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Part 2 of #23619 In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene system (often known as BSN), which now lives in the `bevy_scene` / `bevy::scene` crate. However the old `bevy_scene` system still needs to stick around for a bit longer, as it provides some features that Bevy's Next Generation Scene system doesn't (yet!): 1. It is not _yet_ possible to write a World _to_ BSN, so the old system is still necessary for "round trip World serialization". 2. The GLTF scene loader has not yet been ported to BSN, so the old system is still necessary to spawn GLTF scenes in Bevy. For this reason, we have renamed the old `bevy_scene` crate to `bevy_world_serialization`. If you were referencing `bevy_scene::*` or `bevy::scene::*` types, rename those paths to `bevy_world_serialization::*` and `bevy::world_serialization::*` respectively. Additionally, to avoid confusion / conflicts with the new scene system, all "scene" terminology / types have been reframed as "world serialization": - `Scene` -> `WorldAsset` (as this was always just a World wrapper) - `SceneRoot` -> `WorldAssetRoot` - `DynamicScene` -> `DynamicWorld` - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset` - `DynamicSceneBuilder` -> `DynamicWorldBuilder` - `DynamicSceneRoot` -> `DynamicWorldRoot` - `SceneInstanceReady` -> `WorldInstanceReady` - `SceneLoader` -> `WorldAssetLoader` - `ScenePlugin` -> `WorldSerializationPlugin` - `SceneRootTemplate` -> `WorldAssetRootTemplate` - `SceneSpawner` -> `WorldInstanceSpawner` - `SceneFilter` -> `WorldFilter` - `SceneLoaderError` -> `WorldAssetLoaderError` - `SceneSpawnError` -> `WorldInstanceSpawnError` Note that I went with `bevy_world_serialization` over `bevy_ecs_serialization`, as that is what all of the internal features described themselves as. I think it is both more specific and does a better job of making itself decoupled from `bevy_ecs` proper.
261 lines
8.4 KiB
Rust
261 lines
8.4 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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camera::PhysicalCameraParameters,
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core_pipeline::tonemapping::Tonemapping,
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gltf::GltfMeshName,
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pbr::Lightmap,
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post_process::{
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bloom::Bloom,
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dof::{self, DepthOfField, DepthOfFieldMode},
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},
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prelude::*,
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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((
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Camera3d::default(),
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Transform::from_xyz(0.0, 4.5, 8.25).looking_at(Vec3::ZERO, Vec3::Y),
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Tonemapping::TonyMcMapface,
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Bloom::NATURAL,
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));
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// Insert the depth of field settings.
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if let Some(depth_of_field) = Option::<DepthOfField>::from(*app_settings) {
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camera.insert(depth_of_field);
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}
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// Spawn the scene.
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commands.spawn(WorldAssetRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/DepthOfFieldExample/DepthOfFieldExample.glb"),
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)));
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// Spawn the help text.
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commands.spawn((
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create_text(&app_settings),
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Node {
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position_type: PositionType::Absolute,
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bottom: px(12),
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left: px(12),
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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 depth_of_field: Option<DepthOfField> = (*app_settings).into();
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for view in view_targets.iter() {
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match depth_of_field {
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None => {
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commands.entity(view).remove::<DepthOfField>();
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}
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Some(depth_of_field) => {
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commands.entity(view).insert(depth_of_field);
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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, &GltfMeshName, &MeshMaterial3d<StandardMaterial>),
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(With<Mesh3d>, 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.shadow_maps_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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app_settings.help_text().into()
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}
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impl From<AppSettings> for Option<DepthOfField> {
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fn from(app_settings: AppSettings) -> Self {
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app_settings.mode.map(|mode| DepthOfField {
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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: {:.2} m (Press Up/Down to change)
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Aperture F-stops: f/{:.3} (Press Left/Right to change)
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Sensor height: {:.2}mm
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Focal length: {:.2}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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