bevy/examples/2d/bloom_2d.rs
Emerson Coskey 7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00

183 lines
6.2 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(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
// ------------------------------------------------------------------------------------------------
fn update_bloom_settings(
mut camera: Query<(Entity, Option<&mut Bloom>), With<Camera>>,
mut text: Query<&mut Text>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let bloom = camera.single_mut();
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
match bloom {
(entity, Some(mut bloom)) => {
*text = "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_seconds();
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 = "Bloom: Off (Toggle: Space)".to_string();
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).insert(Bloom::default());
}
}
}
}