3D Rendering / Tonemapping

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This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.

//! This examples compares Tonemapping options

use bevy::{
    core_pipeline::tonemapping::Tonemapping,
    pbr::CascadeShadowConfigBuilder,
    prelude::*,
    reflect::TypePath,
    render::{
        render_asset::RenderAssetUsages,
        render_resource::{AsBindGroup, Extent3d, ShaderRef, TextureDimension, TextureFormat},
        texture::{ImageSampler, ImageSamplerDescriptor},
        view::ColorGrading,
    },
    utils::HashMap,
};
use std::f32::consts::PI;

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            MaterialPlugin::<ColorGradientMaterial>::default(),
        ))
        .insert_resource(CameraTransform(
            Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
        ))
        .init_resource::<PerMethodSettings>()
        .insert_resource(CurrentScene(1))
        .insert_resource(SelectedParameter { value: 0, max: 4 })
        .add_systems(
            Startup,
            (
                setup,
                setup_basic_scene,
                setup_color_gradient_scene,
                setup_image_viewer_scene,
            ),
        )
        .add_systems(
            Update,
            (
                drag_drop_image,
                resize_image,
                toggle_scene,
                toggle_tonemapping_method,
                update_color_grading_settings,
                update_ui,
            ),
        )
        .run();
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    camera_transform: Res<CameraTransform>,
) {
    // camera
    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                hdr: true,
                ..default()
            },
            transform: camera_transform.0,
            ..default()
        },
        FogSettings {
            color: Color::rgba_u8(43, 44, 47, 255),
            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,
        },
    ));

    // ui
    commands.spawn(
        TextBundle::from_section(
            "",
            TextStyle {
                font_size: 18.0,
                ..default()
            },
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );
}

fn setup_basic_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut images: ResMut<Assets<Image>>,
    asset_server: Res<AssetServer>,
) {
    // plane
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
            material: materials.add(Color::rgb(0.1, 0.2, 0.1)),
            ..default()
        },
        SceneNumber(1),
    ));

    // cubes
    let cube_material = materials.add(StandardMaterial {
        base_color_texture: Some(images.add(uv_debug_texture())),
        ..default()
    });

    let cube_mesh = meshes.add(Cuboid::new(0.25, 0.25, 0.25));
    for i in 0..5 {
        commands.spawn((
            PbrBundle {
                mesh: cube_mesh.clone(),
                material: cube_material.clone(),
                transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
                ..default()
            },
            SceneNumber(1),
        ));
    }

    // spheres
    let sphere_mesh = meshes.add(Sphere::new(0.125).mesh().uv(32, 18));
    for i in 0..6 {
        let j = i % 3;
        let s_val = if i < 3 { 0.0 } else { 0.2 };
        let material = if j == 0 {
            materials.add(StandardMaterial {
                base_color: Color::rgb(s_val, s_val, 1.0),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        } else if j == 1 {
            materials.add(StandardMaterial {
                base_color: Color::rgb(s_val, 1.0, s_val),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        } else {
            materials.add(StandardMaterial {
                base_color: Color::rgb(1.0, s_val, s_val),
                perceptual_roughness: 0.089,
                metallic: 0.0,
                ..default()
            })
        };
        commands.spawn((
            PbrBundle {
                mesh: sphere_mesh.clone(),
                material,
                transform: Transform::from_xyz(
                    j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } - 0.4,
                    0.125,
                    -j as f32 * 0.25 + if i < 3 { -0.15 } else { 0.15 } + 0.4,
                ),
                ..default()
            },
            SceneNumber(1),
        ));
    }

    // Flight Helmet
    commands.spawn((
        SceneBundle {
            scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
            transform: Transform::from_xyz(0.5, 0.0, -0.5)
                .with_rotation(Quat::from_rotation_y(-0.15 * PI)),
            ..default()
        },
        SceneNumber(1),
    ));

    // light
    commands.spawn((
        DirectionalLightBundle {
            directional_light: DirectionalLight {
                illuminance: 15_000.,
                shadows_enabled: true,
                ..default()
            },
            transform: Transform::from_rotation(Quat::from_euler(
                EulerRot::ZYX,
                0.0,
                PI * -0.15,
                PI * -0.15,
            )),
            cascade_shadow_config: CascadeShadowConfigBuilder {
                maximum_distance: 3.0,
                first_cascade_far_bound: 0.9,
                ..default()
            }
            .into(),
            ..default()
        },
        SceneNumber(1),
    ));
}

fn setup_color_gradient_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorGradientMaterial>>,
    camera_transform: Res<CameraTransform>,
) {
    let mut transform = camera_transform.0;
    transform.translation += *transform.forward();

    commands.spawn((
        MaterialMeshBundle {
            mesh: meshes.add(Rectangle::new(0.7, 0.7)),
            material: materials.add(ColorGradientMaterial {}),
            transform,
            visibility: Visibility::Hidden,
            ..default()
        },
        SceneNumber(2),
    ));
}

fn setup_image_viewer_scene(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    camera_transform: Res<CameraTransform>,
) {
    let mut transform = camera_transform.0;
    transform.translation += *transform.forward();

    // exr/hdr viewer (exr requires enabling bevy feature)
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Rectangle::default()),
            material: materials.add(StandardMaterial {
                base_color_texture: None,
                unlit: true,
                ..default()
            }),
            transform,
            visibility: Visibility::Hidden,
            ..default()
        },
        SceneNumber(3),
        HDRViewer,
    ));

    commands
        .spawn((
            TextBundle::from_section(
                "Drag and drop an HDR or EXR file",
                TextStyle {
                    font_size: 36.0,
                    color: Color::BLACK,
                    ..default()
                },
            )
            .with_text_justify(JustifyText::Center)
            .with_style(Style {
                align_self: AlignSelf::Center,
                margin: UiRect::all(Val::Auto),
                ..default()
            }),
            SceneNumber(3),
        ))
        .insert(Visibility::Hidden);
}

// ----------------------------------------------------------------------------

fn drag_drop_image(
    image_mat: Query<&Handle<StandardMaterial>, With<HDRViewer>>,
    text: Query<Entity, (With<Text>, With<SceneNumber>)>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut drop_events: EventReader<FileDragAndDrop>,
    asset_server: Res<AssetServer>,
    mut commands: Commands,
) {
    let Some(new_image) = drop_events.read().find_map(|e| match e {
        FileDragAndDrop::DroppedFile { path_buf, .. } => {
            Some(asset_server.load(path_buf.to_string_lossy().to_string()))
        }
        _ => None,
    }) else {
        return;
    };

    for mat_h in &image_mat {
        if let Some(mat) = materials.get_mut(mat_h) {
            mat.base_color_texture = Some(new_image.clone());

            // Despawn the image viewer instructions
            if let Ok(text_entity) = text.get_single() {
                commands.entity(text_entity).despawn();
            }
        }
    }
}

fn resize_image(
    image_mesh: Query<(&Handle<StandardMaterial>, &Handle<Mesh>), With<HDRViewer>>,
    materials: Res<Assets<StandardMaterial>>,
    mut meshes: ResMut<Assets<Mesh>>,
    images: Res<Assets<Image>>,
    mut image_events: EventReader<AssetEvent<Image>>,
) {
    for event in image_events.read() {
        let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
            continue;
        };

        for (mat_h, mesh_h) in &image_mesh {
            let Some(mat) = materials.get(mat_h) else {
                continue;
            };

            let Some(ref base_color_texture) = mat.base_color_texture else {
                continue;
            };

            if *id != base_color_texture.id() {
                continue;
            };

            let Some(image_changed) = images.get(*id) else {
                continue;
            };

            let size = image_changed.size_f32().normalize_or_zero() * 1.4;
            // Resize Mesh
            let quad = Mesh::from(Rectangle::from_size(size));
            meshes.insert(mesh_h, quad);
        }
    }
}

fn toggle_scene(
    keys: Res<ButtonInput<KeyCode>>,
    mut query: Query<(&mut Visibility, &SceneNumber)>,
    mut current_scene: ResMut<CurrentScene>,
) {
    let mut pressed = None;
    if keys.just_pressed(KeyCode::KeyQ) {
        pressed = Some(1);
    } else if keys.just_pressed(KeyCode::KeyW) {
        pressed = Some(2);
    } else if keys.just_pressed(KeyCode::KeyE) {
        pressed = Some(3);
    }

    if let Some(pressed) = pressed {
        current_scene.0 = pressed;

        for (mut visibility, scene) in query.iter_mut() {
            if scene.0 == pressed {
                *visibility = Visibility::Visible;
            } else {
                *visibility = Visibility::Hidden;
            }
        }
    }
}

fn toggle_tonemapping_method(
    keys: Res<ButtonInput<KeyCode>>,
    mut tonemapping: Query<&mut Tonemapping>,
    mut color_grading: Query<&mut ColorGrading>,
    per_method_settings: Res<PerMethodSettings>,
) {
    let mut method = tonemapping.single_mut();
    let mut color_grading = color_grading.single_mut();

    if keys.just_pressed(KeyCode::Digit1) {
        *method = Tonemapping::None;
    } else if keys.just_pressed(KeyCode::Digit2) {
        *method = Tonemapping::Reinhard;
    } else if keys.just_pressed(KeyCode::Digit3) {
        *method = Tonemapping::ReinhardLuminance;
    } else if keys.just_pressed(KeyCode::Digit4) {
        *method = Tonemapping::AcesFitted;
    } else if keys.just_pressed(KeyCode::Digit5) {
        *method = Tonemapping::AgX;
    } else if keys.just_pressed(KeyCode::Digit6) {
        *method = Tonemapping::SomewhatBoringDisplayTransform;
    } else if keys.just_pressed(KeyCode::Digit7) {
        *method = Tonemapping::TonyMcMapface;
    } else if keys.just_pressed(KeyCode::Digit8) {
        *method = Tonemapping::BlenderFilmic;
    }

    *color_grading = *per_method_settings
        .settings
        .get::<Tonemapping>(&method)
        .unwrap();
}

#[derive(Resource)]
struct SelectedParameter {
    value: i32,
    max: i32,
}

impl SelectedParameter {
    fn next(&mut self) {
        self.value = (self.value + 1).rem_euclid(self.max);
    }
    fn prev(&mut self) {
        self.value = (self.value - 1).rem_euclid(self.max);
    }
}

fn update_color_grading_settings(
    keys: Res<ButtonInput<KeyCode>>,
    time: Res<Time>,
    mut per_method_settings: ResMut<PerMethodSettings>,
    tonemapping: Query<&Tonemapping>,
    current_scene: Res<CurrentScene>,
    mut selected_parameter: ResMut<SelectedParameter>,
) {
    let method = tonemapping.single();
    let color_grading = per_method_settings.settings.get_mut(method).unwrap();
    let mut dt = time.delta_seconds() * 0.25;
    if keys.pressed(KeyCode::ArrowLeft) {
        dt = -dt;
    }

    if keys.just_pressed(KeyCode::ArrowDown) {
        selected_parameter.next();
    }
    if keys.just_pressed(KeyCode::ArrowUp) {
        selected_parameter.prev();
    }
    if keys.pressed(KeyCode::ArrowLeft) || keys.pressed(KeyCode::ArrowRight) {
        match selected_parameter.value {
            0 => {
                color_grading.exposure += dt;
            }
            1 => {
                color_grading.gamma += dt;
            }
            2 => {
                color_grading.pre_saturation += dt;
            }
            3 => {
                color_grading.post_saturation += dt;
            }
            _ => {}
        }
    }

    if keys.just_pressed(KeyCode::Space) {
        for (_, grading) in per_method_settings.settings.iter_mut() {
            *grading = ColorGrading::default();
        }
    }

    if keys.just_pressed(KeyCode::Enter) && current_scene.0 == 1 {
        for (mapper, grading) in per_method_settings.settings.iter_mut() {
            *grading = PerMethodSettings::basic_scene_recommendation(*mapper);
        }
    }
}

fn update_ui(
    mut text: Query<&mut Text, Without<SceneNumber>>,
    settings: Query<(&Tonemapping, &ColorGrading)>,
    current_scene: Res<CurrentScene>,
    selected_parameter: Res<SelectedParameter>,
    mut hide_ui: Local<bool>,
    keys: Res<ButtonInput<KeyCode>>,
) {
    let (method, color_grading) = settings.single();
    let method = *method;

    let mut text = text.single_mut();
    let text = &mut text.sections[0].value;

    if keys.just_pressed(KeyCode::KeyH) {
        *hide_ui = !*hide_ui;
    }
    text.clear();
    if *hide_ui {
        return;
    }

    let scn = current_scene.0;
    text.push_str("(H) Hide UI\n\n");
    text.push_str("Test Scene: \n");
    text.push_str(&format!(
        "(Q) {} Basic Scene\n",
        if scn == 1 { ">" } else { "" }
    ));
    text.push_str(&format!(
        "(W) {} Color Sweep\n",
        if scn == 2 { ">" } else { "" }
    ));
    text.push_str(&format!(
        "(E) {} Image Viewer\n",
        if scn == 3 { ">" } else { "" }
    ));

    text.push_str("\n\nTonemapping Method:\n");
    text.push_str(&format!(
        "(1) {} Disabled\n",
        if method == Tonemapping::None { ">" } else { "" }
    ));
    text.push_str(&format!(
        "(2) {} Reinhard\n",
        if method == Tonemapping::Reinhard {
            "> "
        } else {
            ""
        }
    ));
    text.push_str(&format!(
        "(3) {} Reinhard Luminance\n",
        if method == Tonemapping::ReinhardLuminance {
            ">"
        } else {
            ""
        }
    ));
    text.push_str(&format!(
        "(4) {} ACES Fitted\n",
        if method == Tonemapping::AcesFitted {
            ">"
        } else {
            ""
        }
    ));
    text.push_str(&format!(
        "(5) {} AgX\n",
        if method == Tonemapping::AgX { ">" } else { "" }
    ));
    text.push_str(&format!(
        "(6) {} SomewhatBoringDisplayTransform\n",
        if method == Tonemapping::SomewhatBoringDisplayTransform {
            ">"
        } else {
            ""
        }
    ));
    text.push_str(&format!(
        "(7) {} TonyMcMapface\n",
        if method == Tonemapping::TonyMcMapface {
            ">"
        } else {
            ""
        }
    ));
    text.push_str(&format!(
        "(8) {} Blender Filmic\n",
        if method == Tonemapping::BlenderFilmic {
            ">"
        } else {
            ""
        }
    ));

    text.push_str("\n\nColor Grading:\n");
    text.push_str("(arrow keys)\n");
    if selected_parameter.value == 0 {
        text.push_str("> ");
    }
    text.push_str(&format!("Exposure: {}\n", color_grading.exposure));
    if selected_parameter.value == 1 {
        text.push_str("> ");
    }
    text.push_str(&format!("Gamma: {}\n", color_grading.gamma));
    if selected_parameter.value == 2 {
        text.push_str("> ");
    }
    text.push_str(&format!(
        "PreSaturation: {}\n",
        color_grading.pre_saturation
    ));
    if selected_parameter.value == 3 {
        text.push_str("> ");
    }
    text.push_str(&format!(
        "PostSaturation: {}\n",
        color_grading.post_saturation
    ));
    text.push_str("(Space) Reset all to default\n");

    if current_scene.0 == 1 {
        text.push_str("(Enter) Reset all to scene recommendation\n");
    }
}

// ----------------------------------------------------------------------------

#[derive(Resource)]
struct PerMethodSettings {
    settings: HashMap<Tonemapping, ColorGrading>,
}

impl PerMethodSettings {
    fn basic_scene_recommendation(method: Tonemapping) -> ColorGrading {
        match method {
            Tonemapping::Reinhard | Tonemapping::ReinhardLuminance => ColorGrading {
                exposure: 0.5,
                ..default()
            },
            Tonemapping::AcesFitted => ColorGrading {
                exposure: 0.35,
                ..default()
            },
            Tonemapping::AgX => ColorGrading {
                exposure: -0.2,
                gamma: 1.0,
                pre_saturation: 1.1,
                post_saturation: 1.1,
            },
            _ => ColorGrading::default(),
        }
    }
}

impl Default for PerMethodSettings {
    fn default() -> Self {
        let mut settings = HashMap::new();

        for method in [
            Tonemapping::None,
            Tonemapping::Reinhard,
            Tonemapping::ReinhardLuminance,
            Tonemapping::AcesFitted,
            Tonemapping::AgX,
            Tonemapping::SomewhatBoringDisplayTransform,
            Tonemapping::TonyMcMapface,
            Tonemapping::BlenderFilmic,
        ] {
            settings.insert(
                method,
                PerMethodSettings::basic_scene_recommendation(method),
            );
        }

        Self { settings }
    }
}

/// Creates a colorful test pattern
fn uv_debug_texture() -> Image {
    const TEXTURE_SIZE: usize = 8;

    let mut palette: [u8; 32] = [
        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
    ];

    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
    for y in 0..TEXTURE_SIZE {
        let offset = TEXTURE_SIZE * y * 4;
        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
        palette.rotate_right(4);
    }

    let mut img = Image::new_fill(
        Extent3d {
            width: TEXTURE_SIZE as u32,
            height: TEXTURE_SIZE as u32,
            depth_or_array_layers: 1,
        },
        TextureDimension::D2,
        &texture_data,
        TextureFormat::Rgba8UnormSrgb,
        RenderAssetUsages::RENDER_WORLD,
    );
    img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
    img
}

impl Material for ColorGradientMaterial {
    fn fragment_shader() -> ShaderRef {
        "shaders/tonemapping_test_patterns.wgsl".into()
    }
}

#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct ColorGradientMaterial {}

#[derive(Resource)]
struct CameraTransform(Transform);

#[derive(Resource)]
struct CurrentScene(u32);

#[derive(Component)]
struct SceneNumber(u32);

#[derive(Component)]
struct HDRViewer;