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		c2c19e5ae4
		
			
		
	
	
	
	
		
			
			**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates Bevy's built-in postprocessing features.
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| //!
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| //! Currently, this simply consists of chromatic aberration.
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
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| };
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| 
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| /// The number of units per frame to add to or subtract from intensity when the
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| /// arrow keys are held.
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| const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
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| 
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| /// The maximum supported chromatic aberration intensity level.
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| const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
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| 
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| /// The settings that the user can control.
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| #[derive(Resource)]
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| struct AppSettings {
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|     /// The intensity of the chromatic aberration effect.
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|     chromatic_aberration_intensity: f32,
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| }
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| 
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| /// The entry point.
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| fn main() {
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|     App::new()
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|         .init_resource::<AppSettings>()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 title: "Bevy Chromatic Aberration Example".into(),
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, handle_keyboard_input)
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|         .add_systems(
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|             Update,
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|             (update_chromatic_aberration_settings, update_help_text)
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|                 .run_if(resource_changed::<AppSettings>)
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|                 .after(handle_keyboard_input),
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|         )
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|         .run();
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| }
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| 
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| /// Creates the example scene and spawns the UI.
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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|     // Spawn the camera.
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|     spawn_camera(&mut commands, &asset_server);
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| 
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|     // Create the scene.
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|     spawn_scene(&mut commands, &asset_server);
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| 
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|     // Spawn the help text.
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|     spawn_text(&mut commands, &app_settings);
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| }
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| 
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| /// Spawns the camera, including the [`ChromaticAberration`] component.
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| fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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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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|         DistanceFog {
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|             color: Color::srgb_u8(43, 44, 47),
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|             falloff: FogFalloff::Linear {
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|                 start: 1.0,
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|                 end: 8.0,
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|             },
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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: 2000.0,
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|             ..default()
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|         },
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|         // Include the `ChromaticAberration` component.
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|         ChromaticAberration::default(),
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|     ));
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| }
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| 
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| /// Spawns the scene.
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| ///
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| /// This is just the tonemapping test scene, chosen for the fact that it uses a
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| /// variety of colors.
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| fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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|     // Spawn the main scene.
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|     commands.spawn(SceneRoot(asset_server.load(
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|         GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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|     )));
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| 
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|     // Spawn the flight helmet.
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|     commands.spawn((
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|         SceneRoot(
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|             asset_server
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|                 .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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|         ),
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|         Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
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|     ));
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| 
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|     // Spawn the light.
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|     commands.spawn((
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|         DirectionalLight {
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|             illuminance: 15000.0,
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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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| 
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| /// Spawns the help text at the bottom of the screen.
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| fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
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|     commands.spawn((
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|         create_help_text(app_settings),
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|         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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| impl Default for AppSettings {
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|     fn default() -> Self {
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|         Self {
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|             chromatic_aberration_intensity: ChromaticAberration::default().intensity,
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|         }
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|     }
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| }
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| 
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| /// Creates help text at the bottom of the screen.
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| fn create_help_text(app_settings: &AppSettings) -> Text {
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|     format!(
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|         "Chromatic aberration intensity: {} (Press Left or Right to change)",
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|         app_settings.chromatic_aberration_intensity
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|     )
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|     .into()
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| }
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| 
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| /// Handles requests from the user to change the chromatic aberration intensity.
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| fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
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|     let mut delta = 0.0;
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|     if input.pressed(KeyCode::ArrowLeft) {
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|         delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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|     } else if input.pressed(KeyCode::ArrowRight) {
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|         delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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|     }
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| 
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|     // If no arrow key was pressed, just bail out.
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|     if delta == 0.0 {
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|         return;
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|     }
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| 
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|     app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
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|         + delta)
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|         .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
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| }
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| 
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| /// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
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| fn update_chromatic_aberration_settings(
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|     mut chromatic_aberration: Query<&mut ChromaticAberration>,
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|     app_settings: Res<AppSettings>,
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| ) {
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|     let intensity = app_settings.chromatic_aberration_intensity;
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| 
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|     // Pick a reasonable maximum sample size for the intensity to avoid an
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|     // artifact whereby the individual samples appear instead of producing
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|     // smooth streaks of color.
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|     //
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|     // Don't take this formula too seriously; it hasn't been heavily tuned.
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|     let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
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|         .clamp(8.0, 64.0)
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|         .round() as u32;
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| 
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|     for mut chromatic_aberration in &mut chromatic_aberration {
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|         chromatic_aberration.intensity = intensity;
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|         chromatic_aberration.max_samples = max_samples;
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|     }
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| }
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| 
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| /// Updates the help text at the bottom of the screen to reflect the current
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| /// [`AppSettings`].
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| fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
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|     for mut text in text.iter_mut() {
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|         *text = create_help_text(&app_settings);
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|     }
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| }
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