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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(); } } ```
263 lines
8.4 KiB
Rust
263 lines
8.4 KiB
Rust
//! Demonstrates depth of field (DOF).
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//!
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//! The depth of field effect simulates the blur that a real camera produces on
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//! objects that are out of focus.
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//!
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//! The test scene is inspired by [a blog post on depth of field in Unity].
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//! However, the technique used in Bevy has little to do with that blog post,
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//! and all the assets are original.
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//!
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//! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
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use bevy::{
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core_pipeline::{
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bloom::Bloom,
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dof::{self, DepthOfField, DepthOfFieldMode},
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tonemapping::Tonemapping,
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},
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pbr::Lightmap,
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prelude::*,
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render::camera::PhysicalCameraParameters,
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};
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/// The increments in which the user can adjust the focal distance, in meters
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/// per frame.
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const FOCAL_DISTANCE_SPEED: f32 = 0.05;
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/// The increments in which the user can adjust the f-number, in units per frame.
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const APERTURE_F_STOP_SPEED: f32 = 0.01;
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/// The minimum distance that we allow the user to focus on.
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const MIN_FOCAL_DISTANCE: f32 = 0.01;
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/// The minimum f-number that we allow the user to set.
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const MIN_APERTURE_F_STOPS: f32 = 0.05;
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/// A resource that stores the settings that the user can change.
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#[derive(Clone, Copy, Resource)]
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struct AppSettings {
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/// The distance from the camera to the area in the most focus.
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focal_distance: f32,
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/// The [f-number]. Lower numbers cause objects outside the focal distance
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/// to be blurred more.
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///
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/// [f-number]: https://en.wikipedia.org/wiki/F-number
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aperture_f_stops: f32,
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/// Whether depth of field is on, and, if so, whether we're in Gaussian or
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/// bokeh mode.
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mode: Option<DepthOfFieldMode>,
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}
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fn main() {
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App::new()
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.init_resource::<AppSettings>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Depth of Field Example".to_string(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, tweak_scene)
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.add_systems(
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Update,
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(adjust_focus, change_mode, update_dof_settings, update_text).chain(),
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)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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// Spawn the camera. Enable HDR and bloom, as that highlights the depth of
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// field effect.
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let mut camera = commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
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Camera {
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hdr: true,
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..default()
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},
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Tonemapping::TonyMcMapface,
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Bloom::NATURAL,
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));
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// Insert the depth of field settings.
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if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
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camera.insert(depth_of_field);
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}
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// Spawn the scene.
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
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)));
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// Spawn the help text.
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commands.spawn((
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create_text(&app_settings),
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Node {
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position_type: PositionType::Absolute,
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bottom: 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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/// Adjusts the focal distance and f-number per user inputs.
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fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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// Change the focal distance if the user requested.
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let distance_delta = if input.pressed(KeyCode::ArrowDown) {
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-FOCAL_DISTANCE_SPEED
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} else if input.pressed(KeyCode::ArrowUp) {
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FOCAL_DISTANCE_SPEED
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} else {
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0.0
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};
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// Change the f-number if the user requested.
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let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
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-APERTURE_F_STOP_SPEED
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} else if input.pressed(KeyCode::ArrowRight) {
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APERTURE_F_STOP_SPEED
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} else {
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0.0
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};
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app_settings.focal_distance =
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(app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
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app_settings.aperture_f_stops =
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(app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
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}
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/// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
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fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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if !input.just_pressed(KeyCode::Space) {
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return;
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}
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app_settings.mode = match app_settings.mode {
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Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
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Some(DepthOfFieldMode::Gaussian) => None,
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None => Some(DepthOfFieldMode::Bokeh),
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}
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}
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impl Default for AppSettings {
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fn default() -> Self {
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Self {
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// Objects 7 meters away will be in full focus.
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focal_distance: 7.0,
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// Set a nice blur level.
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//
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// This is a really low F-number, but we want to demonstrate the
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// effect, even if it's kind of unrealistic.
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aperture_f_stops: 1.0 / 8.0,
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// Turn on bokeh by default, as it's the nicest-looking technique.
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mode: Some(DepthOfFieldMode::Bokeh),
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}
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}
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}
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/// Writes the depth of field settings into the camera.
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fn update_dof_settings(
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mut commands: Commands,
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view_targets: Query<Entity, With<Camera>>,
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app_settings: Res<AppSettings>,
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) {
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let depth_of_field: Option<DepthOfField> = (*app_settings).into();
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for view in view_targets.iter() {
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match depth_of_field {
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None => {
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commands.entity(view).remove::<DepthOfField>();
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}
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Some(depth_of_field) => {
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commands.entity(view).insert(depth_of_field);
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}
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}
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}
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}
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/// Makes one-time adjustments to the scene that can't be encoded in glTF.
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fn tweak_scene(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
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mut named_entities: Query<
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(Entity, &Name, &MeshMaterial3d<StandardMaterial>),
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(With<Mesh3d>, Without<Lightmap>),
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>,
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) {
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// Turn on shadows.
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for mut light in lights.iter_mut() {
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light.shadows_enabled = true;
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}
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// Add a nice lightmap to the circuit board.
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for (entity, name, material) in named_entities.iter_mut() {
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if &**name == "CircuitBoard" {
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materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
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commands.entity(entity).insert(Lightmap {
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image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
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..default()
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});
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}
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}
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}
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/// Update the help text entity per the current app settings.
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fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
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for mut text in texts.iter_mut() {
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*text = create_text(&app_settings);
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}
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}
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/// Regenerates the app text component per the current app settings.
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fn create_text(app_settings: &AppSettings) -> Text {
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app_settings.help_text().into()
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}
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impl From<AppSettings> for Option<DepthOfField> {
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fn from(app_settings: AppSettings) -> Self {
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app_settings.mode.map(|mode| DepthOfField {
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mode,
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focal_distance: app_settings.focal_distance,
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aperture_f_stops: app_settings.aperture_f_stops,
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max_depth: 14.0,
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..default()
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})
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}
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}
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impl AppSettings {
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/// Builds the help text.
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fn help_text(&self) -> String {
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let Some(mode) = self.mode else {
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return "Mode: Off (Press Space to change)".to_owned();
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};
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// We leave these as their defaults, so we don't need to store them in
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// the app settings and can just fetch them from the default camera
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// parameters.
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let sensor_height = PhysicalCameraParameters::default().sensor_height;
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let fov = PerspectiveProjection::default().fov;
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format!(
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"Focal distance: {} m (Press Up/Down to change)
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Aperture F-stops: f/{} (Press Left/Right to change)
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Sensor height: {}mm
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Focal length: {}mm
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Mode: {} (Press Space to change)",
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self.focal_distance,
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self.aperture_f_stops,
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sensor_height * 1000.0,
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dof::calculate_focal_length(sensor_height, fov) * 1000.0,
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match mode {
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DepthOfFieldMode::Bokeh => "Bokeh",
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DepthOfFieldMode::Gaussian => "Gaussian",
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}
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)
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}
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}
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