 015f2c69ca
			
		
	
	
		015f2c69ca
		
			
		
	
	
	
	
		
			
			# 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(); } } ```
		
			
				
	
	
		
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates Bevy's built-in postprocessing features.
 | |
| //!
 | |
| //! Currently, this simply consists of chromatic aberration.
 | |
| 
 | |
| use std::f32::consts::PI;
 | |
| 
 | |
| use bevy::{
 | |
|     core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
 | |
| };
 | |
| 
 | |
| /// The number of units per frame to add to or subtract from intensity when the
 | |
| /// arrow keys are held.
 | |
| const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
 | |
| 
 | |
| /// The maximum supported chromatic aberration intensity level.
 | |
| const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
 | |
| 
 | |
| /// The settings that the user can control.
 | |
| #[derive(Resource)]
 | |
| struct AppSettings {
 | |
|     /// The intensity of the chromatic aberration effect.
 | |
|     chromatic_aberration_intensity: f32,
 | |
| }
 | |
| 
 | |
| /// The entry point.
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .init_resource::<AppSettings>()
 | |
|         .add_plugins(DefaultPlugins.set(WindowPlugin {
 | |
|             primary_window: Some(Window {
 | |
|                 title: "Bevy Chromatic Aberration Example".into(),
 | |
|                 ..default()
 | |
|             }),
 | |
|             ..default()
 | |
|         }))
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, handle_keyboard_input)
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             (update_chromatic_aberration_settings, update_help_text)
 | |
|                 .run_if(resource_changed::<AppSettings>)
 | |
|                 .after(handle_keyboard_input),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Creates the example scene and spawns the UI.
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
 | |
|     // Spawn the camera.
 | |
|     spawn_camera(&mut commands, &asset_server);
 | |
| 
 | |
|     // Create the scene.
 | |
|     spawn_scene(&mut commands, &asset_server);
 | |
| 
 | |
|     // Spawn the help text.
 | |
|     spawn_text(&mut commands, &app_settings);
 | |
| }
 | |
| 
 | |
| /// Spawns the camera, including the [`ChromaticAberration`] component.
 | |
| fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Camera {
 | |
|             hdr: true,
 | |
|             ..default()
 | |
|         },
 | |
|         Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
 | |
|         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()
 | |
|         },
 | |
|         // Include the `ChromaticAberration` component.
 | |
|         ChromaticAberration::default(),
 | |
|     ));
 | |
| }
 | |
| 
 | |
| /// Spawns the scene.
 | |
| ///
 | |
| /// This is just the tonemapping test scene, chosen for the fact that it uses a
 | |
| /// variety of colors.
 | |
| fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
 | |
|     // Spawn the main scene.
 | |
|     commands.spawn(SceneRoot(asset_server.load(
 | |
|         GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
 | |
|     )));
 | |
| 
 | |
|     // Spawn the 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)),
 | |
|     ));
 | |
| 
 | |
|     // Spawn the light.
 | |
|     commands.spawn((
 | |
|         DirectionalLight {
 | |
|             illuminance: 15000.0,
 | |
|             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(),
 | |
|     ));
 | |
| }
 | |
| 
 | |
| /// Spawns the help text at the bottom of the screen.
 | |
| fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
 | |
|     commands.spawn((
 | |
|         create_help_text(app_settings),
 | |
|         Node {
 | |
|             position_type: PositionType::Absolute,
 | |
|             bottom: Val::Px(12.0),
 | |
|             left: Val::Px(12.0),
 | |
|             ..default()
 | |
|         },
 | |
|     ));
 | |
| }
 | |
| 
 | |
| impl Default for AppSettings {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             chromatic_aberration_intensity: ChromaticAberration::default().intensity,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Creates help text at the bottom of the screen.
 | |
| fn create_help_text(app_settings: &AppSettings) -> Text {
 | |
|     format!(
 | |
|         "Chromatic aberration intensity: {} (Press Left or Right to change)",
 | |
|         app_settings.chromatic_aberration_intensity
 | |
|     )
 | |
|     .into()
 | |
| }
 | |
| 
 | |
| /// Handles requests from the user to change the chromatic aberration intensity.
 | |
| fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
 | |
|     let mut delta = 0.0;
 | |
|     if input.pressed(KeyCode::ArrowLeft) {
 | |
|         delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
 | |
|     } else if input.pressed(KeyCode::ArrowRight) {
 | |
|         delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
 | |
|     }
 | |
| 
 | |
|     // If no arrow key was pressed, just bail out.
 | |
|     if delta == 0.0 {
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
 | |
|         + delta)
 | |
|         .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
 | |
| }
 | |
| 
 | |
| /// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
 | |
| fn update_chromatic_aberration_settings(
 | |
|     mut chromatic_aberration: Query<&mut ChromaticAberration>,
 | |
|     app_settings: Res<AppSettings>,
 | |
| ) {
 | |
|     let intensity = app_settings.chromatic_aberration_intensity;
 | |
| 
 | |
|     // Pick a reasonable maximum sample size for the intensity to avoid an
 | |
|     // artifact whereby the individual samples appear instead of producing
 | |
|     // smooth streaks of color.
 | |
|     //
 | |
|     // Don't take this formula too seriously; it hasn't been heavily tuned.
 | |
|     let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
 | |
|         .clamp(8.0, 64.0)
 | |
|         .round() as u32;
 | |
| 
 | |
|     for mut chromatic_aberration in &mut chromatic_aberration {
 | |
|         chromatic_aberration.intensity = intensity;
 | |
|         chromatic_aberration.max_samples = max_samples;
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Updates the help text at the bottom of the screen to reflect the current
 | |
| /// [`AppSettings`].
 | |
| fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
 | |
|     for mut text in text.iter_mut() {
 | |
|         *text = create_help_text(&app_settings);
 | |
|     }
 | |
| }
 |