Skip to main content

bevy_post_process/bloom/
settings.rs

1use super::downsampling_pipeline::BloomUniforms;
2use bevy_camera::{Camera, Hdr};
3use bevy_ecs::{
4    prelude::Component,
5    query::{QueryItem, With},
6    reflect::ReflectComponent,
7};
8use bevy_math::{AspectRatio, URect, UVec4, Vec2, Vec4};
9use bevy_reflect::{std_traits::ReflectDefault, Reflect};
10use bevy_render::{extract_component::ExtractComponent, sync_component::SyncComponent};
11
12/// Applies a bloom effect to an HDR-enabled 2d or 3d camera.
13///
14/// Bloom emulates an effect found in real cameras and the human eye,
15/// causing halos to appear around very bright parts of the scene.
16///
17/// See also <https://en.wikipedia.org/wiki/Bloom_(shader_effect)>.
18///
19/// # Usage Notes
20///
21/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` for 3d meshes.
22///
23/// Bloom is best used alongside a tonemapping function that desaturates bright colors,
24/// such as [`bevy_core_pipeline::tonemapping::Tonemapping::TonyMcMapface`].
25///
26/// Bevy's implementation uses a parametric curve to blend between a set of
27/// blurred (lower frequency) images generated from the camera's view.
28/// See <https://starlederer.github.io/bloom/> for a visualization of the parametric curve
29/// used in Bevy as well as a visualization of the curve's respective scattering profile.
30#[derive(Component, Reflect, Clone)]
31#[reflect(Component, Default, Clone)]
32#[require(Hdr)]
33pub struct Bloom {
34    /// Controls the baseline of how much the image is scattered (default: 0.15).
35    ///
36    /// This parameter should be used only to control the strength of the bloom
37    /// for the scene as a whole. Increasing it too much will make the scene appear
38    /// blurry and over-exposed.
39    ///
40    /// To make a mesh glow brighter, rather than increase the bloom intensity,
41    /// you should increase the mesh's `emissive` value.
42    ///
43    /// # In energy-conserving mode
44    /// The value represents how likely the light is to scatter.
45    ///
46    /// The value should be between 0.0 and 1.0 where:
47    /// * 0.0 means no bloom
48    /// * 1.0 means the light is scattered as much as possible
49    ///
50    /// # In additive mode
51    /// The value represents how much scattered light is added to
52    /// the image to create the glow effect.
53    ///
54    /// In this configuration:
55    /// * 0.0 means no bloom
56    /// * Greater than 0.0 means a proportionate amount of scattered light is added
57    pub intensity: f32,
58
59    /// Low frequency contribution boost.
60    /// Controls how much more likely the light
61    /// is to scatter completely sideways (low frequency image).
62    ///
63    /// Comparable to a low shelf boost on an equalizer.
64    ///
65    /// # In energy-conserving mode
66    /// The value should be between 0.0 and 1.0 where:
67    /// * 0.0 means low frequency light uses base intensity for blend factor calculation
68    /// * 1.0 means low frequency light contributes at full power
69    ///
70    /// # In additive mode
71    /// The value represents how much scattered light is added to
72    /// the image to create the glow effect.
73    ///
74    /// In this configuration:
75    /// * 0.0 means no bloom
76    /// * Greater than 0.0 means a proportionate amount of scattered light is added
77    pub low_frequency_boost: f32,
78
79    /// Low frequency contribution boost curve.
80    /// Controls the curvature of the blend factor function
81    /// making frequencies next to the lowest ones contribute more.
82    ///
83    /// Somewhat comparable to the Q factor of an equalizer node.
84    ///
85    /// Valid range:
86    /// * 0.0 - base intensity and boosted intensity are linearly interpolated
87    /// * 1.0 - all frequencies below maximum are at boosted intensity level
88    pub low_frequency_boost_curvature: f32,
89
90    /// Tightens how much the light scatters (default: 1.0).
91    ///
92    /// Valid range:
93    /// * 0.0 - maximum scattering angle is 0 degrees (no scattering)
94    /// * 1.0 - maximum scattering angle is 90 degrees
95    pub high_pass_frequency: f32,
96
97    /// Controls the threshold filter used for extracting the brightest regions from the input image
98    /// before blurring them and compositing back onto the original image.
99    ///
100    /// Changing these settings creates a physically inaccurate image and makes it easy to make
101    /// the final result look worse. However, they can be useful when emulating the 1990s-2000s game look.
102    /// See [`BloomPrefilter`] for more information.
103    pub prefilter: BloomPrefilter,
104
105    /// Controls whether bloom textures
106    /// are blended between or added to each other. Useful
107    /// if image brightening is desired and a must-change
108    /// if `prefilter` is used.
109    ///
110    /// # Recommendation
111    /// Set to [`BloomCompositeMode::Additive`] if `prefilter` is
112    /// configured in a non-energy-conserving way,
113    /// otherwise set to [`BloomCompositeMode::EnergyConserving`].
114    pub composite_mode: BloomCompositeMode,
115
116    /// Maximum size of each dimension for the largest mipchain texture used in downscaling/upscaling.
117    /// Only tweak if you are seeing visual artifacts.
118    pub max_mip_dimension: u32,
119
120    /// Amount to stretch the bloom on each axis. Artistic control, can be used to emulate
121    /// anamorphic blur by using a large x-value. For large values, you may need to increase
122    /// [`Bloom::max_mip_dimension`] to reduce sampling artifacts.
123    pub scale: Vec2,
124}
125
126impl Bloom {
127    const DEFAULT_MAX_MIP_DIMENSION: u32 = 512;
128
129    /// The default bloom preset.
130    ///
131    /// This uses the [`EnergyConserving`](BloomCompositeMode::EnergyConserving) composite mode.
132    pub const NATURAL: Self = Self {
133        intensity: 0.15,
134        low_frequency_boost: 0.7,
135        low_frequency_boost_curvature: 0.95,
136        high_pass_frequency: 1.0,
137        prefilter: BloomPrefilter {
138            threshold: 0.0,
139            threshold_softness: 0.0,
140        },
141        composite_mode: BloomCompositeMode::EnergyConserving,
142        max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
143        scale: Vec2::ONE,
144    };
145
146    /// Emulates the look of stylized anamorphic bloom, stretched horizontally.
147    pub const ANAMORPHIC: Self = Self {
148        // The larger scale necessitates a larger resolution to reduce artifacts:
149        max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION * 2,
150        scale: Vec2::new(4.0, 1.0),
151        ..Self::NATURAL
152    };
153
154    /// A preset that's similar to how older games did bloom.
155    pub const OLD_SCHOOL: Self = Self {
156        intensity: 0.05,
157        low_frequency_boost: 0.7,
158        low_frequency_boost_curvature: 0.95,
159        high_pass_frequency: 1.0,
160        prefilter: BloomPrefilter {
161            threshold: 0.6,
162            threshold_softness: 0.2,
163        },
164        composite_mode: BloomCompositeMode::Additive,
165        max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
166        scale: Vec2::ONE,
167    };
168
169    /// A preset that applies a very strong bloom, and blurs the whole screen.
170    pub const SCREEN_BLUR: Self = Self {
171        intensity: 1.0,
172        low_frequency_boost: 0.0,
173        low_frequency_boost_curvature: 0.0,
174        high_pass_frequency: 1.0 / 3.0,
175        prefilter: BloomPrefilter {
176            threshold: 0.0,
177            threshold_softness: 0.0,
178        },
179        composite_mode: BloomCompositeMode::EnergyConserving,
180        max_mip_dimension: Self::DEFAULT_MAX_MIP_DIMENSION,
181        scale: Vec2::ONE,
182    };
183}
184
185impl Default for Bloom {
186    fn default() -> Self {
187        Self::NATURAL
188    }
189}
190
191/// Applies a threshold filter to the input image to extract the brightest
192/// regions before blurring them and compositing back onto the original image.
193/// These settings are useful when emulating the 1990s-2000s game look.
194///
195/// # Considerations
196/// * Changing these settings creates a physically inaccurate image
197/// * Changing these settings makes it easy to make the final result look worse
198/// * Non-default prefilter settings should be used in conjunction with [`BloomCompositeMode::Additive`]
199#[derive(Default, Clone, Reflect)]
200#[reflect(Clone, Default)]
201pub struct BloomPrefilter {
202    /// Baseline of the quadratic threshold curve (default: 0.0).
203    ///
204    /// RGB values under the threshold curve will not contribute to the effect.
205    pub threshold: f32,
206
207    /// Controls how much to blend between the thresholded and non-thresholded colors (default: 0.0).
208    ///
209    /// 0.0 = Abrupt threshold, no blending
210    /// 1.0 = Fully soft threshold
211    ///
212    /// Values outside of the range [0.0, 1.0] will be clamped.
213    pub threshold_softness: f32,
214}
215
216#[derive(Debug, Clone, Reflect, PartialEq, Eq, Hash, Copy)]
217#[reflect(Clone, Hash, PartialEq)]
218pub enum BloomCompositeMode {
219    EnergyConserving,
220    Additive,
221}
222
223impl SyncComponent for Bloom {
224    type Target = (Self, BloomUniforms);
225}
226
227impl ExtractComponent for Bloom {
228    type QueryData = (&'static Self, &'static Camera);
229    type QueryFilter = With<Hdr>;
230    type Out = (Self, BloomUniforms);
231
232    fn extract_component((bloom, camera): QueryItem<'_, '_, Self::QueryData>) -> Option<Self::Out> {
233        match (
234            camera.physical_viewport_rect(),
235            camera.physical_viewport_size(),
236            camera.physical_target_size(),
237            camera.is_active,
238        ) {
239            (Some(URect { min: origin, .. }), Some(size), Some(target_size), true)
240                if size.x != 0 && size.y != 0 =>
241            {
242                let threshold = bloom.prefilter.threshold;
243                let threshold_softness = bloom.prefilter.threshold_softness;
244                let knee = threshold * threshold_softness.clamp(0.0, 1.0);
245
246                let uniform = BloomUniforms {
247                    threshold_precomputations: Vec4::new(
248                        threshold,
249                        threshold - knee,
250                        2.0 * knee,
251                        0.25 / (knee + 0.00001),
252                    ),
253                    viewport: UVec4::new(origin.x, origin.y, size.x, size.y).as_vec4()
254                        / UVec4::new(target_size.x, target_size.y, target_size.x, target_size.y)
255                            .as_vec4(),
256                    aspect: AspectRatio::try_from_pixels(size.x, size.y)
257                        .expect("Valid screen size values for Bloom settings")
258                        .ratio(),
259                    scale: bloom.scale,
260                };
261
262                Some((bloom.clone(), uniform))
263            }
264            _ => None,
265        }
266    }
267}