bevy/examples/3d/bloom_3d.rs
Joona Aalto 0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective

#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.

## Solution

Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.

Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:

- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property

These types have not been changed to utilize the new primitives yet.

---

## Changelog

- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing

## Migration Guide

Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.

Some examples:

```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));

let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());

let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));

let before = meshes.add(
    Mesh::try_from(shape::Icosphere {
        radius: 0.5,
        subdivisions: 5,
    })
    .unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
2024-02-08 18:01:34 +00:00

235 lines
8 KiB
Rust

//! 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()
.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((
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(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
..default()
});
let material_emissive2 = materials.add(StandardMaterial {
emissive: Color::rgb_linear(300.0, 2300.0, 900.0),
..default()
});
let material_emissive3 = materials.add(StandardMaterial {
emissive: Color::rgb_linear(900.0, 300.0, 2300.0),
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: Color::GRAY,
..default()
});
let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).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<Camera>>,
mut text: Query<&mut Text>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let bloom_settings = camera.single_mut();
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
match bloom_settings {
(entity, Some(mut bloom_settings)) => {
*text = "BloomSettings (Toggle: Space)\n".to_string();
text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
text.push_str(&format!(
"(W/S) Low-frequency boost: {}\n",
bloom_settings.low_frequency_boost
));
text.push_str(&format!(
"(E/D) Low-frequency boost curvature: {}\n",
bloom_settings.low_frequency_boost_curvature
));
text.push_str(&format!(
"(R/F) High-pass frequency: {}\n",
bloom_settings.high_pass_frequency
));
text.push_str(&format!(
"(T/G) Mode: {}\n",
match bloom_settings.composite_mode {
BloomCompositeMode::EnergyConserving => "Energy-conserving",
BloomCompositeMode::Additive => "Additive",
}
));
text.push_str(&format!(
"(Y/H) Threshold: {}\n",
bloom_settings.prefilter_settings.threshold
));
text.push_str(&format!(
"(U/J) Threshold softness: {}\n",
bloom_settings.prefilter_settings.threshold_softness
));
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).remove::<BloomSettings>();
}
let dt = time.delta_seconds();
if keycode.pressed(KeyCode::KeyA) {
bloom_settings.intensity -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyQ) {
bloom_settings.intensity += dt / 10.0;
}
bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyS) {
bloom_settings.low_frequency_boost -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyW) {
bloom_settings.low_frequency_boost += dt / 10.0;
}
bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyD) {
bloom_settings.low_frequency_boost_curvature -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyE) {
bloom_settings.low_frequency_boost_curvature += dt / 10.0;
}
bloom_settings.low_frequency_boost_curvature =
bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyF) {
bloom_settings.high_pass_frequency -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyR) {
bloom_settings.high_pass_frequency += dt / 10.0;
}
bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyG) {
bloom_settings.composite_mode = BloomCompositeMode::Additive;
}
if keycode.pressed(KeyCode::KeyT) {
bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
}
if keycode.pressed(KeyCode::KeyH) {
bloom_settings.prefilter_settings.threshold -= dt;
}
if keycode.pressed(KeyCode::KeyY) {
bloom_settings.prefilter_settings.threshold += dt;
}
bloom_settings.prefilter_settings.threshold =
bloom_settings.prefilter_settings.threshold.max(0.0);
if keycode.pressed(KeyCode::KeyJ) {
bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyU) {
bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
}
bloom_settings.prefilter_settings.threshold_softness = bloom_settings
.prefilter_settings
.threshold_softness
.clamp(0.0, 1.0);
}
(entity, None) => {
*text = "Bloom: Off (Toggle: Space)".to_string();
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).insert(BloomSettings::default());
}
}
}
}
#[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 =
(transform.translation.x + transform.translation.z + time.elapsed_seconds()).sin();
}
}