bevy/examples/3d/bloom_3d.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

236 lines
8.1 KiB
Rust

//! Illustrates bloom post-processing using HDR and emissive materials.
use bevy::{
color::palettes::basic::GRAY,
core_pipeline::{
bloom::{BloomCompositeMode, BloomSettings},
tonemapping::Tonemapping,
},
prelude::*,
};
use std::{
collections::hash_map::DefaultHasher,
hash::{Hash, Hasher},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.add_systems(Update, (update_bloom_settings, bounce_spheres))
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // 1. HDR is required for bloom
..default()
},
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
BloomSettings::default(), // 3. Enable bloom for the camera
));
let material_emissive1 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
..default()
});
let material_emissive2 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(300.0, 2300.0, 900.0),
..default()
});
let material_emissive3 = materials.add(StandardMaterial {
emissive: Color::linear_rgb(900.0, 300.0, 2300.0),
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: GRAY.into(),
..default()
});
let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
for x in -5..5 {
for z in -5..5 {
let mut hasher = DefaultHasher::new();
(x, z).hash(&mut hasher);
let rand = (hasher.finish() - 2) % 6;
let material = match rand {
0 => material_emissive1.clone(),
1 => material_emissive2.clone(),
2 => material_emissive3.clone(),
3..=5 => material_non_emissive.clone(),
_ => unreachable!(),
};
commands.spawn((
PbrBundle {
mesh: mesh.clone(),
material,
transform: Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
..default()
},
Bouncing,
));
}
}
// example instructions
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 20.0,
color: Color::BLACK,
..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 BloomSettings>), With<Camera>>,
mut text: Query<&mut Text>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let bloom_settings = camera.single_mut();
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
match bloom_settings {
(entity, Some(mut bloom_settings)) => {
*text = "BloomSettings (Toggle: Space)\n".to_string();
text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
text.push_str(&format!(
"(W/S) Low-frequency boost: {}\n",
bloom_settings.low_frequency_boost
));
text.push_str(&format!(
"(E/D) Low-frequency boost curvature: {}\n",
bloom_settings.low_frequency_boost_curvature
));
text.push_str(&format!(
"(R/F) High-pass frequency: {}\n",
bloom_settings.high_pass_frequency
));
text.push_str(&format!(
"(T/G) Mode: {}\n",
match bloom_settings.composite_mode {
BloomCompositeMode::EnergyConserving => "Energy-conserving",
BloomCompositeMode::Additive => "Additive",
}
));
text.push_str(&format!(
"(Y/H) Threshold: {}\n",
bloom_settings.prefilter_settings.threshold
));
text.push_str(&format!(
"(U/J) Threshold softness: {}\n",
bloom_settings.prefilter_settings.threshold_softness
));
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).remove::<BloomSettings>();
}
let dt = time.delta_seconds();
if keycode.pressed(KeyCode::KeyA) {
bloom_settings.intensity -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyQ) {
bloom_settings.intensity += dt / 10.0;
}
bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyS) {
bloom_settings.low_frequency_boost -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyW) {
bloom_settings.low_frequency_boost += dt / 10.0;
}
bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyD) {
bloom_settings.low_frequency_boost_curvature -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyE) {
bloom_settings.low_frequency_boost_curvature += dt / 10.0;
}
bloom_settings.low_frequency_boost_curvature =
bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyF) {
bloom_settings.high_pass_frequency -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyR) {
bloom_settings.high_pass_frequency += dt / 10.0;
}
bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyG) {
bloom_settings.composite_mode = BloomCompositeMode::Additive;
}
if keycode.pressed(KeyCode::KeyT) {
bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
}
if keycode.pressed(KeyCode::KeyH) {
bloom_settings.prefilter_settings.threshold -= dt;
}
if keycode.pressed(KeyCode::KeyY) {
bloom_settings.prefilter_settings.threshold += dt;
}
bloom_settings.prefilter_settings.threshold =
bloom_settings.prefilter_settings.threshold.max(0.0);
if keycode.pressed(KeyCode::KeyJ) {
bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyU) {
bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
}
bloom_settings.prefilter_settings.threshold_softness = bloom_settings
.prefilter_settings
.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(BloomSettings::default());
}
}
}
}
#[derive(Component)]
struct Bouncing;
fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
for mut transform in query.iter_mut() {
transform.translation.y =
(transform.translation.x + transform.translation.z + time.elapsed_seconds()).sin();
}
}