bevy/examples/3d/tonemapping.rs
TotalKrill 5986d5d309
Cosmic text (#10193)
# Replace ab_glyph with the more capable cosmic-text

Fixes #7616.

Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future

Rebase of https://github.com/bevyengine/bevy/pull/8808

## Changelog

Replaces text renderer ab_glyph with cosmic-text

The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.

## Migration guide

- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well

## Suggested followups:

- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks

---------

Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-07-04 20:41:08 +00:00

635 lines
18 KiB
Rust

//! This examples compares Tonemapping options
use bevy::{
core_pipeline::tonemapping::Tonemapping,
pbr::CascadeShadowConfigBuilder,
prelude::*,
reflect::TypePath,
render::{
render_resource::{AsBindGroup, ShaderRef},
view::{ColorGrading, ColorGradingGlobal, ColorGradingSection},
},
utils::HashMap,
};
use std::f32::consts::PI;
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/tonemapping_test_patterns.wgsl";
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ColorGradientMaterial>::default(),
))
.insert_resource(CameraTransform(
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
))
.init_resource::<PerMethodSettings>()
.insert_resource(CurrentScene(1))
.insert_resource(SelectedParameter { value: 0, max: 4 })
.add_systems(
Startup,
(
setup,
setup_basic_scene,
setup_color_gradient_scene,
setup_image_viewer_scene,
),
)
.add_systems(
Update,
(
drag_drop_image,
resize_image,
toggle_scene,
toggle_tonemapping_method,
update_color_grading_settings,
update_ui,
),
)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
camera_transform: Res<CameraTransform>,
) {
// camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: camera_transform.0,
..default()
},
FogSettings {
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
},
));
// ui
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn setup_basic_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// Main scene
commands
.spawn(SceneBundle {
scene: asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
),
..default()
})
.insert(SceneNumber(1));
// Flight Helmet
commands.spawn((
SceneBundle {
scene: asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
},
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 15_000.,
shadows_enabled: true,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
},
SceneNumber(1),
));
}
fn setup_color_gradient_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorGradientMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += *transform.forward();
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Rectangle::new(0.7, 0.7)),
material: materials.add(ColorGradientMaterial {}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(2),
));
}
fn setup_image_viewer_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += *transform.forward();
// exr/hdr viewer (exr requires enabling bevy feature)
commands.spawn((
PbrBundle {
mesh: meshes.add(Rectangle::default()),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}
// ----------------------------------------------------------------------------
fn drag_drop_image(
image_mat: Query<&Handle<StandardMaterial>, With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut drop_events: EventReader<FileDragAndDrop>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
let Some(new_image) = drop_events.read().find_map(|e| match e {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
Some(asset_server.load(path_buf.to_string_lossy().to_string()))
}
_ => None,
}) else {
return;
};
for mat_h in &image_mat {
if let Some(mat) = materials.get_mut(mat_h) {
mat.base_color_texture = Some(new_image.clone());
// Despawn the image viewer instructions
if let Ok(text_entity) = text.get_single() {
commands.entity(text_entity).despawn();
}
}
}
}
fn resize_image(
image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
materials: Res<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut image_events: EventReader<AssetEvent<Image>>,
) {
for event in image_events.read() {
let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
continue;
};
for (mat_h, mesh_h) in &image_mesh {
let Some(mat) = materials.get(mat_h) else {
continue;
};
let Some(ref base_color_texture) = mat.base_color_texture else {
continue;
};
if *id != base_color_texture.id() {
continue;
};
let Some(image_changed) = images.get(*id) else {
continue;
};
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(Rectangle::from_size(size));
meshes.insert(mesh_h, quad);
}
}
}
fn toggle_scene(
keys: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Visibility, &SceneNumber)>,
mut current_scene: ResMut<CurrentScene>,
) {
let mut pressed = None;
if keys.just_pressed(KeyCode::KeyQ) {
pressed = Some(1);
} else if keys.just_pressed(KeyCode::KeyW) {
pressed = Some(2);
} else if keys.just_pressed(KeyCode::KeyE) {
pressed = Some(3);
}
if let Some(pressed) = pressed {
current_scene.0 = pressed;
for (mut visibility, scene) in query.iter_mut() {
if scene.0 == pressed {
*visibility = Visibility::Visible;
} else {
*visibility = Visibility::Hidden;
}
}
}
}
fn toggle_tonemapping_method(
keys: Res<ButtonInput<KeyCode>>,
mut tonemapping: Query<&mut Tonemapping>,
mut color_grading: Query<&mut ColorGrading>,
per_method_settings: Res<PerMethodSettings>,
) {
let mut method = tonemapping.single_mut();
let mut color_grading = color_grading.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
*color_grading = (*per_method_settings
.settings
.get::<Tonemapping>(&method)
.as_ref()
.unwrap())
.clone();
}
#[derive(Resource)]
struct SelectedParameter {
value: i32,
max: i32,
}
impl SelectedParameter {
fn next(&mut self) {
self.value = (self.value + 1).rem_euclid(self.max);
}
fn prev(&mut self) {
self.value = (self.value - 1).rem_euclid(self.max);
}
}
fn update_color_grading_settings(
keys: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut per_method_settings: ResMut<PerMethodSettings>,
tonemapping: Query<&Tonemapping>,
current_scene: Res<CurrentScene>,
mut selected_parameter: ResMut<SelectedParameter>,
) {
let method = tonemapping.single();
let color_grading = per_method_settings.settings.get_mut(method).unwrap();
let mut dt = time.delta_seconds() * 0.25;
if keys.pressed(KeyCode::ArrowLeft) {
dt = -dt;
}
if keys.just_pressed(KeyCode::ArrowDown) {
selected_parameter.next();
}
if keys.just_pressed(KeyCode::ArrowUp) {
selected_parameter.prev();
}
if keys.pressed(KeyCode::ArrowLeft) || keys.pressed(KeyCode::ArrowRight) {
match selected_parameter.value {
0 => {
color_grading.global.exposure += dt;
}
1 => {
color_grading
.all_sections_mut()
.for_each(|section| section.gamma += dt);
}
2 => {
color_grading
.all_sections_mut()
.for_each(|section| section.saturation += dt);
}
3 => {
color_grading.global.post_saturation += dt;
}
_ => {}
}
}
if keys.just_pressed(KeyCode::Space) {
for (_, grading) in per_method_settings.settings.iter_mut() {
*grading = ColorGrading::default();
}
}
if keys.just_pressed(KeyCode::Enter) && current_scene.0 == 1 {
for (mapper, grading) in per_method_settings.settings.iter_mut() {
*grading = PerMethodSettings::basic_scene_recommendation(*mapper);
}
}
}
fn update_ui(
mut text_query: Query<&mut Text, Without<SceneNumber>>,
settings: Query<(&Tonemapping, &ColorGrading)>,
current_scene: Res<CurrentScene>,
selected_parameter: Res<SelectedParameter>,
mut hide_ui: Local<bool>,
keys: Res<ButtonInput<KeyCode>>,
) {
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
let old_text = &text_query.single().sections[0].value;
if *hide_ui {
if !old_text.is_empty() {
// single_mut() always triggers change detection,
// so only access if text actually needs changing
text_query.single_mut().sections[0].value.clear();
}
return;
}
let (method, color_grading) = settings.single();
let method = *method;
let mut text = String::with_capacity(old_text.len());
let scn = current_scene.0;
text.push_str("(H) Hide UI\n\n");
text.push_str("Test Scene: \n");
text.push_str(&format!(
"(Q) {} Basic Scene\n",
if scn == 1 { ">" } else { "" }
));
text.push_str(&format!(
"(W) {} Color Sweep\n",
if scn == 2 { ">" } else { "" }
));
text.push_str(&format!(
"(E) {} Image Viewer\n",
if scn == 3 { ">" } else { "" }
));
text.push_str("\n\nTonemapping Method:\n");
text.push_str(&format!(
"(1) {} Disabled\n",
if method == Tonemapping::None { ">" } else { "" }
));
text.push_str(&format!(
"(2) {} Reinhard\n",
if method == Tonemapping::Reinhard {
"> "
} else {
""
}
));
text.push_str(&format!(
"(3) {} Reinhard Luminance\n",
if method == Tonemapping::ReinhardLuminance {
">"
} else {
""
}
));
text.push_str(&format!(
"(4) {} ACES Fitted\n",
if method == Tonemapping::AcesFitted {
">"
} else {
""
}
));
text.push_str(&format!(
"(5) {} AgX\n",
if method == Tonemapping::AgX { ">" } else { "" }
));
text.push_str(&format!(
"(6) {} SomewhatBoringDisplayTransform\n",
if method == Tonemapping::SomewhatBoringDisplayTransform {
">"
} else {
""
}
));
text.push_str(&format!(
"(7) {} TonyMcMapface\n",
if method == Tonemapping::TonyMcMapface {
">"
} else {
""
}
));
text.push_str(&format!(
"(8) {} Blender Filmic\n",
if method == Tonemapping::BlenderFilmic {
">"
} else {
""
}
));
text.push_str("\n\nColor Grading:\n");
text.push_str("(arrow keys)\n");
if selected_parameter.value == 0 {
text.push_str("> ");
}
text.push_str(&format!("Exposure: {}\n", color_grading.global.exposure));
if selected_parameter.value == 1 {
text.push_str("> ");
}
text.push_str(&format!("Gamma: {}\n", color_grading.shadows.gamma));
if selected_parameter.value == 2 {
text.push_str("> ");
}
text.push_str(&format!(
"PreSaturation: {}\n",
color_grading.shadows.saturation
));
if selected_parameter.value == 3 {
text.push_str("> ");
}
text.push_str(&format!(
"PostSaturation: {}\n",
color_grading.global.post_saturation
));
text.push_str("(Space) Reset all to default\n");
if current_scene.0 == 1 {
text.push_str("(Enter) Reset all to scene recommendation\n");
}
if text != old_text.as_str() {
// single_mut() always triggers change detection,
// so only access if text actually changed
text_query.single_mut().sections[0].value = text;
}
}
// ----------------------------------------------------------------------------
#[derive(Resource)]
struct PerMethodSettings {
settings: HashMap<Tonemapping, ColorGrading>,
}
impl PerMethodSettings {
fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
match method {
Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
global: ColorGradingGlobal {
exposure: 0.5,
..default()
},
..default()
},
Tonemapping::AcesFitted => ColorGrading {
global: ColorGradingGlobal {
exposure: 0.35,
..default()
},
..default()
},
Tonemapping::AgX => ColorGrading::with_identical_sections(
ColorGradingGlobal {
exposure: -0.2,
post_saturation: 1.1,
..default()
},
ColorGradingSection {
saturation: 1.1,
..default()
},
),
_ => ColorGrading::default(),
}
}
}
impl Default for PerMethodSettings {
fn default() -> Self {
let mut settings = HashMap::new();
for method in [
Tonemapping::None,
Tonemapping::Reinhard,
Tonemapping::ReinhardLuminance,
Tonemapping::AcesFitted,
Tonemapping::AgX,
Tonemapping::SomewhatBoringDisplayTransform,
Tonemapping::TonyMcMapface,
Tonemapping::BlenderFilmic,
] {
settings.insert(
method,
PerMethodSettings::basic_scene_recommendation(method),
);
}
Self { settings }
}
}
impl Material for ColorGradientMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ColorGradientMaterial {}
#[derive(Resource)]
struct CameraTransform(Transform);
#[derive(Resource)]
struct CurrentScene(u32);
#[derive(Component)]
struct SceneNumber(u32);
#[derive(Component)]
struct HDRViewer;