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
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@ -498,12 +498,9 @@ pub fn queue_sprites(
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// Store the vertex data and add the item to the render phase
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// Store the vertex data and add the item to the render phase
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if current_batch.colored {
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if current_batch.colored {
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let color = extracted_sprite.color.as_linear_rgba_f32();
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// encode color as a single u32 to save space
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// encode color as a single u32 to save space
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let color = (color[0] * 255.0) as u32
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let color = extracted_sprite.color.as_linear_rgba_u32();
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| ((color[1] * 255.0) as u32) << 8
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| ((color[2] * 255.0) as u32) << 16
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| ((color[3] * 255.0) as u32) << 24;
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for i in QUAD_INDICES.iter() {
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for i in QUAD_INDICES.iter() {
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sprite_meta.colored_vertices.push(ColoredSpriteVertex {
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sprite_meta.colored_vertices.push(ColoredSpriteVertex {
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position: positions[*i],
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position: positions[*i],
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@ -360,12 +360,8 @@ pub fn prepare_uinodes(
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]
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]
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.map(|pos| pos / atlas_extent);
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.map(|pos| pos / atlas_extent);
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let color = extracted_uinode.color.as_linear_rgba_f32();
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// encode color as a single u32 to save space
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// encode color as a single u32 to save space
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let color = (color[0] * 255.0) as u32
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let color = extracted_uinode.color.as_linear_rgba_u32();
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| ((color[1] * 255.0) as u32) << 8
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| ((color[2] * 255.0) as u32) << 16
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| ((color[3] * 255.0) as u32) << 24;
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for i in QUAD_INDICES {
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for i in QUAD_INDICES {
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ui_meta.vertices.push(UiVertex {
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ui_meta.vertices.push(UiVertex {
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