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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_post_process/src/bloom/settings.rs
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use super::downsampling_pipeline::BloomUniforms;
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use bevy_camera::Camera;
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use bevy_ecs::{
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prelude::Component,
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query::{QueryItem, With},
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reflect::ReflectComponent,
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};
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use bevy_math::{AspectRatio, URect, UVec4, Vec2, Vec4};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{extract_component::ExtractComponent, view::Hdr};
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/// Applies a bloom effect to an HDR-enabled 2d or 3d camera.
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///
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/// Bloom emulates an effect found in real cameras and the human eye,
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/// causing halos to appear around very bright parts of the scene.
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///
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/// See also <https://en.wikipedia.org/wiki/Bloom_(shader_effect)>.
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///
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/// # Usage Notes
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///
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/// **Bloom is currently not compatible with WebGL2.**
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///
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/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` for 3d meshes.
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///
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/// Bloom is best used alongside a tonemapping function that desaturates bright colors,
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/// such as [`bevy_core_pipeline::tonemapping::Tonemapping::TonyMcMapface`].
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///
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/// Bevy's implementation uses a parametric curve to blend between a set of
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/// blurred (lower frequency) images generated from the camera's view.
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/// See <https://starlederer.github.io/bloom/> for a visualization of the parametric curve
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/// used in Bevy as well as a visualization of the curve's respective scattering profile.
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#[derive(Component, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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#[require(Hdr)]
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pub struct Bloom {
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/// Controls the baseline of how much the image is scattered (default: 0.15).
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///
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/// This parameter should be used only to control the strength of the bloom
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/// for the scene as a whole. Increasing it too much will make the scene appear
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/// blurry and over-exposed.
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///
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/// To make a mesh glow brighter, rather than increase the bloom intensity,
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/// you should increase the mesh's `emissive` value.
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///
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/// # In energy-conserving mode
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/// The value represents how likely the light is to scatter.
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///
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/// The value should be between 0.0 and 1.0 where:
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/// * 0.0 means no bloom
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/// * 1.0 means the light is scattered as much as possible
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///
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/// # In additive mode
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/// The value represents how much scattered light is added to
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/// the image to create the glow effect.
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///
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/// In this configuration:
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/// * 0.0 means no bloom
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/// * Greater than 0.0 means a proportionate amount of scattered light is added
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pub intensity: f32,
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/// Low frequency contribution boost.
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/// Controls how much more likely the light
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/// is to scatter completely sideways (low frequency image).
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///
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/// Comparable to a low shelf boost on an equalizer.
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///
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/// # In energy-conserving mode
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/// The value should be between 0.0 and 1.0 where:
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/// * 0.0 means low frequency light uses base intensity for blend factor calculation
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/// * 1.0 means low frequency light contributes at full power
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///
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/// # In additive mode
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/// The value represents how much scattered light is added to
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/// the image to create the glow effect.
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///
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/// In this configuration:
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/// * 0.0 means no bloom
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/// * Greater than 0.0 means a proportionate amount of scattered light is added
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pub low_frequency_boost: f32,
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/// Low frequency contribution boost curve.
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/// Controls the curvature of the blend factor function
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/// making frequencies next to the lowest ones contribute more.
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///
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/// Somewhat comparable to the Q factor of an equalizer node.
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///
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/// Valid range:
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/// * 0.0 - base intensity and boosted intensity are linearly interpolated
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/// * 1.0 - all frequencies below maximum are at boosted intensity level
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pub low_frequency_boost_curvature: f32,
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/// Tightens how much the light scatters (default: 1.0).
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///
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/// Valid range:
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/// * 0.0 - maximum scattering angle is 0 degrees (no scattering)
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/// * 1.0 - maximum scattering angle is 90 degrees
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pub high_pass_frequency: f32,
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/// Controls the threshold filter used for extracting the brightest regions from the input image
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/// before blurring them and compositing back onto the original image.
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///
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/// Changing these settings creates a physically inaccurate image and makes it easy to make
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/// the final result look worse. However, they can be useful when emulating the 1990s-2000s game look.
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/// See [`BloomPrefilter`] for more information.
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pub prefilter: BloomPrefilter,
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/// Controls whether bloom textures
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/// are blended between or added to each other. Useful
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/// if image brightening is desired and a must-change
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/// if `prefilter` is used.
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///
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/// # Recommendation
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/// Set to [`BloomCompositeMode::Additive`] if `prefilter` is
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/// configured in a non-energy-conserving way,
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/// otherwise set to [`BloomCompositeMode::EnergyConserving`].
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pub composite_mode: BloomCompositeMode,
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/// Maximum size of each dimension for the largest mipchain texture used in downscaling/upscaling.
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/// Only tweak if you are seeing visual artifacts.
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pub max_mip_dimension: u32,
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/// Amount to stretch the bloom on each axis. Artistic control, can be used to emulate
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/// anamorphic blur by using a large x-value. For large values, you may need to increase
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/// [`Bloom::max_mip_dimension`] to reduce sampling artifacts.
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pub scale: Vec2,
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}
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impl Bloom {
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const DEFAULT_MAX_MIP_DIMENSION: u32 = 512;
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/// The default bloom preset.
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///
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/// This uses the [`EnergyConserving`](BloomCompositeMode::EnergyConserving) composite mode.
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pub const NATURAL: Self = Self {
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intensity: 0.15,
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low_frequency_boost: 0.7,
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low_frequency_boost_curvature: 0.95,
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high_pass_frequency: 1.0,
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prefilter: BloomPrefilter {
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threshold: 0.0,
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threshold_softness: 0.0,
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},
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composite_mode: BloomCompositeMode::EnergyConserving,
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max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
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scale: Vec2::ONE,
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};
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/// Emulates the look of stylized anamorphic bloom, stretched horizontally.
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pub const ANAMORPHIC: Self = Self {
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// The larger scale necessitates a larger resolution to reduce artifacts:
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max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION * 2,
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scale: Vec2::new(4.0, 1.0),
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..Self::NATURAL
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};
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/// A preset that's similar to how older games did bloom.
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pub const OLD_SCHOOL: Self = Self {
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intensity: 0.05,
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low_frequency_boost: 0.7,
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low_frequency_boost_curvature: 0.95,
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high_pass_frequency: 1.0,
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prefilter: BloomPrefilter {
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threshold: 0.6,
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threshold_softness: 0.2,
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},
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composite_mode: BloomCompositeMode::Additive,
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max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
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scale: Vec2::ONE,
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};
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/// A preset that applies a very strong bloom, and blurs the whole screen.
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pub const SCREEN_BLUR: Self = Self {
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intensity: 1.0,
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low_frequency_boost: 0.0,
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low_frequency_boost_curvature: 0.0,
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high_pass_frequency: 1.0 / 3.0,
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prefilter: BloomPrefilter {
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threshold: 0.0,
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threshold_softness: 0.0,
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},
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composite_mode: BloomCompositeMode::EnergyConserving,
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max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
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scale: Vec2::ONE,
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};
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}
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impl Default for Bloom {
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fn default() -> Self {
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Self::NATURAL
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}
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}
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/// Applies a threshold filter to the input image to extract the brightest
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/// regions before blurring them and compositing back onto the original image.
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/// These settings are useful when emulating the 1990s-2000s game look.
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///
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/// # Considerations
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/// * Changing these settings creates a physically inaccurate image
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/// * Changing these settings makes it easy to make the final result look worse
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/// * Non-default prefilter settings should be used in conjunction with [`BloomCompositeMode::Additive`]
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#[derive(Default, Clone, Reflect)]
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#[reflect(Clone, Default)]
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pub struct BloomPrefilter {
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/// Baseline of the quadratic threshold curve (default: 0.0).
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///
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/// RGB values under the threshold curve will not contribute to the effect.
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pub threshold: f32,
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/// Controls how much to blend between the thresholded and non-thresholded colors (default: 0.0).
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///
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/// 0.0 = Abrupt threshold, no blending
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/// 1.0 = Fully soft threshold
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///
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/// Values outside of the range [0.0, 1.0] will be clamped.
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pub threshold_softness: f32,
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}
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#[derive(Debug, Clone, Reflect, PartialEq, Eq, Hash, Copy)]
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#[reflect(Clone, Hash, PartialEq)]
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pub enum BloomCompositeMode {
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EnergyConserving,
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Additive,
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}
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impl ExtractComponent for Bloom {
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type QueryData = (&'static Self, &'static Camera);
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type QueryFilter = With<Hdr>;
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type Out = (Self, BloomUniforms);
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fn extract_component((bloom, camera): QueryItem<'_, '_, Self::QueryData>) -> Option<Self::Out> {
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match (
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camera.physical_viewport_rect(),
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camera.physical_viewport_size(),
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camera.physical_target_size(),
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camera.is_active,
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) {
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(Some(URect { min: origin, .. }), Some(size), Some(target_size), true)
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if size.x != 0 && size.y != 0 =>
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{
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let threshold = bloom.prefilter.threshold;
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let threshold_softness = bloom.prefilter.threshold_softness;
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let knee = threshold * threshold_softness.clamp(0.0, 1.0);
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let uniform = BloomUniforms {
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threshold_precomputations: Vec4::new(
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threshold,
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threshold - knee,
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2.0 * knee,
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0.25 / (knee + 0.00001),
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),
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viewport: UVec4::new(origin.x, origin.y, size.x, size.y).as_vec4()
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/ UVec4::new(target_size.x, target_size.y, target_size.x, target_size.y)
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.as_vec4(),
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aspect: AspectRatio::try_from_pixels(size.x, size.y)
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.expect("Valid screen size values for Bloom settings")
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.ratio(),
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scale: bloom.scale,
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};
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Some((bloom.clone(), uniform))
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}
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_ => None,
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}
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}
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}
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