post_processing/
post_processing.rs1use std::f32::consts::PI;
6
7use bevy::{
8 core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
9};
10
11const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
14
15const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
17
18#[derive(Resource)]
20struct AppSettings {
21 chromatic_aberration_intensity: f32,
23}
24
25fn main() {
27 App::new()
28 .init_resource::<AppSettings>()
29 .add_plugins(DefaultPlugins.set(WindowPlugin {
30 primary_window: Some(Window {
31 title: "Bevy Chromatic Aberration Example".into(),
32 ..default()
33 }),
34 ..default()
35 }))
36 .add_systems(Startup, setup)
37 .add_systems(Update, handle_keyboard_input)
38 .add_systems(
39 Update,
40 (update_chromatic_aberration_settings, update_help_text)
41 .run_if(resource_changed::<AppSettings>)
42 .after(handle_keyboard_input),
43 )
44 .run();
45}
46
47fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
49 spawn_camera(&mut commands, &asset_server);
51
52 spawn_scene(&mut commands, &asset_server);
54
55 spawn_text(&mut commands, &app_settings);
57}
58
59fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
61 commands.spawn((
62 Camera3d::default(),
63 Camera {
64 hdr: true,
65 ..default()
66 },
67 Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
68 DistanceFog {
69 color: Color::srgb_u8(43, 44, 47),
70 falloff: FogFalloff::Linear {
71 start: 1.0,
72 end: 8.0,
73 },
74 ..default()
75 },
76 EnvironmentMapLight {
77 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
78 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
79 intensity: 2000.0,
80 ..default()
81 },
82 ChromaticAberration::default(),
84 ));
85}
86
87fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
92 commands.spawn(SceneRoot(asset_server.load(
94 GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
95 )));
96
97 commands.spawn((
99 SceneRoot(
100 asset_server
101 .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
102 ),
103 Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
104 ));
105
106 commands.spawn((
108 DirectionalLight {
109 illuminance: 15000.0,
110 shadows_enabled: true,
111 ..default()
112 },
113 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
114 CascadeShadowConfigBuilder {
115 maximum_distance: 3.0,
116 first_cascade_far_bound: 0.9,
117 ..default()
118 }
119 .build(),
120 ));
121}
122
123fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
125 commands.spawn((
126 create_help_text(app_settings),
127 Node {
128 position_type: PositionType::Absolute,
129 bottom: Val::Px(12.0),
130 left: Val::Px(12.0),
131 ..default()
132 },
133 ));
134}
135
136impl Default for AppSettings {
137 fn default() -> Self {
138 Self {
139 chromatic_aberration_intensity: ChromaticAberration::default().intensity,
140 }
141 }
142}
143
144fn create_help_text(app_settings: &AppSettings) -> Text {
146 format!(
147 "Chromatic aberration intensity: {} (Press Left or Right to change)",
148 app_settings.chromatic_aberration_intensity
149 )
150 .into()
151}
152
153fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
155 let mut delta = 0.0;
156 if input.pressed(KeyCode::ArrowLeft) {
157 delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
158 } else if input.pressed(KeyCode::ArrowRight) {
159 delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
160 }
161
162 if delta == 0.0 {
164 return;
165 }
166
167 app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
168 + delta)
169 .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
170}
171
172fn update_chromatic_aberration_settings(
174 mut chromatic_aberration: Query<&mut ChromaticAberration>,
175 app_settings: Res<AppSettings>,
176) {
177 let intensity = app_settings.chromatic_aberration_intensity;
178
179 let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
185 .clamp(8.0, 64.0)
186 .round() as u32;
187
188 for mut chromatic_aberration in &mut chromatic_aberration {
189 chromatic_aberration.intensity = intensity;
190 chromatic_aberration.max_samples = max_samples;
191 }
192}
193
194fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
197 for mut text in text.iter_mut() {
198 *text = create_help_text(&app_settings);
199 }
200}