# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			377 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			377 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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use std::{f32::consts::PI, fmt::Write};
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use bevy::{
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    core_pipeline::{
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        contrast_adaptive_sharpening::ContrastAdaptiveSharpening,
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        experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing},
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        fxaa::{Fxaa, Sensitivity},
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        prepass::{DepthPrepass, MotionVectorPrepass},
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        smaa::{Smaa, SmaaPreset},
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    },
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    pbr::CascadeShadowConfigBuilder,
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    prelude::*,
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    render::{
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        camera::TemporalJitter,
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        render_asset::RenderAssetUsages,
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        render_resource::{Extent3d, TextureDimension, TextureFormat},
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        texture::{ImageSampler, ImageSamplerDescriptor},
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    },
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};
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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        .run();
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}
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type TaaComponents = (
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    TemporalAntiAliasing,
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    TemporalJitter,
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    DepthPrepass,
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    MotionVectorPrepass,
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);
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fn modify_aa(
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    keys: Res<ButtonInput<KeyCode>>,
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    mut camera: Query<
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        (
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            Entity,
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            Option<&mut Fxaa>,
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            Option<&mut Smaa>,
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            Option<&TemporalAntiAliasing>,
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            &mut Msaa,
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        ),
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        With<Camera>,
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    >,
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    mut commands: Commands,
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) {
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    let (camera_entity, fxaa, smaa, taa, mut msaa) = camera.single_mut();
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    let mut camera = commands.entity(camera_entity);
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    // No AA
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    if keys.just_pressed(KeyCode::Digit1) {
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        *msaa = Msaa::Off;
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        camera
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            .remove::<Fxaa>()
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            .remove::<Smaa>()
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            .remove::<TaaComponents>();
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    }
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    // MSAA
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    if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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        camera
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            .remove::<Fxaa>()
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            .remove::<Smaa>()
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            .remove::<TaaComponents>();
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        *msaa = Msaa::Sample4;
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    }
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    // MSAA Sample Count
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    if *msaa != Msaa::Off {
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        if keys.just_pressed(KeyCode::KeyQ) {
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            *msaa = Msaa::Sample2;
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        }
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        if keys.just_pressed(KeyCode::KeyW) {
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            *msaa = Msaa::Sample4;
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        }
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        if keys.just_pressed(KeyCode::KeyE) {
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            *msaa = Msaa::Sample8;
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        }
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    }
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    // FXAA
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    if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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        *msaa = Msaa::Off;
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        camera
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            .remove::<Smaa>()
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            .remove::<TaaComponents>()
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            .insert(Fxaa::default());
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    }
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    // FXAA Settings
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    if let Some(mut fxaa) = fxaa {
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        if keys.just_pressed(KeyCode::KeyQ) {
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            fxaa.edge_threshold = Sensitivity::Low;
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            fxaa.edge_threshold_min = Sensitivity::Low;
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        }
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        if keys.just_pressed(KeyCode::KeyW) {
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            fxaa.edge_threshold = Sensitivity::Medium;
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            fxaa.edge_threshold_min = Sensitivity::Medium;
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        }
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        if keys.just_pressed(KeyCode::KeyE) {
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            fxaa.edge_threshold = Sensitivity::High;
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            fxaa.edge_threshold_min = Sensitivity::High;
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        }
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        if keys.just_pressed(KeyCode::KeyR) {
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            fxaa.edge_threshold = Sensitivity::Ultra;
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            fxaa.edge_threshold_min = Sensitivity::Ultra;
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        }
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        if keys.just_pressed(KeyCode::KeyT) {
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            fxaa.edge_threshold = Sensitivity::Extreme;
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            fxaa.edge_threshold_min = Sensitivity::Extreme;
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        }
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    }
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    // SMAA
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    if keys.just_pressed(KeyCode::Digit4) && smaa.is_none() {
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        *msaa = Msaa::Off;
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        camera
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            .remove::<Fxaa>()
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            .remove::<TaaComponents>()
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            .insert(Smaa::default());
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    }
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    // SMAA Settings
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    if let Some(mut smaa) = smaa {
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        if keys.just_pressed(KeyCode::KeyQ) {
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            smaa.preset = SmaaPreset::Low;
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        }
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        if keys.just_pressed(KeyCode::KeyW) {
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            smaa.preset = SmaaPreset::Medium;
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        }
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        if keys.just_pressed(KeyCode::KeyE) {
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            smaa.preset = SmaaPreset::High;
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        }
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        if keys.just_pressed(KeyCode::KeyR) {
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            smaa.preset = SmaaPreset::Ultra;
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        }
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    }
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    // TAA
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    if keys.just_pressed(KeyCode::Digit5) && taa.is_none() {
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        *msaa = Msaa::Off;
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        camera
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            .remove::<Fxaa>()
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            .remove::<Smaa>()
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            .insert(TemporalAntiAliasing::default());
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    }
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}
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fn modify_sharpening(
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    keys: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut ContrastAdaptiveSharpening>,
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) {
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    for mut cas in &mut query {
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        if keys.just_pressed(KeyCode::Digit0) {
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            cas.enabled = !cas.enabled;
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        }
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        if cas.enabled {
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            if keys.just_pressed(KeyCode::Minus) {
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                cas.sharpening_strength -= 0.1;
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                cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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            }
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            if keys.just_pressed(KeyCode::Equal) {
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                cas.sharpening_strength += 0.1;
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                cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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            }
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            if keys.just_pressed(KeyCode::KeyD) {
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                cas.denoise = !cas.denoise;
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            }
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        }
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    }
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}
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fn update_ui(
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    camera: Query<
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        (
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            Option<&Fxaa>,
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            Option<&Smaa>,
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            Option<&TemporalAntiAliasing>,
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            &ContrastAdaptiveSharpening,
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            &Msaa,
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        ),
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        With<Camera>,
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    >,
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    mut ui: Query<&mut Text>,
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) {
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    let (fxaa, smaa, taa, cas, msaa) = camera.single();
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    let mut ui = ui.single_mut();
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    let ui = &mut ui.sections[0].value;
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    *ui = "Antialias Method\n".to_string();
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    draw_selectable_menu_item(
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        ui,
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        "No AA",
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        '1',
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        *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() && smaa.is_none(),
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    );
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    draw_selectable_menu_item(ui, "MSAA", '2', *msaa != Msaa::Off);
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    draw_selectable_menu_item(ui, "FXAA", '3', fxaa.is_some());
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    draw_selectable_menu_item(ui, "SMAA", '4', smaa.is_some());
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    draw_selectable_menu_item(ui, "TAA", '5', taa.is_some());
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    if *msaa != Msaa::Off {
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        ui.push_str("\n----------\n\nSample Count\n");
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        draw_selectable_menu_item(ui, "2", 'Q', *msaa == Msaa::Sample2);
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        draw_selectable_menu_item(ui, "4", 'W', *msaa == Msaa::Sample4);
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        draw_selectable_menu_item(ui, "8", 'E', *msaa == Msaa::Sample8);
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    }
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    if let Some(fxaa) = fxaa {
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        ui.push_str("\n----------\n\nSensitivity\n");
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        draw_selectable_menu_item(ui, "Low", 'Q', fxaa.edge_threshold == Sensitivity::Low);
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        draw_selectable_menu_item(
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            ui,
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            "Medium",
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            'W',
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            fxaa.edge_threshold == Sensitivity::Medium,
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        );
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        draw_selectable_menu_item(ui, "High", 'E', fxaa.edge_threshold == Sensitivity::High);
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        draw_selectable_menu_item(ui, "Ultra", 'R', fxaa.edge_threshold == Sensitivity::Ultra);
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        draw_selectable_menu_item(
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            ui,
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            "Extreme",
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            'T',
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            fxaa.edge_threshold == Sensitivity::Extreme,
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        );
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    }
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    if let Some(smaa) = smaa {
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        ui.push_str("\n----------\n\nQuality\n");
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        draw_selectable_menu_item(ui, "Low", 'Q', smaa.preset == SmaaPreset::Low);
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        draw_selectable_menu_item(ui, "Medium", 'W', smaa.preset == SmaaPreset::Medium);
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        draw_selectable_menu_item(ui, "High", 'E', smaa.preset == SmaaPreset::High);
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        draw_selectable_menu_item(ui, "Ultra", 'R', smaa.preset == SmaaPreset::Ultra);
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    }
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    ui.push_str("\n----------\n\n");
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    draw_selectable_menu_item(ui, "Sharpening", '0', cas.enabled);
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    if cas.enabled {
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        ui.push_str(&format!("(-/+) Strength: {:.1}\n", cas.sharpening_strength));
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        draw_selectable_menu_item(ui, "Denoising", 'D', cas.denoise);
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    }
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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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    mut images: ResMut<Assets<Image>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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    ));
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    let cube_material = materials.add(StandardMaterial {
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        base_color_texture: Some(images.add(uv_debug_texture())),
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        ..default()
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    });
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    // Cubes
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    for i in 0..5 {
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        commands.spawn((
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            Mesh3d(meshes.add(Cuboid::new(0.25, 0.25, 0.25))),
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            MeshMaterial3d(cube_material.clone()),
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            Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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        ));
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    }
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    // Flight Helmet
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
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    )));
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    // Light
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    commands.spawn((
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        DirectionalLight {
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            illuminance: light_consts::lux::FULL_DAYLIGHT,
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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        CascadeShadowConfigBuilder {
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            maximum_distance: 3.0,
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            first_cascade_far_bound: 0.9,
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            ..default()
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        }
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        .build(),
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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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        Camera {
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            hdr: true,
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            ..default()
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        },
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        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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        ContrastAdaptiveSharpening {
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            enabled: false,
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            ..default()
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        },
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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 150.0,
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            ..default()
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        },
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        DistanceFog {
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            color: Color::srgba_u8(43, 44, 47, 255),
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            falloff: FogFalloff::Linear {
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                start: 1.0,
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                end: 4.0,
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            },
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            ..default()
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        },
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    ));
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    // example instructions
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    commands.spawn(
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        TextBundle::from_section("", TextStyle::default()).with_style(Style {
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            position_type: PositionType::Absolute,
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            top: 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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/// Writes a simple menu item that can be on or off.
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fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) {
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    let star = if enabled { "*" } else { "" };
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    let _ = writeln!(*ui, "({shortcut}) {star}{label}{star}");
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}
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/// Creates a colorful test pattern
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fn uv_debug_texture() -> Image {
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    const TEXTURE_SIZE: usize = 8;
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    let mut palette: [u8; 32] = [
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        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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    ];
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    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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    for y in 0..TEXTURE_SIZE {
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        let offset = TEXTURE_SIZE * y * 4;
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        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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        palette.rotate_right(4);
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    }
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    let mut img = Image::new_fill(
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        Extent3d {
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            width: TEXTURE_SIZE as u32,
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            height: TEXTURE_SIZE as u32,
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            depth_or_array_layers: 1,
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        },
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        TextureDimension::D2,
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        &texture_data,
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        TextureFormat::Rgba8UnormSrgb,
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        RenderAssetUsages::RENDER_WORLD,
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    );
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    img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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    img
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}
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