bevy/examples/3d/tonemapping.rs
Alice Cecile 2ad5908e58
Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00

617 lines
17 KiB
Rust

//! This examples compares Tonemapping options
use bevy::{
core_pipeline::tonemapping::Tonemapping,
pbr::CascadeShadowConfigBuilder,
platform_support::collections::HashMap,
prelude::*,
reflect::TypePath,
render::{
render_resource::{AsBindGroup, ShaderRef},
view::{ColorGrading, ColorGradingGlobal, ColorGradingSection},
},
};
use std::f32::consts::PI;
/// This example uses a shader source file from the assets subdirectory
const SHADER_ASSET_PATH: &str = "shaders/tonemapping_test_patterns.wgsl";
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,
(
drag_drop_image,
resize_image,
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((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
camera_transform.0,
DistanceFog {
color: Color::srgb_u8(43, 44, 47),
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: 2000.0,
..default()
},
));
// ui
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_basic_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
// Main scene
commands.spawn((
SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
)),
SceneNumber(1),
));
// Flight Helmet
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLight {
illuminance: 15_000.,
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.build(),
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((
Mesh3d(meshes.add(Rectangle::new(0.7, 0.7))),
MeshMaterial3d(materials.add(ColorGradientMaterial {})),
transform,
Visibility::Hidden,
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((
Mesh3d(meshes.add(Rectangle::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
})),
transform,
Visibility::Hidden,
SceneNumber(3),
HDRViewer,
));
commands.spawn((
Text::new("Drag and drop an HDR or EXR file"),
TextFont {
font_size: 36.0,
..default()
},
TextColor(Color::BLACK),
TextLayout::new_with_justify(JustifyText::Center),
Node {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
},
SceneNumber(3),
Visibility::Hidden,
));
}
// ----------------------------------------------------------------------------
fn drag_drop_image(
image_mat: Query<&MeshMaterial3d<StandardMaterial>, With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut drop_events: EventReader<FileDragAndDrop>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
let Some(new_image) = drop_events.read().find_map(|e| match e {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
Some(asset_server.load(path_buf.to_string_lossy().to_string()))
}
_ => None,
}) else {
return;
};
for mat_h in &image_mat {
if let Some(mat) = materials.get_mut(mat_h) {
mat.base_color_texture = Some(new_image.clone());
// Despawn the image viewer instructions
if let Ok(text_entity) = text.single() {
commands.entity(text_entity).despawn();
}
}
}
}
fn resize_image(
image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
materials: Res<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut image_events: EventReader<AssetEvent<Image>>,
) {
for event in image_events.read() {
let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
continue;
};
for (mat_h, mesh_h) in &image_mesh {
let Some(mat) = materials.get(mat_h) else {
continue;
};
let Some(ref base_color_texture) = mat.base_color_texture else {
continue;
};
if *id != base_color_texture.id() {
continue;
};
let Some(image_changed) = images.get(*id) else {
continue;
};
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(Rectangle::from_size(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: Single<&mut Tonemapping>,
mut color_grading: Single<&mut ColorGrading>,
per_method_settings: Res<PerMethodSettings>,
) {
if keys.just_pressed(KeyCode::Digit1) {
**tonemapping = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
**tonemapping = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
**tonemapping = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
**tonemapping = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
**tonemapping = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
**tonemapping = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
**tonemapping = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
**tonemapping = Tonemapping::BlenderFilmic;
}
**color_grading = (*per_method_settings
.settings
.get::<Tonemapping>(&tonemapping)
.as_ref()
.unwrap())
.clone();
}
#[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: Single<&Tonemapping>,
current_scene: Res<CurrentScene>,
mut selected_parameter: ResMut<SelectedParameter>,
) {
let color_grading = per_method_settings.settings.get_mut(*tonemapping).unwrap();
let mut dt = time.delta_secs() * 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.global.exposure += dt;
}
1 => {
color_grading
.all_sections_mut()
.for_each(|section| section.gamma += dt);
}
2 => {
color_grading
.all_sections_mut()
.for_each(|section| section.saturation += dt);
}
3 => {
color_grading.global.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: Single<&mut Text, Without<SceneNumber>>,
settings: Single<(&Tonemapping, &ColorGrading)>,
current_scene: Res<CurrentScene>,
selected_parameter: Res<SelectedParameter>,
mut hide_ui: Local<bool>,
keys: Res<ButtonInput<KeyCode>>,
) {
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
if *hide_ui {
if !text_query.is_empty() {
// single_mut() always triggers change detection,
// so only access if text actually needs changing
text_query.clear();
}
return;
}
let (tonemapping, color_grading) = *settings;
let tonemapping = *tonemapping;
let mut text = String::with_capacity(text_query.len());
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 tonemapping == Tonemapping::None {
">"
} else {
""
}
));
text.push_str(&format!(
"(2) {} Reinhard\n",
if tonemapping == Tonemapping::Reinhard {
"> "
} else {
""
}
));
text.push_str(&format!(
"(3) {} Reinhard Luminance\n",
if tonemapping == Tonemapping::ReinhardLuminance {
">"
} else {
""
}
));
text.push_str(&format!(
"(4) {} ACES Fitted\n",
if tonemapping == Tonemapping::AcesFitted {
">"
} else {
""
}
));
text.push_str(&format!(
"(5) {} AgX\n",
if tonemapping == Tonemapping::AgX {
">"
} else {
""
}
));
text.push_str(&format!(
"(6) {} SomewhatBoringDisplayTransform\n",
if tonemapping == Tonemapping::SomewhatBoringDisplayTransform {
">"
} else {
""
}
));
text.push_str(&format!(
"(7) {} TonyMcMapface\n",
if tonemapping == Tonemapping::TonyMcMapface {
">"
} else {
""
}
));
text.push_str(&format!(
"(8) {} Blender Filmic\n",
if tonemapping == 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.global.exposure));
if selected_parameter.value == 1 {
text.push_str("> ");
}
text.push_str(&format!("Gamma: {}\n", color_grading.shadows.gamma));
if selected_parameter.value == 2 {
text.push_str("> ");
}
text.push_str(&format!(
"PreSaturation: {}\n",
color_grading.shadows.saturation
));
if selected_parameter.value == 3 {
text.push_str("> ");
}
text.push_str(&format!(
"PostSaturation: {}\n",
color_grading.global.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");
}
if text != text_query.as_str() {
// single_mut() always triggers change detection,
// so only access if text actually changed
text_query.0 = text;
}
}
// ----------------------------------------------------------------------------
#[derive(Resource)]
struct PerMethodSettings {
settings: HashMap<Tonemapping, ColorGrading>,
}
impl PerMethodSettings {
fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
match method {
Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
global: ColorGradingGlobal {
exposure: 0.5,
..default()
},
..default()
},
Tonemapping::AcesFitted => ColorGrading {
global: ColorGradingGlobal {
exposure: 0.35,
..default()
},
..default()
},
Tonemapping::AgX => ColorGrading::with_identical_sections(
ColorGradingGlobal {
exposure: -0.2,
post_saturation: 1.1,
..default()
},
ColorGradingSection {
saturation: 1.1,
..default()
},
),
_ => ColorGrading::default(),
}
}
}
impl Default for PerMethodSettings {
fn default() -> Self {
let mut settings = <HashMap<_, _>>::default();
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 }
}
}
impl Material for ColorGradientMaterial {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ColorGradientMaterial {}
#[derive(Resource)]
struct CameraTransform(Transform);
#[derive(Resource)]
struct CurrentScene(u32);
#[derive(Component)]
struct SceneNumber(u32);
#[derive(Component)]
struct HDRViewer;