bevy/examples/3d/fxaa.rs
Griffin 5640ec855e Add FXAA postprocessing (#6393)
# Objective

- Add post processing passes for FXAA (Fast Approximate Anti-Aliasing)
- Add example comparing MSAA and FXAA

## Solution

When the FXAA plugin is added, passes for FXAA are inserted between the main pass and the tonemapping pass. Supports using either HDR or LDR output from the main pass.

---

## Changelog

- Add a new FXAANode that runs after the main pass when the FXAA plugin is added.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-02 06:51:28 +00:00

187 lines
5.7 KiB
Rust

//! This examples compares MSAA (Multi-Sample Anti-Aliasing) and FXAA (Fast Approximate Anti-Aliasing).
use std::f32::consts::PI;
use bevy::{
core_pipeline::fxaa::{Fxaa, Sensitivity},
prelude::*,
render::{
render_resource::{Extent3d, SamplerDescriptor, TextureDimension, TextureFormat},
texture::ImageSampler,
},
};
fn main() {
App::new()
// Disable MSAA be default
.insert_resource(Msaa { samples: 1 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(toggle_fxaa)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
println!("Toggle with:");
println!("1 - NO AA");
println!("2 - MSAA 4");
println!("3 - FXAA (default)");
println!("Threshold:");
println!("6 - LOW");
println!("7 - MEDIUM");
println!("8 - HIGH (default)");
println!("9 - ULTRA");
println!("0 - EXTREME");
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
// cubes
for i in 0..5 {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.25 })),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
});
}
// Flight Helmet
commands.spawn(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..default()
});
// light
const HALF_SIZE: f32 = 2.0;
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadow_projection: OrthographicProjection {
left: -HALF_SIZE,
right: HALF_SIZE,
bottom: -HALF_SIZE,
top: HALF_SIZE,
near: -10.0 * HALF_SIZE,
far: 10.0 * HALF_SIZE,
..default()
},
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
..default()
});
// camera
commands
.spawn(Camera3dBundle {
camera: Camera {
hdr: false, // Works with and without hdr
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
})
.insert(Fxaa::default());
}
fn toggle_fxaa(keys: Res<Input<KeyCode>>, mut query: Query<&mut Fxaa>, mut msaa: ResMut<Msaa>) {
let set_no_aa = keys.just_pressed(KeyCode::Key1);
let set_msaa = keys.just_pressed(KeyCode::Key2);
let set_fxaa = keys.just_pressed(KeyCode::Key3);
let fxaa_low = keys.just_pressed(KeyCode::Key6);
let fxaa_med = keys.just_pressed(KeyCode::Key7);
let fxaa_high = keys.just_pressed(KeyCode::Key8);
let fxaa_ultra = keys.just_pressed(KeyCode::Key9);
let fxaa_extreme = keys.just_pressed(KeyCode::Key0);
let set_fxaa = set_fxaa | fxaa_low | fxaa_med | fxaa_high | fxaa_ultra | fxaa_extreme;
for mut fxaa in &mut query {
if set_msaa {
fxaa.enabled = false;
msaa.samples = 4;
info!("MSAA 4x");
}
if set_no_aa {
fxaa.enabled = false;
msaa.samples = 1;
info!("NO AA");
}
if set_no_aa | set_fxaa {
msaa.samples = 1;
}
if fxaa_low {
fxaa.edge_threshold = Sensitivity::Low;
fxaa.edge_threshold_min = Sensitivity::Low;
} else if fxaa_med {
fxaa.edge_threshold = Sensitivity::Medium;
fxaa.edge_threshold_min = Sensitivity::Medium;
} else if fxaa_high {
fxaa.edge_threshold = Sensitivity::High;
fxaa.edge_threshold_min = Sensitivity::High;
} else if fxaa_ultra {
fxaa.edge_threshold = Sensitivity::Ultra;
fxaa.edge_threshold_min = Sensitivity::Ultra;
} else if fxaa_extreme {
fxaa.edge_threshold = Sensitivity::Extreme;
fxaa.edge_threshold_min = Sensitivity::Extreme;
}
if set_fxaa {
fxaa.enabled = true;
msaa.samples = 1;
info!("FXAA {}", fxaa.edge_threshold.get_str());
}
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
);
img.sampler_descriptor = ImageSampler::Descriptor(SamplerDescriptor::default());
img
}