post_processing/
post_processing.rs1use std::f32::consts::PI;
6
7use bevy::{
8 light::CascadeShadowConfigBuilder, post_process::effect_stack::ChromaticAberration, prelude::*,
9 render::view::Hdr,
10};
11
12const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
15
16const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
18
19#[derive(Resource)]
21struct AppSettings {
22 chromatic_aberration_intensity: f32,
24}
25
26fn main() {
28 App::new()
29 .init_resource::<AppSettings>()
30 .add_plugins(DefaultPlugins.set(WindowPlugin {
31 primary_window: Some(Window {
32 title: "Bevy Chromatic Aberration Example".into(),
33 ..default()
34 }),
35 ..default()
36 }))
37 .add_systems(Startup, setup)
38 .add_systems(Update, handle_keyboard_input)
39 .add_systems(
40 Update,
41 (update_chromatic_aberration_settings, update_help_text)
42 .run_if(resource_changed::<AppSettings>)
43 .after(handle_keyboard_input),
44 )
45 .run();
46}
47
48fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
50 spawn_camera(&mut commands, &asset_server);
52
53 spawn_scene(&mut commands, &asset_server);
55
56 spawn_text(&mut commands, &app_settings);
58}
59
60fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
62 commands.spawn((
63 Camera3d::default(),
64 Hdr,
65 Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
66 DistanceFog {
67 color: Color::srgb_u8(43, 44, 47),
68 falloff: FogFalloff::Linear {
69 start: 1.0,
70 end: 8.0,
71 },
72 ..default()
73 },
74 EnvironmentMapLight {
75 diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
76 specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
77 intensity: 2000.0,
78 ..default()
79 },
80 ChromaticAberration::default(),
82 ));
83}
84
85fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
90 commands.spawn(SceneRoot(asset_server.load(
92 GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
93 )));
94
95 commands.spawn((
97 SceneRoot(
98 asset_server
99 .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
100 ),
101 Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
102 ));
103
104 commands.spawn((
106 DirectionalLight {
107 illuminance: 15000.0,
108 shadows_enabled: true,
109 ..default()
110 },
111 Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
112 CascadeShadowConfigBuilder {
113 maximum_distance: 3.0,
114 first_cascade_far_bound: 0.9,
115 ..default()
116 }
117 .build(),
118 ));
119}
120
121fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
123 commands.spawn((
124 create_help_text(app_settings),
125 Node {
126 position_type: PositionType::Absolute,
127 bottom: px(12),
128 left: px(12),
129 ..default()
130 },
131 ));
132}
133
134impl Default for AppSettings {
135 fn default() -> Self {
136 Self {
137 chromatic_aberration_intensity: ChromaticAberration::default().intensity,
138 }
139 }
140}
141
142fn create_help_text(app_settings: &AppSettings) -> Text {
144 format!(
145 "Chromatic aberration intensity: {:.2} (Press Left or Right to change)",
146 app_settings.chromatic_aberration_intensity
147 )
148 .into()
149}
150
151fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
153 let mut delta = 0.0;
154 if input.pressed(KeyCode::ArrowLeft) {
155 delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
156 } else if input.pressed(KeyCode::ArrowRight) {
157 delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
158 }
159
160 if delta == 0.0 {
162 return;
163 }
164
165 app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
166 + delta)
167 .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
168}
169
170fn update_chromatic_aberration_settings(
172 mut chromatic_aberration: Query<&mut ChromaticAberration>,
173 app_settings: Res<AppSettings>,
174) {
175 let intensity = app_settings.chromatic_aberration_intensity;
176
177 let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
183 .clamp(8.0, 64.0)
184 .round() as u32;
185
186 for mut chromatic_aberration in &mut chromatic_aberration {
187 chromatic_aberration.intensity = intensity;
188 chromatic_aberration.max_samples = max_samples;
189 }
190}
191
192fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
195 for mut text in text.iter_mut() {
196 *text = create_help_text(&app_settings);
197 }
198}