mirror of
https://github.com/bevyengine/bevy
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e0e5f3acd4
# Objective - Have a default font ## Solution - Add a font based on FiraMono containing only ASCII characters and use it as the default font - It is behind a feature `default_font` enabled by default - I also updated examples to use it, but not UI examples to still show how to use a custom font --- ## Changelog * If you display text without using the default handle provided by `TextStyle`, the text will be displayed
209 lines
7.2 KiB
Rust
209 lines
7.2 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::{BloomCompositeMode, BloomSettings},
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tonemapping::Tonemapping,
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},
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prelude::*,
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sprite::MaterialMesh2dBundle,
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};
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::DARK_GRAY))
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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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Camera2dBundle {
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camera: 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: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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..default()
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},
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BloomSettings::default(), // 3. Enable bloom for the camera
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));
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// Sprite
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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sprite: Sprite {
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color: Color::rgb(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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..default()
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});
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// Circle mesh
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(shape::Circle::new(100.).into()).into(),
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// 4. Put something bright in a dark environment to see the effect
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material: materials.add(ColorMaterial::from(Color::rgb(7.5, 0.0, 7.5))),
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transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
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..default()
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});
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// Hexagon mesh
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes
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.add(shape::RegularPolygon::new(100., 6).into())
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.into(),
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// 4. Put something bright in a dark environment to see the effect
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material: materials.add(ColorMaterial::from(Color::rgb(6.25, 9.4, 9.1))),
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transform: Transform::from_translation(Vec3::new(200., 0., 0.)),
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..default()
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});
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// UI
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 18.0,
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color: Color::WHITE,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(10.0),
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left: Val::Px(10.0),
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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 BloomSettings>), With<Camera>>,
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mut text: Query<&mut Text>,
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mut commands: Commands,
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keycode: Res<Input<KeyCode>>,
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time: Res<Time>,
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) {
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let bloom_settings = 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_settings {
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(entity, Some(mut bloom_settings)) => {
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*text = "BloomSettings (Toggle: Space)\n".to_string();
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text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
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text.push_str(&format!(
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"(W/S) Low-frequency boost: {}\n",
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bloom_settings.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_settings.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_settings.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_settings.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!(
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"(Y/H) Threshold: {}\n",
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bloom_settings.prefilter_settings.threshold
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));
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text.push_str(&format!(
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"(U/J) Threshold softness: {}\n",
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bloom_settings.prefilter_settings.threshold_softness
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));
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).remove::<BloomSettings>();
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}
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let dt = time.delta_seconds();
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if keycode.pressed(KeyCode::A) {
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bloom_settings.intensity -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::Q) {
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bloom_settings.intensity += dt / 10.0;
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}
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bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::S) {
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bloom_settings.low_frequency_boost -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::W) {
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bloom_settings.low_frequency_boost += dt / 10.0;
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}
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bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::D) {
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bloom_settings.low_frequency_boost_curvature -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::E) {
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bloom_settings.low_frequency_boost_curvature += dt / 10.0;
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}
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bloom_settings.low_frequency_boost_curvature =
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bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::F) {
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bloom_settings.high_pass_frequency -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::R) {
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bloom_settings.high_pass_frequency += dt / 10.0;
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}
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bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::G) {
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bloom_settings.composite_mode = BloomCompositeMode::Additive;
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}
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if keycode.pressed(KeyCode::T) {
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bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
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}
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if keycode.pressed(KeyCode::H) {
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bloom_settings.prefilter_settings.threshold -= dt;
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}
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if keycode.pressed(KeyCode::Y) {
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bloom_settings.prefilter_settings.threshold += dt;
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}
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bloom_settings.prefilter_settings.threshold =
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bloom_settings.prefilter_settings.threshold.max(0.0);
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if keycode.pressed(KeyCode::J) {
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bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::U) {
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bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
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}
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bloom_settings.prefilter_settings.threshold_softness = bloom_settings
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.prefilter_settings
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.threshold_softness
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.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(BloomSettings::default());
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}
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}
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}
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}
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