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https://github.com/bevyengine/bevy
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0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
235 lines
8 KiB
Rust
235 lines
8 KiB
Rust
//! Illustrates bloom post-processing using HDR and emissive materials.
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use bevy::{
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core_pipeline::{
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bloom::{BloomCompositeMode, BloomSettings},
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tonemapping::Tonemapping,
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},
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prelude::*,
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};
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use std::{
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collections::hash_map::DefaultHasher,
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hash::{Hash, Hasher},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.add_systems(Update, (update_bloom_settings, bounce_spheres))
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.run();
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}
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fn setup_scene(
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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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Camera3dBundle {
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camera: Camera {
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hdr: true, // 1. HDR is required for bloom
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..default()
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},
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tonemapping: Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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BloomSettings::default(), // 3. Enable bloom for the camera
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));
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let material_emissive1 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
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..default()
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});
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let material_emissive2 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(300.0, 2300.0, 900.0),
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..default()
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});
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let material_emissive3 = materials.add(StandardMaterial {
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emissive: Color::rgb_linear(900.0, 300.0, 2300.0),
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..default()
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});
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let material_non_emissive = materials.add(StandardMaterial {
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base_color: Color::GRAY,
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..default()
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});
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let mesh = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
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for x in -5..5 {
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for z in -5..5 {
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let mut hasher = DefaultHasher::new();
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(x, z).hash(&mut hasher);
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let rand = (hasher.finish() - 2) % 6;
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let material = match rand {
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0 => material_emissive1.clone(),
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1 => material_emissive2.clone(),
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2 => material_emissive3.clone(),
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3..=5 => material_non_emissive.clone(),
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_ => unreachable!(),
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};
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commands.spawn((
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PbrBundle {
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mesh: mesh.clone(),
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material,
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transform: Transform::from_xyz(x as f32 * 2.0, 0.0, z as f32 * 2.0),
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..default()
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},
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Bouncing,
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));
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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: 20.0,
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color: Color::BLACK,
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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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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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// ------------------------------------------------------------------------------------------------
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fn update_bloom_settings(
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mut camera: Query<(Entity, Option<&mut BloomSettings>), With<Camera>>,
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mut text: Query<&mut Text>,
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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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let bloom_settings = camera.single_mut();
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let mut text = text.single_mut();
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let text = &mut text.sections[0].value;
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match bloom_settings {
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(entity, Some(mut bloom_settings)) => {
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*text = "BloomSettings (Toggle: Space)\n".to_string();
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text.push_str(&format!("(Q/A) Intensity: {}\n", bloom_settings.intensity));
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text.push_str(&format!(
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"(W/S) Low-frequency boost: {}\n",
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bloom_settings.low_frequency_boost
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));
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text.push_str(&format!(
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"(E/D) Low-frequency boost curvature: {}\n",
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bloom_settings.low_frequency_boost_curvature
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));
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text.push_str(&format!(
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"(R/F) High-pass frequency: {}\n",
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bloom_settings.high_pass_frequency
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));
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text.push_str(&format!(
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"(T/G) Mode: {}\n",
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match bloom_settings.composite_mode {
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BloomCompositeMode::EnergyConserving => "Energy-conserving",
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BloomCompositeMode::Additive => "Additive",
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}
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));
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text.push_str(&format!(
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"(Y/H) Threshold: {}\n",
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bloom_settings.prefilter_settings.threshold
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));
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text.push_str(&format!(
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"(U/J) Threshold softness: {}\n",
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bloom_settings.prefilter_settings.threshold_softness
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));
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).remove::<BloomSettings>();
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}
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let dt = time.delta_seconds();
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if keycode.pressed(KeyCode::KeyA) {
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bloom_settings.intensity -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyQ) {
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bloom_settings.intensity += dt / 10.0;
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}
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bloom_settings.intensity = bloom_settings.intensity.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyS) {
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bloom_settings.low_frequency_boost -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyW) {
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bloom_settings.low_frequency_boost += dt / 10.0;
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}
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bloom_settings.low_frequency_boost = bloom_settings.low_frequency_boost.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyD) {
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bloom_settings.low_frequency_boost_curvature -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyE) {
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bloom_settings.low_frequency_boost_curvature += dt / 10.0;
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}
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bloom_settings.low_frequency_boost_curvature =
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bloom_settings.low_frequency_boost_curvature.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyF) {
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bloom_settings.high_pass_frequency -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyR) {
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bloom_settings.high_pass_frequency += dt / 10.0;
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}
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bloom_settings.high_pass_frequency = bloom_settings.high_pass_frequency.clamp(0.0, 1.0);
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if keycode.pressed(KeyCode::KeyG) {
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bloom_settings.composite_mode = BloomCompositeMode::Additive;
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}
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if keycode.pressed(KeyCode::KeyT) {
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bloom_settings.composite_mode = BloomCompositeMode::EnergyConserving;
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}
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if keycode.pressed(KeyCode::KeyH) {
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bloom_settings.prefilter_settings.threshold -= dt;
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}
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if keycode.pressed(KeyCode::KeyY) {
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bloom_settings.prefilter_settings.threshold += dt;
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}
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bloom_settings.prefilter_settings.threshold =
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bloom_settings.prefilter_settings.threshold.max(0.0);
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if keycode.pressed(KeyCode::KeyJ) {
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bloom_settings.prefilter_settings.threshold_softness -= dt / 10.0;
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}
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if keycode.pressed(KeyCode::KeyU) {
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bloom_settings.prefilter_settings.threshold_softness += dt / 10.0;
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}
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bloom_settings.prefilter_settings.threshold_softness = bloom_settings
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.prefilter_settings
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.threshold_softness
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.clamp(0.0, 1.0);
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}
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(entity, None) => {
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*text = "Bloom: Off (Toggle: Space)".to_string();
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if keycode.just_pressed(KeyCode::Space) {
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commands.entity(entity).insert(BloomSettings::default());
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}
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}
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}
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}
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#[derive(Component)]
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struct Bouncing;
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fn bounce_spheres(time: Res<Time>, mut query: Query<&mut Transform, With<Bouncing>>) {
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for mut transform in query.iter_mut() {
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transform.translation.y =
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(transform.translation.x + transform.translation.z + time.elapsed_seconds()).sin();
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}
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}
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