mirror of
https://github.com/bevyengine/bevy
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dd619a1087
# Objective After adding configurable exposure, we set the default ev100 value to `7` (indoor). This brought us out of sync with Blender's configuration and defaults. This PR changes the default to `9.7` (bright indoor or very overcast outdoors), as I calibrated in #11577. This feels like a very reasonable default. The other changes generally center around tweaking Bevy's lighting defaults and examples to play nicely with this number, alongside a few other tweaks and improvements. Note that for artistic reasons I have reverted some examples, which changed to directional lights in #11581, back to point lights. Fixes #11577 --- ## Changelog - Changed `Exposure::ev100` from `7` to `9.7` to better match Blender - Renamed `ExposureSettings` to `Exposure` - `Camera3dBundle` now includes `Exposure` for discoverability - Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the middle-to-top of those ranges instead of near the bottom - Added new `AMBIENT_DAYLIGHT` constant and set that as the new `DirectionalLight` default illuminance. - `PointLight` and `SpotLight` now have a default `intensity` of 1,000,000 lumens. This makes them actually useful in the context of the new "semi-outdoor" exposure and puts them in the "cinema lighting" category instead of the "common household light" category. They are also reasonably close to the Blender default. - `AmbientLight` default has been bumped from `20` to `80`. ## Migration Guide - The increased `Exposure::ev100` means that all existing 3D lighting will need to be adjusted to match (DirectionalLights, PointLights, SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust the `Exposure::ev100` on your cameras to work nicely with your current lighting values. If you are currently relying on default intensity values, you might need to change the intensity to achieve the same effect. Note that in Bevy 0.12, point/spot lights had a different hard coded ev100 value than directional lights. In Bevy 0.13, they use the same ev100, so if you have both in your scene, the _scale_ between these light types has changed and you will likely need to adjust one or both of them.
388 lines
11 KiB
Rust
388 lines
11 KiB
Rust
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::{
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contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
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experimental::taa::{
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TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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},
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fxaa::{Fxaa, Sensitivity},
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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texture::{ImageSampler, ImageSamplerDescriptor},
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},
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};
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fn main() {
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App::new()
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.insert_resource(Msaa::Off)
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.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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.run();
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}
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fn modify_aa(
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keys: Res<ButtonInput<KeyCode>>,
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mut camera: Query<
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(
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Entity,
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Option<&mut Fxaa>,
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Option<&TemporalAntiAliasSettings>,
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),
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With<Camera>,
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>,
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mut msaa: ResMut<Msaa>,
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mut commands: Commands,
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) {
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let (camera_entity, fxaa, taa) = camera.single_mut();
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let mut camera = commands.entity(camera_entity);
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// No AA
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if keys.just_pressed(KeyCode::Digit1) {
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*msaa = Msaa::Off;
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camera.remove::<Fxaa>();
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camera.remove::<TemporalAntiAliasBundle>();
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}
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// MSAA
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if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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camera.remove::<Fxaa>();
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camera.remove::<TemporalAntiAliasBundle>();
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*msaa = Msaa::Sample4;
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}
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// MSAA Sample Count
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if *msaa != Msaa::Off {
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if keys.just_pressed(KeyCode::KeyQ) {
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*msaa = Msaa::Sample2;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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*msaa = Msaa::Sample4;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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*msaa = Msaa::Sample8;
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}
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}
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// FXAA
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if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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*msaa = Msaa::Off;
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camera.remove::<TemporalAntiAliasBundle>();
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camera.insert(Fxaa::default());
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}
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// FXAA Settings
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if let Some(mut fxaa) = fxaa {
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if keys.just_pressed(KeyCode::KeyQ) {
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fxaa.edge_threshold = Sensitivity::Low;
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fxaa.edge_threshold_min = Sensitivity::Low;
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}
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if keys.just_pressed(KeyCode::KeyW) {
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fxaa.edge_threshold = Sensitivity::Medium;
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fxaa.edge_threshold_min = Sensitivity::Medium;
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}
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if keys.just_pressed(KeyCode::KeyE) {
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fxaa.edge_threshold = Sensitivity::High;
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fxaa.edge_threshold_min = Sensitivity::High;
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}
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if keys.just_pressed(KeyCode::KeyR) {
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fxaa.edge_threshold = Sensitivity::Ultra;
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fxaa.edge_threshold_min = Sensitivity::Ultra;
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}
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if keys.just_pressed(KeyCode::KeyT) {
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fxaa.edge_threshold = Sensitivity::Extreme;
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fxaa.edge_threshold_min = Sensitivity::Extreme;
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}
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}
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// TAA
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if keys.just_pressed(KeyCode::Digit4) && taa.is_none() {
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*msaa = Msaa::Off;
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camera.remove::<Fxaa>();
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camera.insert(TemporalAntiAliasBundle::default());
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}
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}
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fn modify_sharpening(
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keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
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) {
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for mut cas in &mut query {
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if keys.just_pressed(KeyCode::Digit0) {
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cas.enabled = !cas.enabled;
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}
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if cas.enabled {
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if keys.just_pressed(KeyCode::Minus) {
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cas.sharpening_strength -= 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::Equal) {
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cas.sharpening_strength += 0.1;
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cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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}
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if keys.just_pressed(KeyCode::KeyD) {
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cas.denoise = !cas.denoise;
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}
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}
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}
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}
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fn update_ui(
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camera: Query<
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(
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Option<&Fxaa>,
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Option<&TemporalAntiAliasSettings>,
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&ContrastAdaptiveSharpeningSettings,
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),
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With<Camera>,
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>,
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msaa: Res<Msaa>,
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mut ui: Query<&mut Text>,
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) {
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let (fxaa, taa, cas_settings) = camera.single();
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let mut ui = ui.single_mut();
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let ui = &mut ui.sections[0].value;
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*ui = "Antialias Method\n".to_string();
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if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
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ui.push_str("(1) *No AA*\n");
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} else {
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ui.push_str("(1) No AA\n");
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}
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if *msaa != Msaa::Off {
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ui.push_str("(2) *MSAA*\n");
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} else {
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ui.push_str("(2) MSAA\n");
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}
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if fxaa.is_some() {
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ui.push_str("(3) *FXAA*\n");
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} else {
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ui.push_str("(3) FXAA\n");
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}
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if taa.is_some() {
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ui.push_str("(4) *TAA*");
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} else {
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ui.push_str("(4) TAA");
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}
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if *msaa != Msaa::Off {
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ui.push_str("\n\n----------\n\nSample Count\n");
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if *msaa == Msaa::Sample2 {
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ui.push_str("(Q) *2*\n");
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} else {
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ui.push_str("(Q) 2\n");
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}
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if *msaa == Msaa::Sample4 {
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ui.push_str("(W) *4*\n");
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} else {
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ui.push_str("(W) 4\n");
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}
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if *msaa == Msaa::Sample8 {
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ui.push_str("(E) *8*");
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} else {
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ui.push_str("(E) 8");
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}
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}
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if let Some(fxaa) = fxaa {
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ui.push_str("\n\n----------\n\nSensitivity\n");
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if fxaa.edge_threshold == Sensitivity::Low {
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ui.push_str("(Q) *Low*\n");
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} else {
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ui.push_str("(Q) Low\n");
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}
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if fxaa.edge_threshold == Sensitivity::Medium {
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ui.push_str("(W) *Medium*\n");
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} else {
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ui.push_str("(W) Medium\n");
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}
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if fxaa.edge_threshold == Sensitivity::High {
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ui.push_str("(E) *High*\n");
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} else {
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ui.push_str("(E) High\n");
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}
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if fxaa.edge_threshold == Sensitivity::Ultra {
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ui.push_str("(R) *Ultra*\n");
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} else {
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ui.push_str("(R) Ultra\n");
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}
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if fxaa.edge_threshold == Sensitivity::Extreme {
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ui.push_str("(T) *Extreme*");
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} else {
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ui.push_str("(T) Extreme");
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}
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}
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if cas_settings.enabled {
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ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n");
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ui.push_str(&format!(
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"(-/+) Strength: {:.1}\n",
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cas_settings.sharpening_strength
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));
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if cas_settings.denoise {
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ui.push_str("(D) Denoising (Enabled)\n");
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} else {
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ui.push_str("(D) Denoising (Disabled)\n");
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}
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} else {
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ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n");
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}
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}
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/// Set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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asset_server: Res<AssetServer>,
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) {
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
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material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
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..default()
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});
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let cube_material = materials.add(StandardMaterial {
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base_color_texture: Some(images.add(uv_debug_texture())),
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..default()
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});
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// Cubes
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for i in 0..5 {
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::new(0.25, 0.25, 0.25)),
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material: cube_material.clone(),
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transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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..default()
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});
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}
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// Flight Helmet
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI * -0.15,
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PI * -0.15,
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)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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maximum_distance: 3.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.into(),
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..default()
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});
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// Camera
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commands.spawn((
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Camera3dBundle {
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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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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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},
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ContrastAdaptiveSharpeningSettings {
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enabled: false,
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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},
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FogSettings {
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color: Color::rgba_u8(43, 44, 47, 255),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 4.0,
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},
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..default()
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},
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));
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"",
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TextStyle {
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font_size: 20.,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: 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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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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const TEXTURE_SIZE: usize = 8;
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let mut palette: [u8; 32] = [
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255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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];
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let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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for y in 0..TEXTURE_SIZE {
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let offset = TEXTURE_SIZE * y * 4;
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texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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palette.rotate_right(4);
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}
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let mut img = Image::new_fill(
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Extent3d {
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width: TEXTURE_SIZE as u32,
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height: TEXTURE_SIZE as u32,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&texture_data,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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);
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img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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img
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}
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