ExampleDisplay>>,
mut state: Local<ExampleState>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.pressed(KeyCode::Digit2) {
state.diffuse_transmission = (state.diffuse_transmission + time.delta_secs()).min(1.0);
} else if input.pressed(KeyCode::Digit1) {
state.diffuse_transmission = (state.diffuse_transmission - time.delta_secs()).max(0.0);
}
if input.pressed(KeyCode::KeyW) {
state.specular_transmission = (state.specular_transmission + time.delta_secs()).min(1.0);
} else if input.pressed(KeyCode::KeyQ) {
state.specular_transmission = (state.specular_transmission - time.delta_secs()).max(0.0);
}
if input.pressed(KeyCode::KeyS) {
state.thickness = (state.thickness + time.delta_secs()).min(5.0);
} else if input.pressed(KeyCode::KeyA) {
state.thickness = (state.thickness - time.delta_secs()).max(0.0);
}
if input.pressed(KeyCode::KeyX) {
state.ior = (state.ior + time.delta_secs()).min(3.0);
} else if input.pressed(KeyCode::KeyZ) {
state.ior = (state.ior - time.delta_secs()).max(1.0);
}
if input.pressed(KeyCode::KeyI) {
state.reflectance = (state.reflectance + time.delta_secs()).min(1.0);
} else if input.pressed(KeyCode::KeyU) {
state.reflectance = (state.reflectance - time.delta_secs()).max(0.0);
}
if input.pressed(KeyCode::KeyR) {
state.perceptual_roughness = (state.perceptual_roughness + time.delta_secs()).min(1.0);
} else if input.pressed(KeyCode::KeyE) {
state.perceptual_roughness = (state.perceptual_roughness - time.delta_secs()).max(0.0);
}
let randomize_colors = input.just_pressed(KeyCode::KeyC);
for (material_handle, controls) in &controllable {
let material = materials.get_mut(material_handle).unwrap();
if controls.specular_transmission {
material.specular_transmission = state.specular_transmission;
material.thickness = state.thickness;
material.ior = state.ior;
material.perceptual_roughness = state.perceptual_roughness;
material.reflectance = state.reflectance;
}
if controls.diffuse_transmission {
material.diffuse_transmission = state.diffuse_transmission;
}
if controls.color && randomize_colors {
material.base_color =
Color::srgba(random(), random(), random(), material.base_color.alpha());
}
}
let (
camera_entity,
mut camera,
mut camera_3d,
mut camera_transform,
depth_prepass,
temporal_jitter,
) = camera.into_inner();
if input.just_pressed(KeyCode::KeyH) {
camera.hdr = !camera.hdr;
}
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
if input.just_pressed(KeyCode::KeyD) {
if depth_prepass.is_none() {
commands.entity(camera_entity).insert(DepthPrepass);
} else {
commands.entity(camera_entity).remove::<DepthPrepass>();
}
}
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
if input.just_pressed(KeyCode::KeyT) {
if temporal_jitter.is_none() {
commands
.entity(camera_entity)
.insert((TemporalJitter::default(), TemporalAntiAliasing::default()));
} else {
commands
.entity(camera_entity)
.remove::<(TemporalJitter, TemporalAntiAliasing)>();
}
}
if input.just_pressed(KeyCode::KeyO) && camera_3d.screen_space_specular_transmission_steps > 0 {
camera_3d.screen_space_specular_transmission_steps -= 1;
}
if input.just_pressed(KeyCode::KeyP) && camera_3d.screen_space_specular_transmission_steps < 4 {
camera_3d.screen_space_specular_transmission_steps += 1;
}
if input.just_pressed(KeyCode::KeyJ) {
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::Low;
}
if input.just_pressed(KeyCode::KeyK) {
camera_3d.screen_space_specular_transmission_quality =
ScreenSpaceTransmissionQuality::Medium;
}
if input.just_pressed(KeyCode::KeyL) {
camera_3d.screen_space_specular_transmission_quality = ScreenSpaceTransmissionQuality::High;
}
if input.just_pressed(KeyCode::Semicolon) {
camera_3d.screen_space_specular_transmission_quality =
ScreenSpaceTransmissionQuality::Ultra;
}
let rotation = if input.pressed(KeyCode::ArrowRight) {
state.auto_camera = false;
time.delta_secs()
} else if input.pressed(KeyCode::ArrowLeft) {
state.auto_camera = false;
-time.delta_secs()
} else if state.auto_camera {
time.delta_secs() * 0.25
} else {
0.0
};
let distance_change =
if input.pressed(KeyCode::ArrowDown) && camera_transform.translation.length() < 25.0 {
time.delta_secs()
} else if input.pressed(KeyCode::ArrowUp) && camera_transform.translation.length() > 2.0 {
-time.delta_secs()
} else {
0.0
};
camera_transform.translation *= ops::exp(distance_change);
camera_transform.rotate_around(
Vec3::ZERO,
Quat::from_euler(EulerRot::XYZ, 0.0, rotation, 0.0),
);
display.0 = format!(
concat!(
" J / K / L / ; Screen Space Specular Transmissive Quality: {:?}\n",
" O / P Screen Space Specular Transmissive Steps: {}\n",
" 1 / 2 Diffuse Transmission: {:.2}\n",
" Q / W Specular Transmission: {:.2}\n",
" A / S Thickness: {:.2}\n",
" Z / X IOR: {:.2}\n",
" E / R Perceptual Roughness: {:.2}\n",
" U / I Reflectance: {:.2}\n",
" Arrow Keys Control Camera\n",
" C Randomize Colors\n",
" H HDR + Bloom: {}\n",
" D Depth Prepass: {}\n",
" T TAA: {}\n",
),
camera_3d.screen_space_specular_transmission_quality,
camera_3d.screen_space_specular_transmission_steps,
state.diffuse_transmission,
state.specular_transmission,
state.thickness,
state.ior,
state.perceptual_roughness,
state.reflectance,
if camera.hdr { "ON " } else { "OFF" },
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
if depth_prepass.is_some() {
"ON "
} else {
"OFF"
}
} else {
"N/A (WebGL)"
},
if cfg!(any(not(feature = "webgl2"), not(target_arch = "wasm32"))) {
if temporal_jitter.is_some() {
if depth_prepass.is_some() {
"ON "
} else {
"N/A (Needs Depth Prepass)"
}
} else {
"OFF"
}
} else {
"N/A (WebGL)"
},
);
}
fn flicker_system(
mut flame: Single<&mut Transform, (With<Flicker>, With<Mesh3d>)>,
light: Single<(&mut PointLight, &mut Transform), (With<Flicker>, Without<Mesh3d>)>,
time: Res<Time>,
) {
let s = time.elapsed_secs();
let a = ops::cos(s * 6.0) * 0.0125 + ops::cos(s * 4.0) * 0.025;
let b = ops::cos(s * 5.0) * 0.0125 + ops::cos(s * 3.0) * 0.025;
let c = ops::cos(s * 7.0) * 0.0125 + ops::cos(s * 2.0) * 0.025;
let (mut light, mut light_transform) = light.into_inner();
light.intensity = 4_000.0 + 3000.0 * (a + b + c);
flame.translation = Vec3::new(-1.0, 1.23, 0.0);
flame.look_at(Vec3::new(-1.0 - c, 1.7 - b, 0.0 - a), Vec3::X);
flame.rotate(Quat::from_euler(EulerRot::XYZ, 0.0, 0.0, PI / 2.0));
light_transform.translation = Vec3::new(-1.0 - c, 1.7, 0.0 - a);
flame.translation = Vec3::new(-1.0 - c, 1.23, 0.0 - a);
}