bevy/examples/3d/tonemapping.rs
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)

Fixes https://github.com/bevyengine/bevy/issues/8369

---

## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.

## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-16 14:53:21 +00:00

708 lines
20 KiB
Rust

//! This examples compares Tonemapping options
use bevy::{
core_pipeline::tonemapping::Tonemapping,
math::vec2,
pbr::CascadeShadowConfigBuilder,
prelude::*,
reflect::TypePath,
render::{
render_asset::RenderAssetPersistencePolicy,
render_resource::{AsBindGroup, Extent3d, ShaderRef, TextureDimension, TextureFormat},
texture::{ImageSampler, ImageSamplerDescriptor},
view::ColorGrading,
},
utils::HashMap,
};
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
MaterialPlugin::<ColorGradientMaterial>::default(),
))
.insert_resource(CameraTransform(
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
))
.init_resource::<PerMethodSettings>()
.insert_resource(CurrentScene(1))
.insert_resource(SelectedParameter { value: 0, max: 4 })
.add_systems(
Startup,
(
setup,
setup_basic_scene,
setup_color_gradient_scene,
setup_image_viewer_scene,
),
)
.add_systems(
Update,
(
update_image_viewer,
toggle_scene,
toggle_tonemapping_method,
update_color_grading_settings,
update_ui,
),
)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
camera_transform: Res<CameraTransform>,
) {
// camera
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: camera_transform.0,
..default()
},
FogSettings {
color: Color::rgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
},
));
// ui
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 18.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
fn setup_basic_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0)),
material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
..default()
},
SceneNumber(1),
));
// cubes
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let cube_mesh = meshes.add(shape::Cube { size: 0.25 });
for i in 0..5 {
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
},
SceneNumber(1),
));
}
// spheres
let sphere_mesh = meshes.add(shape::UVSphere {
radius: 0.125,
..default()
});
for i in 0..6 {
let j = i % 3;
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
base_color: Color::rgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: Color::rgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: Color::rgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
};
commands.spawn((
PbrBundle {
mesh: sphere_mesh.clone(),
material,
transform: Transform::from_xyz(
j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
0.125,
-j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
),
..default()
},
SceneNumber(1),
));
}
// Flight Helmet
commands.spawn((
SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
},
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
illuminance: 3000.0,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
},
SceneNumber(1),
));
}
fn setup_color_gradient_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorGradientMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += transform.forward();
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(shape::Quad {
size: vec2(1.0, 1.0) * 0.7,
flip: false,
}),
material: materials.add(ColorGradientMaterial {}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(2),
));
}
fn setup_image_viewer_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
camera_transform: Res<CameraTransform>,
) {
let mut transform = camera_transform.0;
transform.translation += transform.forward();
// exr/hdr viewer (exr requires enabling bevy feature)
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Quad {
size: vec2(1.0, 1.0),
flip: false,
}),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}
// ----------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn update_image_viewer(
image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut drop_events: EventReader<FileDragAndDrop>,
mut drop_hovered: Local<bool>,
asset_server: Res<AssetServer>,
mut image_events: EventReader<AssetEvent<Image>>,
mut commands: Commands,
) {
let mut new_image: Option<Handle<Image>> = None;
for event in drop_events.read() {
match event {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
new_image = Some(asset_server.load(&path_buf.to_string_lossy().to_string()));
*drop_hovered = false;
}
FileDragAndDrop::HoveredFile { .. } => *drop_hovered = true,
FileDragAndDrop::HoveredFileCanceled { .. } => *drop_hovered = false,
}
}
for (mat_h, mesh_h) in &image_mesh {
if let Some(mat) = materials.get_mut(mat_h) {
if let Some(ref new_image) = new_image {
mat.base_color_texture = Some(new_image.clone());
if let Ok(text_entity) = text.get_single() {
commands.entity(text_entity).despawn();
}
}
for event in image_events.read() {
let image_changed_id = *match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => id,
_ => continue,
};
if let Some(base_color_texture) = mat.base_color_texture.clone() {
if image_changed_id == base_color_texture.id() {
if let Some(image_changed) = images.get(image_changed_id) {
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(shape::Quad::new(size));
meshes.insert(mesh_h, quad);
}
}
}
}
}
}
}
fn toggle_scene(
keys: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Visibility, &SceneNumber)>,
mut current_scene: ResMut<CurrentScene>,
) {
let mut pressed = None;
if keys.just_pressed(KeyCode::KeyQ) {
pressed = Some(1);
} else if keys.just_pressed(KeyCode::KeyW) {
pressed = Some(2);
} else if keys.just_pressed(KeyCode::KeyE) {
pressed = Some(3);
}
if let Some(pressed) = pressed {
current_scene.0 = pressed;
for (mut visibility, scene) in query.iter_mut() {
if scene.0 == pressed {
*visibility = Visibility::Visible;
} else {
*visibility = Visibility::Hidden;
}
}
}
}
fn toggle_tonemapping_method(
keys: Res<ButtonInput<KeyCode>>,
mut tonemapping: Query<&mut Tonemapping>,
mut color_grading: Query<&mut ColorGrading>,
per_method_settings: Res<PerMethodSettings>,
) {
let mut method = tonemapping.single_mut();
let mut color_grading = color_grading.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
*color_grading = *per_method_settings
.settings
.get::<Tonemapping>(&method)
.unwrap();
}
#[derive(Resource)]
struct SelectedParameter {
value: i32,
max: i32,
}
impl SelectedParameter {
fn next(&mut self) {
self.value = (self.value + 1).rem_euclid(self.max);
}
fn prev(&mut self) {
self.value = (self.value - 1).rem_euclid(self.max);
}
}
fn update_color_grading_settings(
keys: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut per_method_settings: ResMut<PerMethodSettings>,
tonemapping: Query<&Tonemapping>,
current_scene: Res<CurrentScene>,
mut selected_parameter: ResMut<SelectedParameter>,
) {
let method = tonemapping.single();
let color_grading = per_method_settings.settings.get_mut(method).unwrap();
let mut dt = time.delta_seconds() * 0.25;
if keys.pressed(KeyCode::ArrowLeft) {
dt = -dt;
}
if keys.just_pressed(KeyCode::ArrowDown) {
selected_parameter.next();
}
if keys.just_pressed(KeyCode::ArrowUp) {
selected_parameter.prev();
}
if keys.pressed(KeyCode::ArrowLeft) || keys.pressed(KeyCode::ArrowRight) {
match selected_parameter.value {
0 => {
color_grading.exposure += dt;
}
1 => {
color_grading.gamma += dt;
}
2 => {
color_grading.pre_saturation += dt;
}
3 => {
color_grading.post_saturation += dt;
}
_ => {}
}
}
if keys.just_pressed(KeyCode::Space) {
for (_, grading) in per_method_settings.settings.iter_mut() {
*grading = ColorGrading::default();
}
}
if keys.just_pressed(KeyCode::Enter) && current_scene.0 == 1 {
for (mapper, grading) in per_method_settings.settings.iter_mut() {
*grading = PerMethodSettings::basic_scene_recommendation(*mapper);
}
}
}
fn update_ui(
mut text: Query<&mut Text, Without<SceneNumber>>,
settings: Query<(&Tonemapping, &ColorGrading)>,
current_scene: Res<CurrentScene>,
selected_parameter: Res<SelectedParameter>,
mut hide_ui: Local<bool>,
keys: Res<ButtonInput<KeyCode>>,
) {
let (method, color_grading) = settings.single();
let method = *method;
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
text.clear();
if *hide_ui {
return;
}
let scn = current_scene.0;
text.push_str("(H) Hide UI\n\n");
text.push_str("Test Scene: \n");
text.push_str(&format!(
"(Q) {} Basic Scene\n",
if scn == 1 { ">" } else { "" }
));
text.push_str(&format!(
"(W) {} Color Sweep\n",
if scn == 2 { ">" } else { "" }
));
text.push_str(&format!(
"(E) {} Image Viewer\n",
if scn == 3 { ">" } else { "" }
));
text.push_str("\n\nTonemapping Method:\n");
text.push_str(&format!(
"(1) {} Disabled\n",
if method == Tonemapping::None { ">" } else { "" }
));
text.push_str(&format!(
"(2) {} Reinhard\n",
if method == Tonemapping::Reinhard {
"> "
} else {
""
}
));
text.push_str(&format!(
"(3) {} Reinhard Luminance\n",
if method == Tonemapping::ReinhardLuminance {
">"
} else {
""
}
));
text.push_str(&format!(
"(4) {} ACES Fitted\n",
if method == Tonemapping::AcesFitted {
">"
} else {
""
}
));
text.push_str(&format!(
"(5) {} AgX\n",
if method == Tonemapping::AgX { ">" } else { "" }
));
text.push_str(&format!(
"(6) {} SomewhatBoringDisplayTransform\n",
if method == Tonemapping::SomewhatBoringDisplayTransform {
">"
} else {
""
}
));
text.push_str(&format!(
"(7) {} TonyMcMapface\n",
if method == Tonemapping::TonyMcMapface {
">"
} else {
""
}
));
text.push_str(&format!(
"(8) {} Blender Filmic\n",
if method == Tonemapping::BlenderFilmic {
">"
} else {
""
}
));
text.push_str("\n\nColor Grading:\n");
text.push_str("(arrow keys)\n");
if selected_parameter.value == 0 {
text.push_str("> ");
}
text.push_str(&format!("Exposure: {}\n", color_grading.exposure));
if selected_parameter.value == 1 {
text.push_str("> ");
}
text.push_str(&format!("Gamma: {}\n", color_grading.gamma));
if selected_parameter.value == 2 {
text.push_str("> ");
}
text.push_str(&format!(
"PreSaturation: {}\n",
color_grading.pre_saturation
));
if selected_parameter.value == 3 {
text.push_str("> ");
}
text.push_str(&format!(
"PostSaturation: {}\n",
color_grading.post_saturation
));
text.push_str("(Space) Reset all to default\n");
if current_scene.0 == 1 {
text.push_str("(Enter) Reset all to scene recommendation\n");
}
}
// ----------------------------------------------------------------------------
#[derive(Resource)]
struct PerMethodSettings {
settings: HashMap<Tonemapping, ColorGrading>,
}
impl PerMethodSettings {
fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
match method {
Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
exposure: 0.5,
..default()
},
Tonemapping::AcesFitted => ColorGrading {
exposure: 0.35,
..default()
},
Tonemapping::AgX => ColorGrading {
exposure: -0.2,
gamma: 1.0,
pre_saturation: 1.1,
post_saturation: 1.1,
},
_ => ColorGrading::default(),
}
}
}
impl Default for PerMethodSettings {
fn default() -> Self {
let mut settings = HashMap::new();
for method in [
Tonemapping::None,
Tonemapping::Reinhard,
Tonemapping::ReinhardLuminance,
Tonemapping::AcesFitted,
Tonemapping::AgX,
Tonemapping::SomewhatBoringDisplayTransform,
Tonemapping::TonyMcMapface,
Tonemapping::BlenderFilmic,
] {
settings.insert(
method,
PerMethodSettings::basic_scene_recommendation(method),
);
}
Self { settings }
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetPersistencePolicy::Unload,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
img
}
impl Material for ColorGradientMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/tonemapping_test_patterns.wgsl".into()
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct ColorGradientMaterial {}
#[derive(Resource)]
struct CameraTransform(Transform);
#[derive(Resource)]
struct CurrentScene(u32);
#[derive(Component)]
struct SceneNumber(u32);
#[derive(Component)]
struct HDRViewer;