mirror of
https://github.com/bevyengine/bevy
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afbbbd7335
# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
271 lines
8.7 KiB
Rust
271 lines
8.7 KiB
Rust
//! Demonstrates depth of field (DOF).
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//!
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//! The depth of field effect simulates the blur that a real camera produces on
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//! objects that are out of focus.
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//!
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//! The test scene is inspired by [a blog post on depth of field in Unity].
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//! However, the technique used in Bevy has little to do with that blog post,
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//! and all the assets are original.
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//!
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//! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
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use bevy::{
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core_pipeline::{
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bloom::Bloom,
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dof::{self, DepthOfField, DepthOfFieldMode},
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tonemapping::Tonemapping,
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},
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pbr::Lightmap,
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prelude::*,
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render::camera::PhysicalCameraParameters,
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};
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/// The increments in which the user can adjust the focal distance, in meters
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/// per frame.
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const FOCAL_DISTANCE_SPEED: f32 = 0.05;
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/// The increments in which the user can adjust the f-number, in units per frame.
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const APERTURE_F_STOP_SPEED: f32 = 0.01;
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/// The minimum distance that we allow the user to focus on.
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const MIN_FOCAL_DISTANCE: f32 = 0.01;
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/// The minimum f-number that we allow the user to set.
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const MIN_APERTURE_F_STOPS: f32 = 0.05;
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/// A resource that stores the settings that the user can change.
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#[derive(Clone, Copy, Resource)]
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struct AppSettings {
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/// The distance from the camera to the area in the most focus.
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focal_distance: f32,
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/// The [f-number]. Lower numbers cause objects outside the focal distance
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/// to be blurred more.
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///
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/// [f-number]: https://en.wikipedia.org/wiki/F-number
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aperture_f_stops: f32,
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/// Whether depth of field is on, and, if so, whether we're in Gaussian or
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/// bokeh mode.
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mode: Option<DepthOfFieldMode>,
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}
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fn main() {
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App::new()
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.init_resource::<AppSettings>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Depth of Field Example".to_string(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, tweak_scene)
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.add_systems(
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Update,
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(adjust_focus, change_mode, update_dof_settings, update_text).chain(),
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)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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// Spawn the camera. Enable HDR and bloom, as that highlights the depth of
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// field effect.
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let camera = commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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hdr: true,
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface,
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..default()
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})
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.insert(Bloom::NATURAL);
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// Insert the depth of field settings.
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if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
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camera.insert(depth_of_field);
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}
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// Spawn the scene.
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commands.spawn(SceneBundle {
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scene: asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
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),
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..default()
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});
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// Spawn the help text.
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commands.spawn(
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TextBundle {
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text: create_text(&app_settings),
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..default()
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}
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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/// Adjusts the focal distance and f-number per user inputs.
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fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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// Change the focal distance if the user requested.
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let distance_delta = if input.pressed(KeyCode::ArrowDown) {
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-FOCAL_DISTANCE_SPEED
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} else if input.pressed(KeyCode::ArrowUp) {
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FOCAL_DISTANCE_SPEED
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} else {
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0.0
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};
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// Change the f-number if the user requested.
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let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
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-APERTURE_F_STOP_SPEED
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} else if input.pressed(KeyCode::ArrowRight) {
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APERTURE_F_STOP_SPEED
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} else {
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0.0
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};
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app_settings.focal_distance =
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(app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
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app_settings.aperture_f_stops =
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(app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
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}
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/// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
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fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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if !input.just_pressed(KeyCode::Space) {
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return;
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}
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app_settings.mode = match app_settings.mode {
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Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
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Some(DepthOfFieldMode::Gaussian) => None,
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None => Some(DepthOfFieldMode::Bokeh),
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}
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}
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impl Default for AppSettings {
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fn default() -> Self {
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Self {
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// Objects 7 meters away will be in full focus.
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focal_distance: 7.0,
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// Set a nice blur level.
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//
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// This is a really low F-number, but we want to demonstrate the
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// effect, even if it's kind of unrealistic.
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aperture_f_stops: 1.0 / 8.0,
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// Turn on bokeh by default, as it's the nicest-looking technique.
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mode: Some(DepthOfFieldMode::Bokeh),
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}
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}
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}
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/// Writes the depth of field settings into the camera.
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fn update_dof_settings(
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mut commands: Commands,
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view_targets: Query<Entity, With<Camera>>,
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app_settings: Res<AppSettings>,
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) {
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let depth_of_field: Option<DepthOfField> = (*app_settings).into();
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for view in view_targets.iter() {
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match depth_of_field {
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None => {
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commands.entity(view).remove::<DepthOfField>();
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}
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Some(depth_of_field) => {
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commands.entity(view).insert(depth_of_field);
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}
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}
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}
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}
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/// Makes one-time adjustments to the scene that can't be encoded in glTF.
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fn tweak_scene(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
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mut named_entities: Query<
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(Entity, &Name, &Handle<StandardMaterial>),
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(With<Handle<Mesh>>, Without<Lightmap>),
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>,
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) {
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// Turn on shadows.
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for mut light in lights.iter_mut() {
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light.shadows_enabled = true;
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}
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// Add a nice lightmap to the circuit board.
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for (entity, name, material) in named_entities.iter_mut() {
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if &**name == "CircuitBoard" {
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materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
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commands.entity(entity).insert(Lightmap {
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image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
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..default()
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});
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}
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}
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}
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/// Update the help text entity per the current app settings.
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fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
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for mut text in texts.iter_mut() {
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*text = create_text(&app_settings);
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}
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}
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/// Regenerates the app text component per the current app settings.
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fn create_text(app_settings: &AppSettings) -> Text {
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Text::from_section(app_settings.help_text(), TextStyle::default())
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}
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impl From<AppSettings> for Option<DepthOfField> {
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fn from(app_settings: AppSettings) -> Self {
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app_settings.mode.map(|mode| DepthOfField {
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mode,
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focal_distance: app_settings.focal_distance,
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aperture_f_stops: app_settings.aperture_f_stops,
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max_depth: 14.0,
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..default()
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})
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}
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}
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impl AppSettings {
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/// Builds the help text.
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fn help_text(&self) -> String {
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let Some(mode) = self.mode else {
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return "Mode: Off (Press Space to change)".to_owned();
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};
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// We leave these as their defaults, so we don't need to store them in
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// the app settings and can just fetch them from the default camera
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// parameters.
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let sensor_height = PhysicalCameraParameters::default().sensor_height;
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let fov = PerspectiveProjection::default().fov;
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format!(
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"Focal distance: {} m (Press Up/Down to change)
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Aperture F-stops: f/{} (Press Left/Right to change)
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Sensor height: {}mm
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Focal length: {}mm
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Mode: {} (Press Space to change)",
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self.focal_distance,
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self.aperture_f_stops,
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sensor_height * 1000.0,
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dof::calculate_focal_length(sensor_height, fov) * 1000.0,
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match mode {
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DepthOfFieldMode::Bokeh => "Bokeh",
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DepthOfFieldMode::Gaussian => "Gaussian",
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}
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)
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}
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}
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