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2317f7be42
# Objective - Implements post-process lens distortion effects based on `EffectStackPlugin`. ## Solution - This PR's implementation is based on a simplified special case of the Brown-Conrady model, where p₁ = p₂ = 0 and control is retained only for k₁ and k₂. - Additionally, supports controlling the degree of distortion in the horizontal and vertical directions based on the direction vector. ## Testing - These effect components can work independently. - The example works as expected. - CI --- ## Showcase - Barrel distortion <img width="1918" height="1104" alt="tu" src="https://github.com/user-attachments/assets/6d1b1660-0892-4433-a152-4ac277b9382c" /> - Pincushion distortion <img width="1935" height="1084" alt="ao" src="https://github.com/user-attachments/assets/2d3c5373-43a8-427c-bd0a-59ccce4448fc" /> - Pincushion distortion with no distortion on the x-axis. <img width="1921" height="1089" alt="ao_no_x" src="https://github.com/user-attachments/assets/c1b4b55d-7b7f-4cb7-8459-debe4cf2f283" /> - With all effects. <img width="2559" height="1314" alt="cur" src="https://github.com/user-attachments/assets/724cfa30-9b36-42b9-a480-0d96720f760b" />
315 lines
11 KiB
Rust
315 lines
11 KiB
Rust
//! Demonstrates Bevy's built-in postprocessing features.
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//!
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//! Includes:
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//!
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//! - Chromatic Aberration
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//! - Vignette
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//! - Lens Distortion
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use std::f32::consts::PI;
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use bevy::{
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camera::Hdr,
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light::CascadeShadowConfigBuilder,
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post_process::effect_stack::{ChromaticAberration, LensDistortion, Vignette},
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prelude::*,
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};
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/// The number of units per frame to add to or subtract from intensity when the
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/// arrow keys are held.
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const ADJUSTMENT_SPEED: f32 = 0.005;
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/// The maximum supported chromatic aberration intensity level.
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const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
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/// The settings that the user can control.
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#[derive(Resource)]
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struct AppSettings {
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/// The index of the currently selected UI item.
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selected: usize,
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/// The intensity of the chromatic aberration effect.
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chromatic_aberration_intensity: f32,
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/// The intensity of the vignette effect.
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vignette_intensity: f32,
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/// The radius of the vignette effect.
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vignette_radius: f32,
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/// The smoothness of the vignette effect.
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vignette_smoothness: f32,
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/// The roundness of the vignette effect.
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vignette_roundness: f32,
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/// The edge compensation of the vignette effect.
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vignette_edge_compensation: f32,
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/// The intensity of the lens distortion effect.
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lens_distortion_intensity: f32,
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/// Distortion strength multiplier for the horizontal direction.
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lens_distortion_multiplier_x: f32,
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/// Distortion strength multiplier for the vertical direction.
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lens_distortion_multiplier_y: f32,
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}
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/// The entry point.
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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)
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.add_systems(Startup, setup)
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.add_systems(Update, handle_keyboard_input)
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.add_systems(
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Update,
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(update_chromatic_aberration_settings, update_help_text)
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.run_if(resource_changed::<AppSettings>)
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.after(handle_keyboard_input),
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)
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.run();
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}
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/// Creates the example scene and spawns the UI.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn the camera.
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spawn_camera(&mut commands, &asset_server);
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// Create the scene.
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spawn_scene(&mut commands, &asset_server);
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// Spawn the help text.
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spawn_text(&mut commands);
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}
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/// Spawns the camera, including the [`ChromaticAberration`] component.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn((
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Camera3d::default(),
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Hdr,
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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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DistanceFog {
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color: Color::srgb_u8(43, 44, 47),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 8.0,
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},
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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: 2000.0,
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..default()
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},
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// Include the `ChromaticAberration` component.
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ChromaticAberration::default(),
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// Include the `Vignette` component.
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Vignette::default(),
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// Include the `LensDistortion` component.
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LensDistortion::default(),
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));
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}
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/// Spawns the scene.
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///
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/// This is just the tonemapping test scene, chosen for the fact that it uses a
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/// variety of colors.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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// Spawn the main scene.
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commands.spawn(WorldAssetRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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)));
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// Spawn the flight helmet.
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commands.spawn((
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WorldAssetRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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),
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Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
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));
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// Spawn the light.
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commands.spawn((
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DirectionalLight {
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illuminance: 15000.0,
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shadow_maps_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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}
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/// Spawns the help text.
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fn spawn_text(commands: &mut Commands) {
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commands.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: 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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impl Default for AppSettings {
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fn default() -> Self {
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let vignette_default = Vignette::default();
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let lens_distortion = LensDistortion::default();
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Self {
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selected: 0,
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chromatic_aberration_intensity: ChromaticAberration::default().intensity,
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vignette_intensity: vignette_default.intensity,
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vignette_radius: vignette_default.radius,
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vignette_smoothness: vignette_default.smoothness,
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vignette_roundness: vignette_default.roundness,
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vignette_edge_compensation: vignette_default.edge_compensation,
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lens_distortion_intensity: lens_distortion.intensity,
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lens_distortion_multiplier_x: lens_distortion.multiplier.x,
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lens_distortion_multiplier_y: lens_distortion.multiplier.y,
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}
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}
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}
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/// Handles requests from the user to change the chromatic aberration intensity.
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fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
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if input.just_pressed(KeyCode::ArrowUp) && app_settings.selected > 0 {
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app_settings.selected -= 1;
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} else if input.just_pressed(KeyCode::ArrowDown) && app_settings.selected < 8 {
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app_settings.selected += 1;
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}
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let mut delta = 0.0;
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if input.pressed(KeyCode::ArrowLeft) {
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delta -= ADJUSTMENT_SPEED;
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} else if input.pressed(KeyCode::ArrowRight) {
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delta += ADJUSTMENT_SPEED;
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}
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// If no arrow key was pressed, just bail out.
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if delta == 0.0 {
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return;
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}
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match app_settings.selected {
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0 => {
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app_settings.chromatic_aberration_intensity =
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(app_settings.chromatic_aberration_intensity + delta)
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.clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
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}
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1 => {
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app_settings.vignette_intensity =
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(app_settings.vignette_intensity + delta).clamp(0.0, 1.0);
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}
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2 => app_settings.vignette_radius = (app_settings.vignette_radius + delta).clamp(0.0, 2.0),
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3 => {
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app_settings.vignette_smoothness = (app_settings.vignette_smoothness + delta).max(0.01);
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}
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4 => app_settings.vignette_roundness = (app_settings.vignette_roundness + delta).max(0.01),
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5 => {
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app_settings.vignette_edge_compensation =
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(app_settings.vignette_edge_compensation + delta).clamp(0.0, 1.0);
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}
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6 => {
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app_settings.lens_distortion_intensity =
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(app_settings.lens_distortion_intensity + delta).clamp(-1.0, 1.0);
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}
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7 => {
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app_settings.lens_distortion_multiplier_x =
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(app_settings.lens_distortion_multiplier_x + delta).clamp(0.0, 1.0);
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}
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8 => {
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app_settings.lens_distortion_multiplier_y =
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(app_settings.lens_distortion_multiplier_y + delta).clamp(0.0, 1.0);
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}
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_ => {}
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}
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}
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/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
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fn update_chromatic_aberration_settings(
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mut chromatic_aberration: Query<&mut ChromaticAberration>,
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mut vignette: Query<&mut Vignette>,
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mut lens_distortion: Query<&mut LensDistortion>,
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app_settings: Res<AppSettings>,
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) {
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let intensity = app_settings.chromatic_aberration_intensity;
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// Pick a reasonable maximum sample size for the intensity to avoid an
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// artifact whereby the individual samples appear instead of producing
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// smooth streaks of color.
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//
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// Don't take this formula too seriously; it hasn't been heavily tuned.
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let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
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.clamp(8.0, 64.0)
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.round() as u32;
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for mut chromatic_aberration in &mut chromatic_aberration {
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chromatic_aberration.intensity = intensity;
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chromatic_aberration.max_samples = max_samples;
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}
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for mut vignette in &mut vignette {
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vignette.intensity = app_settings.vignette_intensity;
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vignette.radius = app_settings.vignette_radius;
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vignette.smoothness = app_settings.vignette_smoothness;
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vignette.roundness = app_settings.vignette_roundness;
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vignette.edge_compensation = app_settings.vignette_edge_compensation;
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}
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for mut lens_distortion in &mut lens_distortion {
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lens_distortion.intensity = app_settings.lens_distortion_intensity;
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lens_distortion.multiplier.x = app_settings.lens_distortion_multiplier_x;
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lens_distortion.multiplier.y = app_settings.lens_distortion_multiplier_y;
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}
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}
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/// Updates the help text at the bottom of the screen to reflect the current
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/// [`AppSettings`].
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fn update_help_text(mut text: Single<&mut Text>, app_settings: Res<AppSettings>) {
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text.clear();
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let text_list = [
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format!(
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"Chromatic aberration intensity: {:.2}\n",
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app_settings.chromatic_aberration_intensity
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),
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format!(
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"Vignette intensity: {:.2}\n",
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app_settings.vignette_intensity
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),
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format!("Vignette radius: {:.2}\n", app_settings.vignette_radius),
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format!(
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"Vignette smoothness: {:.2}\n",
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app_settings.vignette_smoothness
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),
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format!(
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"Vignette roundness: {:.2}\n",
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app_settings.vignette_roundness
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),
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format!(
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"Vignette edge_compensation: {:.2}\n",
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app_settings.vignette_edge_compensation
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),
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format!(
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"Lens Distortion intensity: {:.2}\n",
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app_settings.lens_distortion_intensity
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),
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format!(
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"Lens Distortion multiplier x: {:.2}\n",
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app_settings.lens_distortion_multiplier_x
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),
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format!(
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"Lens Distortion multiplier y: {:.2}\n",
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app_settings.lens_distortion_multiplier_y
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),
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];
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for (i, val) in text_list.iter().enumerate() {
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if i == app_settings.selected {
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text.push_str("> ");
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}
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text.push_str(val);
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}
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text.push_str("\n(Press Up or Down to select)\n(Press Left or Right to change)");
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}
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