bevy/examples/3d/anti_aliasing.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

388 lines
11 KiB
Rust

//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
use std::f32::consts::PI;
use bevy::{
core_pipeline::{
contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
experimental::taa::{
TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
},
fxaa::{Fxaa, Sensitivity},
},
pbr::CascadeShadowConfigBuilder,
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
texture::{ImageSampler, ImageSamplerDescriptor},
},
};
fn main() {
App::new()
.insert_resource(Msaa::Off)
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
.run();
}
fn modify_aa(
keys: Res<ButtonInput<KeyCode>>,
mut camera: Query<
(
Entity,
Option<&mut Fxaa>,
Option<&TemporalAntiAliasSettings>,
),
With<Camera>,
>,
mut msaa: ResMut<Msaa>,
mut commands: Commands,
) {
let (camera_entity, fxaa, taa) = camera.single_mut();
let mut camera = commands.entity(camera_entity);
// No AA
if keys.just_pressed(KeyCode::Digit1) {
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
}
// MSAA
if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
camera.remove::<Fxaa>();
camera.remove::<TemporalAntiAliasBundle>();
*msaa = Msaa::Sample4;
}
// MSAA Sample Count
if *msaa != Msaa::Off {
if keys.just_pressed(KeyCode::KeyQ) {
*msaa = Msaa::Sample2;
}
if keys.just_pressed(KeyCode::KeyW) {
*msaa = Msaa::Sample4;
}
if keys.just_pressed(KeyCode::KeyE) {
*msaa = Msaa::Sample8;
}
}
// FXAA
if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
*msaa = Msaa::Off;
camera.remove::<TemporalAntiAliasBundle>();
camera.insert(Fxaa::default());
}
// FXAA Settings
if let Some(mut fxaa) = fxaa {
if keys.just_pressed(KeyCode::KeyQ) {
fxaa.edge_threshold = Sensitivity::Low;
fxaa.edge_threshold_min = Sensitivity::Low;
}
if keys.just_pressed(KeyCode::KeyW) {
fxaa.edge_threshold = Sensitivity::Medium;
fxaa.edge_threshold_min = Sensitivity::Medium;
}
if keys.just_pressed(KeyCode::KeyE) {
fxaa.edge_threshold = Sensitivity::High;
fxaa.edge_threshold_min = Sensitivity::High;
}
if keys.just_pressed(KeyCode::KeyR) {
fxaa.edge_threshold = Sensitivity::Ultra;
fxaa.edge_threshold_min = Sensitivity::Ultra;
}
if keys.just_pressed(KeyCode::KeyT) {
fxaa.edge_threshold = Sensitivity::Extreme;
fxaa.edge_threshold_min = Sensitivity::Extreme;
}
}
// TAA
if keys.just_pressed(KeyCode::Digit4) && taa.is_none() {
*msaa = Msaa::Off;
camera.remove::<Fxaa>();
camera.insert(TemporalAntiAliasBundle::default());
}
}
fn modify_sharpening(
keys: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
) {
for mut cas in &mut query {
if keys.just_pressed(KeyCode::Digit0) {
cas.enabled = !cas.enabled;
}
if cas.enabled {
if keys.just_pressed(KeyCode::Minus) {
cas.sharpening_strength -= 0.1;
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
}
if keys.just_pressed(KeyCode::Equal) {
cas.sharpening_strength += 0.1;
cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
}
if keys.just_pressed(KeyCode::KeyD) {
cas.denoise = !cas.denoise;
}
}
}
}
fn update_ui(
camera: Query<
(
Option<&Fxaa>,
Option<&TemporalAntiAliasSettings>,
&ContrastAdaptiveSharpeningSettings,
),
With<Camera>,
>,
msaa: Res<Msaa>,
mut ui: Query<&mut Text>,
) {
let (fxaa, taa, cas_settings) = camera.single();
let mut ui = ui.single_mut();
let ui = &mut ui.sections[0].value;
*ui = "Antialias Method\n".to_string();
if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
ui.push_str("(1) *No AA*\n");
} else {
ui.push_str("(1) No AA\n");
}
if *msaa != Msaa::Off {
ui.push_str("(2) *MSAA*\n");
} else {
ui.push_str("(2) MSAA\n");
}
if fxaa.is_some() {
ui.push_str("(3) *FXAA*\n");
} else {
ui.push_str("(3) FXAA\n");
}
if taa.is_some() {
ui.push_str("(4) *TAA*");
} else {
ui.push_str("(4) TAA");
}
if *msaa != Msaa::Off {
ui.push_str("\n\n----------\n\nSample Count\n");
if *msaa == Msaa::Sample2 {
ui.push_str("(Q) *2*\n");
} else {
ui.push_str("(Q) 2\n");
}
if *msaa == Msaa::Sample4 {
ui.push_str("(W) *4*\n");
} else {
ui.push_str("(W) 4\n");
}
if *msaa == Msaa::Sample8 {
ui.push_str("(E) *8*");
} else {
ui.push_str("(E) 8");
}
}
if let Some(fxaa) = fxaa {
ui.push_str("\n\n----------\n\nSensitivity\n");
if fxaa.edge_threshold == Sensitivity::Low {
ui.push_str("(Q) *Low*\n");
} else {
ui.push_str("(Q) Low\n");
}
if fxaa.edge_threshold == Sensitivity::Medium {
ui.push_str("(W) *Medium*\n");
} else {
ui.push_str("(W) Medium\n");
}
if fxaa.edge_threshold == Sensitivity::High {
ui.push_str("(E) *High*\n");
} else {
ui.push_str("(E) High\n");
}
if fxaa.edge_threshold == Sensitivity::Ultra {
ui.push_str("(R) *Ultra*\n");
} else {
ui.push_str("(R) Ultra\n");
}
if fxaa.edge_threshold == Sensitivity::Extreme {
ui.push_str("(T) *Extreme*");
} else {
ui.push_str("(T) Extreme");
}
}
if cas_settings.enabled {
ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n");
ui.push_str(&format!(
"(-/+) Strength: {:.1}\n",
cas_settings.sharpening_strength
));
if cas_settings.denoise {
ui.push_str("(D) Denoising (Enabled)\n");
} else {
ui.push_str("(D) Denoising (Disabled)\n");
}
} else {
ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n");
}
}
/// 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>,
) {
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
..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(Cuboid::new(0.25, 0.25, 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
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: light_consts::lux::FULL_DAYLIGHT,
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()
});
// Camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: Transform::from_xyz(0.7, 0.7, 1.0)
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
..default()
},
ContrastAdaptiveSharpeningSettings {
enabled: false,
..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: 150.0,
},
FogSettings {
color: Color::srgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 4.0,
},
..default()
},
));
// example instructions
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
/// 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,
RenderAssetUsages::RENDER_WORLD,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
img
}