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post_processing/
post_processing.rs

1//! Demonstrates Bevy's built-in postprocessing features.
2//!
3//! Includes:
4//!
5//! - Chromatic Aberration
6//! - Vignette
7//! - Lens Distortion
8
9use std::f32::consts::PI;
10
11use bevy::{
12    camera::Hdr,
13    light::CascadeShadowConfigBuilder,
14    post_process::effect_stack::{ChromaticAberration, LensDistortion, Vignette},
15    prelude::*,
16};
17
18/// The number of units per frame to add to or subtract from intensity when the
19/// arrow keys are held.
20const ADJUSTMENT_SPEED: f32 = 0.005;
21
22/// The maximum supported chromatic aberration intensity level.
23const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
24
25/// The settings that the user can control.
26#[derive(Resource)]
27struct AppSettings {
28    /// The index of the currently selected UI item.
29    selected: usize,
30    /// The intensity of the chromatic aberration effect.
31    chromatic_aberration_intensity: f32,
32    /// The intensity of the vignette effect.
33    vignette_intensity: f32,
34    /// The radius of the vignette effect.
35    vignette_radius: f32,
36    /// The smoothness of the vignette effect.
37    vignette_smoothness: f32,
38    /// The roundness of the vignette effect.
39    vignette_roundness: f32,
40    /// The edge compensation of the vignette effect.
41    vignette_edge_compensation: f32,
42    /// The intensity of the lens distortion effect.
43    lens_distortion_intensity: f32,
44    /// Distortion strength multiplier for the horizontal direction.
45    lens_distortion_multiplier_x: f32,
46    /// Distortion strength multiplier for the vertical direction.
47    lens_distortion_multiplier_y: f32,
48}
49
50/// The entry point.
51fn main() {
52    App::new()
53        .init_resource::<AppSettings>()
54        .add_plugins(DefaultPlugins)
55        .add_systems(Startup, setup)
56        .add_systems(Update, handle_keyboard_input)
57        .add_systems(
58            Update,
59            (update_chromatic_aberration_settings, update_help_text)
60                .run_if(resource_changed::<AppSettings>)
61                .after(handle_keyboard_input),
62        )
63        .run();
64}
65
66/// Creates the example scene and spawns the UI.
67fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
68    // Spawn the camera.
69    spawn_camera(&mut commands, &asset_server);
70
71    // Create the scene.
72    spawn_scene(&mut commands, &asset_server);
73
74    // Spawn the help text.
75    spawn_text(&mut commands);
76}
77
78/// Spawns the camera, including the [`ChromaticAberration`] component.
79fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
80    commands.spawn((
81        Camera3d::default(),
82        Hdr,
83        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
84        DistanceFog {
85            color: Color::srgb_u8(43, 44, 47),
86            falloff: FogFalloff::Linear {
87                start: 1.0,
88                end: 8.0,
89            },
90            ..default()
91        },
92        EnvironmentMapLight {
93            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
94            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
95            intensity: 2000.0,
96            ..default()
97        },
98        // Include the `ChromaticAberration` component.
99        ChromaticAberration::default(),
100        // Include the `Vignette` component.
101        Vignette::default(),
102        // Include the `LensDistortion` component.
103        LensDistortion::default(),
104    ));
105}
106
107/// Spawns the scene.
108///
109/// This is just the tonemapping test scene, chosen for the fact that it uses a
110/// variety of colors.
111fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
112    // Spawn the main scene.
113    commands.spawn(WorldAssetRoot(asset_server.load(
114        GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
115    )));
116
117    // Spawn the flight helmet.
118    commands.spawn((
119        WorldAssetRoot(
120            asset_server
121                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
122        ),
123        Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
124    ));
125
126    // Spawn the light.
127    commands.spawn((
128        DirectionalLight {
129            illuminance: 15000.0,
130            shadow_maps_enabled: true,
131            ..default()
132        },
133        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
134        CascadeShadowConfigBuilder {
135            maximum_distance: 3.0,
136            first_cascade_far_bound: 0.9,
137            ..default()
138        }
139        .build(),
140    ));
141}
142
143/// Spawns the help text.
144fn spawn_text(commands: &mut Commands) {
145    commands.spawn((
146        Text::default(),
147        Node {
148            position_type: PositionType::Absolute,
149            top: px(12),
150            left: px(12),
151            ..default()
152        },
153    ));
154}
155
156impl Default for AppSettings {
157    fn default() -> Self {
158        let vignette_default = Vignette::default();
159        let lens_distortion = LensDistortion::default();
160        Self {
161            selected: 0,
162            chromatic_aberration_intensity: ChromaticAberration::default().intensity,
163            vignette_intensity: vignette_default.intensity,
164            vignette_radius: vignette_default.radius,
165            vignette_smoothness: vignette_default.smoothness,
166            vignette_roundness: vignette_default.roundness,
167            vignette_edge_compensation: vignette_default.edge_compensation,
168            lens_distortion_intensity: lens_distortion.intensity,
169            lens_distortion_multiplier_x: lens_distortion.multiplier.x,
170            lens_distortion_multiplier_y: lens_distortion.multiplier.y,
171        }
172    }
173}
174
175/// Handles requests from the user to change the chromatic aberration intensity.
176fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
177    if input.just_pressed(KeyCode::ArrowUp) && app_settings.selected > 0 {
178        app_settings.selected -= 1;
179    } else if input.just_pressed(KeyCode::ArrowDown) && app_settings.selected < 8 {
180        app_settings.selected += 1;
181    }
182
183    let mut delta = 0.0;
184    if input.pressed(KeyCode::ArrowLeft) {
185        delta -= ADJUSTMENT_SPEED;
186    } else if input.pressed(KeyCode::ArrowRight) {
187        delta += ADJUSTMENT_SPEED;
188    }
189
190    // If no arrow key was pressed, just bail out.
191    if delta == 0.0 {
192        return;
193    }
194
195    match app_settings.selected {
196        0 => {
197            app_settings.chromatic_aberration_intensity =
198                (app_settings.chromatic_aberration_intensity + delta)
199                    .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
200        }
201        1 => {
202            app_settings.vignette_intensity =
203                (app_settings.vignette_intensity + delta).clamp(0.0, 1.0);
204        }
205        2 => app_settings.vignette_radius = (app_settings.vignette_radius + delta).clamp(0.0, 2.0),
206        3 => {
207            app_settings.vignette_smoothness = (app_settings.vignette_smoothness + delta).max(0.01);
208        }
209        4 => app_settings.vignette_roundness = (app_settings.vignette_roundness + delta).max(0.01),
210        5 => {
211            app_settings.vignette_edge_compensation =
212                (app_settings.vignette_edge_compensation + delta).clamp(0.0, 1.0);
213        }
214        6 => {
215            app_settings.lens_distortion_intensity =
216                (app_settings.lens_distortion_intensity + delta).clamp(-1.0, 1.0);
217        }
218        7 => {
219            app_settings.lens_distortion_multiplier_x =
220                (app_settings.lens_distortion_multiplier_x + delta).clamp(0.0, 1.0);
221        }
222        8 => {
223            app_settings.lens_distortion_multiplier_y =
224                (app_settings.lens_distortion_multiplier_y + delta).clamp(0.0, 1.0);
225        }
226        _ => {}
227    }
228}
229
230/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
231fn update_chromatic_aberration_settings(
232    mut chromatic_aberration: Query<&mut ChromaticAberration>,
233    mut vignette: Query<&mut Vignette>,
234    mut lens_distortion: Query<&mut LensDistortion>,
235    app_settings: Res<AppSettings>,
236) {
237    let intensity = app_settings.chromatic_aberration_intensity;
238
239    // Pick a reasonable maximum sample size for the intensity to avoid an
240    // artifact whereby the individual samples appear instead of producing
241    // smooth streaks of color.
242    //
243    // Don't take this formula too seriously; it hasn't been heavily tuned.
244    let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
245        .clamp(8.0, 64.0)
246        .round() as u32;
247
248    for mut chromatic_aberration in &mut chromatic_aberration {
249        chromatic_aberration.intensity = intensity;
250        chromatic_aberration.max_samples = max_samples;
251    }
252
253    for mut vignette in &mut vignette {
254        vignette.intensity = app_settings.vignette_intensity;
255        vignette.radius = app_settings.vignette_radius;
256        vignette.smoothness = app_settings.vignette_smoothness;
257        vignette.roundness = app_settings.vignette_roundness;
258        vignette.edge_compensation = app_settings.vignette_edge_compensation;
259    }
260
261    for mut lens_distortion in &mut lens_distortion {
262        lens_distortion.intensity = app_settings.lens_distortion_intensity;
263        lens_distortion.multiplier.x = app_settings.lens_distortion_multiplier_x;
264        lens_distortion.multiplier.y = app_settings.lens_distortion_multiplier_y;
265    }
266}
267
268/// Updates the help text at the bottom of the screen to reflect the current
269/// [`AppSettings`].
270fn update_help_text(mut text: Single<&mut Text>, app_settings: Res<AppSettings>) {
271    text.clear();
272    let text_list = [
273        format!(
274            "Chromatic aberration intensity: {:.2}\n",
275            app_settings.chromatic_aberration_intensity
276        ),
277        format!(
278            "Vignette intensity: {:.2}\n",
279            app_settings.vignette_intensity
280        ),
281        format!("Vignette radius: {:.2}\n", app_settings.vignette_radius),
282        format!(
283            "Vignette smoothness: {:.2}\n",
284            app_settings.vignette_smoothness
285        ),
286        format!(
287            "Vignette roundness: {:.2}\n",
288            app_settings.vignette_roundness
289        ),
290        format!(
291            "Vignette edge_compensation: {:.2}\n",
292            app_settings.vignette_edge_compensation
293        ),
294        format!(
295            "Lens Distortion intensity: {:.2}\n",
296            app_settings.lens_distortion_intensity
297        ),
298        format!(
299            "Lens Distortion multiplier x: {:.2}\n",
300            app_settings.lens_distortion_multiplier_x
301        ),
302        format!(
303            "Lens Distortion multiplier y: {:.2}\n",
304            app_settings.lens_distortion_multiplier_y
305        ),
306    ];
307    for (i, val) in text_list.iter().enumerate() {
308        if i == app_settings.selected {
309            text.push_str("> ");
310        }
311        text.push_str(val);
312    }
313    text.push_str("\n(Press Up or Down to select)\n(Press Left or Right to change)");
314}