 015f2c69ca
			
		
	
	
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			# 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(); } } ```
		
			
				
	
	
		
			264 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			264 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates depth of field (DOF).
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| //!
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| //! The depth of field effect simulates the blur that a real camera produces on
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| //! objects that are out of focus.
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| //!
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| //! The test scene is inspired by [a blog post on depth of field in Unity].
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| //! However, the technique used in Bevy has little to do with that blog post,
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| //! and all the assets are original.
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| //!
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| //! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
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| 
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| use bevy::{
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|     core_pipeline::{
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|         bloom::Bloom,
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|         dof::{self, DepthOfField, DepthOfFieldMode},
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|         tonemapping::Tonemapping,
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|     },
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|     pbr::Lightmap,
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|     prelude::*,
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|     render::camera::PhysicalCameraParameters,
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| };
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| 
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| /// The increments in which the user can adjust the focal distance, in meters
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| /// per frame.
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| const FOCAL_DISTANCE_SPEED: f32 = 0.05;
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| /// The increments in which the user can adjust the f-number, in units per frame.
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| const APERTURE_F_STOP_SPEED: f32 = 0.01;
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| 
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| /// The minimum distance that we allow the user to focus on.
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| const MIN_FOCAL_DISTANCE: f32 = 0.01;
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| /// The minimum f-number that we allow the user to set.
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| const MIN_APERTURE_F_STOPS: f32 = 0.05;
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| 
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| /// A resource that stores the settings that the user can change.
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| #[derive(Clone, Copy, Resource)]
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| struct AppSettings {
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|     /// The distance from the camera to the area in the most focus.
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|     focal_distance: f32,
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| 
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|     /// The [f-number]. Lower numbers cause objects outside the focal distance
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|     /// to be blurred more.
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|     ///
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|     /// [f-number]: https://en.wikipedia.org/wiki/F-number
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|     aperture_f_stops: f32,
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| 
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|     /// Whether depth of field is on, and, if so, whether we're in Gaussian or
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|     /// bokeh mode.
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|     mode: Option<DepthOfFieldMode>,
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| }
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| 
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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 Depth of Field Example".to_string(),
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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, tweak_scene)
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|         .add_systems(
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|             Update,
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|             (adjust_focus, change_mode, update_dof_settings, update_text).chain(),
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|         )
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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|     // Spawn the camera. Enable HDR and bloom, as that highlights the depth of
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|     // field effect.
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|     let mut camera = commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
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|         Camera {
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|             hdr: true,
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|             ..default()
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|         },
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|         Tonemapping::TonyMcMapface,
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|         Bloom::NATURAL,
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|     ));
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| 
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|     // Insert the depth of field settings.
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|     if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
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|         camera.insert(depth_of_field);
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|     }
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| 
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|     // Spawn the scene.
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|     commands.spawn(SceneRoot(asset_server.load(
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|         GltfAssetLabel::Scene(0).from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
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|     )));
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| 
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|     // Spawn the help text.
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|     commands.spawn((
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|         create_text(&app_settings),
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|         Node {
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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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| /// Adjusts the focal distance and f-number per user inputs.
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| fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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|     // Change the focal distance if the user requested.
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|     let distance_delta = if input.pressed(KeyCode::ArrowDown) {
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|         -FOCAL_DISTANCE_SPEED
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|     } else if input.pressed(KeyCode::ArrowUp) {
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|         FOCAL_DISTANCE_SPEED
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|     } else {
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|         0.0
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|     };
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| 
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|     // Change the f-number if the user requested.
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|     let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
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|         -APERTURE_F_STOP_SPEED
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|     } else if input.pressed(KeyCode::ArrowRight) {
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|         APERTURE_F_STOP_SPEED
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|     } else {
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|         0.0
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|     };
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| 
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|     app_settings.focal_distance =
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|         (app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
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|     app_settings.aperture_f_stops =
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|         (app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
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| }
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| 
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| /// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
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| fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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|     if !input.just_pressed(KeyCode::Space) {
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|         return;
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|     }
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| 
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|     app_settings.mode = match app_settings.mode {
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|         Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
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|         Some(DepthOfFieldMode::Gaussian) => None,
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|         None => Some(DepthOfFieldMode::Bokeh),
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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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|             // Objects 7 meters away will be in full focus.
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|             focal_distance: 7.0,
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| 
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|             // Set a nice blur level.
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|             //
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|             // This is a really low F-number, but we want to demonstrate the
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|             // effect, even if it's kind of unrealistic.
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|             aperture_f_stops: 1.0 / 8.0,
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| 
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|             // Turn on bokeh by default, as it's the nicest-looking technique.
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|             mode: Some(DepthOfFieldMode::Bokeh),
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|         }
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|     }
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| }
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| 
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| /// Writes the depth of field settings into the camera.
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| fn update_dof_settings(
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|     mut commands: Commands,
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|     view_targets: Query<Entity, With<Camera>>,
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|     app_settings: Res<AppSettings>,
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| ) {
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|     let depth_of_field: Option<DepthOfField> = (*app_settings).into();
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|     for view in view_targets.iter() {
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|         match depth_of_field {
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|             None => {
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|                 commands.entity(view).remove::<DepthOfField>();
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|             }
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|             Some(depth_of_field) => {
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|                 commands.entity(view).insert(depth_of_field);
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|             }
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|         }
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|     }
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| }
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| 
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| /// Makes one-time adjustments to the scene that can't be encoded in glTF.
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| fn tweak_scene(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
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|     mut named_entities: Query<
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|         (Entity, &Name, &MeshMaterial3d<StandardMaterial>),
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|         (With<Mesh3d>, Without<Lightmap>),
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|     >,
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| ) {
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|     // Turn on shadows.
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|     for mut light in lights.iter_mut() {
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|         light.shadows_enabled = true;
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|     }
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| 
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|     // Add a nice lightmap to the circuit board.
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|     for (entity, name, material) in named_entities.iter_mut() {
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|         if &**name == "CircuitBoard" {
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|             materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
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|             commands.entity(entity).insert(Lightmap {
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|                 image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
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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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| 
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| /// Update the help text entity per the current app settings.
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| fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
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|     for mut text in texts.iter_mut() {
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|         *text = create_text(&app_settings);
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|     }
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| }
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| 
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| /// Regenerates the app text component per the current app settings.
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| fn create_text(app_settings: &AppSettings) -> Text {
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|     app_settings.help_text().into()
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| }
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| 
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| impl From<AppSettings> for Option<DepthOfField> {
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|     fn from(app_settings: AppSettings) -> Self {
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|         app_settings.mode.map(|mode| DepthOfField {
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|             mode,
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|             focal_distance: app_settings.focal_distance,
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|             aperture_f_stops: app_settings.aperture_f_stops,
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|             max_depth: 14.0,
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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 AppSettings {
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|     /// Builds the help text.
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|     fn help_text(&self) -> String {
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|         let Some(mode) = self.mode else {
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|             return "Mode: Off (Press Space to change)".to_owned();
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|         };
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| 
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|         // We leave these as their defaults, so we don't need to store them in
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|         // the app settings and can just fetch them from the default camera
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|         // parameters.
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|         let sensor_height = PhysicalCameraParameters::default().sensor_height;
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|         let fov = PerspectiveProjection::default().fov;
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| 
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|         format!(
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|             "Focal distance: {} m (Press Up/Down to change)
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| Aperture F-stops: f/{} (Press Left/Right to change)
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| Sensor height: {}mm
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| Focal length: {}mm
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| Mode: {} (Press Space to change)",
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|             self.focal_distance,
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|             self.aperture_f_stops,
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|             sensor_height * 1000.0,
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|             dof::calculate_focal_length(sensor_height, fov) * 1000.0,
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|             match mode {
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|                 DepthOfFieldMode::Bokeh => "Bokeh",
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|                 DepthOfFieldMode::Gaussian => "Gaussian",
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|             }
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|         )
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|     }
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| }
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