bevy/examples/3d/auto_exposure.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# 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();
    }
}
```
2024-10-18 22:25:33 +00:00

219 lines
6.4 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::{AutoExposure, AutoExposureCompensationCurve, AutoExposurePlugin},
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((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
AutoExposure {
metering_mask: metering_mask.clone(),
..default()
},
Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: light_consts::lux::DIRECT_SUNLIGHT,
..default()
},
));
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((
Mesh3d(plane.clone()),
MeshMaterial3d(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::from_translation(side * 2.0 + height).looking_at(height, Vec3::Y),
));
}
}
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.0,
});
commands.spawn((
PointLight {
intensity: 2000.0,
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
commands.spawn((
UiImage {
texture: metering_mask,
..default()
},
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
));
let text_font = TextFont::default();
commands.spawn((Text::new("Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask"),
text_font.clone(), Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
);
commands.spawn((
Text::default(),
text_font,
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
right: Val::Px(12.0),
..default()
},
ExampleDisplay,
));
}
#[derive(Component)]
struct ExampleDisplay;
#[derive(Resource)]
struct ExampleResources {
basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
basic_metering_mask: Handle<Image>,
}
fn example_control_system(
camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
mut display: Single<&mut Text, With<ExampleDisplay>>,
mut mask_image: Single<&mut Node, With<UiImage>>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
resources: Res<ExampleResources>,
) {
let (mut camera_transform, mut auto_exposure) = camera.into_inner();
let rotation = if input.pressed(KeyCode::ArrowLeft) {
time.delta_secs()
} else if input.pressed(KeyCode::ArrowRight) {
-time.delta_secs()
} 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.display = if input.pressed(KeyCode::KeyV) {
Display::Flex
} else {
Display::None
};
display.0 = 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"
},
);
}