 015f2c69ca
			
		
	
	
		015f2c69ca
		
			
		
	
	
	
	
		
			
			# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			376 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			376 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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| 
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| use std::{f32::consts::PI, fmt::Write};
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| 
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| use bevy::{
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|     core_pipeline::{
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|         contrast_adaptive_sharpening::ContrastAdaptiveSharpening,
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|         experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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|         fxaa::{Fxaa, Sensitivity},
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|         prepass::{DepthPrepass, MotionVectorPrepass},
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|         smaa::{Smaa, SmaaPreset},
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|     },
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|     pbr::CascadeShadowConfigBuilder,
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|     prelude::*,
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|     render::{
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|         camera::TemporalJitter,
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|         render_asset::RenderAssetUsages,
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|         render_resource::{Extent3d, TextureDimension, TextureFormat},
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|         texture::{ImageSampler, ImageSamplerDescriptor},
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|     },
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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|         .run();
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| }
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| 
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| type TaaComponents = (
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|     TemporalAntiAliasing,
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|     TemporalJitter,
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|     DepthPrepass,
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|     MotionVectorPrepass,
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| );
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| 
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| fn modify_aa(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     camera: Single<
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|         (
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|             Entity,
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|             Option<&mut Fxaa>,
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|             Option<&mut Smaa>,
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|             Option<&TemporalAntiAliasing>,
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|             &mut Msaa,
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|         ),
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|         With<Camera>,
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|     >,
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|     mut commands: Commands,
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| ) {
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|     let (camera_entity, fxaa, smaa, taa, mut msaa) = camera.into_inner();
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|     let mut camera = commands.entity(camera_entity);
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| 
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|     // No AA
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|     if keys.just_pressed(KeyCode::Digit1) {
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|         *msaa = Msaa::Off;
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|         camera
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|             .remove::<Fxaa>()
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|             .remove::<Smaa>()
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|             .remove::<TaaComponents>();
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|     }
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| 
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|     // MSAA
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|     if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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|         camera
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|             .remove::<Fxaa>()
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|             .remove::<Smaa>()
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|             .remove::<TaaComponents>();
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| 
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|         *msaa = Msaa::Sample4;
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|     }
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| 
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|     // MSAA Sample Count
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|     if *msaa != Msaa::Off {
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|         if keys.just_pressed(KeyCode::KeyQ) {
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|             *msaa = Msaa::Sample2;
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|         }
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|         if keys.just_pressed(KeyCode::KeyW) {
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|             *msaa = Msaa::Sample4;
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|         }
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|         if keys.just_pressed(KeyCode::KeyE) {
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|             *msaa = Msaa::Sample8;
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|         }
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|     }
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| 
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|     // FXAA
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|     if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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|         *msaa = Msaa::Off;
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|         camera
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|             .remove::<Smaa>()
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|             .remove::<TaaComponents>()
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|             .insert(Fxaa::default());
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|     }
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| 
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|     // FXAA Settings
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|     if let Some(mut fxaa) = fxaa {
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|         if keys.just_pressed(KeyCode::KeyQ) {
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|             fxaa.edge_threshold = Sensitivity::Low;
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|             fxaa.edge_threshold_min = Sensitivity::Low;
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|         }
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|         if keys.just_pressed(KeyCode::KeyW) {
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|             fxaa.edge_threshold = Sensitivity::Medium;
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|             fxaa.edge_threshold_min = Sensitivity::Medium;
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|         }
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|         if keys.just_pressed(KeyCode::KeyE) {
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|             fxaa.edge_threshold = Sensitivity::High;
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|             fxaa.edge_threshold_min = Sensitivity::High;
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|         }
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|         if keys.just_pressed(KeyCode::KeyR) {
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|             fxaa.edge_threshold = Sensitivity::Ultra;
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|             fxaa.edge_threshold_min = Sensitivity::Ultra;
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|         }
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|         if keys.just_pressed(KeyCode::KeyT) {
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|             fxaa.edge_threshold = Sensitivity::Extreme;
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|             fxaa.edge_threshold_min = Sensitivity::Extreme;
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|         }
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|     }
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| 
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|     // SMAA
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|     if keys.just_pressed(KeyCode::Digit4) && smaa.is_none() {
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|         *msaa = Msaa::Off;
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|         camera
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|             .remove::<Fxaa>()
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|             .remove::<TaaComponents>()
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|             .insert(Smaa::default());
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|     }
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| 
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|     // SMAA Settings
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|     if let Some(mut smaa) = smaa {
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|         if keys.just_pressed(KeyCode::KeyQ) {
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|             smaa.preset = SmaaPreset::Low;
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|         }
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|         if keys.just_pressed(KeyCode::KeyW) {
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|             smaa.preset = SmaaPreset::Medium;
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|         }
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|         if keys.just_pressed(KeyCode::KeyE) {
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|             smaa.preset = SmaaPreset::High;
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|         }
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|         if keys.just_pressed(KeyCode::KeyR) {
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|             smaa.preset = SmaaPreset::Ultra;
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|         }
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|     }
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| 
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|     // TAA
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|     if keys.just_pressed(KeyCode::Digit5) && taa.is_none() {
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|         *msaa = Msaa::Off;
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|         camera
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|             .remove::<Fxaa>()
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|             .remove::<Smaa>()
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|             .insert(TemporalAntiAliasing::default());
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|     }
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| }
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| 
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| fn modify_sharpening(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     mut query: Query<&mut ContrastAdaptiveSharpening>,
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| ) {
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|     for mut cas in &mut query {
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|         if keys.just_pressed(KeyCode::Digit0) {
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|             cas.enabled = !cas.enabled;
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|         }
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|         if cas.enabled {
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|             if keys.just_pressed(KeyCode::Minus) {
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|                 cas.sharpening_strength -= 0.1;
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|                 cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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|             }
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|             if keys.just_pressed(KeyCode::Equal) {
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|                 cas.sharpening_strength += 0.1;
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|                 cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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|             }
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|             if keys.just_pressed(KeyCode::KeyD) {
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|                 cas.denoise = !cas.denoise;
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|             }
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|         }
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|     }
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| }
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| 
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| fn update_ui(
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|     camera: Single<
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|         (
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|             Option<&Fxaa>,
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|             Option<&Smaa>,
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|             Option<&TemporalAntiAliasing>,
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|             &ContrastAdaptiveSharpening,
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|             &Msaa,
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|         ),
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|         With<Camera>,
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|     >,
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|     mut ui: Single<&mut Text>,
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| ) {
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|     let (fxaa, smaa, taa, cas, msaa) = *camera;
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| 
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|     let ui = &mut ui.0;
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|     *ui = "Antialias Method\n".to_string();
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| 
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|     draw_selectable_menu_item(
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|         ui,
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|         "No AA",
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|         '1',
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|         *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() && smaa.is_none(),
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|     );
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|     draw_selectable_menu_item(ui, "MSAA", '2', *msaa != Msaa::Off);
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|     draw_selectable_menu_item(ui, "FXAA", '3', fxaa.is_some());
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|     draw_selectable_menu_item(ui, "SMAA", '4', smaa.is_some());
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|     draw_selectable_menu_item(ui, "TAA", '5', taa.is_some());
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| 
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|     if *msaa != Msaa::Off {
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|         ui.push_str("\n----------\n\nSample Count\n");
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|         draw_selectable_menu_item(ui, "2", 'Q', *msaa == Msaa::Sample2);
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|         draw_selectable_menu_item(ui, "4", 'W', *msaa == Msaa::Sample4);
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|         draw_selectable_menu_item(ui, "8", 'E', *msaa == Msaa::Sample8);
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|     }
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| 
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|     if let Some(fxaa) = fxaa {
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|         ui.push_str("\n----------\n\nSensitivity\n");
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|         draw_selectable_menu_item(ui, "Low", 'Q', fxaa.edge_threshold == Sensitivity::Low);
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|         draw_selectable_menu_item(
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|             ui,
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|             "Medium",
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|             'W',
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|             fxaa.edge_threshold == Sensitivity::Medium,
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|         );
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|         draw_selectable_menu_item(ui, "High", 'E', fxaa.edge_threshold == Sensitivity::High);
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|         draw_selectable_menu_item(ui, "Ultra", 'R', fxaa.edge_threshold == Sensitivity::Ultra);
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|         draw_selectable_menu_item(
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|             ui,
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|             "Extreme",
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|             'T',
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|             fxaa.edge_threshold == Sensitivity::Extreme,
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|         );
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|     }
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| 
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|     if let Some(smaa) = smaa {
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|         ui.push_str("\n----------\n\nQuality\n");
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|         draw_selectable_menu_item(ui, "Low", 'Q', smaa.preset == SmaaPreset::Low);
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|         draw_selectable_menu_item(ui, "Medium", 'W', smaa.preset == SmaaPreset::Medium);
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|         draw_selectable_menu_item(ui, "High", 'E', smaa.preset == SmaaPreset::High);
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|         draw_selectable_menu_item(ui, "Ultra", 'R', smaa.preset == SmaaPreset::Ultra);
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|     }
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| 
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|     ui.push_str("\n----------\n\n");
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|     draw_selectable_menu_item(ui, "Sharpening", '0', cas.enabled);
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| 
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|     if cas.enabled {
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|         ui.push_str(&format!("(-/+) Strength: {:.1}\n", cas.sharpening_strength));
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|         draw_selectable_menu_item(ui, "Denoising", 'D', cas.denoise);
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|     }
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| }
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| 
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| /// Set up a simple 3D scene
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| fn setup(
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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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|     mut images: ResMut<Assets<Image>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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|     ));
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| 
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|     let cube_material = materials.add(StandardMaterial {
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|         base_color_texture: Some(images.add(uv_debug_texture())),
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|         ..default()
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|     });
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| 
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|     // Cubes
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|     for i in 0..5 {
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|         commands.spawn((
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|             Mesh3d(meshes.add(Cuboid::new(0.25, 0.25, 0.25))),
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|             MeshMaterial3d(cube_material.clone()),
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|             Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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|         ));
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|     }
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| 
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|     // Flight Helmet
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|     commands.spawn(SceneRoot(asset_server.load(
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|         GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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|     )));
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| 
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|     // Light
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|     commands.spawn((
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|         DirectionalLight {
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|             illuminance: light_consts::lux::FULL_DAYLIGHT,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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|         CascadeShadowConfigBuilder {
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|             maximum_distance: 3.0,
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|             first_cascade_far_bound: 0.9,
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|             ..default()
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|         }
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|         .build(),
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|     ));
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| 
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|     // Camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Camera {
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|             hdr: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|         ContrastAdaptiveSharpening {
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|             enabled: false,
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|             ..default()
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|         },
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|         EnvironmentMapLight {
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|             diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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|             specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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|             intensity: 150.0,
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|             ..default()
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|         },
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|         DistanceFog {
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|             color: Color::srgba_u8(43, 44, 47, 255),
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|             falloff: FogFalloff::Linear {
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|                 start: 1.0,
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|                 end: 4.0,
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|             },
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|             ..default()
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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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|         Text::default(),
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|         Node {
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|             position_type: PositionType::Absolute,
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|             top: 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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| /// Writes a simple menu item that can be on or off.
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| fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) {
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|     let star = if enabled { "*" } else { "" };
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|     let _ = writeln!(*ui, "({shortcut}) {star}{label}{star}");
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| }
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| 
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| /// Creates a colorful test pattern
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| fn uv_debug_texture() -> Image {
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|     const TEXTURE_SIZE: usize = 8;
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| 
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|     let mut palette: [u8; 32] = [
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|         255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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|         198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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|     ];
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| 
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|     let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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|     for y in 0..TEXTURE_SIZE {
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|         let offset = TEXTURE_SIZE * y * 4;
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|         texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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|         palette.rotate_right(4);
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|     }
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| 
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|     let mut img = Image::new_fill(
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|         Extent3d {
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|             width: TEXTURE_SIZE as u32,
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|             height: TEXTURE_SIZE as u32,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &texture_data,
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|         TextureFormat::Rgba8UnormSrgb,
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|         RenderAssetUsages::RENDER_WORLD,
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|     );
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|     img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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|     img
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| }
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