bevy/examples/3d/depth_of_field.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

263 lines
8.4 KiB
Rust

//! Demonstrates depth of field (DOF).
//!
//! The depth of field effect simulates the blur that a real camera produces on
//! objects that are out of focus.
//!
//! The test scene is inspired by [a blog post on depth of field in Unity].
//! However, the technique used in Bevy has little to do with that blog post,
//! and all the assets are original.
//!
//! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
use bevy::{
core_pipeline::{
bloom::Bloom,
dof::{self, DepthOfField, DepthOfFieldMode},
tonemapping::Tonemapping,
},
pbr::Lightmap,
prelude::*,
render::camera::PhysicalCameraParameters,
};
/// The increments in which the user can adjust the focal distance, in meters
/// per frame.
const FOCAL_DISTANCE_SPEED: f32 = 0.05;
/// The increments in which the user can adjust the f-number, in units per frame.
const APERTURE_F_STOP_SPEED: f32 = 0.01;
/// The minimum distance that we allow the user to focus on.
const MIN_FOCAL_DISTANCE: f32 = 0.01;
/// The minimum f-number that we allow the user to set.
const MIN_APERTURE_F_STOPS: f32 = 0.05;
/// A resource that stores the settings that the user can change.
#[derive(Clone, Copy, Resource)]
struct AppSettings {
/// The distance from the camera to the area in the most focus.
focal_distance: f32,
/// The [f-number]. Lower numbers cause objects outside the focal distance
/// to be blurred more.
///
/// [f-number]: https://en.wikipedia.org/wiki/F-number
aperture_f_stops: f32,
/// Whether depth of field is on, and, if so, whether we're in Gaussian or
/// bokeh mode.
mode: Option<DepthOfFieldMode>,
}
fn main() {
App::new()
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Depth of Field Example".to_string(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, tweak_scene)
.add_systems(
Update,
(adjust_focus, change_mode, update_dof_settings, update_text).chain(),
)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
// Spawn the camera. Enable HDR and bloom, as that highlights the depth of
// field effect.
let mut camera = commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
hdr: true,
..default()
},
Tonemapping::TonyMcMapface,
Bloom::NATURAL,
));
// Insert the depth of field settings.
if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
camera.insert(depth_of_field);
}
// Spawn the scene.
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
)));
// Spawn the help text.
commands.spawn((
create_text(&app_settings),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
/// Adjusts the focal distance and f-number per user inputs.
fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
// Change the focal distance if the user requested.
let distance_delta = if input.pressed(KeyCode::ArrowDown) {
-FOCAL_DISTANCE_SPEED
} else if input.pressed(KeyCode::ArrowUp) {
FOCAL_DISTANCE_SPEED
} else {
0.0
};
// Change the f-number if the user requested.
let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
-APERTURE_F_STOP_SPEED
} else if input.pressed(KeyCode::ArrowRight) {
APERTURE_F_STOP_SPEED
} else {
0.0
};
app_settings.focal_distance =
(app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
app_settings.aperture_f_stops =
(app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
}
/// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
if !input.just_pressed(KeyCode::Space) {
return;
}
app_settings.mode = match app_settings.mode {
Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
Some(DepthOfFieldMode::Gaussian) => None,
None => Some(DepthOfFieldMode::Bokeh),
}
}
impl Default for AppSettings {
fn default() -> Self {
Self {
// Objects 7 meters away will be in full focus.
focal_distance: 7.0,
// Set a nice blur level.
//
// This is a really low F-number, but we want to demonstrate the
// effect, even if it's kind of unrealistic.
aperture_f_stops: 1.0 / 8.0,
// Turn on bokeh by default, as it's the nicest-looking technique.
mode: Some(DepthOfFieldMode::Bokeh),
}
}
}
/// Writes the depth of field settings into the camera.
fn update_dof_settings(
mut commands: Commands,
view_targets: Query<Entity, With<Camera>>,
app_settings: Res<AppSettings>,
) {
let depth_of_field: Option<DepthOfField> = (*app_settings).into();
for view in view_targets.iter() {
match depth_of_field {
None => {
commands.entity(view).remove::<DepthOfField>();
}
Some(depth_of_field) => {
commands.entity(view).insert(depth_of_field);
}
}
}
}
/// Makes one-time adjustments to the scene that can't be encoded in glTF.
fn tweak_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
mut named_entities: Query<
(Entity, &Name, &MeshMaterial3d<StandardMaterial>),
(With<Mesh3d>, Without<Lightmap>),
>,
) {
// Turn on shadows.
for mut light in lights.iter_mut() {
light.shadows_enabled = true;
}
// Add a nice lightmap to the circuit board.
for (entity, name, material) in named_entities.iter_mut() {
if &**name == "CircuitBoard" {
materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
commands.entity(entity).insert(Lightmap {
image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
..default()
});
}
}
}
/// Update the help text entity per the current app settings.
fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
for mut text in texts.iter_mut() {
*text = create_text(&app_settings);
}
}
/// Regenerates the app text component per the current app settings.
fn create_text(app_settings: &AppSettings) -> Text {
app_settings.help_text().into()
}
impl From<AppSettings> for Option<DepthOfField> {
fn from(app_settings: AppSettings) -> Self {
app_settings.mode.map(|mode| DepthOfField {
mode,
focal_distance: app_settings.focal_distance,
aperture_f_stops: app_settings.aperture_f_stops,
max_depth: 14.0,
..default()
})
}
}
impl AppSettings {
/// Builds the help text.
fn help_text(&self) -> String {
let Some(mode) = self.mode else {
return "Mode: Off (Press Space to change)".to_owned();
};
// We leave these as their defaults, so we don't need to store them in
// the app settings and can just fetch them from the default camera
// parameters.
let sensor_height = PhysicalCameraParameters::default().sensor_height;
let fov = PerspectiveProjection::default().fov;
format!(
"Focal distance: {} m (Press Up/Down to change)
Aperture F-stops: f/{} (Press Left/Right to change)
Sensor height: {}mm
Focal length: {}mm
Mode: {} (Press Space to change)",
self.focal_distance,
self.aperture_f_stops,
sensor_height * 1000.0,
dof::calculate_focal_length(sensor_height, fov) * 1000.0,
match mode {
DepthOfFieldMode::Bokeh => "Bokeh",
DepthOfFieldMode::Gaussian => "Gaussian",
}
)
}
}