mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 23:50:20 +00:00
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(); } } ```
182 lines
6 KiB
Rust
182 lines
6 KiB
Rust
//! Illustrates bloom post-processing in 2d.
|
|
|
|
use bevy::{
|
|
core_pipeline::{
|
|
bloom::{Bloom, BloomCompositeMode},
|
|
tonemapping::Tonemapping,
|
|
},
|
|
prelude::*,
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, update_bloom_settings)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
commands.spawn((
|
|
Camera2d,
|
|
Camera {
|
|
hdr: true, // 1. HDR is required for bloom
|
|
..default()
|
|
},
|
|
Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
|
|
Bloom::default(), // 3. Enable bloom for the camera
|
|
));
|
|
|
|
// Sprite
|
|
commands.spawn(Sprite {
|
|
image: asset_server.load("branding/bevy_bird_dark.png"),
|
|
color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
|
|
custom_size: Some(Vec2::splat(160.0)),
|
|
..default()
|
|
});
|
|
|
|
// Circle mesh
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(Circle::new(100.))),
|
|
// 4. Put something bright in a dark environment to see the effect
|
|
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
|
|
Transform::from_translation(Vec3::new(-200., 0., 0.)),
|
|
));
|
|
|
|
// Hexagon mesh
|
|
commands.spawn((
|
|
Mesh2d(meshes.add(RegularPolygon::new(100., 6))),
|
|
// 4. Put something bright in a dark environment to see the effect
|
|
MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))),
|
|
Transform::from_translation(Vec3::new(200., 0., 0.)),
|
|
));
|
|
|
|
// UI
|
|
commands.spawn((
|
|
Text::default(),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
bottom: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
fn update_bloom_settings(
|
|
camera: Single<(Entity, Option<&mut Bloom>), With<Camera>>,
|
|
mut text: Single<&mut Text>,
|
|
mut commands: Commands,
|
|
keycode: Res<ButtonInput<KeyCode>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let bloom = camera.into_inner();
|
|
|
|
match bloom {
|
|
(entity, Some(mut bloom)) => {
|
|
text.0 = "Bloom (Toggle: Space)\n".to_string();
|
|
text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
|
|
text.push_str(&format!(
|
|
"(W/S) Low-frequency boost: {}\n",
|
|
bloom.low_frequency_boost
|
|
));
|
|
text.push_str(&format!(
|
|
"(E/D) Low-frequency boost curvature: {}\n",
|
|
bloom.low_frequency_boost_curvature
|
|
));
|
|
text.push_str(&format!(
|
|
"(R/F) High-pass frequency: {}\n",
|
|
bloom.high_pass_frequency
|
|
));
|
|
text.push_str(&format!(
|
|
"(T/G) Mode: {}\n",
|
|
match bloom.composite_mode {
|
|
BloomCompositeMode::EnergyConserving => "Energy-conserving",
|
|
BloomCompositeMode::Additive => "Additive",
|
|
}
|
|
));
|
|
text.push_str(&format!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
|
|
text.push_str(&format!(
|
|
"(U/J) Threshold softness: {}\n",
|
|
bloom.prefilter.threshold_softness
|
|
));
|
|
|
|
if keycode.just_pressed(KeyCode::Space) {
|
|
commands.entity(entity).remove::<Bloom>();
|
|
}
|
|
|
|
let dt = time.delta_secs();
|
|
|
|
if keycode.pressed(KeyCode::KeyA) {
|
|
bloom.intensity -= dt / 10.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyQ) {
|
|
bloom.intensity += dt / 10.0;
|
|
}
|
|
bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
|
|
|
|
if keycode.pressed(KeyCode::KeyS) {
|
|
bloom.low_frequency_boost -= dt / 10.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyW) {
|
|
bloom.low_frequency_boost += dt / 10.0;
|
|
}
|
|
bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
|
|
|
|
if keycode.pressed(KeyCode::KeyD) {
|
|
bloom.low_frequency_boost_curvature -= dt / 10.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyE) {
|
|
bloom.low_frequency_boost_curvature += dt / 10.0;
|
|
}
|
|
bloom.low_frequency_boost_curvature =
|
|
bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
|
|
|
|
if keycode.pressed(KeyCode::KeyF) {
|
|
bloom.high_pass_frequency -= dt / 10.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyR) {
|
|
bloom.high_pass_frequency += dt / 10.0;
|
|
}
|
|
bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
|
|
|
|
if keycode.pressed(KeyCode::KeyG) {
|
|
bloom.composite_mode = BloomCompositeMode::Additive;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyT) {
|
|
bloom.composite_mode = BloomCompositeMode::EnergyConserving;
|
|
}
|
|
|
|
if keycode.pressed(KeyCode::KeyH) {
|
|
bloom.prefilter.threshold -= dt;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyY) {
|
|
bloom.prefilter.threshold += dt;
|
|
}
|
|
bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
|
|
|
|
if keycode.pressed(KeyCode::KeyJ) {
|
|
bloom.prefilter.threshold_softness -= dt / 10.0;
|
|
}
|
|
if keycode.pressed(KeyCode::KeyU) {
|
|
bloom.prefilter.threshold_softness += dt / 10.0;
|
|
}
|
|
bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
|
|
}
|
|
|
|
(entity, None) => {
|
|
text.0 = "Bloom: Off (Toggle: Space)".to_string();
|
|
|
|
if keycode.just_pressed(KeyCode::Space) {
|
|
commands.entity(entity).insert(Bloom::default());
|
|
}
|
|
}
|
|
}
|
|
}
|