mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# 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(); } } ```
201 lines
6.1 KiB
Rust
201 lines
6.1 KiB
Rust
//! A scene showcasing screen space ambient occlusion.
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use bevy::{
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core_pipeline::experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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math::ops,
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pbr::{ScreenSpaceAmbientOcclusion, ScreenSpaceAmbientOcclusionQualityLevel},
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prelude::*,
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render::camera::TemporalJitter,
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};
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 1000.,
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..default()
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})
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.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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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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) {
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commands.spawn((
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Camera3d::default(),
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Camera {
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hdr: true,
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..default()
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},
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Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
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Msaa::Off,
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ScreenSpaceAmbientOcclusion::default(),
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TemporalAntiAliasing::default(),
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));
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let material = materials.add(StandardMaterial {
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base_color: Color::srgb(0.5, 0.5, 0.5),
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perceptual_roughness: 1.0,
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reflectance: 0.0,
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..default()
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});
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, 0.0, 1.0),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, -1.0, 0.0),
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));
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(material),
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Transform::from_xyz(1.0, 0.0, 0.0),
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));
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.4).mesh().uv(72, 36))),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(0.4, 0.4, 0.4),
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perceptual_roughness: 1.0,
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reflectance: 0.0,
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..default()
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})),
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SphereMarker,
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));
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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));
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commands.spawn((
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Text::default(),
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Node {
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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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fn update(
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camera: Single<
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(
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Entity,
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Option<&ScreenSpaceAmbientOcclusion>,
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Option<&TemporalJitter>,
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),
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With<Camera>,
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>,
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mut text: Single<&mut Text>,
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mut sphere: Single<&mut Transform, With<SphereMarker>>,
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mut commands: Commands,
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keycode: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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sphere.translation.y = ops::sin(time.elapsed_secs() / 1.7) * 0.7;
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let (camera_entity, ssao, temporal_jitter) = *camera;
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let current_ssao = ssao.cloned().unwrap_or_default();
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let mut commands = commands.entity(camera_entity);
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commands
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::Digit2),
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)
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::Digit3),
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)
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::Digit4),
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)
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::Digit5),
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)
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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constant_object_thickness: (current_ssao.constant_object_thickness * 2.0).min(4.0),
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::ArrowUp),
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)
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.insert_if(
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ScreenSpaceAmbientOcclusion {
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constant_object_thickness: (current_ssao.constant_object_thickness * 0.5)
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.max(0.0625),
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..current_ssao
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},
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|| keycode.just_pressed(KeyCode::ArrowDown),
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);
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if keycode.just_pressed(KeyCode::Digit1) {
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commands.remove::<ScreenSpaceAmbientOcclusion>();
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}
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if keycode.just_pressed(KeyCode::Space) {
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if temporal_jitter.is_some() {
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commands.remove::<TemporalJitter>();
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} else {
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commands.insert(TemporalJitter::default());
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}
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}
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text.clear();
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let (o, l, m, h, u) = match ssao.map(|s| s.quality_level) {
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None => ("*", "", "", "", ""),
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Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
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Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
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Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
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Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
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_ => unreachable!(),
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};
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if let Some(thickness) = ssao.map(|s| s.constant_object_thickness) {
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text.push_str(&format!(
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"Constant object thickness: {} (Up/Down)\n\n",
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thickness
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));
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}
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text.push_str("SSAO Quality:\n");
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text.push_str(&format!("(1) {o}Off{o}\n"));
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text.push_str(&format!("(2) {l}Low{l}\n"));
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text.push_str(&format!("(3) {m}Medium{m}\n"));
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text.push_str(&format!("(4) {h}High{h}\n"));
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text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
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text.push_str("Temporal Antialiasing:\n");
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text.push_str(match temporal_jitter {
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Some(_) => "(Space) Enabled",
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None => "(Space) Disabled",
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});
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}
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#[derive(Component)]
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struct SphereMarker;
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