mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
eb51b4c28e
# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ```
267 lines
8.6 KiB
Rust
267 lines
8.6 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 camera = commands
|
|
.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
|
|
camera: Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
tonemapping: Tonemapping::TonyMcMapface,
|
|
..default()
|
|
})
|
|
.insert(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(
|
|
TextBundle {
|
|
text: create_text(&app_settings),
|
|
..default()
|
|
}
|
|
.with_style(Style {
|
|
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 {
|
|
Text::from_section(app_settings.help_text(), TextStyle::default())
|
|
}
|
|
|
|
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",
|
|
}
|
|
)
|
|
}
|
|
}
|