# 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;
```
		
	
			
		
			
				
	
	
		
			112 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to use the [`MeshRayCast`] system parameter to chain multiple ray casts
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//! and bounce off of surfaces.
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use std::f32::consts::{FRAC_PI_2, PI};
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use bevy::{
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    color::palettes::css,
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    core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
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    math::vec3,
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    picking::backend::ray::RayMap,
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, bouncing_raycast)
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        .insert_resource(ClearColor(Color::BLACK))
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        .run();
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}
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const MAX_BOUNCES: usize = 64;
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const LASER_SPEED: f32 = 0.03;
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fn bouncing_raycast(
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    mut ray_cast: MeshRayCast,
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    mut gizmos: Gizmos,
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    time: Res<Time>,
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    // The ray map stores rays cast by the cursor
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    ray_map: Res<RayMap>,
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) {
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    // Cast an automatically moving ray and bounce it off of surfaces
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    let t = ops::cos((time.elapsed_secs() - 4.0).max(0.0) * LASER_SPEED) * PI;
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    let ray_pos = Vec3::new(ops::sin(t), ops::cos(3.0 * t) * 0.5, ops::cos(t)) * 0.5;
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    let ray_dir = Dir3::new(-ray_pos).unwrap();
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    let ray = Ray3d::new(ray_pos, ray_dir);
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    gizmos.sphere(ray_pos, 0.1, Color::WHITE);
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    bounce_ray(ray, &mut ray_cast, &mut gizmos, Color::from(css::RED));
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    // Cast a ray from the cursor and bounce it off of surfaces
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    for (_, ray) in ray_map.iter() {
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        bounce_ray(*ray, &mut ray_cast, &mut gizmos, Color::from(css::GREEN));
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    }
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}
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// Bounces a ray off of surfaces `MAX_BOUNCES` times.
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fn bounce_ray(mut ray: Ray3d, ray_cast: &mut MeshRayCast, gizmos: &mut Gizmos, color: Color) {
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    let mut intersections = Vec::with_capacity(MAX_BOUNCES + 1);
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    intersections.push((ray.origin, Color::srgb(30.0, 0.0, 0.0)));
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    for i in 0..MAX_BOUNCES {
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        // Cast the ray and get the first hit
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        let Some((_, hit)) = ray_cast
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            .cast_ray(ray, &MeshRayCastSettings::default())
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            .first()
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        else {
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            break;
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        };
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        // Draw the point of intersection and add it to the list
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        let brightness = 1.0 + 10.0 * (1.0 - i as f32 / MAX_BOUNCES as f32);
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        intersections.push((hit.point, Color::BLACK.mix(&color, brightness)));
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        gizmos.sphere(hit.point, 0.005, Color::BLACK.mix(&color, brightness * 2.0));
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        // Reflect the ray off of the surface
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        ray.direction = Dir3::new(ray.direction.reflect(hit.normal)).unwrap();
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        ray.origin = hit.point + ray.direction * 1e-6;
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    }
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    gizmos.linestrip_gradient(intersections);
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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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) {
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    // Make a box of planes facing inward so the laser gets trapped inside
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    let plane_mesh = meshes.add(Plane3d::default());
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    let plane_material = materials.add(Color::from(css::GRAY).with_alpha(0.01));
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    let create_plane = move |translation, rotation| {
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        (
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            Transform::from_translation(translation)
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                .with_rotation(Quat::from_scaled_axis(rotation)),
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            Mesh3d(plane_mesh.clone()),
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            MeshMaterial3d(plane_material.clone()),
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        )
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    };
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    commands.spawn(create_plane(vec3(0.0, 0.5, 0.0), Vec3::X * PI));
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    commands.spawn(create_plane(vec3(0.0, -0.5, 0.0), Vec3::ZERO));
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    commands.spawn(create_plane(vec3(0.5, 0.0, 0.0), Vec3::Z * FRAC_PI_2));
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    commands.spawn(create_plane(vec3(-0.5, 0.0, 0.0), Vec3::Z * -FRAC_PI_2));
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    commands.spawn(create_plane(vec3(0.0, 0.0, 0.5), Vec3::X * -FRAC_PI_2));
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    commands.spawn(create_plane(vec3(0.0, 0.0, -0.5), Vec3::X * FRAC_PI_2));
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    // Light
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    commands.spawn((
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        DirectionalLight::default(),
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        Transform::from_rotation(Quat::from_euler(EulerRot::XYZ, -0.1, 0.2, 0.0)),
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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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        Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::ZERO, Vec3::Y),
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        Tonemapping::TonyMcMapface,
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        Bloom::default(),
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    ));
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}
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