bevy/examples/3d/ssao.rs
Shaye Garg 0b5302d96a
Replace Ambient Lights with Environment Map Lights (#17482)
# Objective

Transparently uses simple `EnvironmentMapLight`s to mimic
`AmbientLight`s. Implements the first part of #17468, but I can
implement hemispherical lights in this PR too if needed.

## Solution

- A function `EnvironmentMapLight::solid_color(&mut Assets<Image>,
Color)` is provided to make an environment light with a solid color.
- A new system is added to `SimulationLightSystems` that maps
`AmbientLight`s on views or the world to a corresponding
`EnvironmentMapLight`.

I have never worked with (or on) Bevy before, so nitpicky comments on
how I did things are appreciated :).

## Testing

Testing was done on a modified version of the `3d/lighting` example,
where I removed all lights except the ambient light. I have not included
the example, but can if required.

## Migration
`bevy_pbr::AmbientLight` has been deprecated, so all usages of it should
be replaced by a `bevy_pbr::EnvironmentMapLight` created with
`EnvironmentMapLight::solid_color` placed on the camera. There is no
alternative to ambient lights as resources.
2025-03-04 07:40:53 +00:00

203 lines
6.2 KiB
Rust

//! A scene showcasing screen space ambient occlusion.
use bevy::{
core_pipeline::experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
math::ops,
pbr::{ScreenSpaceAmbientOcclusion, ScreenSpaceAmbientOcclusionQualityLevel},
prelude::*,
render::camera::TemporalJitter,
};
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut images: ResMut<Assets<Image>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
Transform::from_xyz(-2.0, 2.0, -2.0).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Off,
ScreenSpaceAmbientOcclusion::default(),
TemporalAntiAliasing::default(),
EnvironmentMapLight {
intensity: 1000.0,
..EnvironmentMapLight::solid_color(&mut images, Color::WHITE)
},
));
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.5, 0.5, 0.5),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
});
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, 0.0, 1.0),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material.clone()),
Transform::from_xyz(0.0, -1.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(material),
Transform::from_xyz(1.0, 0.0, 0.0),
));
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.4).mesh().uv(72, 36))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(0.4, 0.4, 0.4),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
})),
SphereMarker,
));
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
));
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn update(
camera: Single<
(
Entity,
Option<&ScreenSpaceAmbientOcclusion>,
Option<&TemporalJitter>,
),
With<Camera>,
>,
mut text: Single<&mut Text>,
mut sphere: Single<&mut Transform, With<SphereMarker>>,
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
) {
sphere.translation.y = ops::sin(time.elapsed_secs() / 1.7) * 0.7;
let (camera_entity, ssao, temporal_jitter) = *camera;
let current_ssao = ssao.cloned().unwrap_or_default();
let mut commands = commands.entity(camera_entity);
commands
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low,
..current_ssao
},
|| keycode.just_pressed(KeyCode::Digit2),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium,
..current_ssao
},
|| keycode.just_pressed(KeyCode::Digit3),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High,
..current_ssao
},
|| keycode.just_pressed(KeyCode::Digit4),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra,
..current_ssao
},
|| keycode.just_pressed(KeyCode::Digit5),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
constant_object_thickness: (current_ssao.constant_object_thickness * 2.0).min(4.0),
..current_ssao
},
|| keycode.just_pressed(KeyCode::ArrowUp),
)
.insert_if(
ScreenSpaceAmbientOcclusion {
constant_object_thickness: (current_ssao.constant_object_thickness * 0.5)
.max(0.0625),
..current_ssao
},
|| keycode.just_pressed(KeyCode::ArrowDown),
);
if keycode.just_pressed(KeyCode::Digit1) {
commands.remove::<ScreenSpaceAmbientOcclusion>();
}
if keycode.just_pressed(KeyCode::Space) {
if temporal_jitter.is_some() {
commands.remove::<TemporalJitter>();
} else {
commands.insert(TemporalJitter::default());
}
}
text.clear();
let (o, l, m, h, u) = match ssao.map(|s| s.quality_level) {
None => ("*", "", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Low) => ("", "*", "", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Medium) => ("", "", "*", "", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::High) => ("", "", "", "*", ""),
Some(ScreenSpaceAmbientOcclusionQualityLevel::Ultra) => ("", "", "", "", "*"),
_ => unreachable!(),
};
if let Some(thickness) = ssao.map(|s| s.constant_object_thickness) {
text.push_str(&format!(
"Constant object thickness: {} (Up/Down)\n\n",
thickness
));
}
text.push_str("SSAO Quality:\n");
text.push_str(&format!("(1) {o}Off{o}\n"));
text.push_str(&format!("(2) {l}Low{l}\n"));
text.push_str(&format!("(3) {m}Medium{m}\n"));
text.push_str(&format!("(4) {h}High{h}\n"));
text.push_str(&format!("(5) {u}Ultra{u}\n\n"));
text.push_str("Temporal Antialiasing:\n");
text.push_str(match temporal_jitter {
Some(_) => "(Space) Enabled",
None => "(Space) Disabled",
});
}
#[derive(Component)]
struct SphereMarker;