Clean up duplicated color conversion code (#4360)

# Objective

Cleans up some duplicated color -> u32 conversion code in `bevy_sprite` and `bevy_ui`

## Solution

Use `as_linear_rgba_u32` which was added recently by #4088
This commit is contained in:
Rob Parrett 2022-03-29 23:03:22 +00:00
parent 954022c799
commit 7ff3d876fa
2 changed files with 3 additions and 10 deletions

View File

@ -498,12 +498,9 @@ pub fn queue_sprites(
// Store the vertex data and add the item to the render phase
if current_batch.colored {
let color = extracted_sprite.color.as_linear_rgba_f32();
// encode color as a single u32 to save space
let color = (color[0] * 255.0) as u32
| ((color[1] * 255.0) as u32) << 8
| ((color[2] * 255.0) as u32) << 16
| ((color[3] * 255.0) as u32) << 24;
let color = extracted_sprite.color.as_linear_rgba_u32();
for i in QUAD_INDICES.iter() {
sprite_meta.colored_vertices.push(ColoredSpriteVertex {
position: positions[*i],

View File

@ -360,12 +360,8 @@ pub fn prepare_uinodes(
]
.map(|pos| pos / atlas_extent);
let color = extracted_uinode.color.as_linear_rgba_f32();
// encode color as a single u32 to save space
let color = (color[0] * 255.0) as u32
| ((color[1] * 255.0) as u32) << 8
| ((color[2] * 255.0) as u32) << 16
| ((color[3] * 255.0) as u32) << 24;
let color = extracted_uinode.color.as_linear_rgba_u32();
for i in QUAD_INDICES {
ui_meta.vertices.push(UiVertex {