mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
d390420093
# Objective - Add auto exposure/eye adaptation to the bevy render pipeline. - Support features that users might expect from other engines: - Metering masks - Compensation curves - Smooth exposure transitions This PR is based on an implementation I already built for a personal project before https://github.com/bevyengine/bevy/pull/8809 was submitted, so I wasn't able to adopt that PR in the proper way. I've still drawn inspiration from it, so @fintelia should be credited as well. ## Solution An auto exposure compute shader builds a 64 bin histogram of the scene's luminance, and then adjusts the exposure based on that histogram. Using a histogram allows the system to ignore outliers like shadows and specular highlights, and it allows to give more weight to certain areas based on a mask. --- ## Changelog - Added: AutoExposure plugin that allows to adjust a camera's exposure based on it's scene's luminance. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
231 lines
6.9 KiB
Rust
231 lines
6.9 KiB
Rust
//! This example showcases auto exposure,
|
|
//! which automatically (but not instantly) adjusts the brightness of the scene in a way that mimics the function of the human eye.
|
|
//! Auto exposure requires compute shader capabilities, so it's not available on WebGL.
|
|
//!
|
|
//! ## Controls
|
|
//!
|
|
//! | Key Binding | Action |
|
|
//! |:-------------------|:---------------------------------------|
|
|
//! | `Left` / `Right` | Rotate Camera |
|
|
//! | `C` | Toggle Compensation Curve |
|
|
//! | `M` | Toggle Metering Mask |
|
|
//! | `V` | Visualize Metering Mask |
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
auto_exposure::{AutoExposureCompensationCurve, AutoExposurePlugin, AutoExposureSettings},
|
|
Skybox,
|
|
},
|
|
math::{cubic_splines::LinearSpline, primitives::Plane3d, vec2},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_plugins(AutoExposurePlugin)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, example_control_system)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
let metering_mask = asset_server.load("textures/basic_metering_mask.png");
|
|
|
|
commands.spawn((
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
},
|
|
AutoExposureSettings {
|
|
metering_mask: metering_mask.clone(),
|
|
..default()
|
|
},
|
|
Skybox {
|
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
brightness: bevy::pbr::light_consts::lux::DIRECT_SUNLIGHT,
|
|
},
|
|
));
|
|
|
|
commands.insert_resource(ExampleResources {
|
|
basic_compensation_curve: compensation_curves.add(
|
|
AutoExposureCompensationCurve::from_curve(LinearSpline::new([
|
|
vec2(-4.0, -2.0),
|
|
vec2(0.0, 0.0),
|
|
vec2(2.0, 0.0),
|
|
vec2(4.0, 2.0),
|
|
]))
|
|
.unwrap(),
|
|
),
|
|
basic_metering_mask: metering_mask.clone(),
|
|
});
|
|
|
|
let plane = meshes.add(Mesh::from(
|
|
Plane3d {
|
|
normal: -Dir3::Z,
|
|
half_size: Vec2::new(2.0, 0.5),
|
|
}
|
|
.mesh(),
|
|
));
|
|
|
|
// Build a dimly lit box around the camera, with a slot to see the bright skybox.
|
|
for level in -1..=1 {
|
|
for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
|
|
if level == 0 && Vec3::Z == side {
|
|
continue;
|
|
}
|
|
|
|
let height = Vec3::Y * level as f32;
|
|
|
|
commands.spawn(PbrBundle {
|
|
mesh: plane.clone(),
|
|
material: materials.add(StandardMaterial {
|
|
base_color: Color::srgb(
|
|
0.5 + side.x * 0.5,
|
|
0.75 - level as f32 * 0.25,
|
|
0.5 + side.z * 0.5,
|
|
),
|
|
..default()
|
|
}),
|
|
transform: Transform::from_translation(side * 2.0 + height)
|
|
.looking_at(height, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
|
|
commands.insert_resource(AmbientLight {
|
|
color: Color::WHITE,
|
|
brightness: 0.0,
|
|
});
|
|
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 5000.0,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
|
|
commands.spawn(ImageBundle {
|
|
image: UiImage {
|
|
texture: metering_mask,
|
|
..default()
|
|
},
|
|
style: Style {
|
|
width: Val::Percent(100.0),
|
|
height: Val::Percent(100.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
|
|
let text_style = TextStyle {
|
|
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
|
font_size: 18.0,
|
|
..default()
|
|
};
|
|
|
|
commands.spawn(
|
|
TextBundle::from_section(
|
|
"Left / Right — Rotate Camera\nC — Toggle Compensation Curve\nM — Toggle Metering Mask\nV — Visualize Metering Mask",
|
|
text_style.clone(),
|
|
)
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(10.0),
|
|
left: Val::Px(10.0),
|
|
..default()
|
|
}),
|
|
);
|
|
|
|
commands.spawn((
|
|
TextBundle::from_section("", text_style).with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(10.0),
|
|
right: Val::Px(10.0),
|
|
..default()
|
|
}),
|
|
ExampleDisplay,
|
|
));
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct ExampleDisplay;
|
|
|
|
#[derive(Resource)]
|
|
struct ExampleResources {
|
|
basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
|
|
basic_metering_mask: Handle<Image>,
|
|
}
|
|
|
|
fn example_control_system(
|
|
mut camera: Query<(&mut Transform, &mut AutoExposureSettings), With<Camera3d>>,
|
|
mut display: Query<&mut Text, With<ExampleDisplay>>,
|
|
mut mask_image: Query<&mut Style, With<UiImage>>,
|
|
time: Res<Time>,
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
resources: Res<ExampleResources>,
|
|
) {
|
|
let (mut camera_transform, mut auto_exposure) = camera.single_mut();
|
|
|
|
let rotation = if input.pressed(KeyCode::ArrowLeft) {
|
|
time.delta_seconds()
|
|
} else if input.pressed(KeyCode::ArrowRight) {
|
|
-time.delta_seconds()
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
|
|
|
|
if input.just_pressed(KeyCode::KeyC) {
|
|
auto_exposure.compensation_curve =
|
|
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
|
|
Handle::default()
|
|
} else {
|
|
resources.basic_compensation_curve.clone()
|
|
};
|
|
}
|
|
|
|
if input.just_pressed(KeyCode::KeyM) {
|
|
auto_exposure.metering_mask =
|
|
if auto_exposure.metering_mask == resources.basic_metering_mask {
|
|
Handle::default()
|
|
} else {
|
|
resources.basic_metering_mask.clone()
|
|
};
|
|
}
|
|
|
|
mask_image.single_mut().display = if input.pressed(KeyCode::KeyV) {
|
|
Display::Flex
|
|
} else {
|
|
Display::None
|
|
};
|
|
|
|
let mut display = display.single_mut();
|
|
display.sections[0].value = format!(
|
|
"Compensation Curve: {}\nMetering Mask: {}",
|
|
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
|
|
"Enabled"
|
|
} else {
|
|
"Disabled"
|
|
},
|
|
if auto_exposure.metering_mask == resources.basic_metering_mask {
|
|
"Enabled"
|
|
} else {
|
|
"Disabled"
|
|
},
|
|
);
|
|
}
|