bevy/examples/3d/auto_exposure.rs
VitalyR eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .spawn((
-                        ButtonBundle {
-                            style: Style {
-                                width: Val::Px(w),
-                                height: Val::Px(h),
-                                // horizontally center child text
-                                justify_content: JustifyContent::Center,
-                                // vertically center child text
-                                align_items: AlignItems::Center,
-                                margin: UiRect::all(Val::Px(20.0)),
-                                ..default()
-                            },
-                            image: image.clone().into(),
+                        Button,
+                        Style {
+                            width: Val::Px(w),
+                            height: Val::Px(h),
+                            // horizontally center child text
+                            justify_content: JustifyContent::Center,
+                            // vertically center child text
+                            align_items: AlignItems::Center,
+                            margin: UiRect::all(Val::Px(20.0)),
                             ..default()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00

220 lines
6.4 KiB
Rust

//! This example showcases auto exposure,
//! which automatically (but not instantly) adjusts the brightness of the scene in a way that mimics the function of the human eye.
//! Auto exposure requires compute shader capabilities, so it's not available on WebGL.
//!
//! ## Controls
//!
//! | Key Binding | Action |
//! |:-------------------|:---------------------------------------|
//! | `Left` / `Right` | Rotate Camera |
//! | `C` | Toggle Compensation Curve |
//! | `M` | Toggle Metering Mask |
//! | `V` | Visualize Metering Mask |
use bevy::{
core_pipeline::{
auto_exposure::{AutoExposure, AutoExposureCompensationCurve, AutoExposurePlugin},
Skybox,
},
math::{cubic_splines::LinearSpline, primitives::Plane3d, vec2},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(AutoExposurePlugin)
.add_systems(Startup, setup)
.add_systems(Update, example_control_system)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
asset_server: Res<AssetServer>,
) {
let metering_mask = asset_server.load("textures/basic_metering_mask.png");
commands.spawn((
Camera3d::default(),
Camera {
hdr: true,
..default()
},
Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
AutoExposure {
metering_mask: metering_mask.clone(),
..default()
},
Skybox {
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
brightness: light_consts::lux::DIRECT_SUNLIGHT,
..default()
},
));
commands.insert_resource(ExampleResources {
basic_compensation_curve: compensation_curves.add(
AutoExposureCompensationCurve::from_curve(LinearSpline::new([
vec2(-4.0, -2.0),
vec2(0.0, 0.0),
vec2(2.0, 0.0),
vec2(4.0, 2.0),
]))
.unwrap(),
),
basic_metering_mask: metering_mask.clone(),
});
let plane = meshes.add(Mesh::from(
Plane3d {
normal: -Dir3::Z,
half_size: Vec2::new(2.0, 0.5),
}
.mesh(),
));
// Build a dimly lit box around the camera, with a slot to see the bright skybox.
for level in -1..=1 {
for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
if level == 0 && Vec3::Z == side {
continue;
}
let height = Vec3::Y * level as f32;
commands.spawn((
Mesh3d(plane.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(
0.5 + side.x * 0.5,
0.75 - level as f32 * 0.25,
0.5 + side.z * 0.5,
),
..default()
})),
Transform::from_translation(side * 2.0 + height).looking_at(height, Vec3::Y),
));
}
}
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.0,
});
commands.spawn((
PointLight {
intensity: 2000.0,
..default()
},
Transform::from_xyz(0.0, 0.0, 0.0),
));
commands.spawn((
UiImage {
texture: metering_mask,
..default()
},
Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
));
let text_style = TextFont::default();
commands.spawn((Text::new("Left / Right - Rotate Camera\nC - Toggle Compensation Curve\nM - Toggle Metering Mask\nV - Visualize Metering Mask"),
text_style.clone(), Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
);
commands.spawn((
Text::default(),
text_style,
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
right: Val::Px(12.0),
..default()
},
ExampleDisplay,
));
}
#[derive(Component)]
struct ExampleDisplay;
#[derive(Resource)]
struct ExampleResources {
basic_compensation_curve: Handle<AutoExposureCompensationCurve>,
basic_metering_mask: Handle<Image>,
}
fn example_control_system(
camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
mut display: Single<&mut Text, With<ExampleDisplay>>,
mut mask_image: Single<&mut Style, With<UiImage>>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
resources: Res<ExampleResources>,
) {
let (mut camera_transform, mut auto_exposure) = camera.into_inner();
let rotation = if input.pressed(KeyCode::ArrowLeft) {
time.delta_secs()
} else if input.pressed(KeyCode::ArrowRight) {
-time.delta_secs()
} else {
0.0
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
if input.just_pressed(KeyCode::KeyC) {
auto_exposure.compensation_curve =
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
Handle::default()
} else {
resources.basic_compensation_curve.clone()
};
}
if input.just_pressed(KeyCode::KeyM) {
auto_exposure.metering_mask =
if auto_exposure.metering_mask == resources.basic_metering_mask {
Handle::default()
} else {
resources.basic_metering_mask.clone()
};
}
mask_image.display = if input.pressed(KeyCode::KeyV) {
Display::Flex
} else {
Display::None
};
display.0 = format!(
"Compensation Curve: {}\nMetering Mask: {}",
if auto_exposure.compensation_curve == resources.basic_compensation_curve {
"Enabled"
} else {
"Disabled"
},
if auto_exposure.metering_mask == resources.basic_metering_mask {
"Enabled"
} else {
"Disabled"
},
);
}