ui: Quality panel + runtime bloom-quality rebuild

Adds a dedicated Quality collapsible section: bloom quality dropdown
(Off/Low/Medium/High), bloom threshold/strength, exposure, resolution
scale, star AA toggle. Changing bloom quality at runtime triggers a
pipeline rebuild (despawn bloom entities + respawn via spawn_bloom_pipeline
helper). MSAA honestly labeled as decorative.

Note: the rebuild currently re-spawns the full 3-level pyramid whenever
bloom is enabled (Off vs On). Partial pyramids for Low/Medium are a
future enhancement.
This commit is contained in:
xfy 2026-07-15 00:31:50 +08:00
parent c06f1543db
commit 7591b790b2
3 changed files with 273 additions and 135 deletions

View File

@ -1,7 +1,7 @@
use bevy::prelude::*;
/// Bloom pyramid depth (number of bloom textures).
#[derive(Clone, Copy, PartialEq, Eq, Default)]
#[derive(Clone, Copy, PartialEq, Eq, Default, Debug)]
pub enum BloomQuality {
Off, // no bloom, scene-only ACES composite
Low, // 1 level: brightpass → composite (soft halo)

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@ -75,6 +75,11 @@ pub struct BloomTarget2(pub Handle<Image>);
#[derive(Component)]
pub struct BloomFinalTarget(pub Handle<Image>);
/// Tracks the bloom quality currently applied to the render pipeline.
/// When it differs from `params.bloom_quality`, a rebuild is triggered.
#[derive(Resource)]
pub struct AppliedBloomQuality(pub crate::params::BloomQuality);
pub struct BlackHolePlugin;
impl Plugin for BlackHolePlugin {
@ -99,6 +104,7 @@ impl Plugin for BlackHolePlugin {
),
)
.add_systems(Update, crate::scene::planets::upload_planets)
.add_systems(Update, rebuild_bloom)
// bevy_egui 0.41 requires UI systems to run inside the egui context
// pass (fonts/ctx are initialized there); placing them in Update panics.
.add_systems(bevy_egui::EguiPrimaryContextPass, crate::ui::ui_system);
@ -183,142 +189,25 @@ fn spawn_fullscreen_quad(
if levels > 0 {
// NOTE: when bloom is enabled the full 3-level pyramid (High) always
// runs here. Partial pyramid — Low = brightpass-only, Medium = 1 down +
// 1 up — is deferred to the runtime rebuild in Task 8, which can spawn
// fewer passes. For now this is a simple Off vs On gate.
//
// --- Bright-pass (bloom stage [2]): half-res float target ---
let bw = ((w as f32 * 0.5) as u32).max(1);
let bh = ((h as f32 * 0.5) as u32).max(1);
let bloom0 = images.add(Image::new_target_texture(
bw, bh, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomTarget0(bloom0.clone()));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(bp_materials.add(crate::render::material::BrightPassMaterial {
threshold: 1.0,
source: offscreen.clone(),
})),
Transform::default().with_scale(Vec3::new(bw as f32 / 2.0, bh as f32 / 2.0, 1.0)),
BrightPassQuad,
QuadScaleFactor(0.5, 0.5),
RenderLayers::layer(2),
));
commands.spawn((
Camera2d,
Camera {
order: -19,
clear_color: ClearColorConfig::Custom(Color::srgb(0.0, 0.0, 0.0)),
..default()
},
RenderTarget::Image(bloom0.clone().into()),
Msaa::Off,
BrightPassCamera,
Nudgable,
RenderLayers::layer(2),
));
// --- Blur pyramid (bloom stages [3]/[4]): bloom_1, bloom_2 + down/up passes ---
let b1w = ((w as f32 * 0.25) as u32).max(1);
let b1h = ((h as f32 * 0.25) as u32).max(1);
let b2w = ((w as f32 * 0.125) as u32).max(1);
let b2h = ((h as f32 * 0.125) as u32).max(1);
let bloom1 = images.add(Image::new_target_texture(
b1w, b1h, TextureFormat::Rgba16Float, None,
));
let bloom2 = images.add(Image::new_target_texture(
b2w, b2h, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomTarget1(bloom1.clone()));
commands.spawn(BloomTarget2(bloom2.clone()));
// Down pass 0→1: samples bloom0 (half-res), writes bloom1 (quarter-res).
let down01_texel = Vec2::new(1.0 / bw as f32, 1.0 / bh as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 0, texel_size: down01_texel, blend: 0.0, _pad0: 0.0,
},
source: bloom0.clone(),
})),
Transform::default().with_scale(Vec3::new(b1w as f32 / 2.0, b1h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.25, 0.25),
RenderLayers::layer(3),
));
// Down pass 1→2: samples bloom1 (quarter), writes bloom2 (eighth).
let down12_texel = Vec2::new(1.0 / b1w as f32, 1.0 / b1h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 0, texel_size: down12_texel, blend: 0.0, _pad0: 0.0,
},
source: bloom1.clone(),
})),
Transform::default().with_scale(Vec3::new(b2w as f32 / 2.0, b2h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.125, 0.125),
RenderLayers::layer(4),
));
// Up pass 2→1: samples bloom2 (eighth), writes bloom1 (quarter).
let up21_texel = Vec2::new(1.0 / b2w as f32, 1.0 / b2h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 1, texel_size: up21_texel, blend: 0.6, _pad0: 0.0,
},
source: bloom2.clone(),
})),
Transform::default().with_scale(Vec3::new(b1w as f32 / 2.0, b1h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.25, 0.25),
RenderLayers::layer(5),
));
// Up pass 1→0: samples bloom1 (quarter), writes bloom_final (half).
let bfw = bw;
let bfh = bh;
let bloom_final = images.add(Image::new_target_texture(
bfw, bfh, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomFinalTarget(bloom_final.clone()));
let up10_texel = Vec2::new(1.0 / b1w as f32, 1.0 / b1h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 1, texel_size: up10_texel, blend: 0.8, _pad0: 0.0,
},
source: bloom1.clone(),
})),
Transform::default().with_scale(Vec3::new(bfw as f32 / 2.0, bfh as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.5, 0.5),
RenderLayers::layer(6),
));
// Cameras: down01=-18, down12=-17, up21=-16, up10=-15.
commands.spawn((
Camera2d, Camera { order: -18, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom1.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(3),
));
commands.spawn((
Camera2d, Camera { order: -17, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom2.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(4),
));
commands.spawn((
Camera2d, Camera { order: -16, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom1.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(5),
));
commands.spawn((
Camera2d, Camera { order: -15, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom_final.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(6),
));
bloom_final_handle = Some(bloom_final.clone());
// 1 up — is a future enhancement; for now this is a simple Off vs On
// gate. spawn_bloom_pipeline always emits the full pyramid when called.
bloom_final_handle = spawn_bloom_pipeline(
&mut commands,
&mut images,
&mut bp_materials,
&mut blur_materials,
&mut meshes,
&offscreen,
w,
h,
);
}
// Track the quality tier currently realized in the render graph. Must be
// set here (not via init_resource) so it matches the tiered params default
// (Off on web, High on desktop) rather than the enum's #[default].
commands.insert_resource(AppliedBloomQuality(params.bloom_quality));
// --- Composite quad (draws HDR scene + bloom to the window, ACES tone-mapped) ---
// When bloom is off (BloomQuality::Off), bloom_final_handle is None and we
// fall back to a 1x1 black texture: the composite samples black, yielding a
@ -352,6 +241,160 @@ fn spawn_fullscreen_quad(
commands.spawn((Camera2d, Msaa::Off, UpscaleCamera, Nudgable, RenderLayers::layer(1)));
}
/// Spawns the bloom pipeline (brightpass + blur pyramid + bloom_final).
/// Called at startup and when bloom_quality changes at runtime.
///
/// Pragmatic scope: this always emits the full 3-level pyramid (High) when
/// called. Partial pyramids — Low (brightpass-only) and Medium (1 down + 1 up)
/// — are a future enhancement; the caller simply does not invoke this for
/// `BloomQuality::Off`. The `levels`-driven branching is intentionally absent.
///
/// Returns the `bloom_final` handle (the half-res texture the composite pass
/// samples). Caller must fall back to a 1x1 black texture when it returns None.
#[allow(clippy::too_many_arguments)]
fn spawn_bloom_pipeline(
commands: &mut Commands,
images: &mut Assets<Image>,
bp_materials: &mut Assets<crate::render::material::BrightPassMaterial>,
blur_materials: &mut Assets<crate::render::material::BlurMaterial>,
meshes: &mut Assets<Mesh>,
offscreen: &Handle<Image>,
w: u32,
h: u32,
) -> Option<Handle<Image>> {
// --- Bright-pass (bloom stage [2]): half-res float target ---
let bw = ((w as f32 * 0.5) as u32).max(1);
let bh = ((h as f32 * 0.5) as u32).max(1);
let bloom0 = images.add(Image::new_target_texture(
bw, bh, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomTarget0(bloom0.clone()));
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(bp_materials.add(crate::render::material::BrightPassMaterial {
threshold: 1.0,
source: offscreen.clone(),
})),
Transform::default().with_scale(Vec3::new(bw as f32 / 2.0, bh as f32 / 2.0, 1.0)),
BrightPassQuad,
QuadScaleFactor(0.5, 0.5),
RenderLayers::layer(2),
));
commands.spawn((
Camera2d,
Camera {
order: -19,
clear_color: ClearColorConfig::Custom(Color::srgb(0.0, 0.0, 0.0)),
..default()
},
RenderTarget::Image(bloom0.clone().into()),
Msaa::Off,
BrightPassCamera,
Nudgable,
RenderLayers::layer(2),
));
// --- Blur pyramid (bloom stages [3]/[4]): bloom_1, bloom_2 + down/up passes ---
let b1w = ((w as f32 * 0.25) as u32).max(1);
let b1h = ((h as f32 * 0.25) as u32).max(1);
let b2w = ((w as f32 * 0.125) as u32).max(1);
let b2h = ((h as f32 * 0.125) as u32).max(1);
let bloom1 = images.add(Image::new_target_texture(
b1w, b1h, TextureFormat::Rgba16Float, None,
));
let bloom2 = images.add(Image::new_target_texture(
b2w, b2h, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomTarget1(bloom1.clone()));
commands.spawn(BloomTarget2(bloom2.clone()));
// Down pass 0→1: samples bloom0 (half-res), writes bloom1 (quarter-res).
let down01_texel = Vec2::new(1.0 / bw as f32, 1.0 / bh as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 0, texel_size: down01_texel, blend: 0.0, _pad0: 0.0,
},
source: bloom0.clone(),
})),
Transform::default().with_scale(Vec3::new(b1w as f32 / 2.0, b1h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.25, 0.25),
RenderLayers::layer(3),
));
// Down pass 1→2: samples bloom1 (quarter), writes bloom2 (eighth).
let down12_texel = Vec2::new(1.0 / b1w as f32, 1.0 / b1h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 0, texel_size: down12_texel, blend: 0.0, _pad0: 0.0,
},
source: bloom1.clone(),
})),
Transform::default().with_scale(Vec3::new(b2w as f32 / 2.0, b2h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.125, 0.125),
RenderLayers::layer(4),
));
// Up pass 2→1: samples bloom2 (eighth), writes bloom1 (quarter).
let up21_texel = Vec2::new(1.0 / b2w as f32, 1.0 / b2h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 1, texel_size: up21_texel, blend: 0.6, _pad0: 0.0,
},
source: bloom2.clone(),
})),
Transform::default().with_scale(Vec3::new(b1w as f32 / 2.0, b1h as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.25, 0.25),
RenderLayers::layer(5),
));
// Up pass 1→0: samples bloom1 (quarter), writes bloom_final (half).
let bfw = bw;
let bfh = bh;
let bloom_final = images.add(Image::new_target_texture(
bfw, bfh, TextureFormat::Rgba16Float, None,
));
commands.spawn(BloomFinalTarget(bloom_final.clone()));
let up10_texel = Vec2::new(1.0 / b1w as f32, 1.0 / b1h as f32);
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(blur_materials.add(crate::render::material::BlurMaterial {
uniform: crate::render::material::BlurUniform {
mode: 1, texel_size: up10_texel, blend: 0.8, _pad0: 0.0,
},
source: bloom1.clone(),
})),
Transform::default().with_scale(Vec3::new(bfw as f32 / 2.0, bfh as f32 / 2.0, 1.0)),
BlurQuad,
QuadScaleFactor(0.5, 0.5),
RenderLayers::layer(6),
));
// Cameras: down01=-18, down12=-17, up21=-16, up10=-15.
commands.spawn((
Camera2d, Camera { order: -18, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom1.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(3),
));
commands.spawn((
Camera2d, Camera { order: -17, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom2.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(4),
));
commands.spawn((
Camera2d, Camera { order: -16, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom1.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(5),
));
commands.spawn((
Camera2d, Camera { order: -15, clear_color: ClearColorConfig::Custom(Color::srgb(0.0,0.0,0.0)), ..default() },
RenderTarget::Image(bloom_final.clone().into()), Msaa::Off, BlurCamera, Nudgable, RenderLayers::layer(6),
));
Some(bloom_final.clone())
}
/// Recreate the offscreen Image and rescale both quads on window resize,
/// honoring the live `render_scale` param.
#[allow(clippy::type_complexity)]
@ -437,6 +480,80 @@ fn nudge_camera(
}
}
/// Detects a bloom_quality change and rebuilds the bloom pipeline.
/// Heavy (despawns and respawns all bloom entities + their cameras/targets)
/// but only fires when the user changes the dropdown in the Quality panel.
///
/// `applied` is read as `Res` (immutable borrow) and re-written via
/// `commands.insert_resource` (a queued command applied later in the frame),
/// so the read/write do not conflict in Bevy's system parameter borrow checker.
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
fn rebuild_bloom(
params: Res<crate::params::BlackHoleParams>,
applied: Res<AppliedBloomQuality>,
mut commands: Commands,
bloom_entities: Query<Entity, Or<(
With<BrightPassCamera>, With<BlurCamera>,
With<BrightPassQuad>, With<BlurQuad>,
)>>,
bloom_targets: Query<Entity, Or<(
With<BloomTarget0>, With<BloomTarget1>,
With<BloomTarget2>, With<BloomFinalTarget>,
)>>,
mut composite_materials: ResMut<Assets<crate::render::material::CompositeMaterial>>,
offscreen_target: Query<&OffscreenTarget>,
window: Query<&Window>,
mut images: ResMut<Assets<Image>>,
mut bp_materials: ResMut<Assets<crate::render::material::BrightPassMaterial>>,
mut blur_materials: ResMut<Assets<crate::render::material::BlurMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
if params.bloom_quality == applied.0 {
return;
}
// Despawn all bloom entities (cameras + quads).
for e in bloom_entities.iter() {
commands.entity(e).despawn();
}
// Despawn all bloom target markers (they are spawned as bare entities).
for e in bloom_targets.iter() {
commands.entity(e).despawn();
}
// Re-spawn at the new quality (or not at all, if Off).
let Ok(win) = window.single() else { return; };
let scale = params.render_scale.clamp(MIN_RENDER_SCALE, 1.0);
let w = ((win.width() * scale) as u32).max(1);
let h = ((win.height() * scale) as u32).max(1);
let Ok(offscreen_t) = offscreen_target.single() else { return; };
let offscreen = offscreen_t.0.clone();
let new_bloom = spawn_bloom_pipeline(
&mut commands,
&mut images,
&mut bp_materials,
&mut blur_materials,
&mut meshes,
&offscreen,
w,
h,
);
// Update the composite material's bloom handle. When the new quality is
// Off, spawn_bloom_pipeline returns None and we fall back to a 1x1 black
// texture so the composite samples black (scene-only ACES).
let bloom_handle = new_bloom.unwrap_or_else(|| {
images.add(Image::new_fill(
bevy::render::render_resource::Extent3d { width: 1, height: 1, depth_or_array_layers: 1 },
bevy::render::render_resource::TextureDimension::D2,
&[0, 0, 0, 0, 0, 0, 0, 0],
TextureFormat::Rgba16Float,
bevy::asset::RenderAssetUsages::default(),
))
});
for (_, mat) in composite_materials.iter_mut() {
mat.bloom = bloom_handle.clone();
}
commands.insert_resource(AppliedBloomQuality(params.bloom_quality));
}
fn mirror_params(
camera: Res<crate::camera::OrbitCamera>,
params: Res<crate::params::BlackHoleParams>,

View File

@ -52,6 +52,27 @@ pub fn ui_system(
ui.checkbox(&mut params.grid_enabled, "Enabled");
ui.add_enabled(params.grid_enabled, egui::Slider::new(&mut params.grid_density, 0.1..=4.0).text("Density"));
});
egui::CollapsingHeader::new("Quality")
.default_open(true)
.show(ui, |ui| {
use crate::params::BloomQuality;
let mut q = params.bloom_quality;
egui::ComboBox::from_label("Bloom quality")
.selected_text(format!("{:?}", q))
.show_ui(ui, |ui| {
ui.selectable_value(&mut q, BloomQuality::Off, "Off");
ui.selectable_value(&mut q, BloomQuality::Low, "Low");
ui.selectable_value(&mut q, BloomQuality::Medium, "Medium");
ui.selectable_value(&mut q, BloomQuality::High, "High");
});
params.bloom_quality = q;
ui.add_enabled(q != BloomQuality::Off, egui::Slider::new(&mut params.bloom_threshold, 0.0..=3.0).text("Bloom threshold"));
ui.add_enabled(q != BloomQuality::Off, egui::Slider::new(&mut params.bloom_strength, 0.0..=2.0).text("Bloom strength"));
ui.add(egui::Slider::new(&mut params.exposure, 0.5..=3.0).text("Exposure"));
ui.add(egui::Slider::new(&mut params.render_scale, 0.25..=1.0).text("Resolution scale"));
ui.checkbox(&mut params.star_aa, "Anti-aliased stars");
ui.label("MSAA is decorative on a fullscreen shader (no geometry edges to sample).");
});
});
// egui captures pointer when the cursor is over a window or being interacted with.
wants.0 = ctx.egui_wants_pointer_input();