bevy/examples/3d/bloom_3d.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

219 lines
7.2 KiB
Rust

//! Illustrates bloom post-processing using HDR and emissive materials.
use bevy::{
color::palettes::basic::GRAY,
core_pipeline::{
bloom::{Bloom, BloomCompositeMode},
tonemapping::Tonemapping,
},
math::ops,
prelude::*,
};
use std::{
collections::hash_map::DefaultHasher,
hash::{Hash, Hasher},
};
fn main() {
App::new()
.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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Camera {
hdr: true, // 1. HDR is required for bloom
..default()
},
Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
// 3. Enable bloom for the camera
Bloom::NATURAL,
));
let material_emissive1 = materials.add(StandardMaterial {
emissive: LinearRgba::rgb(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: LinearRgba::rgb(2.0, 13.99, 5.32),
..default()
});
let material_emissive3 = materials.add(StandardMaterial {
emissive: LinearRgba::rgb(5.32, 2.0, 13.99),
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: GRAY.into(),
..default()
});
let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
for x in -5..5 {
for z in -5..5 {
// This generates a pseudo-random integer between `[0, 6)`, but deterministically so
// the same spheres are always the same colors.
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((
Mesh3d(mesh.clone()),
MeshMaterial3d(material),
Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
Bouncing,
));
}
}
// example instructions
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
// ------------------------------------------------------------------------------------------------
fn update_bloom_settings(
camera: Single<(Entity, Option<&mut Bloom>), With<Camera>>,
mut text: Single<&mut Text>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let bloom = camera.into_inner();
match bloom {
(entity, Some(mut bloom)) => {
text.0 = "Bloom (Toggle: Space)\n".to_string();
text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
text.push_str(&format!(
"(W/S) Low-frequency boost: {}\n",
bloom.low_frequency_boost
));
text.push_str(&format!(
"(E/D) Low-frequency boost curvature: {}\n",
bloom.low_frequency_boost_curvature
));
text.push_str(&format!(
"(R/F) High-pass frequency: {}\n",
bloom.high_pass_frequency
));
text.push_str(&format!(
"(T/G) Mode: {}\n",
match bloom.composite_mode {
BloomCompositeMode::EnergyConserving => "Energy-conserving",
BloomCompositeMode::Additive => "Additive",
}
));
text.push_str(&format!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
text.push_str(&format!(
"(U/J) Threshold softness: {}\n",
bloom.prefilter.threshold_softness
));
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).remove::<Bloom>();
}
let dt = time.delta_secs();
if keycode.pressed(KeyCode::KeyA) {
bloom.intensity -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyQ) {
bloom.intensity += dt / 10.0;
}
bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyS) {
bloom.low_frequency_boost -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyW) {
bloom.low_frequency_boost += dt / 10.0;
}
bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyD) {
bloom.low_frequency_boost_curvature -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyE) {
bloom.low_frequency_boost_curvature += dt / 10.0;
}
bloom.low_frequency_boost_curvature =
bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyF) {
bloom.high_pass_frequency -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyR) {
bloom.high_pass_frequency += dt / 10.0;
}
bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyG) {
bloom.composite_mode = BloomCompositeMode::Additive;
}
if keycode.pressed(KeyCode::KeyT) {
bloom.composite_mode = BloomCompositeMode::EnergyConserving;
}
if keycode.pressed(KeyCode::KeyH) {
bloom.prefilter.threshold -= dt;
}
if keycode.pressed(KeyCode::KeyY) {
bloom.prefilter.threshold += dt;
}
bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
if keycode.pressed(KeyCode::KeyJ) {
bloom.prefilter.threshold_softness -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyU) {
bloom.prefilter.threshold_softness += dt / 10.0;
}
bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
}
(entity, None) => {
text.0 = "Bloom: Off (Toggle: Space)".to_string();
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).insert(Bloom::NATURAL);
}
}
}
}
#[derive(Component)]
struct Bouncing;
fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
for mut transform in query.iter_mut() {
transform.translation.y =
ops::sin(transform.translation.x + transform.translation.z + time.elapsed_secs());
}
}