1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461
//! Plugin to simulate and preview different types of
//! color blindness.
//!
//! This lets you ensure that your game is accessible to all players by testing how it
//! will be seen under different conditions. While this is important,
//! please also consider not relying on color alone to convey important information to your players.
//! A common option is to add identifying symbols, like in the game
//! [Hue](https://gameaccessibilityguidelines.com/hue-colorblind-mode/).
//!
//! Based on [Alan Zucconi's post](https://www.alanzucconi.com/2015/12/16/color-blindness/).
//! Supports: Normal, Protanopia, Protanomaly, Deuteranopia, Deuteranomaly,
//! Tritanopia, Tritanomaly, Achromatopsia, and Achromatomaly.
//!
//! # Using
//!
//! First, add the following to your `Cargo.toml`:
//!
//!```toml
//! bevy_color_blindness = "0.2.0"
//!```
//!
//! Then, add the [`ColorBlindnessPlugin`] to your app, and add [`ColorBlindnessCamera`] to
//! your main camera.
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_color_blindness::*;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! // add the plugin
//! .add_plugin(ColorBlindnessPlugin)
//! .add_startup_system(setup)
//! .run();
//! }
//!
//! fn setup(mut commands: Commands) {
//! // set up your scene...
//!
//! // create the camera
//! commands
//! .spawn_bundle(Camera3dBundle {
//! transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
//! ..Default::default()
//! })
//! .insert(ColorBlindnessCamera {
//! mode: ColorBlindnessMode::Deuteranopia,
//! enabled: true,
//! });
//! }
//! ```
//!
//! # Important note
//!
//! This plugin only simulates how color blind players will see your game.
//! It does not correct for color blindness to make your game more accessible.
//! This plugin should only be used during development, and removed on final builds.
use bevy::{
asset::load_internal_asset,
prelude::*,
reflect::TypeUuid,
render::{
camera::{Camera, RenderTarget},
mesh::{shape, Mesh},
prelude::Image,
render_resource::{
AsBindGroup, Extent3d, Shader, ShaderRef, ShaderType, TextureDescriptor,
TextureDimension, TextureFormat, TextureUsages,
},
texture::BevyDefault,
view::RenderLayers,
},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
/// Plugin to simulate and preview different types of
/// color blindness.
///
/// This lets you ensure that your game is accessible to all players by testing how it
/// will be seen under different conditions. While this is important,
/// please also consider not relying on color alone to convey important information to your players.
/// A common option is to add identifying symbols, like in the game
/// [Hue](https://gameaccessibilityguidelines.com/hue-colorblind-mode/).
///
/// Based on [Alan Zucconi's post](https://www.alanzucconi.com/2015/12/16/color-blindness/).
/// Supports: Normal, Protanopia, Protanomaly, Deuteranopia, Deuteranomaly,
/// Tritanopia, Tritanomaly, Achromatopsia, and Achromatomaly.
///
/// First, add the [`ColorBlindnessPlugin`] to your app, and add [`ColorBlindnessCamera`] to
/// your main camera.
///
/// ```rust,no_run
/// use bevy::prelude::*;
/// use bevy_color_blindness::*;
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// // add the plugin
/// .add_plugin(ColorBlindnessPlugin)
/// .add_startup_system(setup)
/// .run();
/// }
///
/// fn setup(mut commands: Commands) {
/// // set up your scene...
///
/// // create the camera
/// commands
/// .spawn_bundle(Camera3dBundle {
/// transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
/// ..Default::default()
/// })
/// .insert(ColorBlindnessCamera {
/// mode: ColorBlindnessMode::Deuteranopia,
/// enabled: true,
/// });
/// }
/// ```
///
/// # Important note
///
/// This plugin only simulates how color blind players will see your game.
/// It does not correct for color blindness to make your game more accessible.
/// This plugin should only be used during development, and removed on final builds.
pub struct ColorBlindnessPlugin;
impl Plugin for ColorBlindnessPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
COLOR_BLINDNESS_SHADER_HANDLE,
"color_blindness.wgsl",
Shader::from_wgsl
);
app.add_plugin(Material2dPlugin::<ColorBlindnessMaterial>::default())
.add_system(setup_new_color_blindness_cameras)
.add_system(update_percentages);
}
}
/// handle to the color blindness simulation shader
const COLOR_BLINDNESS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3937837360667146578);
/// The different modes of color blindness simulation supported.
#[derive(Clone, Default, Debug)]
pub enum ColorBlindnessMode {
/// Normal full color vision
#[default]
Normal,
// Descriptions of the different types of color blindness are sourced from:
// https://www.nei.nih.gov/learn-about-eye-health/eye-conditions-and-diseases/color-blindness/types-color-blindness
/// Inability to differentiate between green and red.
Protanopia,
/// Condition where red looks more green.
Protanomaly,
/// Inability to differentiate between green and red.
Deuteranopia,
/// Condition where green looks more red.
Deuteranomaly,
/// Inability to differentiate between blue and green, purple and red, and yellow and pink.
Tritanopia,
/// Difficulty differentiating between blue and green, and between yellow and red
Tritanomaly,
/// Absence of color discrimination.
Achromatopsia,
/// All color cones have some form of deficiency.
Achromatomaly,
}
/// Indicates how to mix the RGB channels to obtain output colors.
///
/// Normal vision corresponds to the following:
/// ```rust
/// # use bevy::prelude::*;
/// # use bevy_color_blindness::*;
/// # fn _none() -> ColorBlindnessPercentages {
/// ColorBlindnessPercentages {
/// // red channel output is 100% red, 0% green, 0% blue
/// red: Vec3::X,
/// // green channel is 0% red, 100% green, 0% blue
/// green: Vec3::Y,
/// // blue channel is 0% red, 0% green, 100% blue
/// blue: Vec3::Z
/// }
/// # }
/// ```
#[derive(ShaderType, Clone, Debug)]
pub struct ColorBlindnessPercentages {
/// Percentages of red, green, and blue to mix on the red channel.
pub red: Vec3,
/// Percentages of red, green, and blue to mix on the green channel.
pub green: Vec3,
/// Percentages of red, green, and blue to mix on the blue channel.
pub blue: Vec3,
}
impl ColorBlindnessPercentages {
/// Creates a new `ColorBlindnessPercentages`
fn new(red: Vec3, green: Vec3, blue: Vec3) -> Self {
Self { red, green, blue }
}
}
impl ColorBlindnessMode {
/// Returns the percentages of colors to mix corresponding to each type of color blindness.
///
/// [Source](https://web.archive.org/web/20081014161121/http://www.colorjack.com/labs/colormatrix/)
pub fn percentages(&self) -> ColorBlindnessPercentages {
// table from https://www.alanzucconi.com/2015/12/16/color-blindness/
// https://web.archive.org/web/20081014161121/http://www.colorjack.com/labs/colormatrix/
match self {
ColorBlindnessMode::Normal => ColorBlindnessPercentages::new(Vec3::X, Vec3::Y, Vec3::Z),
ColorBlindnessMode::Protanopia => ColorBlindnessPercentages::new(
[0.56667, 0.43333, 0.0].into(),
[0.55833, 0.44167, 0.0].into(),
[0.0, 0.24167, 0.75833].into(),
),
ColorBlindnessMode::Protanomaly => ColorBlindnessPercentages::new(
[0.81667, 0.18333, 0.0].into(),
[0.33333, 0.66667, 0.0].into(),
[0.0, 0.125, 0.875].into(),
),
ColorBlindnessMode::Deuteranopia => ColorBlindnessPercentages::new(
[0.625, 0.375, 0.0].into(),
[0.70, 0.30, 0.0].into(),
[0.0, 0.30, 0.70].into(),
),
ColorBlindnessMode::Deuteranomaly => ColorBlindnessPercentages::new(
[0.80, 0.20, 0.0].into(),
[0.25833, 0.74167, 0.0].into(),
[0.0, 0.14167, 0.85833].into(),
),
ColorBlindnessMode::Tritanopia => ColorBlindnessPercentages::new(
[0.95, 0.5, 0.0].into(),
[0.0, 0.43333, 0.56667].into(),
[0.0, 0.475, 0.525].into(),
),
ColorBlindnessMode::Tritanomaly => ColorBlindnessPercentages::new(
[0.96667, 0.3333, 0.0].into(),
[0.0, 0.73333, 0.26667].into(),
[0.0, 0.18333, 0.81667].into(),
),
ColorBlindnessMode::Achromatopsia => ColorBlindnessPercentages::new(
[0.299, 0.587, 0.114].into(),
[0.299, 0.587, 0.114].into(),
[0.299, 0.587, 0.114].into(),
),
ColorBlindnessMode::Achromatomaly => ColorBlindnessPercentages::new(
[0.618, 0.32, 0.62].into(),
[0.163, 0.775, 0.62].into(),
[0.163, 0.320, 0.516].into(),
),
}
}
/// Changes `self` to the next `ColorBlindnessMode`.
///
/// Useful for writing something like the following:
///
/// ```rust
/// # use bevy::prelude::*;
/// # use bevy_color_blindness::*;
/// fn change_mode(input: Res<Input<KeyCode>>, mut cameras: Query<&mut ColorBlindnessCamera>) {
/// for mut camera in &mut cameras {
/// // cycle through the modes by pressing N
/// if input.just_pressed(KeyCode::N) {
/// camera.mode.cycle();
/// println!("Changed to {:?}", camera.mode);
/// }
///
/// camera.enabled = input.pressed(KeyCode::Space);
/// }
/// }
/// ```
pub fn cycle(&mut self) {
*self = match self {
ColorBlindnessMode::Normal => ColorBlindnessMode::Protanopia,
ColorBlindnessMode::Protanopia => ColorBlindnessMode::Protanomaly,
ColorBlindnessMode::Protanomaly => ColorBlindnessMode::Deuteranopia,
ColorBlindnessMode::Deuteranopia => ColorBlindnessMode::Deuteranomaly,
ColorBlindnessMode::Deuteranomaly => ColorBlindnessMode::Tritanopia,
ColorBlindnessMode::Tritanopia => ColorBlindnessMode::Tritanomaly,
ColorBlindnessMode::Tritanomaly => ColorBlindnessMode::Achromatopsia,
ColorBlindnessMode::Achromatopsia => ColorBlindnessMode::Achromatomaly,
ColorBlindnessMode::Achromatomaly => ColorBlindnessMode::Normal,
};
}
}
/// Post processing material that applies color blindness simulation to `image`
#[derive(AsBindGroup, TypeUuid, Clone)]
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
struct ColorBlindnessMaterial {
/// In this example, this image will be the result of the main camera.
#[texture(0)]
#[sampler(1)]
source_image: Handle<Image>,
#[uniform(2)]
percentages: ColorBlindnessPercentages,
}
impl Material2d for ColorBlindnessMaterial {
fn fragment_shader() -> ShaderRef {
ShaderRef::Handle(COLOR_BLINDNESS_SHADER_HANDLE.typed())
}
}
/// Component to identify your main camera
///
/// Adding this component to a camera will set up the post-processing pipeline
/// which simulates color blindness. This is done by changing the render target
/// to be an image, and then using another camera to render that image.
///
/// Cameras with `ColorBlindnessCamera` will have [`UiCameraConfig`] inserted with
/// `show_ui` set to `false`. This is to ensure that UI elements are not rendered twice.
/// In most cases, you will want to render UI using the final post-processing camera.
/// If for some reason this behavior is not desired, please open an issue.
///
/// [`UiCameraConfig`]: bevy::prelude::UiCameraConfig
#[derive(Component, Default)]
pub struct ColorBlindnessCamera {
/// Selects the color blindness mode to use
///
/// Defaults to `ColorBlindnessMode::Normal`
pub mode: ColorBlindnessMode,
/// Controls whether color blindness simulation is enabled
///
/// Defaults to `false`
pub enabled: bool,
}
/// updates the percentages in the post processing material when the values in `ColorBlindnessCamera` change
fn update_percentages(
cameras: Query<
(&Handle<ColorBlindnessMaterial>, &ColorBlindnessCamera),
Changed<ColorBlindnessCamera>,
>,
mut materials: ResMut<Assets<ColorBlindnessMaterial>>,
) {
for (handle, camera) in &cameras {
let mut mat = materials.get_mut(handle).unwrap();
let mode = if camera.enabled {
&camera.mode
} else {
&ColorBlindnessMode::Normal
};
mat.percentages = mode.percentages();
}
}
/// sets up post processing for cameras that have had `ColorBlindnessCamera` added
fn setup_new_color_blindness_cameras(
mut commands: Commands,
windows: Res<Windows>,
mut meshes: ResMut<Assets<Mesh>>,
mut post_processing_materials: ResMut<Assets<ColorBlindnessMaterial>>,
mut images: ResMut<Assets<Image>>,
mut cameras: Query<(Entity, &mut Camera, &ColorBlindnessCamera), Added<ColorBlindnessCamera>>,
) {
for (entity, mut camera, color_blindness_camera) in &mut cameras {
let original_target = camera.target.clone();
// Get the size the camera is rendering to
let size = match &camera.target {
RenderTarget::Window(window_id) => {
let window = windows.get(*window_id).expect("ColorBlindnessCamera is rendering to a window, but this window could not be found");
Extent3d {
width: window.physical_width(),
height: window.physical_height(),
..Default::default()
}
}
RenderTarget::Image(handle) => {
let image = images.get(handle).expect(
"ColorBlindnessCamera is rendering to an Image, but this Image could not be found",
);
image.texture_descriptor.size
}
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::bevy_default(),
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
},
..Default::default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
let post_processing_pass_layer =
RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
size.width as f32,
size.height as f32,
))));
// This material has the texture that has been rendered.
let material_handle = post_processing_materials.add(ColorBlindnessMaterial {
source_image: image_handle.clone(),
percentages: color_blindness_camera.mode.percentages(),
});
commands
.entity(entity)
// add the handle to the camera so we can access it and change the percentages
.insert(material_handle.clone())
// also disable show_ui so UI elements don't get rendered twice
.insert(UiCameraConfig { show_ui: false });
camera.target = RenderTarget::Image(image_handle);
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: quad_handle.into(),
material: material_handle,
transform: Transform {
translation: Vec3::new(0.0, 0.0, 1.5),
..Default::default()
},
..Default::default()
})
.insert(post_processing_pass_layer);
// The post-processing pass camera.
commands
.spawn_bundle(Camera2dBundle {
camera: Camera {
// renders after the first main camera which has default value: 0.
priority: 1,
// set this new camera to render to where the other camera was rendering
target: original_target,
..Default::default()
},
..Camera2dBundle::default()
})
.insert(post_processing_pass_layer);
}
}