Files
bevy/examples/3d/post_processing.rs
breakdown_dog 2317f7be42 Implements post-process lens distortion effects (#23110)
# 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"
/>
2026-04-21 16:58:45 +00:00

315 lines
11 KiB
Rust

//! Demonstrates Bevy's built-in postprocessing features.
//!
//! Includes:
//!
//! - Chromatic Aberration
//! - Vignette
//! - Lens Distortion
use std::f32::consts::PI;
use bevy::{
camera::Hdr,
light::CascadeShadowConfigBuilder,
post_process::effect_stack::{ChromaticAberration, LensDistortion, Vignette},
prelude::*,
};
/// The number of units per frame to add to or subtract from intensity when the
/// arrow keys are held.
const ADJUSTMENT_SPEED: f32 = 0.005;
/// The maximum supported chromatic aberration intensity level.
const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
/// The settings that the user can control.
#[derive(Resource)]
struct AppSettings {
/// The index of the currently selected UI item.
selected: usize,
/// The intensity of the chromatic aberration effect.
chromatic_aberration_intensity: f32,
/// The intensity of the vignette effect.
vignette_intensity: f32,
/// The radius of the vignette effect.
vignette_radius: f32,
/// The smoothness of the vignette effect.
vignette_smoothness: f32,
/// The roundness of the vignette effect.
vignette_roundness: f32,
/// The edge compensation of the vignette effect.
vignette_edge_compensation: f32,
/// The intensity of the lens distortion effect.
lens_distortion_intensity: f32,
/// Distortion strength multiplier for the horizontal direction.
lens_distortion_multiplier_x: f32,
/// Distortion strength multiplier for the vertical direction.
lens_distortion_multiplier_y: f32,
}
/// The entry point.
fn main() {
App::new()
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, handle_keyboard_input)
.add_systems(
Update,
(update_chromatic_aberration_settings, update_help_text)
.run_if(resource_changed::<AppSettings>)
.after(handle_keyboard_input),
)
.run();
}
/// Creates the example scene and spawns the UI.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn the camera.
spawn_camera(&mut commands, &asset_server);
// Create the scene.
spawn_scene(&mut commands, &asset_server);
// Spawn the help text.
spawn_text(&mut commands);
}
/// Spawns the camera, including the [`ChromaticAberration`] component.
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn((
Camera3d::default(),
Hdr,
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
DistanceFog {
color: Color::srgb_u8(43, 44, 47),
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"),
intensity: 2000.0,
..default()
},
// Include the `ChromaticAberration` component.
ChromaticAberration::default(),
// Include the `Vignette` component.
Vignette::default(),
// Include the `LensDistortion` component.
LensDistortion::default(),
));
}
/// Spawns the scene.
///
/// This is just the tonemapping test scene, chosen for the fact that it uses a
/// variety of colors.
fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
// Spawn the main scene.
commands.spawn(WorldAssetRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
)));
// Spawn the flight helmet.
commands.spawn((
WorldAssetRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
));
// Spawn the light.
commands.spawn((
DirectionalLight {
illuminance: 15000.0,
shadow_maps_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.build(),
));
}
/// Spawns the help text.
fn spawn_text(commands: &mut Commands) {
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
));
}
impl Default for AppSettings {
fn default() -> Self {
let vignette_default = Vignette::default();
let lens_distortion = LensDistortion::default();
Self {
selected: 0,
chromatic_aberration_intensity: ChromaticAberration::default().intensity,
vignette_intensity: vignette_default.intensity,
vignette_radius: vignette_default.radius,
vignette_smoothness: vignette_default.smoothness,
vignette_roundness: vignette_default.roundness,
vignette_edge_compensation: vignette_default.edge_compensation,
lens_distortion_intensity: lens_distortion.intensity,
lens_distortion_multiplier_x: lens_distortion.multiplier.x,
lens_distortion_multiplier_y: lens_distortion.multiplier.y,
}
}
}
/// Handles requests from the user to change the chromatic aberration intensity.
fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
if input.just_pressed(KeyCode::ArrowUp) && app_settings.selected > 0 {
app_settings.selected -= 1;
} else if input.just_pressed(KeyCode::ArrowDown) && app_settings.selected < 8 {
app_settings.selected += 1;
}
let mut delta = 0.0;
if input.pressed(KeyCode::ArrowLeft) {
delta -= ADJUSTMENT_SPEED;
} else if input.pressed(KeyCode::ArrowRight) {
delta += ADJUSTMENT_SPEED;
}
// If no arrow key was pressed, just bail out.
if delta == 0.0 {
return;
}
match app_settings.selected {
0 => {
app_settings.chromatic_aberration_intensity =
(app_settings.chromatic_aberration_intensity + delta)
.clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
}
1 => {
app_settings.vignette_intensity =
(app_settings.vignette_intensity + delta).clamp(0.0, 1.0);
}
2 => app_settings.vignette_radius = (app_settings.vignette_radius + delta).clamp(0.0, 2.0),
3 => {
app_settings.vignette_smoothness = (app_settings.vignette_smoothness + delta).max(0.01);
}
4 => app_settings.vignette_roundness = (app_settings.vignette_roundness + delta).max(0.01),
5 => {
app_settings.vignette_edge_compensation =
(app_settings.vignette_edge_compensation + delta).clamp(0.0, 1.0);
}
6 => {
app_settings.lens_distortion_intensity =
(app_settings.lens_distortion_intensity + delta).clamp(-1.0, 1.0);
}
7 => {
app_settings.lens_distortion_multiplier_x =
(app_settings.lens_distortion_multiplier_x + delta).clamp(0.0, 1.0);
}
8 => {
app_settings.lens_distortion_multiplier_y =
(app_settings.lens_distortion_multiplier_y + delta).clamp(0.0, 1.0);
}
_ => {}
}
}
/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
fn update_chromatic_aberration_settings(
mut chromatic_aberration: Query<&mut ChromaticAberration>,
mut vignette: Query<&mut Vignette>,
mut lens_distortion: Query<&mut LensDistortion>,
app_settings: Res<AppSettings>,
) {
let intensity = app_settings.chromatic_aberration_intensity;
// Pick a reasonable maximum sample size for the intensity to avoid an
// artifact whereby the individual samples appear instead of producing
// smooth streaks of color.
//
// Don't take this formula too seriously; it hasn't been heavily tuned.
let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
.clamp(8.0, 64.0)
.round() as u32;
for mut chromatic_aberration in &mut chromatic_aberration {
chromatic_aberration.intensity = intensity;
chromatic_aberration.max_samples = max_samples;
}
for mut vignette in &mut vignette {
vignette.intensity = app_settings.vignette_intensity;
vignette.radius = app_settings.vignette_radius;
vignette.smoothness = app_settings.vignette_smoothness;
vignette.roundness = app_settings.vignette_roundness;
vignette.edge_compensation = app_settings.vignette_edge_compensation;
}
for mut lens_distortion in &mut lens_distortion {
lens_distortion.intensity = app_settings.lens_distortion_intensity;
lens_distortion.multiplier.x = app_settings.lens_distortion_multiplier_x;
lens_distortion.multiplier.y = app_settings.lens_distortion_multiplier_y;
}
}
/// Updates the help text at the bottom of the screen to reflect the current
/// [`AppSettings`].
fn update_help_text(mut text: Single<&mut Text>, app_settings: Res<AppSettings>) {
text.clear();
let text_list = [
format!(
"Chromatic aberration intensity: {:.2}\n",
app_settings.chromatic_aberration_intensity
),
format!(
"Vignette intensity: {:.2}\n",
app_settings.vignette_intensity
),
format!("Vignette radius: {:.2}\n", app_settings.vignette_radius),
format!(
"Vignette smoothness: {:.2}\n",
app_settings.vignette_smoothness
),
format!(
"Vignette roundness: {:.2}\n",
app_settings.vignette_roundness
),
format!(
"Vignette edge_compensation: {:.2}\n",
app_settings.vignette_edge_compensation
),
format!(
"Lens Distortion intensity: {:.2}\n",
app_settings.lens_distortion_intensity
),
format!(
"Lens Distortion multiplier x: {:.2}\n",
app_settings.lens_distortion_multiplier_x
),
format!(
"Lens Distortion multiplier y: {:.2}\n",
app_settings.lens_distortion_multiplier_y
),
];
for (i, val) in text_list.iter().enumerate() {
if i == app_settings.selected {
text.push_str("> ");
}
text.push_str(val);
}
text.push_str("\n(Press Up or Down to select)\n(Press Left or Right to change)");
}