bevy/examples/2d/bloom_2d.rs
Joona Aalto afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# 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>
2024-09-10 01:11:46 +00:00

191 lines
6.4 KiB
Rust

//! Illustrates bloom post-processing in 2d.
use bevy::{
core_pipeline::{
bloom::{Bloom, BloomCompositeMode},
tonemapping::Tonemapping,
},
prelude::*,
sprite::MaterialMesh2dBundle,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update_bloom_settings)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
Camera2dBundle {
camera: Camera {
hdr: true, // 1. HDR is required for bloom
..default()
},
tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
..default()
},
Bloom::default(), // 3. Enable bloom for the camera
));
// Sprite
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_dark.png"),
sprite: Sprite {
color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
custom_size: Some(Vec2::splat(160.0)),
..default()
},
..default()
});
// Circle mesh
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.)).into(),
// 4. Put something bright in a dark environment to see the effect
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
// Hexagon mesh
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(RegularPolygon::new(100., 6)).into(),
// 4. Put something bright in a dark environment to see the effect
material: materials.add(Color::srgb(6.25, 9.4, 9.1)),
transform: Transform::from_translation(Vec3::new(200., 0., 0.)),
..default()
});
// UI
commands.spawn(
TextBundle::from_section("", TextStyle::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 Bloom>), With<Camera>>,
mut text: Query<&mut Text>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
let bloom = camera.single_mut();
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
match bloom {
(entity, Some(mut bloom)) => {
*text = "Bloom (Toggle: Space)\n".to_string();
text.push_str(&format!("(Q/A) Intensity: {}\n", bloom.intensity));
text.push_str(&format!(
"(W/S) Low-frequency boost: {}\n",
bloom.low_frequency_boost
));
text.push_str(&format!(
"(E/D) Low-frequency boost curvature: {}\n",
bloom.low_frequency_boost_curvature
));
text.push_str(&format!(
"(R/F) High-pass frequency: {}\n",
bloom.high_pass_frequency
));
text.push_str(&format!(
"(T/G) Mode: {}\n",
match bloom.composite_mode {
BloomCompositeMode::EnergyConserving => "Energy-conserving",
BloomCompositeMode::Additive => "Additive",
}
));
text.push_str(&format!("(Y/H) Threshold: {}\n", bloom.prefilter.threshold));
text.push_str(&format!(
"(U/J) Threshold softness: {}\n",
bloom.prefilter.threshold_softness
));
if keycode.just_pressed(KeyCode::Space) {
commands.entity(entity).remove::<Bloom>();
}
let dt = time.delta_seconds();
if keycode.pressed(KeyCode::KeyA) {
bloom.intensity -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyQ) {
bloom.intensity += dt / 10.0;
}
bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyS) {
bloom.low_frequency_boost -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyW) {
bloom.low_frequency_boost += dt / 10.0;
}
bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyD) {
bloom.low_frequency_boost_curvature -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyE) {
bloom.low_frequency_boost_curvature += dt / 10.0;
}
bloom.low_frequency_boost_curvature =
bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyF) {
bloom.high_pass_frequency -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyR) {
bloom.high_pass_frequency += dt / 10.0;
}
bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
if keycode.pressed(KeyCode::KeyG) {
bloom.composite_mode = BloomCompositeMode::Additive;
}
if keycode.pressed(KeyCode::KeyT) {
bloom.composite_mode = BloomCompositeMode::EnergyConserving;
}
if keycode.pressed(KeyCode::KeyH) {
bloom.prefilter.threshold -= dt;
}
if keycode.pressed(KeyCode::KeyY) {
bloom.prefilter.threshold += dt;
}
bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
if keycode.pressed(KeyCode::KeyJ) {
bloom.prefilter.threshold_softness -= dt / 10.0;
}
if keycode.pressed(KeyCode::KeyU) {
bloom.prefilter.threshold_softness += dt / 10.0;
}
bloom.prefilter.threshold_softness = bloom.prefilter.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(Bloom::default());
}
}
}
}