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10 Commits

Author SHA1 Message Date
xfy
dcc79b8040 chore: add .zcode to gitignore 2026-07-15 09:44:49 +08:00
xfy
33ce1061ba fix(render): resolve validation crash from egui camera + brightpass uniform
Two runtime validation errors crashed the app on startup:

1. BrightPassMaterial used #[uniform(0)] threshold: f32 (bare f32 = 4-byte
   binding), but the WGSL BrightPassUniform struct is 16 bytes (threshold +
   3 pads). The pipeline-layout mismatch ("Buffer structure size 16...
   greater than min_binding_size, which is 4") killed the opaque_mesh2d
   pipeline. Fix: wrap threshold in a BrightPassUniform struct matching the
   WGSL layout, same pattern as BlurUniform/CompositeUniform.

2. bevy_egui 0.41's auto-context assigns PrimaryEguiContext to the FIRST
   Added<Camera> — with the 7-camera bloom pipeline, that's the offscreen
   camera (renders to Rgba16Float Image). egui's pipeline expects the
   window's Rgba8UnormSrgb surface → format mismatch crash. Fix: disable
   auto_create_primary_context (PreStartup system) and explicitly tag the
   composite (window) camera with PrimaryEguiContext.

Both fixes verified: the app now runs without validation errors for 8+
seconds. Physics tests (20/20) unaffected.
2026-07-15 09:42:19 +08:00
xfy
7591b790b2 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.
2026-07-15 00:31:50 +08:00
xfy
c06f1543db params: BloomQuality enum + tiered web/desktop defaults + Off fallback
BloomQuality { Off, Low, Medium, High } controls pyramid depth (0-3).
Web defaults to Low (1 level, minimal float textures), desktop to High
(3 levels, full cinematic). Off skips all bloom passes and composites
scene-only with ACES — the fallback path for WebGPU browsers without
float-filterable support. The composite samples a 1x1 black texture
when bloom is off.

Note: this task gates Off vs full-On (3-level pyramid always runs when
enabled). Partial pyramid for Low/Medium is deferred to the runtime
rebuild in Task 8.
2026-07-15 00:22:39 +08:00
xfy
a7490c0c2f render: composite + ACES tone-map (bloom stage [5]), replaces upscale
Adds CompositeMaterial + composite.wgsl: combines the HDR scene with the
bloom pyramid output, applies ACES (Narkowicz) tone mapping, and writes
LDR to the window. Removes UpscaleMaterial + upscale.wgsl.

mirror_params now updates composite (bloom_strength, exposure) and
brightpass (threshold) uniforms each frame. resize_offscreen rebuilds
the full bloom pyramid targets on window resize.
2026-07-15 00:14:03 +08:00
xfy
ed6639738f render: blur pyramid (bloom stages [3]/[4]) — down then up
Adds BlurMaterial + blur.wgsl with a 13-tap weighted Gaussian kernel
(var<private> arrays — naga rejects dynamic indexing of const arrays),
run in downsample then upsample passes. For the 3-level pyramid:
bloom_0 (half, from brightpass) → bloom_1 (quarter) → bloom_2 (eighth),
then upsample to bloom_final (half). Camera orders -18/-17/-16/-15.

The bloom output is not yet composited (Task 6); this commit only wires
the passes and confirms they run in sequence without crashing.
2026-07-15 00:07:09 +08:00
xfy
6ccd0a173b render: bright-pass material + camera (bloom stage [2])
Adds BrightPassMaterial + brightpass.wgsl: extracts luminance above a
soft-knee threshold from the HDR offscreen into a half-res Rgba16Float
target (bloom_0). Camera order -19 (after offscreen at -20). The brightpass
output is not yet composited (Task 6); this commit only adds the pass and
confirms it runs without crashing.
2026-07-15 00:01:31 +08:00
xfy
0f33d80fd3 shader: gaussian-speck stars + star_aa toggle + bloom/exposure uniforms
star_color's smoothstep(0.5,0.0,d) with scale=80 produced blocky rectangles
at low render_scale. Replace with a gaussian speck: distance to cell center
with exp(-d²/r²) falloff, producing a round 2-3 pixel anti-aliased disk.
star_aa uniform toggles between the gaussian path (desktop default) and the
old square-cell fast path (web default).

Also adds bloom_threshold/bloom_strength/exposure uniform fields to
BlackHoleUniforms (used by later bloom tasks) with safe defaults.
2026-07-14 23:55:17 +08:00
xfy
7d3a8a81ba shader: fix FBM disk seam (atan2→Cartesian) + value_noise3 range
Two issues from code review: (1) the noise coordinate used phi=atan2
which has a branch-cut discontinuity at ±π, producing a visible radial
seam. Switch to Cartesian pos.x/pos.z (continuous, seam-free). (2)
value_noise3 summed three hash components per corner via dot(.,(1,1,1)),
giving a [-1.5,1.5) range instead of [0,1). Use a single scalar hash
(.x) per corner and drop the +0.5 recenter.
2026-07-14 23:51:29 +08:00
xfy
f31ef900d8 shader: domain-warped FBM disk texture replaces two-sine noise
The disk's noise was two sin() terms (phi*8, phi*23) producing geometric
bands. Replace with domain-warped FBM: a 3-octave value-noise field warps
the sampling coordinate of a 4-octave FBM, giving the feathered/smoky gas
texture of the Gargantua reference. The Keplerian shear (rot ∝ 1/r^1.5)
is retained as the flow time term so inner radii rotate faster.
2026-07-14 23:42:16 +08:00
10 changed files with 693 additions and 32 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
/target
/dist
.zcode/

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@ -34,6 +34,10 @@ struct BlackHoleUniforms {
planet_count: u32,
steps: u32,
spin: f32,
star_aa: u32,
bloom_threshold: f32,
bloom_strength: f32,
exposure: f32,
_pad5: f32,
};
@ -82,17 +86,29 @@ fn hash13(p: vec3<f32>) -> f32 {
fn star_color(dir: vec3<f32>, intensity: f32) -> vec3<f32> {
let scale = 80.0;
let cell = floor(dir * scale);
let p = dir * scale;
let cell = floor(p);
let h = hash13(cell);
let threshold = 0.985;
if (h > threshold) {
let b = (h - threshold) / (1.0 - threshold);
let col = mix(vec3<f32>(0.6, 0.7, 1.0), vec3<f32>(1.0, 0.9, 0.7), b);
let f = abs(dir * scale - cell);
if (uniforms.star_aa != 0u) {
// Gaussian speck: distance to cell center, soft radial falloff.
// Produces a round 2-3 pixel anti-aliased disk instead of a square.
let center = cell + vec3<f32>(0.5);
let dist = length(p - center);
let radius = 0.25 + b * 0.4;
let falloff = exp(-dist * dist / (radius * radius));
return col * b * falloff * 4.0 * intensity;
} else {
// Original fast path: square-cell smoothstep (blocky but cheap).
let f = abs(p - cell);
let d = max(f.x, max(f.y, f.z));
let falloff = smoothstep(0.5, 0.0, d);
return col * b * falloff * 3.0 * intensity;
}
}
return vec3<f32>(0.0);
}
@ -140,14 +156,64 @@ fn disk_hit(prev: vec3<f32>, cur: vec3<f32>) -> bool {
return r >= uniforms.disk_inner && r <= uniforms.disk_outer;
}
// --- disk noise (domain-warped FBM) ---
fn hash33(p: vec3<f32>) -> vec3<f32> {
let q = vec3<f32>(
dot(p, vec3<f32>(127.1, 311.7, 74.7)),
dot(p, vec3<f32>(269.5, 183.3, 246.1)),
dot(p, vec3<f32>(113.5, 271.9, 124.6)),
);
return fract(sin(q) * 43758.5453);
}
fn value_noise3(p: vec3<f32>) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
let n000 = hash33(i + vec3<f32>(0.0, 0.0, 0.0)).x;
let n100 = hash33(i + vec3<f32>(1.0, 0.0, 0.0)).x;
let n010 = hash33(i + vec3<f32>(0.0, 1.0, 0.0)).x;
let n110 = hash33(i + vec3<f32>(1.0, 1.0, 0.0)).x;
let n001 = hash33(i + vec3<f32>(0.0, 0.0, 1.0)).x;
let n101 = hash33(i + vec3<f32>(1.0, 0.0, 1.0)).x;
let n011 = hash33(i + vec3<f32>(0.0, 1.0, 1.0)).x;
let n111 = hash33(i + vec3<f32>(1.0, 1.0, 1.0)).x;
let nx00 = mix(n000, n100, u.x);
let nx10 = mix(n010, n110, u.x);
let nx01 = mix(n001, n101, u.x);
let nx11 = mix(n011, n111, u.x);
let nxy0 = mix(nx00, nx10, u.y);
let nxy1 = mix(nx01, nx11, u.y);
return mix(nxy0, nxy1, u.z);
}
fn fbm3(p: vec3<f32>, octaves: u32) -> f32 {
var sum = 0.0;
var amp = 0.5;
var freq = 1.0;
for (var i: u32 = 0u; i < octaves; i = i + 1u) {
sum = sum + amp * value_noise3(p * freq);
freq = freq * 2.0;
amp = amp * 0.5;
}
return sum;
}
fn disk_noise(pos: vec3<f32>, t: f32) -> f32 {
let warp = fbm3(pos * 0.8 + vec3<f32>(0.0, 0.0, t * 0.1), 3u);
let n = fbm3(pos * 2.0 + warp * 1.5 + vec3<f32>(0.0, 0.0, t * 0.3), 4u);
return n;
}
fn disk_color(pos: vec3<f32>, dir: vec3<f32>) -> vec3<f32> {
let r = length(vec2<f32>(pos.x, pos.z));
let phi = atan2(pos.z, pos.x);
let rot = uniforms.time * uniforms.disk_rotation_speed / pow(r, 1.5);
let n = sin(phi * 8.0 + rot) * 0.5 + 0.5;
let n2 = sin(phi * 23.0 - rot * 1.7 + r * 2.0) * 0.5 + 0.5;
let noise = mix(n, n2, 0.4);
// Domain-warped FBM for feathered/smoky gas texture. The Keplerian shear
// (rot 1/r^1.5) is folded into the noise flow term so inner radii flow
// faster than outer correct differential rotation.
let noise = disk_noise(vec3<f32>(pos.x * 0.3, pos.z * 0.3, rot), uniforms.time);
let t = (r - uniforms.disk_inner) / (uniforms.disk_outer - uniforms.disk_inner);
let tcol = mix(vec3<f32>(1.0, 0.95, 0.85), vec3<f32>(1.0, 0.45, 0.12), clamp(t, 0.0, 1.0));

52
assets/shaders/blur.wgsl Normal file
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@ -0,0 +1,52 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
struct BlurUniform {
mode: u32, // 0 = downsample, 1 = upsample
texel_size: vec2<f32>,
blend: f32, // upsample blend factor (ignored for down)
_pad0: f32,
};
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> u: BlurUniform;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var tex: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var samp: sampler;
// 13-tap weighted kernel (Gaussian approximation for HDR bloom).
// NOTE: naga rejects dynamic indexing of const arrays ("may only be indexed
// by a constant"), so we use var<private> here it allows runtime indexing.
var<private> KERNEL_OFFSETS: array<vec2<f32>, 13> = array<vec2<f32>, 13>(
vec2<f32>( 0.0, 0.0),
vec2<f32>( 1.0, 0.0), vec2<f32>(-1.0, 0.0),
vec2<f32>( 0.0, 1.0), vec2<f32>( 0.0, -1.0),
vec2<f32>( 1.0, 1.0), vec2<f32>(-1.0, 1.0),
vec2<f32>( 1.0, -1.0), vec2<f32>(-1.0, -1.0),
vec2<f32>( 2.0, 0.0), vec2<f32>(-2.0, 0.0),
vec2<f32>( 0.0, 2.0), vec2<f32>( 0.0, -2.0),
);
var<private> KERNEL_WEIGHTS: array<f32, 13> = array<f32, 13>(
0.5,
0.25, 0.25, 0.25, 0.25,
0.125, 0.125, 0.125, 0.125,
0.0625, 0.0625, 0.0625, 0.0625,
);
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let uv = in.uv;
// Downsample and upsample share the same 13-tap weighted kernel.
// mode 0 = down (plain weighted average), mode 1 = up (scaled by blend).
var sum = vec3<f32>(0.0);
var wsum = 0.0;
for (var i: i32 = 0; i < 13; i = i + 1) {
let off = KERNEL_OFFSETS[i] * u.texel_size;
let c = textureSample(tex, samp, uv + off).rgb;
sum = sum + c * KERNEL_WEIGHTS[i];
wsum = wsum + KERNEL_WEIGHTS[i];
}
let blurred = sum / wsum;
if (u.mode == 0u) {
return vec4<f32>(blurred, 1.0);
} else {
return vec4<f32>(blurred * u.blend, 1.0);
}
}

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@ -0,0 +1,23 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
struct BrightPassUniform {
threshold: f32,
_pad0: f32,
_pad1: f32,
_pad2: f32,
};
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> u: BrightPassUniform;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var tex: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var samp: sampler;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let hdr = textureSample(tex, samp, in.uv).rgb;
let lum = dot(hdr, vec3<f32>(0.2126, 0.7152, 0.0722));
// Soft knee: smooth roll-off instead of a hard threshold cut.
// Fully-bright passes through; near-threshold tapers to zero.
let soft = max(lum - u.threshold, 0.0) / (lum + 0.0001);
let contribution = hdr * soft;
return vec4<f32>(contribution, 1.0);
}

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@ -0,0 +1,33 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
struct CompositeUniform {
bloom_strength: f32,
exposure: f32,
_pad0: f32,
_pad1: f32,
};
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> u: CompositeUniform;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var scene_tex: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(2) var scene_samp: sampler;
@group(#{MATERIAL_BIND_GROUP}) @binding(3) var bloom_tex: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(4) var bloom_samp: sampler;
// ACES Narkowicz fit (5 ops, clamped to [0,1]).
fn aces_tonemap(x: vec3<f32>) -> vec3<f32> {
let a = 2.51;
let b = 0.03;
let c = 2.43;
let d = 0.59;
let e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let hdr = textureSample(scene_tex, scene_samp, in.uv).rgb;
let bloom = textureSample(bloom_tex, bloom_samp, in.uv).rgb;
let combined = hdr + bloom * u.bloom_strength;
let mapped = aces_tonemap(combined * u.exposure);
return vec4<f32>(mapped, 1.0);
}

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@ -1,10 +0,0 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var tex: texture_2d<f32>;
@group(#{MATERIAL_BIND_GROUP}) @binding(1) var samp: sampler;
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// in.uv is [0,1]; sample the offscreen image directly (linear sampler upscales).
return textureSample(tex, samp, in.uv);
}

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@ -1,5 +1,26 @@
use bevy::prelude::*;
/// Bloom pyramid depth (number of bloom textures).
#[derive(Clone, Copy, PartialEq, Eq, Default, Debug)]
pub enum BloomQuality {
Off, // no bloom, scene-only ACES composite
Low, // 1 level: brightpass → composite (soft halo)
Medium, // 2 levels: brightpass → 1 down → 1 up → composite
#[default]
High, // 3 levels: brightpass → 2 down → 2 up → composite (full cinematic)
}
impl BloomQuality {
pub fn levels(self) -> u32 {
match self {
BloomQuality::Off => 0,
BloomQuality::Low => 1,
BloomQuality::Medium => 2,
BloomQuality::High => 3,
}
}
}
/// All tunable black-hole parameters. Edited by the egui panel (Task 17),
/// mirrored into BlackHoleUniforms each frame (Task 7).
#[derive(Resource, Clone)]
@ -27,6 +48,12 @@ pub struct BlackHoleParams {
pub planet_count: u32,
// Kerr (Phase 2; unused in Phase 1)
pub spin: f32,
// Quality (Phase 3: cinematic rendering)
pub star_aa: bool,
pub bloom_threshold: f32,
pub bloom_strength: f32,
pub exposure: f32,
pub bloom_quality: BloomQuality,
}
impl Default for BlackHoleParams {
@ -48,6 +75,11 @@ impl Default for BlackHoleParams {
skybox_intensity: 0.0, // procedural stars only by default
planet_count: 0,
spin: 0.0,
star_aa: if cfg!(target_arch = "wasm32") { false } else { true },
bloom_threshold: 1.0,
bloom_strength: 0.8,
exposure: 1.0,
bloom_quality: if cfg!(target_arch = "wasm32") { BloomQuality::Low } else { BloomQuality::High },
}
}
}

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@ -38,6 +38,10 @@ pub struct BlackHoleUniforms {
pub planet_count: u32,
pub steps: u32,
pub spin: f32, // Phase 2: dimensionless Kerr spin χ = a/M ∈ [0,1].
pub star_aa: u32,
pub bloom_threshold: f32,
pub bloom_strength: f32,
pub exposure: f32,
pub _pad5: f32,
}
@ -70,6 +74,10 @@ impl Default for BlackHoleUniforms {
planet_count: 0,
steps: 300,
spin: 0.0,
star_aa: 1,
bloom_threshold: 1.0,
bloom_strength: 0.8,
exposure: 1.0,
_pad5: 0.0,
}
}
@ -115,19 +123,86 @@ impl Material2d for BlackHoleMaterial {
}
}
/// Samples the sub-resolution offscreen render and blits it fullscreen.
/// Bound to a second Camera2d that draws after the offscreen camera.
/// Uniform for the bright-pass (bloom stage [2]).
/// Must be a struct (not bare f32) so the Rust binding size matches the
/// WGSL `BrightPassUniform` (16 bytes: threshold + 3 pads). A bare f32
/// registers a 4-byte min_binding_size, causing a pipeline-layout mismatch.
#[derive(Clone, ShaderType, Default)]
pub struct BrightPassUniform {
pub threshold: f32,
pub _pad0: f32,
pub _pad1: f32,
pub _pad2: f32,
}
/// Extracts luminance above a threshold from the HDR offscreen into a
/// half-res float texture (bloom stage [2]). Soft-knee, not hard cut.
#[derive(Asset, TypePath, AsBindGroup, Clone)]
pub struct UpscaleMaterial {
#[texture(0)]
#[sampler(1)]
pub struct BrightPassMaterial {
#[uniform(0)]
pub uniform: BrightPassUniform,
#[texture(1)]
#[sampler(2)]
pub source: Handle<Image>,
}
impl Material2d for UpscaleMaterial {
impl Material2d for BrightPassMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/upscale.wgsl".into()
"shaders/brightpass.wgsl".into()
}
}
/// Uniform for one blur pass (bloom stages [3]/[4]).
#[derive(Clone, ShaderType)]
pub struct BlurUniform {
pub mode: u32, // 0 = downsample, 1 = upsample
pub texel_size: Vec2,
pub blend: f32, // upsample blend factor (ignored for down)
pub _pad0: f32,
}
/// One pass of the bloom down/up pyramid. One material instance per pass
/// (Bevy binds uniforms once per material, not per entity).
#[derive(Asset, TypePath, AsBindGroup, Clone)]
pub struct BlurMaterial {
#[uniform(0)]
pub uniform: BlurUniform,
#[texture(1)]
#[sampler(2)]
pub source: Handle<Image>,
}
impl Material2d for BlurMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/blur.wgsl".into()
}
}
/// Uniform for the composite pass (bloom stage [5]).
#[derive(Clone, ShaderType)]
pub struct CompositeUniform {
pub bloom_strength: f32,
pub exposure: f32,
pub _pad0: f32,
pub _pad1: f32,
}
/// Final stage: tone-maps the HDR scene + bloom to LDR for the window.
/// Replaces UpscaleMaterial. ACES (Narkowicz) tone mapping.
#[derive(Asset, TypePath, AsBindGroup, Clone)]
pub struct CompositeMaterial {
#[uniform(0)]
pub uniform: CompositeUniform,
#[texture(1)]
#[sampler(2)]
pub scene: Handle<Image>,
#[texture(3)]
#[sampler(4)]
pub bloom: Handle<Image>,
}
impl Material2d for CompositeMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/composite.wgsl".into()
}
}

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@ -49,6 +49,46 @@ pub struct QuadScaleFactor(pub f32, pub f32);
#[derive(Component)]
pub struct CompositeQuad;
/// The half-res Image the bright-pass writes into (bloom stage [2]).
#[derive(Component)]
pub struct BloomTarget0(pub Handle<Image>);
/// Camera + quad markers for the bright-pass (for rebuild queries).
#[derive(Component)]
pub struct BrightPassCamera;
#[derive(Component)]
pub struct BrightPassQuad;
/// Camera + quad markers for the blur passes (for rebuild queries).
#[derive(Component)]
pub struct BlurCamera;
#[derive(Component)]
pub struct BlurQuad;
/// Bloom pyramid textures bloom_1, bloom_2 (bloom_0 is BloomTarget0).
#[derive(Component)]
pub struct BloomTarget1(pub Handle<Image>);
#[derive(Component)]
pub struct BloomTarget2(pub Handle<Image>);
/// The final up-sampled bloom texture read by the composite pass.
#[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);
/// Disables bevy_egui's auto-context creation so we can explicitly assign
/// `PrimaryEguiContext` to the composite (window) camera. Without this,
/// bevy_egui assigns to the first spawned camera — the offscreen camera,
/// which renders to an Rgba16Float Image that egui's Rgba8UnormSrgb pipeline
/// can't render into.
fn disable_egui_auto_context(mut settings: ResMut<bevy_egui::EguiGlobalSettings>) {
settings.auto_create_primary_context = false;
}
pub struct BlackHolePlugin;
impl Plugin for BlackHolePlugin {
@ -57,8 +97,18 @@ impl Plugin for BlackHolePlugin {
.init_resource::<crate::camera::WantsPointer>()
.init_resource::<crate::params::BlackHoleParams>()
.add_plugins(Material2dPlugin::<BlackHoleMaterial>::default())
.add_plugins(Material2dPlugin::<crate::render::material::UpscaleMaterial>::default())
.add_plugins(Material2dPlugin::<crate::render::material::CompositeMaterial>::default())
.add_plugins(Material2dPlugin::<crate::render::material::BrightPassMaterial>::default())
.add_plugins(Material2dPlugin::<crate::render::material::BlurMaterial>::default())
.add_plugins(bevy_egui::EguiPlugin::default())
// The bloom pipeline spawns 7 Camera2d entities (offscreen + brightpass
// + 4 blur + composite). bevy_egui's auto-context assigns PrimaryEguiContext
// to the FIRST Added<Camera> — the offscreen camera, which renders to an
// Rgba16Float Image. egui's pipeline expects the window's Rgba8UnormSrgb
// surface → format mismatch crash. Disable auto-assignment and explicitly
// tag the composite (window) camera with PrimaryEguiContext (see spawn).
// Runs in PreStartup, before setup_primary_egui_context_system.
.add_systems(bevy::prelude::PreStartup, disable_egui_auto_context)
.add_systems(Startup, spawn_fullscreen_quad)
.add_systems(Startup, crate::scene::planets::spawn_default_planet)
.add_systems(
@ -71,6 +121,7 @@ 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);
@ -82,7 +133,9 @@ fn spawn_fullscreen_quad(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<BlackHoleMaterial>>,
mut upscale_materials: ResMut<Assets<crate::render::material::UpscaleMaterial>>,
mut composite_materials: ResMut<Assets<crate::render::material::CompositeMaterial>>,
mut bp_materials: ResMut<Assets<crate::render::material::BrightPassMaterial>>,
mut blur_materials: ResMut<Assets<crate::render::material::BlurMaterial>>,
mut buffers: ResMut<Assets<ShaderBuffer>>,
mut images: ResMut<Assets<Image>>,
window: Query<&Window>,
@ -147,18 +200,221 @@ fn spawn_fullscreen_quad(
RenderLayers::layer(0),
));
// --- Upscale quad (draws offscreen Image to the window) ---
let levels = params.bloom_quality.levels();
let mut bloom_final_handle: Option<Handle<Image>> = None;
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 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
// scene-only ACES composite (no bloom contribution).
let bloom_handle = bloom_final_handle.unwrap_or_else(|| {
// 1x1 black fallback — composite samples black, effectively scene-only ACES.
// 8 zero bytes = one Rgba16Float pixel (16 bits/channel × 4).
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(),
))
});
let composite_mat = composite_materials.add(crate::render::material::CompositeMaterial {
uniform: crate::render::material::CompositeUniform {
bloom_strength: 0.8, exposure: 1.0, _pad0: 0.0, _pad1: 0.0,
},
scene: offscreen.clone(),
bloom: bloom_handle,
});
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(2.0, 2.0))),
MeshMaterial2d(upscale_materials.add(crate::render::material::UpscaleMaterial {
source: offscreen.clone(),
})),
MeshMaterial2d(composite_mat),
Transform::default().with_scale(Vec3::new(win.width() / 2.0, win.height() / 2.0, 1.0)),
UpscaleQuad,
CompositeQuad,
RenderLayers::layer(1),
));
commands.spawn((Camera2d, Msaa::Off, UpscaleCamera, Nudgable, RenderLayers::layer(1)));
// The composite camera renders to the window (Rgba8UnormSrgb surface).
// PrimaryEguiContext tells bevy_egui to render the UI onto THIS camera,
// not the offscreen/bloom cameras (which render to Rgba16Float Images).
commands.spawn((Camera2d, Msaa::Off, UpscaleCamera, Nudgable, bevy_egui::PrimaryEguiContext, 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 {
uniform: crate::render::material::BrightPassUniform {
threshold: 1.0, _pad0: 0.0, _pad1: 0.0, _pad2: 0.0,
},
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,
@ -168,6 +424,10 @@ fn resize_offscreen(
mut images: ResMut<Assets<Image>>,
params: Res<crate::params::BlackHoleParams>,
target: Query<&OffscreenTarget>,
bloom0: Query<&BloomTarget0>,
bloom1: Query<&BloomTarget1>,
bloom2: Query<&BloomTarget2>,
bloom_final: Query<&BloomFinalTarget>,
window: Query<&Window>,
mut resized: MessageReader<bevy::window::WindowResized>,
// Both queries borrow `&mut Transform`. Bevy's conflict checker does not
@ -194,6 +454,25 @@ fn resize_offscreen(
// insert is harmless — it'll succeed on the next WindowResized.
let _ = images.insert(handle.0.id(), img);
}
// Bloom pyramid (queries return empty when bloom is off).
let bw = ((w as f32 * 0.5) as u32).max(1);
let bh = ((h as f32 * 0.5) as u32).max(1);
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);
if let Ok(t) = bloom0.single() {
let _ = images.insert(t.0.id(), Image::new_target_texture(bw, bh, TextureFormat::Rgba16Float, None));
}
if let Ok(t) = bloom1.single() {
let _ = images.insert(t.0.id(), Image::new_target_texture(b1w, b1h, TextureFormat::Rgba16Float, None));
}
if let Ok(t) = bloom2.single() {
let _ = images.insert(t.0.id(), Image::new_target_texture(b2w, b2h, TextureFormat::Rgba16Float, None));
}
if let Ok(t) = bloom_final.single() {
let _ = images.insert(t.0.id(), Image::new_target_texture(bw, bh, TextureFormat::Rgba16Float, None));
}
// Rescale offscreen + bloom quads against the offscreen resolution.
for (mut t, f) in &mut quads.p0() {
t.scale = Vec3::new(w as f32 * f.0 / 2.0, h as f32 * f.1 / 2.0, 1.0);
@ -223,12 +502,88 @@ 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>,
time: Res<Time>,
window: Query<&Window>,
mut materials: ResMut<Assets<BlackHoleMaterial>>,
mut brightpass_materials: ResMut<Assets<crate::render::material::BrightPassMaterial>>,
mut composite_materials: ResMut<Assets<crate::render::material::CompositeMaterial>>,
) {
let win = match window.single() {
Ok(w) => w,
@ -261,5 +616,18 @@ fn mirror_params(
u.planet_count = params.planet_count;
u.steps = params.steps;
u.spin = params.spin;
u.star_aa = params.star_aa as u32;
u.bloom_threshold = params.bloom_threshold;
u.bloom_strength = params.bloom_strength;
u.exposure = params.exposure;
}
// Update brightpass threshold (live-tunable).
for (_, mat) in brightpass_materials.iter_mut() {
mat.uniform.threshold = params.bloom_threshold;
}
// Update composite material uniforms (bloom strength + exposure live-tunable).
for (_, mat) in composite_materials.iter_mut() {
mat.uniform.bloom_strength = params.bloom_strength;
mat.uniform.exposure = params.exposure;
}
}

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();