# Objective
- Simplify `Camera` initialization
- allow effects to require HDR
## Solution
- Split out `Camera.hdr` into a marker `Hdr` component
## Testing
- ran `bloom_3d` example
---
## Showcase
```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))
// after
commands.spawn((Camera3d, Hdr));
// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
		
	
			
		
			
				
	
	
		
			365 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			365 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example compares Forward, Forward + Prepass, and Deferred rendering.
 | 
						|
 | 
						|
use std::f32::consts::*;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    anti_aliasing::fxaa::Fxaa,
 | 
						|
    core_pipeline::prepass::{DeferredPrepass, DepthPrepass, MotionVectorPrepass, NormalPrepass},
 | 
						|
    image::ImageLoaderSettings,
 | 
						|
    math::ops,
 | 
						|
    pbr::{
 | 
						|
        CascadeShadowConfigBuilder, DefaultOpaqueRendererMethod, DirectionalLightShadowMap,
 | 
						|
        NotShadowCaster, NotShadowReceiver, OpaqueRendererMethod,
 | 
						|
    },
 | 
						|
    prelude::*,
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .insert_resource(DefaultOpaqueRendererMethod::deferred())
 | 
						|
        .insert_resource(DirectionalLightShadowMap { size: 4096 })
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .insert_resource(Pause(true))
 | 
						|
        .add_systems(Startup, (setup, setup_parallax))
 | 
						|
        .add_systems(Update, (animate_light_direction, switch_mode, spin))
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
) {
 | 
						|
    commands.spawn((
 | 
						|
        Camera3d::default(),
 | 
						|
        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
 | 
						|
        // MSAA needs to be off for Deferred rendering
 | 
						|
        Msaa::Off,
 | 
						|
        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()
 | 
						|
        },
 | 
						|
        DepthPrepass,
 | 
						|
        MotionVectorPrepass,
 | 
						|
        DeferredPrepass,
 | 
						|
        Fxaa::default(),
 | 
						|
    ));
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        DirectionalLight {
 | 
						|
            illuminance: 15_000.,
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        CascadeShadowConfigBuilder {
 | 
						|
            num_cascades: 3,
 | 
						|
            maximum_distance: 10.0,
 | 
						|
            ..default()
 | 
						|
        }
 | 
						|
        .build(),
 | 
						|
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 0.0, -FRAC_PI_4)),
 | 
						|
    ));
 | 
						|
 | 
						|
    // FlightHelmet
 | 
						|
    let helmet_scene = asset_server
 | 
						|
        .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
 | 
						|
 | 
						|
    commands.spawn(SceneRoot(helmet_scene.clone()));
 | 
						|
    commands.spawn((
 | 
						|
        SceneRoot(helmet_scene),
 | 
						|
        Transform::from_xyz(-4.0, 0.0, -3.0),
 | 
						|
    ));
 | 
						|
 | 
						|
    let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
 | 
						|
    forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
 | 
						|
    let forward_mat_h = materials.add(forward_mat);
 | 
						|
 | 
						|
    // Plane
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
 | 
						|
        MeshMaterial3d(forward_mat_h.clone()),
 | 
						|
    ));
 | 
						|
 | 
						|
    let cube_h = meshes.add(Cuboid::new(0.1, 0.1, 0.1));
 | 
						|
    let sphere_h = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
 | 
						|
 | 
						|
    // Cubes
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(cube_h.clone()),
 | 
						|
        MeshMaterial3d(forward_mat_h.clone()),
 | 
						|
        Transform::from_xyz(-0.3, 0.5, -0.2),
 | 
						|
    ));
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(cube_h),
 | 
						|
        MeshMaterial3d(forward_mat_h),
 | 
						|
        Transform::from_xyz(0.2, 0.5, 0.2),
 | 
						|
    ));
 | 
						|
 | 
						|
    let sphere_color = Color::srgb(10.0, 4.0, 1.0);
 | 
						|
    let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
 | 
						|
    // Emissive sphere
 | 
						|
    let mut unlit_mat: StandardMaterial = sphere_color.into();
 | 
						|
    unlit_mat.unlit = true;
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(sphere_h.clone()),
 | 
						|
        MeshMaterial3d(materials.add(unlit_mat)),
 | 
						|
        sphere_pos,
 | 
						|
        NotShadowCaster,
 | 
						|
    ));
 | 
						|
    // Light
 | 
						|
    commands.spawn((
 | 
						|
        PointLight {
 | 
						|
            intensity: 800.0,
 | 
						|
            radius: 0.125,
 | 
						|
            shadows_enabled: true,
 | 
						|
            color: sphere_color,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        sphere_pos,
 | 
						|
    ));
 | 
						|
 | 
						|
    // Spheres
 | 
						|
    for i in 0..6 {
 | 
						|
        let j = i % 3;
 | 
						|
        let s_val = if i < 3 { 0.0 } else { 0.2 };
 | 
						|
        let material = if j == 0 {
 | 
						|
            materials.add(StandardMaterial {
 | 
						|
                base_color: Color::srgb(s_val, s_val, 1.0),
 | 
						|
                perceptual_roughness: 0.089,
 | 
						|
                metallic: 0.0,
 | 
						|
                ..default()
 | 
						|
            })
 | 
						|
        } else if j == 1 {
 | 
						|
            materials.add(StandardMaterial {
 | 
						|
                base_color: Color::srgb(s_val, 1.0, s_val),
 | 
						|
                perceptual_roughness: 0.089,
 | 
						|
                metallic: 0.0,
 | 
						|
                ..default()
 | 
						|
            })
 | 
						|
        } else {
 | 
						|
            materials.add(StandardMaterial {
 | 
						|
                base_color: Color::srgb(1.0, s_val, s_val),
 | 
						|
                perceptual_roughness: 0.089,
 | 
						|
                metallic: 0.0,
 | 
						|
                ..default()
 | 
						|
            })
 | 
						|
        };
 | 
						|
        commands.spawn((
 | 
						|
            Mesh3d(sphere_h.clone()),
 | 
						|
            MeshMaterial3d(material),
 | 
						|
            Transform::from_xyz(
 | 
						|
                j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
 | 
						|
                0.125,
 | 
						|
                -j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
 | 
						|
            ),
 | 
						|
        ));
 | 
						|
    }
 | 
						|
 | 
						|
    // sky
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Cuboid::new(2.0, 1.0, 1.0))),
 | 
						|
        MeshMaterial3d(materials.add(StandardMaterial {
 | 
						|
            base_color: Srgba::hex("888888").unwrap().into(),
 | 
						|
            unlit: true,
 | 
						|
            cull_mode: None,
 | 
						|
            ..default()
 | 
						|
        })),
 | 
						|
        Transform::from_scale(Vec3::splat(1_000_000.0)),
 | 
						|
        NotShadowCaster,
 | 
						|
        NotShadowReceiver,
 | 
						|
    ));
 | 
						|
 | 
						|
    // Example instructions
 | 
						|
    commands.spawn((
 | 
						|
        Text::default(),
 | 
						|
        Node {
 | 
						|
            position_type: PositionType::Absolute,
 | 
						|
            top: Val::Px(12.0),
 | 
						|
            left: Val::Px(12.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Resource)]
 | 
						|
struct Pause(bool);
 | 
						|
 | 
						|
fn animate_light_direction(
 | 
						|
    time: Res<Time>,
 | 
						|
    mut query: Query<&mut Transform, With<DirectionalLight>>,
 | 
						|
    pause: Res<Pause>,
 | 
						|
) {
 | 
						|
    if pause.0 {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    for mut transform in &mut query {
 | 
						|
        transform.rotate_y(time.delta_secs() * PI / 5.0);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup_parallax(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
) {
 | 
						|
    // The normal map. Note that to generate it in the GIMP image editor, you should
 | 
						|
    // open the depth map, and do Filters → Generic → Normal Map
 | 
						|
    // You should enable the "flip X" checkbox.
 | 
						|
    let normal_handle = asset_server.load_with_settings(
 | 
						|
        "textures/parallax_example/cube_normal.png",
 | 
						|
        // The normal map texture is in linear color space. Lighting won't look correct
 | 
						|
        // if `is_srgb` is `true`, which is the default.
 | 
						|
        |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
 | 
						|
    );
 | 
						|
 | 
						|
    let mut cube = Mesh::from(Cuboid::new(0.15, 0.15, 0.15));
 | 
						|
 | 
						|
    // NOTE: for normal maps and depth maps to work, the mesh
 | 
						|
    // needs tangents generated.
 | 
						|
    cube.generate_tangents().unwrap();
 | 
						|
 | 
						|
    let parallax_material = materials.add(StandardMaterial {
 | 
						|
        perceptual_roughness: 0.4,
 | 
						|
        base_color_texture: Some(asset_server.load("textures/parallax_example/cube_color.png")),
 | 
						|
        normal_map_texture: Some(normal_handle),
 | 
						|
        // The depth map is a grayscale texture where black is the highest level and
 | 
						|
        // white the lowest.
 | 
						|
        depth_map: Some(asset_server.load("textures/parallax_example/cube_depth.png")),
 | 
						|
        parallax_depth_scale: 0.09,
 | 
						|
        parallax_mapping_method: ParallaxMappingMethod::Relief { max_steps: 4 },
 | 
						|
        max_parallax_layer_count: ops::exp2(5.0f32),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(cube)),
 | 
						|
        MeshMaterial3d(parallax_material),
 | 
						|
        Transform::from_xyz(0.4, 0.2, -0.8),
 | 
						|
        Spin { speed: 0.3 },
 | 
						|
    ));
 | 
						|
}
 | 
						|
#[derive(Component)]
 | 
						|
struct Spin {
 | 
						|
    speed: f32,
 | 
						|
}
 | 
						|
 | 
						|
fn spin(time: Res<Time>, mut query: Query<(&mut Transform, &Spin)>, pause: Res<Pause>) {
 | 
						|
    if pause.0 {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
    for (mut transform, spin) in query.iter_mut() {
 | 
						|
        transform.rotate_local_y(spin.speed * time.delta_secs());
 | 
						|
        transform.rotate_local_x(spin.speed * time.delta_secs());
 | 
						|
        transform.rotate_local_z(-spin.speed * time.delta_secs());
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Resource, Default)]
 | 
						|
enum DefaultRenderMode {
 | 
						|
    #[default]
 | 
						|
    Deferred,
 | 
						|
    Forward,
 | 
						|
    ForwardPrepass,
 | 
						|
}
 | 
						|
 | 
						|
fn switch_mode(
 | 
						|
    mut text: Single<&mut Text>,
 | 
						|
    mut commands: Commands,
 | 
						|
    keys: Res<ButtonInput<KeyCode>>,
 | 
						|
    mut default_opaque_renderer_method: ResMut<DefaultOpaqueRendererMethod>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
    cameras: Query<Entity, With<Camera>>,
 | 
						|
    mut pause: ResMut<Pause>,
 | 
						|
    mut hide_ui: Local<bool>,
 | 
						|
    mut mode: Local<DefaultRenderMode>,
 | 
						|
) {
 | 
						|
    text.clear();
 | 
						|
 | 
						|
    if keys.just_pressed(KeyCode::Space) {
 | 
						|
        pause.0 = !pause.0;
 | 
						|
    }
 | 
						|
 | 
						|
    if keys.just_pressed(KeyCode::Digit1) {
 | 
						|
        *mode = DefaultRenderMode::Deferred;
 | 
						|
        default_opaque_renderer_method.set_to_deferred();
 | 
						|
        println!("DefaultOpaqueRendererMethod: Deferred");
 | 
						|
        for _ in materials.iter_mut() {}
 | 
						|
        for camera in &cameras {
 | 
						|
            commands.entity(camera).remove::<NormalPrepass>();
 | 
						|
            commands.entity(camera).insert(DepthPrepass);
 | 
						|
            commands.entity(camera).insert(MotionVectorPrepass);
 | 
						|
            commands.entity(camera).insert(DeferredPrepass);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if keys.just_pressed(KeyCode::Digit2) {
 | 
						|
        *mode = DefaultRenderMode::Forward;
 | 
						|
        default_opaque_renderer_method.set_to_forward();
 | 
						|
        println!("DefaultOpaqueRendererMethod: Forward");
 | 
						|
        for _ in materials.iter_mut() {}
 | 
						|
        for camera in &cameras {
 | 
						|
            commands.entity(camera).remove::<NormalPrepass>();
 | 
						|
            commands.entity(camera).remove::<DepthPrepass>();
 | 
						|
            commands.entity(camera).remove::<MotionVectorPrepass>();
 | 
						|
            commands.entity(camera).remove::<DeferredPrepass>();
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if keys.just_pressed(KeyCode::Digit3) {
 | 
						|
        *mode = DefaultRenderMode::ForwardPrepass;
 | 
						|
        default_opaque_renderer_method.set_to_forward();
 | 
						|
        println!("DefaultOpaqueRendererMethod: Forward + Prepass");
 | 
						|
        for _ in materials.iter_mut() {}
 | 
						|
        for camera in &cameras {
 | 
						|
            commands.entity(camera).insert(NormalPrepass);
 | 
						|
            commands.entity(camera).insert(DepthPrepass);
 | 
						|
            commands.entity(camera).insert(MotionVectorPrepass);
 | 
						|
            commands.entity(camera).remove::<DeferredPrepass>();
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if keys.just_pressed(KeyCode::KeyH) {
 | 
						|
        *hide_ui = !*hide_ui;
 | 
						|
    }
 | 
						|
 | 
						|
    if !*hide_ui {
 | 
						|
        text.push_str("(H) Hide UI\n");
 | 
						|
        text.push_str("(Space) Play/Pause\n\n");
 | 
						|
        text.push_str("Rendering Method:\n");
 | 
						|
 | 
						|
        text.push_str(&format!(
 | 
						|
            "(1) {} Deferred\n",
 | 
						|
            if let DefaultRenderMode::Deferred = *mode {
 | 
						|
                ">"
 | 
						|
            } else {
 | 
						|
                ""
 | 
						|
            }
 | 
						|
        ));
 | 
						|
        text.push_str(&format!(
 | 
						|
            "(2) {} Forward\n",
 | 
						|
            if let DefaultRenderMode::Forward = *mode {
 | 
						|
                ">"
 | 
						|
            } else {
 | 
						|
                ""
 | 
						|
            }
 | 
						|
        ));
 | 
						|
        text.push_str(&format!(
 | 
						|
            "(3) {} Forward + Prepass\n",
 | 
						|
            if let DefaultRenderMode::ForwardPrepass = *mode {
 | 
						|
                ">"
 | 
						|
            } else {
 | 
						|
                ""
 | 
						|
            }
 | 
						|
        ));
 | 
						|
    }
 | 
						|
}
 |