mirror of
https://github.com/bevyengine/bevy
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7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
183 lines
6.2 KiB
Rust
183 lines
6.2 KiB
Rust
//! Illustrates bloom post-processing in 2d.
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use bevy::{
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core_pipeline::{
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bloom::{Bloom, BloomCompositeMode},
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tonemapping::Tonemapping,
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},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, update_bloom_settings)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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commands.spawn((
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Camera2d,
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Camera {
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hdr: true, // 1. HDR is required for bloom
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..default()
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},
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Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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Bloom::default(), // 3. Enable bloom for the camera
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));
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// Sprite
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commands.spawn(Sprite {
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image: asset_server.load("branding/bevy_bird_dark.png"),
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color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
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custom_size: Some(Vec2::splat(160.0)),
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..default()
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});
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// Circle mesh
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commands.spawn((
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Mesh2d(meshes.add(Circle::new(100.))),
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// 4. Put something bright in a dark environment to see the effect
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MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
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Transform::from_translation(Vec3::new(-200., 0., 0.)),
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));
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// Hexagon mesh
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commands.spawn((
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Mesh2d(meshes.add(RegularPolygon::new(100., 6))),
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// 4. Put something bright in a dark environment to see the effect
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MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))),
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Transform::from_translation(Vec3::new(200., 0., 0.)),
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));
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// UI
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commands.spawn(
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TextBundle::from_section("", TextStyle::default()).with_style(Style {
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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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// ------------------------------------------------------------------------------------------------
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fn update_bloom_settings(
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mut camera: Query<(Entity, Option<&mut Bloom>), With<Camera>>,
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mut text: Query<&mut Text>,
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mut commands: Commands,
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keycode: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let bloom = camera.single_mut();
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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match bloom {
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(entity, Some(mut bloom)) => {
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*text = "Bloom (Toggle: Space)\n".to_string();
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text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
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text.push_str(&format!(
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"(W/S) Low-frequency boost: {}\n",
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bloom.low_frequency_boost
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));
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text.push_str(&format!(
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"(E/D) Low-frequency boost curvature: {}\n",
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bloom.low_frequency_boost_curvature
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));
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text.push_str(&format!(
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"(R/F) High-pass frequency: {}\n",
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bloom.high_pass_frequency
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));
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text.push_str(&format!(
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"(T/G) Mode: {}\n",
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match bloom.composite_mode {
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BloomCompositeMode::EnergyConserving => "Energy-conserving",
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BloomCompositeMode::Additive => "Additive",
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}
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));
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text.push_str(&format!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
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text.push_str(&format!(
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"(U/J) Threshold softness: {}\n",
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bloom.prefilter.threshold_softness
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));
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).remove::<Bloom>();
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}
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let dt = time.delta_seconds();
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if keycode.pressed(KeyCode::KeyA) {
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bloom.intensity -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyQ) {
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bloom.intensity += dt / 10.0;
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}
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bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyS) {
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bloom.low_frequency_boost -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyW) {
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bloom.low_frequency_boost += dt / 10.0;
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}
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bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyD) {
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bloom.low_frequency_boost_curvature -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyE) {
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bloom.low_frequency_boost_curvature += dt / 10.0;
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}
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bloom.low_frequency_boost_curvature =
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bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyF) {
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bloom.high_pass_frequency -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyR) {
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bloom.high_pass_frequency += dt / 10.0;
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}
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bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyG) {
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bloom.composite_mode = BloomCompositeMode::Additive;
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}
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if keycode.pressed(KeyCode::KeyT) {
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bloom.composite_mode = BloomCompositeMode::EnergyConserving;
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}
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if keycode.pressed(KeyCode::KeyH) {
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bloom.prefilter.threshold -= dt;
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}
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if keycode.pressed(KeyCode::KeyY) {
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bloom.prefilter.threshold += dt;
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}
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bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
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if keycode.pressed(KeyCode::KeyJ) {
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bloom.prefilter.threshold_softness -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyU) {
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bloom.prefilter.threshold_softness += dt / 10.0;
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}
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bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
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}
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(entity, None) => {
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*text = "Bloom: Off (Toggle: Space)".to_string();
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).insert(Bloom::default());
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}
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}
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}
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}
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