Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/2d/bloom_2d.rs
6592 views
1
//! Illustrates bloom post-processing in 2d.
2
3
use bevy::{
4
core_pipeline::tonemapping::{DebandDither, Tonemapping},
5
post_process::bloom::{Bloom, BloomCompositeMode},
6
prelude::*,
7
};
8
9
fn main() {
10
App::new()
11
.add_plugins(DefaultPlugins)
12
.add_systems(Startup, setup)
13
.add_systems(Update, update_bloom_settings)
14
.run();
15
}
16
17
fn setup(
18
mut commands: Commands,
19
mut meshes: ResMut<Assets<Mesh>>,
20
mut materials: ResMut<Assets<ColorMaterial>>,
21
asset_server: Res<AssetServer>,
22
) {
23
commands.spawn((
24
Camera2d,
25
Camera {
26
clear_color: ClearColorConfig::Custom(Color::BLACK),
27
..default()
28
},
29
Tonemapping::TonyMcMapface, // 2. Using a tonemapper that desaturates to white is recommended
30
Bloom::default(), // 3. Enable bloom for the camera
31
DebandDither::Enabled, // Optional: bloom causes gradients which cause banding
32
));
33
34
// Sprite
35
commands.spawn(Sprite {
36
image: asset_server.load("branding/bevy_bird_dark.png"),
37
color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
38
custom_size: Some(Vec2::splat(160.0)),
39
..default()
40
});
41
42
// Circle mesh
43
commands.spawn((
44
Mesh2d(meshes.add(Circle::new(100.))),
45
// 4. Put something bright in a dark environment to see the effect
46
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
47
Transform::from_translation(Vec3::new(-200., 0., 0.)),
48
));
49
50
// Hexagon mesh
51
commands.spawn((
52
Mesh2d(meshes.add(RegularPolygon::new(100., 6))),
53
// 4. Put something bright in a dark environment to see the effect
54
MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))),
55
Transform::from_translation(Vec3::new(200., 0., 0.)),
56
));
57
58
// UI
59
commands.spawn((
60
Text::default(),
61
Node {
62
position_type: PositionType::Absolute,
63
top: px(12),
64
left: px(12),
65
..default()
66
},
67
));
68
}
69
70
// ------------------------------------------------------------------------------------------------
71
72
fn update_bloom_settings(
73
camera: Single<(Entity, &Tonemapping, Option<&mut Bloom>), With<Camera>>,
74
mut text: Single<&mut Text>,
75
mut commands: Commands,
76
keycode: Res<ButtonInput<KeyCode>>,
77
time: Res<Time>,
78
) {
79
let (camera_entity, tonemapping, bloom) = camera.into_inner();
80
81
match bloom {
82
Some(mut bloom) => {
83
text.0 = "Bloom (Toggle: Space)\n".to_string();
84
text.push_str(&format!("(Q/A) Intensity: {:.2}\n", bloom.intensity));
85
text.push_str(&format!(
86
"(W/S) Low-frequency boost: {:.2}\n",
87
bloom.low_frequency_boost
88
));
89
text.push_str(&format!(
90
"(E/D) Low-frequency boost curvature: {:.2}\n",
91
bloom.low_frequency_boost_curvature
92
));
93
text.push_str(&format!(
94
"(R/F) High-pass frequency: {:.2}\n",
95
bloom.high_pass_frequency
96
));
97
text.push_str(&format!(
98
"(T/G) Mode: {}\n",
99
match bloom.composite_mode {
100
BloomCompositeMode::EnergyConserving => "Energy-conserving",
101
BloomCompositeMode::Additive => "Additive",
102
}
103
));
104
text.push_str(&format!(
105
"(Y/H) Threshold: {:.2}\n",
106
bloom.prefilter.threshold
107
));
108
text.push_str(&format!(
109
"(U/J) Threshold softness: {:.2}\n",
110
bloom.prefilter.threshold_softness
111
));
112
text.push_str(&format!("(I/K) Horizontal Scale: {:.2}\n", bloom.scale.x));
113
114
if keycode.just_pressed(KeyCode::Space) {
115
commands.entity(camera_entity).remove::<Bloom>();
116
}
117
118
let dt = time.delta_secs();
119
120
if keycode.pressed(KeyCode::KeyA) {
121
bloom.intensity -= dt / 10.0;
122
}
123
if keycode.pressed(KeyCode::KeyQ) {
124
bloom.intensity += dt / 10.0;
125
}
126
bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
127
128
if keycode.pressed(KeyCode::KeyS) {
129
bloom.low_frequency_boost -= dt / 10.0;
130
}
131
if keycode.pressed(KeyCode::KeyW) {
132
bloom.low_frequency_boost += dt / 10.0;
133
}
134
bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
135
136
if keycode.pressed(KeyCode::KeyD) {
137
bloom.low_frequency_boost_curvature -= dt / 10.0;
138
}
139
if keycode.pressed(KeyCode::KeyE) {
140
bloom.low_frequency_boost_curvature += dt / 10.0;
141
}
142
bloom.low_frequency_boost_curvature =
143
bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
144
145
if keycode.pressed(KeyCode::KeyF) {
146
bloom.high_pass_frequency -= dt / 10.0;
147
}
148
if keycode.pressed(KeyCode::KeyR) {
149
bloom.high_pass_frequency += dt / 10.0;
150
}
151
bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
152
153
if keycode.pressed(KeyCode::KeyG) {
154
bloom.composite_mode = BloomCompositeMode::Additive;
155
}
156
if keycode.pressed(KeyCode::KeyT) {
157
bloom.composite_mode = BloomCompositeMode::EnergyConserving;
158
}
159
160
if keycode.pressed(KeyCode::KeyH) {
161
bloom.prefilter.threshold -= dt;
162
}
163
if keycode.pressed(KeyCode::KeyY) {
164
bloom.prefilter.threshold += dt;
165
}
166
bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
167
168
if keycode.pressed(KeyCode::KeyJ) {
169
bloom.prefilter.threshold_softness -= dt / 10.0;
170
}
171
if keycode.pressed(KeyCode::KeyU) {
172
bloom.prefilter.threshold_softness += dt / 10.0;
173
}
174
bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
175
176
if keycode.pressed(KeyCode::KeyK) {
177
bloom.scale.x -= dt * 2.0;
178
}
179
if keycode.pressed(KeyCode::KeyI) {
180
bloom.scale.x += dt * 2.0;
181
}
182
bloom.scale.x = bloom.scale.x.clamp(0.0, 16.0);
183
}
184
185
None => {
186
text.0 = "Bloom: Off (Toggle: Space)\n".to_string();
187
188
if keycode.just_pressed(KeyCode::Space) {
189
commands.entity(camera_entity).insert(Bloom::default());
190
}
191
}
192
}
193
194
text.push_str(&format!("(O) Tonemapping: {tonemapping:?}\n"));
195
if keycode.just_pressed(KeyCode::KeyO) {
196
commands
197
.entity(camera_entity)
198
.insert(next_tonemap(tonemapping));
199
}
200
}
201
202
/// Get the next Tonemapping algorithm
203
fn next_tonemap(tonemapping: &Tonemapping) -> Tonemapping {
204
match tonemapping {
205
Tonemapping::None => Tonemapping::AcesFitted,
206
Tonemapping::AcesFitted => Tonemapping::AgX,
207
Tonemapping::AgX => Tonemapping::BlenderFilmic,
208
Tonemapping::BlenderFilmic => Tonemapping::Reinhard,
209
Tonemapping::Reinhard => Tonemapping::ReinhardLuminance,
210
Tonemapping::ReinhardLuminance => Tonemapping::SomewhatBoringDisplayTransform,
211
Tonemapping::SomewhatBoringDisplayTransform => Tonemapping::TonyMcMapface,
212
Tonemapping::TonyMcMapface => Tonemapping::None,
213
}
214
}
215
216