# Objective - Followup to #13548 - It added a list of all possible labels to documentation. This seems hard to keep up and doesn't stop people from making spelling mistake ## Solution - Add an enum that can create all the labels possible, and encourage its use rather than manually typed labels --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			271 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates depth of field (DOF).
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//!
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//! The depth of field effect simulates the blur that a real camera produces on
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//! objects that are out of focus.
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//!
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//! The test scene is inspired by [a blog post on depth of field in Unity].
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//! However, the technique used in Bevy has little to do with that blog post,
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//! and all the assets are original.
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//!
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//! [a blog post on depth of field in Unity]: https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/
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use bevy::{
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    core_pipeline::{
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        bloom::BloomSettings,
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        dof::{self, DepthOfFieldMode, DepthOfFieldSettings},
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        tonemapping::Tonemapping,
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    },
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    pbr::Lightmap,
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    prelude::*,
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    render::camera::PhysicalCameraParameters,
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};
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/// The increments in which the user can adjust the focal distance, in meters
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/// per frame.
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const FOCAL_DISTANCE_SPEED: f32 = 0.05;
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/// The increments in which the user can adjust the f-number, in units per frame.
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const APERTURE_F_STOP_SPEED: f32 = 0.01;
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/// The minimum distance that we allow the user to focus on.
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const MIN_FOCAL_DISTANCE: f32 = 0.01;
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/// The minimum f-number that we allow the user to set.
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const MIN_APERTURE_F_STOPS: f32 = 0.05;
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/// A resource that stores the settings that the user can change.
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#[derive(Clone, Copy, Resource)]
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struct AppSettings {
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    /// The distance from the camera to the area in the most focus.
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    focal_distance: f32,
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    /// The [f-number]. Lower numbers cause objects outside the focal distance
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    /// to be blurred more.
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    ///
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    /// [f-number]: https://en.wikipedia.org/wiki/F-number
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    aperture_f_stops: f32,
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    /// Whether depth of field is on, and, if so, whether we're in Gaussian or
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    /// bokeh mode.
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    mode: Option<DepthOfFieldMode>,
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}
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fn main() {
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    App::new()
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        .init_resource::<AppSettings>()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Depth of Field Example".to_string(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, tweak_scene)
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        .add_systems(
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            Update,
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            (adjust_focus, change_mode, update_dof_settings, update_text).chain(),
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        )
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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    // Spawn the camera. Enable HDR and bloom, as that highlights the depth of
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    // field effect.
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    let mut camera = commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
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        camera: Camera {
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            hdr: true,
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            ..default()
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        },
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        tonemapping: Tonemapping::TonyMcMapface,
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        ..default()
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    });
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    camera.insert(BloomSettings::NATURAL);
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    // Insert the depth of field settings.
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    if let Some(dof_settings) = Option::<DepthOfFieldSettings>::from(*app_settings) {
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        camera.insert(dof_settings);
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    }
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    // Spawn the scene.
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    commands.spawn(SceneBundle {
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        scene: asset_server.load(
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            GltfAssetLabel::Scene(0)
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                .from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
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        ),
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        ..default()
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    });
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    // Spawn the help text.
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    commands.spawn(
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        TextBundle {
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            text: create_text(&app_settings),
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            ..default()
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        }
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: 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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/// Adjusts the focal distance and f-number per user inputs.
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fn adjust_focus(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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    // Change the focal distance if the user requested.
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    let distance_delta = if input.pressed(KeyCode::ArrowDown) {
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        -FOCAL_DISTANCE_SPEED
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    } else if input.pressed(KeyCode::ArrowUp) {
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        FOCAL_DISTANCE_SPEED
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    } else {
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        0.0
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    };
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    // Change the f-number if the user requested.
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    let f_stop_delta = if input.pressed(KeyCode::ArrowLeft) {
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        -APERTURE_F_STOP_SPEED
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    } else if input.pressed(KeyCode::ArrowRight) {
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        APERTURE_F_STOP_SPEED
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    } else {
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        0.0
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    };
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    app_settings.focal_distance =
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        (app_settings.focal_distance + distance_delta).max(MIN_FOCAL_DISTANCE);
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    app_settings.aperture_f_stops =
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        (app_settings.aperture_f_stops + f_stop_delta).max(MIN_APERTURE_F_STOPS);
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}
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/// Changes the depth of field mode (Gaussian, bokeh, off) per user inputs.
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fn change_mode(input: Res<ButtonInput<KeyCode>>, mut app_settings: ResMut<AppSettings>) {
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    if !input.just_pressed(KeyCode::Space) {
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        return;
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    }
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    app_settings.mode = match app_settings.mode {
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        Some(DepthOfFieldMode::Bokeh) => Some(DepthOfFieldMode::Gaussian),
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        Some(DepthOfFieldMode::Gaussian) => None,
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        None => Some(DepthOfFieldMode::Bokeh),
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    }
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}
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impl Default for AppSettings {
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    fn default() -> Self {
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        Self {
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            // Objects 7 meters away will be in full focus.
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            focal_distance: 7.0,
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            // Set a nice blur level.
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            //
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            // This is a really low F-number, but we want to demonstrate the
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            // effect, even if it's kind of unrealistic.
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            aperture_f_stops: 1.0 / 8.0,
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            // Turn on bokeh by default, as it's the nicest-looking technique.
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            mode: Some(DepthOfFieldMode::Bokeh),
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        }
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    }
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}
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/// Writes the depth of field settings into the camera.
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fn update_dof_settings(
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    mut commands: Commands,
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    view_targets: Query<Entity, With<Camera>>,
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    app_settings: Res<AppSettings>,
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) {
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    let dof_settings: Option<DepthOfFieldSettings> = (*app_settings).into();
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    for view in view_targets.iter() {
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        match dof_settings {
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            None => {
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                commands.entity(view).remove::<DepthOfFieldSettings>();
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            }
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            Some(dof_settings) => {
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                commands.entity(view).insert(dof_settings);
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            }
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        }
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    }
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}
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/// Makes one-time adjustments to the scene that can't be encoded in glTF.
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fn tweak_scene(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    mut lights: Query<&mut DirectionalLight, Changed<DirectionalLight>>,
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    mut named_entities: Query<
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        (Entity, &Name, &Handle<StandardMaterial>),
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        (With<Handle<Mesh>>, Without<Lightmap>),
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    >,
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) {
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    // Turn on shadows.
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    for mut light in lights.iter_mut() {
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        light.shadows_enabled = true;
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    }
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    // Add a nice lightmap to the circuit board.
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    for (entity, name, material) in named_entities.iter_mut() {
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        if &**name == "CircuitBoard" {
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            materials.get_mut(material).unwrap().lightmap_exposure = 10000.0;
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            commands.entity(entity).insert(Lightmap {
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                image: asset_server.load("models/DepthOfFieldExample/CircuitBoardLightmap.hdr"),
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                ..default()
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            });
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        }
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    }
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}
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/// Update the help text entity per the current app settings.
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fn update_text(mut texts: Query<&mut Text>, app_settings: Res<AppSettings>) {
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    for mut text in texts.iter_mut() {
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        *text = create_text(&app_settings);
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    }
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}
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/// Regenerates the app text component per the current app settings.
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fn create_text(app_settings: &AppSettings) -> Text {
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    Text::from_section(app_settings.help_text(), TextStyle::default())
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}
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impl From<AppSettings> for Option<DepthOfFieldSettings> {
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    fn from(app_settings: AppSettings) -> Self {
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        app_settings.mode.map(|mode| DepthOfFieldSettings {
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            mode,
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            focal_distance: app_settings.focal_distance,
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            aperture_f_stops: app_settings.aperture_f_stops,
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            max_depth: 14.0,
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            ..default()
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        })
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    }
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}
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impl AppSettings {
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    /// Builds the help text.
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    fn help_text(&self) -> String {
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        let Some(mode) = self.mode else {
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            return "Mode: Off (Press Space to change)".to_owned();
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        };
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        // We leave these as their defaults, so we don't need to store them in
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        // the app settings and can just fetch them from the default camera
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        // parameters.
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        let sensor_height = PhysicalCameraParameters::default().sensor_height;
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        let fov = PerspectiveProjection::default().fov;
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        format!(
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            "Focal distance: {} m (Press Up/Down to change)
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Aperture F-stops: f/{} (Press Left/Right to change)
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Sensor height: {}mm
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Focal length: {}mm
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Mode: {} (Press Space to change)",
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            self.focal_distance,
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            self.aperture_f_stops,
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            sensor_height * 1000.0,
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            dof::calculate_focal_length(sensor_height, fov) * 1000.0,
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            match mode {
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                DepthOfFieldMode::Bokeh => "Bokeh",
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                DepthOfFieldMode::Gaussian => "Gaussian",
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            }
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        )
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    }
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}
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