bevy/examples/3d/tonemapping.rs
Joona Aalto a795de30b4
Use impl Into<A> for Assets::add (#10878)
# Motivation

When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:

```rust
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(StandardMaterial::from(Color::RED)),
        ..default()
    });
}
```

Let's take a closer look at the part that adds the assets using `add`.

```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```

Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.

A way to address this is by using `.into()`:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```

This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.

It would be nice if you could skip all of the conversion and let Bevy
handle it for you:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```

# Objective

Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.

## Solution

`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:

```rust
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Cube { size: 1.0 }),
        material: materials.add(Color::RED),
        ..default()
    });
```

I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.

---

## Changelog

- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets

## Migration Guide

Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:

```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),

// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```

## Concerns

I believe the primary concerns might be:

1. Is this too implicit?
2. Does this increase codegen bloat?

Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.

As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.

Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00

708 lines
20 KiB
Rust

//! This examples compares Tonemapping options
use bevy::{
core_pipeline::tonemapping::Tonemapping,
math::vec2,
pbr::CascadeShadowConfigBuilder,
prelude::*,
reflect::TypePath,
render::{
render_asset::RenderAssetPersistencePolicy,
render_resource::{AsBindGroup, Extent3d, ShaderRef, TextureDimension, TextureFormat},
texture::{ImageSampler, ImageSamplerDescriptor},
view::ColorGrading,
},
utils::HashMap,
};
use std::f32::consts::PI;
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,
(
update_image_viewer,
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((
Camera3dBundle {
camera: Camera {
hdr: true,
..default()
},
transform: camera_transform.0,
..default()
},
FogSettings {
color: Color::rgba_u8(43, 44, 47, 255),
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"),
},
));
// ui
commands.spawn(
TextBundle::from_section(
"",
TextStyle {
font_size: 18.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
fn setup_basic_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
asset_server: Res<AssetServer>,
) {
// plane
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0)),
material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
..default()
},
SceneNumber(1),
));
// cubes
let cube_material = materials.add(StandardMaterial {
base_color_texture: Some(images.add(uv_debug_texture())),
..default()
});
let cube_mesh = meshes.add(shape::Cube { size: 0.25 });
for i in 0..5 {
commands.spawn((
PbrBundle {
mesh: cube_mesh.clone(),
material: cube_material.clone(),
transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
..default()
},
SceneNumber(1),
));
}
// spheres
let sphere_mesh = meshes.add(shape::UVSphere {
radius: 0.125,
..default()
});
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::rgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: Color::rgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: Color::rgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
};
commands.spawn((
PbrBundle {
mesh: sphere_mesh.clone(),
material,
transform: 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,
),
..default()
},
SceneNumber(1),
));
}
// Flight Helmet
commands.spawn((
SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
transform: Transform::from_xyz(0.5, 0.0, -0.5)
.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
..default()
},
SceneNumber(1),
));
// light
commands.spawn((
DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
illuminance: 50000.0,
..default()
},
transform: Transform::from_rotation(Quat::from_euler(
EulerRot::ZYX,
0.0,
PI * -0.15,
PI * -0.15,
)),
cascade_shadow_config: CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.into(),
..default()
},
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((
MaterialMeshBundle {
mesh: meshes.add(shape::Quad {
size: vec2(1.0, 1.0) * 0.7,
flip: false,
}),
material: materials.add(ColorGradientMaterial {}),
transform,
visibility: Visibility::Hidden,
..default()
},
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((
PbrBundle {
mesh: meshes.add(shape::Quad {
size: vec2(1.0, 1.0),
flip: false,
}),
material: materials.add(StandardMaterial {
base_color_texture: None,
unlit: true,
..default()
}),
transform,
visibility: Visibility::Hidden,
..default()
},
SceneNumber(3),
HDRViewer,
));
commands
.spawn((
TextBundle::from_section(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: Color::BLACK,
..default()
},
)
.with_text_justify(JustifyText::Center)
.with_style(Style {
align_self: AlignSelf::Center,
margin: UiRect::all(Val::Auto),
..default()
}),
SceneNumber(3),
))
.insert(Visibility::Hidden);
}
// ----------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn update_image_viewer(
image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
text: Query<Entity, (With<Text>, With<SceneNumber>)>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut drop_events: EventReader<FileDragAndDrop>,
mut drop_hovered: Local<bool>,
asset_server: Res<AssetServer>,
mut image_events: EventReader<AssetEvent<Image>>,
mut commands: Commands,
) {
let mut new_image: Option<Handle<Image>> = None;
for event in drop_events.read() {
match event {
FileDragAndDrop::DroppedFile { path_buf, .. } => {
new_image = Some(asset_server.load(&path_buf.to_string_lossy().to_string()));
*drop_hovered = false;
}
FileDragAndDrop::HoveredFile { .. } => *drop_hovered = true,
FileDragAndDrop::HoveredFileCanceled { .. } => *drop_hovered = false,
}
}
for (mat_h, mesh_h) in &image_mesh {
if let Some(mat) = materials.get_mut(mat_h) {
if let Some(ref new_image) = new_image {
mat.base_color_texture = Some(new_image.clone());
if let Ok(text_entity) = text.get_single() {
commands.entity(text_entity).despawn();
}
}
for event in image_events.read() {
let image_changed_id = *match event {
AssetEvent::Added { id } | AssetEvent::Modified { id } => id,
_ => continue,
};
if let Some(base_color_texture) = mat.base_color_texture.clone() {
if image_changed_id == base_color_texture.id() {
if let Some(image_changed) = images.get(image_changed_id) {
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(shape::Quad::new(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: Query<&mut Tonemapping>,
mut color_grading: Query<&mut ColorGrading>,
per_method_settings: Res<PerMethodSettings>,
) {
let mut method = tonemapping.single_mut();
let mut color_grading = color_grading.single_mut();
if keys.just_pressed(KeyCode::Digit1) {
*method = Tonemapping::None;
} else if keys.just_pressed(KeyCode::Digit2) {
*method = Tonemapping::Reinhard;
} else if keys.just_pressed(KeyCode::Digit3) {
*method = Tonemapping::ReinhardLuminance;
} else if keys.just_pressed(KeyCode::Digit4) {
*method = Tonemapping::AcesFitted;
} else if keys.just_pressed(KeyCode::Digit5) {
*method = Tonemapping::AgX;
} else if keys.just_pressed(KeyCode::Digit6) {
*method = Tonemapping::SomewhatBoringDisplayTransform;
} else if keys.just_pressed(KeyCode::Digit7) {
*method = Tonemapping::TonyMcMapface;
} else if keys.just_pressed(KeyCode::Digit8) {
*method = Tonemapping::BlenderFilmic;
}
*color_grading = *per_method_settings
.settings
.get::<Tonemapping>(&method)
.unwrap();
}
#[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: Query<&Tonemapping>,
current_scene: Res<CurrentScene>,
mut selected_parameter: ResMut<SelectedParameter>,
) {
let method = tonemapping.single();
let color_grading = per_method_settings.settings.get_mut(method).unwrap();
let mut dt = time.delta_seconds() * 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.exposure += dt;
}
1 => {
color_grading.gamma += dt;
}
2 => {
color_grading.pre_saturation += dt;
}
3 => {
color_grading.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<&mut Text, Without<SceneNumber>>,
settings: Query<(&Tonemapping, &ColorGrading)>,
current_scene: Res<CurrentScene>,
selected_parameter: Res<SelectedParameter>,
mut hide_ui: Local<bool>,
keys: Res<ButtonInput<KeyCode>>,
) {
let (method, color_grading) = settings.single();
let method = *method;
let mut text = text.single_mut();
let text = &mut text.sections[0].value;
if keys.just_pressed(KeyCode::KeyH) {
*hide_ui = !*hide_ui;
}
text.clear();
if *hide_ui {
return;
}
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 method == Tonemapping::None { ">" } else { "" }
));
text.push_str(&format!(
"(2) {} Reinhard\n",
if method == Tonemapping::Reinhard {
"> "
} else {
""
}
));
text.push_str(&format!(
"(3) {} Reinhard Luminance\n",
if method == Tonemapping::ReinhardLuminance {
">"
} else {
""
}
));
text.push_str(&format!(
"(4) {} ACES Fitted\n",
if method == Tonemapping::AcesFitted {
">"
} else {
""
}
));
text.push_str(&format!(
"(5) {} AgX\n",
if method == Tonemapping::AgX { ">" } else { "" }
));
text.push_str(&format!(
"(6) {} SomewhatBoringDisplayTransform\n",
if method == Tonemapping::SomewhatBoringDisplayTransform {
">"
} else {
""
}
));
text.push_str(&format!(
"(7) {} TonyMcMapface\n",
if method == Tonemapping::TonyMcMapface {
">"
} else {
""
}
));
text.push_str(&format!(
"(8) {} Blender Filmic\n",
if method == 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.exposure));
if selected_parameter.value == 1 {
text.push_str("> ");
}
text.push_str(&format!("Gamma: {}\n", color_grading.gamma));
if selected_parameter.value == 2 {
text.push_str("> ");
}
text.push_str(&format!(
"PreSaturation: {}\n",
color_grading.pre_saturation
));
if selected_parameter.value == 3 {
text.push_str("> ");
}
text.push_str(&format!(
"PostSaturation: {}\n",
color_grading.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");
}
}
// ----------------------------------------------------------------------------
#[derive(Resource)]
struct PerMethodSettings {
settings: HashMap<Tonemapping, ColorGrading>,
}
impl PerMethodSettings {
fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
match method {
Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
exposure: 0.5,
..default()
},
Tonemapping::AcesFitted => ColorGrading {
exposure: 0.35,
..default()
},
Tonemapping::AgX => ColorGrading {
exposure: -0.2,
gamma: 1.0,
pre_saturation: 1.1,
post_saturation: 1.1,
},
_ => ColorGrading::default(),
}
}
}
impl Default for PerMethodSettings {
fn default() -> Self {
let mut settings = HashMap::new();
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 }
}
}
/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetPersistencePolicy::Unload,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
img
}
impl Material for ColorGradientMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/tonemapping_test_patterns.wgsl".into()
}
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct ColorGradientMaterial {}
#[derive(Resource)]
struct CameraTransform(Transform);
#[derive(Resource)]
struct CurrentScene(u32);
#[derive(Component)]
struct SceneNumber(u32);
#[derive(Component)]
struct HDRViewer;