//! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing). use std::{f32::consts::PI, fmt::Write}; use bevy::{ core_pipeline::{ contrast_adaptive_sharpening::ContrastAdaptiveSharpening, experimental::taa::{TemporalAntiAliasPlugin, TemporalAntiAliasing}, fxaa::{Fxaa, Sensitivity}, prepass::{DepthPrepass, MotionVectorPrepass}, smaa::{Smaa, SmaaPreset}, }, pbr::CascadeShadowConfigBuilder, prelude::*, render::{ camera::TemporalJitter, render_asset::RenderAssetUsages, render_resource::{Extent3d, TextureDimension, TextureFormat}, texture::{ImageSampler, ImageSamplerDescriptor}, }, }; fn main() { App::new() .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin)) .add_systems(Startup, setup) .add_systems(Update, (modify_aa, modify_sharpening, update_ui)) .run(); } type TaaComponents = ( TemporalAntiAliasing, TemporalJitter, DepthPrepass, MotionVectorPrepass, ); fn modify_aa( keys: Res>, camera: Single< ( Entity, Option<&mut Fxaa>, Option<&mut Smaa>, Option<&TemporalAntiAliasing>, &mut Msaa, ), With, >, mut commands: Commands, ) { let (camera_entity, fxaa, smaa, taa, mut msaa) = camera.into_inner(); let mut camera = commands.entity(camera_entity); // No AA if keys.just_pressed(KeyCode::Digit1) { *msaa = Msaa::Off; camera .remove::() .remove::() .remove::(); } // MSAA if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off { camera .remove::() .remove::() .remove::(); *msaa = Msaa::Sample4; } // MSAA Sample Count if *msaa != Msaa::Off { if keys.just_pressed(KeyCode::KeyQ) { *msaa = Msaa::Sample2; } if keys.just_pressed(KeyCode::KeyW) { *msaa = Msaa::Sample4; } if keys.just_pressed(KeyCode::KeyE) { *msaa = Msaa::Sample8; } } // FXAA if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() { *msaa = Msaa::Off; camera .remove::() .remove::() .insert(Fxaa::default()); } // FXAA Settings if let Some(mut fxaa) = fxaa { if keys.just_pressed(KeyCode::KeyQ) { fxaa.edge_threshold = Sensitivity::Low; fxaa.edge_threshold_min = Sensitivity::Low; } if keys.just_pressed(KeyCode::KeyW) { fxaa.edge_threshold = Sensitivity::Medium; fxaa.edge_threshold_min = Sensitivity::Medium; } if keys.just_pressed(KeyCode::KeyE) { fxaa.edge_threshold = Sensitivity::High; fxaa.edge_threshold_min = Sensitivity::High; } if keys.just_pressed(KeyCode::KeyR) { fxaa.edge_threshold = Sensitivity::Ultra; fxaa.edge_threshold_min = Sensitivity::Ultra; } if keys.just_pressed(KeyCode::KeyT) { fxaa.edge_threshold = Sensitivity::Extreme; fxaa.edge_threshold_min = Sensitivity::Extreme; } } // SMAA if keys.just_pressed(KeyCode::Digit4) && smaa.is_none() { *msaa = Msaa::Off; camera .remove::() .remove::() .insert(Smaa::default()); } // SMAA Settings if let Some(mut smaa) = smaa { if keys.just_pressed(KeyCode::KeyQ) { smaa.preset = SmaaPreset::Low; } if keys.just_pressed(KeyCode::KeyW) { smaa.preset = SmaaPreset::Medium; } if keys.just_pressed(KeyCode::KeyE) { smaa.preset = SmaaPreset::High; } if keys.just_pressed(KeyCode::KeyR) { smaa.preset = SmaaPreset::Ultra; } } // TAA if keys.just_pressed(KeyCode::Digit5) && taa.is_none() { *msaa = Msaa::Off; camera .remove::() .remove::() .insert(TemporalAntiAliasing::default()); } } fn modify_sharpening( keys: Res>, mut query: Query<&mut ContrastAdaptiveSharpening>, ) { for mut cas in &mut query { if keys.just_pressed(KeyCode::Digit0) { cas.enabled = !cas.enabled; } if cas.enabled { if keys.just_pressed(KeyCode::Minus) { cas.sharpening_strength -= 0.1; cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0); } if keys.just_pressed(KeyCode::Equal) { cas.sharpening_strength += 0.1; cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0); } if keys.just_pressed(KeyCode::KeyD) { cas.denoise = !cas.denoise; } } } } fn update_ui( camera: Single< ( Option<&Fxaa>, Option<&Smaa>, Option<&TemporalAntiAliasing>, &ContrastAdaptiveSharpening, &Msaa, ), With, >, mut ui: Single<&mut Text>, ) { let (fxaa, smaa, taa, cas, msaa) = *camera; let ui = &mut ui.0; *ui = "Antialias Method\n".to_string(); draw_selectable_menu_item( ui, "No AA", '1', *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() && smaa.is_none(), ); draw_selectable_menu_item(ui, "MSAA", '2', *msaa != Msaa::Off); draw_selectable_menu_item(ui, "FXAA", '3', fxaa.is_some()); draw_selectable_menu_item(ui, "SMAA", '4', smaa.is_some()); draw_selectable_menu_item(ui, "TAA", '5', taa.is_some()); if *msaa != Msaa::Off { ui.push_str("\n----------\n\nSample Count\n"); draw_selectable_menu_item(ui, "2", 'Q', *msaa == Msaa::Sample2); draw_selectable_menu_item(ui, "4", 'W', *msaa == Msaa::Sample4); draw_selectable_menu_item(ui, "8", 'E', *msaa == Msaa::Sample8); } if let Some(fxaa) = fxaa { ui.push_str("\n----------\n\nSensitivity\n"); draw_selectable_menu_item(ui, "Low", 'Q', fxaa.edge_threshold == Sensitivity::Low); draw_selectable_menu_item( ui, "Medium", 'W', fxaa.edge_threshold == Sensitivity::Medium, ); draw_selectable_menu_item(ui, "High", 'E', fxaa.edge_threshold == Sensitivity::High); draw_selectable_menu_item(ui, "Ultra", 'R', fxaa.edge_threshold == Sensitivity::Ultra); draw_selectable_menu_item( ui, "Extreme", 'T', fxaa.edge_threshold == Sensitivity::Extreme, ); } if let Some(smaa) = smaa { ui.push_str("\n----------\n\nQuality\n"); draw_selectable_menu_item(ui, "Low", 'Q', smaa.preset == SmaaPreset::Low); draw_selectable_menu_item(ui, "Medium", 'W', smaa.preset == SmaaPreset::Medium); draw_selectable_menu_item(ui, "High", 'E', smaa.preset == SmaaPreset::High); draw_selectable_menu_item(ui, "Ultra", 'R', smaa.preset == SmaaPreset::Ultra); } ui.push_str("\n----------\n\n"); draw_selectable_menu_item(ui, "Sharpening", '0', cas.enabled); if cas.enabled { ui.push_str(&format!("(-/+) Strength: {:.1}\n", cas.sharpening_strength)); draw_selectable_menu_item(ui, "Denoising", 'D', cas.denoise); } } /// Set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut images: ResMut>, asset_server: Res, ) { // Plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))), MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))), )); let cube_material = materials.add(StandardMaterial { base_color_texture: Some(images.add(uv_debug_texture())), ..default() }); // Cubes for i in 0..5 { commands.spawn(( Mesh3d(meshes.add(Cuboid::new(0.25, 0.25, 0.25))), MeshMaterial3d(cube_material.clone()), Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5), )); } // Flight Helmet commands.spawn(SceneRoot(asset_server.load( GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"), ))); // Light commands.spawn(( DirectionalLight { illuminance: light_consts::lux::FULL_DAYLIGHT, shadows_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(), )); // Camera commands.spawn(( Camera3d::default(), Camera { hdr: true, ..default() }, Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), ContrastAdaptiveSharpening { enabled: false, ..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: 150.0, ..default() }, DistanceFog { color: Color::srgba_u8(43, 44, 47, 255), falloff: FogFalloff::Linear { start: 1.0, end: 4.0, }, ..default() }, )); // example instructions commands.spawn(( Text::default(), Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, )); } /// Writes a simple menu item that can be on or off. fn draw_selectable_menu_item(ui: &mut String, label: &str, shortcut: char, enabled: bool) { let star = if enabled { "*" } else { "" }; let _ = writeln!(*ui, "({shortcut}) {star}{label}{star}"); } /// 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 }