use std::f32::consts::PI;
use bevy::{
camera::Hdr,
light::CascadeShadowConfigBuilder,
post_process::effect_stack::{ChromaticAberration, Vignette},
prelude::*,
};
const ADJUSTMENT_SPEED: f32 = 0.005;
const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
#[derive(Resource)]
struct AppSettings {
selected: usize,
chromatic_aberration_intensity: f32,
vignette_intensity: f32,
vignette_radius: f32,
vignette_smoothness: f32,
vignette_roundness: f32,
vignette_edge_compensation: f32,
}
fn main() {
App::new()
.init_resource::<AppSettings>()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, handle_keyboard_input)
.add_systems(
Update,
(update_chromatic_aberration_settings, update_help_text)
.run_if(resource_changed::<AppSettings>)
.after(handle_keyboard_input),
)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
spawn_camera(&mut commands, &asset_server);
spawn_scene(&mut commands, &asset_server);
spawn_text(&mut commands);
}
fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn((
Camera3d::default(),
Hdr,
Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
DistanceFog {
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
},
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 2000.0,
..default()
},
ChromaticAberration::default(),
Vignette::default(),
));
}
fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
)));
commands.spawn((
SceneRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
),
Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
));
commands.spawn((
DirectionalLight {
illuminance: 15000.0,
shadow_maps_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
CascadeShadowConfigBuilder {
maximum_distance: 3.0,
first_cascade_far_bound: 0.9,
..default()
}
.build(),
));
}
fn spawn_text(commands: &mut Commands) {
commands.spawn((
Text::default(),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
));
}
impl Default for AppSettings {
fn default() -> Self {
let vignette_default = Vignette::default();
Self {
selected: 0,
chromatic_aberration_intensity: ChromaticAberration::default().intensity,
vignette_intensity: vignette_default.intensity,
vignette_radius: vignette_default.radius,
vignette_smoothness: vignette_default.smoothness,
vignette_roundness: vignette_default.roundness,
vignette_edge_compensation: vignette_default.edge_compensation,
}
}
}
fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
if input.just_pressed(KeyCode::ArrowUp) && app_settings.selected > 0 {
app_settings.selected -= 1;
} else if input.just_pressed(KeyCode::ArrowDown) && app_settings.selected < 5 {
app_settings.selected += 1;
}
let mut delta = 0.0;
if input.pressed(KeyCode::ArrowLeft) {
delta -= ADJUSTMENT_SPEED;
} else if input.pressed(KeyCode::ArrowRight) {
delta += ADJUSTMENT_SPEED;
}
if delta == 0.0 {
return;
}
match app_settings.selected {
0 => {
app_settings.chromatic_aberration_intensity =
(app_settings.chromatic_aberration_intensity + delta)
.clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
}
1 => {
app_settings.vignette_intensity =
(app_settings.vignette_intensity + delta).clamp(0.0, 1.0);
}
2 => app_settings.vignette_radius = (app_settings.vignette_radius + delta).clamp(0.0, 2.0),
3 => {
app_settings.vignette_smoothness = (app_settings.vignette_smoothness + delta).max(0.01);
}
4 => app_settings.vignette_roundness = (app_settings.vignette_roundness + delta).max(0.01),
5 => {
app_settings.vignette_edge_compensation =
(app_settings.vignette_edge_compensation + delta).clamp(0.0, 1.0);
}
_ => {}
}
}
fn update_chromatic_aberration_settings(
mut chromatic_aberration: Query<&mut ChromaticAberration>,
mut vignette: Query<&mut Vignette>,
app_settings: Res<AppSettings>,
) {
let intensity = app_settings.chromatic_aberration_intensity;
let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
.clamp(8.0, 64.0)
.round() as u32;
for mut chromatic_aberration in &mut chromatic_aberration {
chromatic_aberration.intensity = intensity;
chromatic_aberration.max_samples = max_samples;
}
for mut vignette in &mut vignette {
vignette.intensity = app_settings.vignette_intensity;
vignette.radius = app_settings.vignette_radius;
vignette.smoothness = app_settings.vignette_smoothness;
vignette.roundness = app_settings.vignette_roundness;
vignette.edge_compensation = app_settings.vignette_edge_compensation;
}
}
fn update_help_text(mut text: Single<&mut Text>, app_settings: Res<AppSettings>) {
text.clear();
let text_list = [
format!(
"Chromatic aberration intensity: {:.2}\n",
app_settings.chromatic_aberration_intensity
),
format!(
"Vignette intensity: {:.2}\n",
app_settings.vignette_intensity
),
format!("Vignette radius: {:.2}\n", app_settings.vignette_radius),
format!(
"Vignette smoothness: {:.2}\n",
app_settings.vignette_smoothness
),
format!(
"Vignette roundness: {:.2}\n",
app_settings.vignette_roundness
),
format!(
"Vignette edge_compensation: {:.2}\n",
app_settings.vignette_edge_compensation
),
];
for (i, val) in text_list.iter().enumerate() {
if i == app_settings.selected {
text.push_str("> ");
}
text.push_str(val);
}
text.push_str("\n(Press Up or Down to select)\n(Press Left or Right to change)");
}