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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(); } } ```
219 lines
6.4 KiB
Rust
219 lines
6.4 KiB
Rust
//! This example showcases auto exposure,
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//! which automatically (but not instantly) adjusts the brightness of the scene in a way that mimics the function of the human eye.
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//! Auto exposure requires compute shader capabilities, so it's not available on WebGL.
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------------|:---------------------------------------|
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//! | `Left` / `Right` | Rotate Camera |
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//! | `C` | Toggle Compensation Curve |
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//! | `M` | Toggle Metering Mask |
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//! | `V` | Visualize Metering Mask |
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use bevy::{
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core_pipeline::{
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auto_exposure::{AutoExposure, AutoExposureCompensationCurve, AutoExposurePlugin},
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Skybox,
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},
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math::{cubic_splines::LinearSpline, primitives::Plane3d, vec2},
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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_plugins(AutoExposurePlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, example_control_system)
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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<StandardMaterial>>,
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mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
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asset_server: Res<AssetServer>,
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) {
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let metering_mask = asset_server.load("textures/basic_metering_mask.png");
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commands.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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AutoExposure {
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metering_mask: metering_mask.clone(),
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..default()
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},
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Skybox {
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image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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brightness: light_consts::lux::DIRECT_SUNLIGHT,
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..default()
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},
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));
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commands.insert_resource(ExampleResources {
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basic_compensation_curve: compensation_curves.add(
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AutoExposureCompensationCurve::from_curve(LinearSpline::new([
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vec2(-4.0, -2.0),
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vec2(0.0, 0.0),
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vec2(2.0, 0.0),
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vec2(4.0, 2.0),
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]))
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.unwrap(),
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),
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basic_metering_mask: metering_mask.clone(),
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});
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let plane = meshes.add(Mesh::from(
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Plane3d {
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normal: -Dir3::Z,
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half_size: Vec2::new(2.0, 0.5),
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}
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.mesh(),
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));
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// Build a dimly lit box around the camera, with a slot to see the bright skybox.
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for level in -1..=1 {
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for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
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if level == 0 && Vec3::Z == side {
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continue;
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}
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let height = Vec3::Y * level as f32;
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commands.spawn((
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Mesh3d(plane.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(
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0.5 + side.x * 0.5,
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0.75 - level as f32 * 0.25,
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0.5 + side.z * 0.5,
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),
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..default()
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})),
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Transform::from_translation(side * 2.0 + height).looking_at(height, Vec3::Y),
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));
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}
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}
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.0,
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});
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commands.spawn((
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PointLight {
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intensity: 2000.0,
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..default()
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},
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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commands.spawn((
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UiImage {
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texture: metering_mask,
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..default()
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},
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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..default()
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},
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));
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let text_font = TextFont::default();
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commands.spawn((Text::new("Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask"),
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text_font.clone(), Node {
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position_type: PositionType::Absolute,
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top: 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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commands.spawn((
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Text::default(),
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text_font,
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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right: Val::Px(12.0),
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..default()
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},
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ExampleDisplay,
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));
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}
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#[derive(Component)]
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struct ExampleDisplay;
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#[derive(Resource)]
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struct ExampleResources {
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basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
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basic_metering_mask: Handle<Image>,
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}
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fn example_control_system(
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camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
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mut display: Single<&mut Text, With<ExampleDisplay>>,
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mut mask_image: Single<&mut Node, With<UiImage>>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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resources: Res<ExampleResources>,
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) {
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let (mut camera_transform, mut auto_exposure) = camera.into_inner();
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let rotation = if input.pressed(KeyCode::ArrowLeft) {
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time.delta_secs()
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} else if input.pressed(KeyCode::ArrowRight) {
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-time.delta_secs()
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} else {
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0.0
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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if input.just_pressed(KeyCode::KeyC) {
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auto_exposure.compensation_curve =
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if auto_exposure.compensation_curve == resources.basic_compensation_curve {
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Handle::default()
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} else {
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resources.basic_compensation_curve.clone()
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};
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}
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if input.just_pressed(KeyCode::KeyM) {
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auto_exposure.metering_mask =
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if auto_exposure.metering_mask == resources.basic_metering_mask {
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Handle::default()
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} else {
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resources.basic_metering_mask.clone()
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};
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}
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mask_image.display = if input.pressed(KeyCode::KeyV) {
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Display::Flex
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} else {
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Display::None
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};
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display.0 = format!(
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"Compensation Curve: {}\nMetering Mask: {}",
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if auto_exposure.compensation_curve == resources.basic_compensation_curve {
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"Enabled"
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} else {
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"Disabled"
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},
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if auto_exposure.metering_mask == resources.basic_metering_mask {
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"Enabled"
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} else {
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"Disabled"
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},
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);
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}
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