mirror of
https://github.com/bevyengine/bevy
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afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
228 lines
6.8 KiB
Rust
228 lines
6.8 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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Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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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(PbrBundle {
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mesh: plane.clone(),
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material: 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: Transform::from_translation(side * 2.0 + height)
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.looking_at(height, Vec3::Y),
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..default()
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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(PointLightBundle {
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point_light: PointLight {
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intensity: 2000.0,
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..default()
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},
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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});
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commands.spawn(ImageBundle {
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image: UiImage {
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texture: metering_mask,
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..default()
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},
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style: Style {
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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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..default()
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});
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let text_style = TextStyle::default();
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commands.spawn(
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TextBundle::from_section(
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"Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask",
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text_style.clone(),
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)
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.with_style(Style {
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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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TextBundle::from_section("", text_style).with_style(Style {
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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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mut camera: Query<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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mut mask_image: Query<&mut Style, 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.single_mut();
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let rotation = if input.pressed(KeyCode::ArrowLeft) {
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time.delta_seconds()
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} else if input.pressed(KeyCode::ArrowRight) {
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-time.delta_seconds()
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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.single_mut().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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let mut display = display.single_mut();
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display.sections[0].value = 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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