# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			339 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			339 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how shadow biases affect shadows in a 3d scene.
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{pbr::ShadowFilteringMethod, prelude::*};
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use camera_controller::{CameraController, CameraControllerPlugin};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_plugins(CameraControllerPlugin)
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                cycle_filter_methods,
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                adjust_light_position,
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                adjust_point_light_biases,
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                toggle_light,
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                adjust_directional_light_biases,
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            ),
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        )
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        .run();
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}
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#[derive(Component)]
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struct Lights;
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/// set up a 3D scene to test shadow biases and perspective projections
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    let spawn_plane_depth = 300.0f32;
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    let spawn_height = 2.0;
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    let sphere_radius = 0.25;
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    let white_handle = materials.add(StandardMaterial {
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        base_color: Color::WHITE,
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        perceptual_roughness: 1.0,
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        ..default()
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    });
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    let sphere_handle = meshes.add(Sphere::new(sphere_radius));
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    let light_transform = Transform::from_xyz(5.0, 5.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y);
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    commands
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        .spawn((
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            SpatialBundle {
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                transform: light_transform,
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                ..default()
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            },
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            Lights,
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        ))
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        .with_children(|builder| {
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            builder.spawn(PointLightBundle {
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                point_light: PointLight {
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                    intensity: 0.0,
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                    range: spawn_plane_depth,
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                    color: Color::WHITE,
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                    shadow_depth_bias: 0.0,
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                    shadow_normal_bias: 0.0,
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                    shadows_enabled: true,
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                    ..default()
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                },
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                ..default()
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            });
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            builder.spawn(DirectionalLightBundle {
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                directional_light: DirectionalLight {
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                    shadow_depth_bias: 0.0,
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                    shadow_normal_bias: 0.0,
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                    shadows_enabled: true,
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                    ..default()
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                },
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                ..default()
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            });
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        });
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-1.0, 1.0, 1.0)
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                .looking_at(Vec3::new(-1.0, 1.0, 0.0), Vec3::Y),
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            ..default()
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        },
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        CameraController::default(),
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        ShadowFilteringMethod::Hardware2x2,
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    ));
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    for z_i32 in (-spawn_plane_depth as i32..=0).step_by(2) {
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        commands.spawn(PbrBundle {
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            mesh: sphere_handle.clone(),
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            material: white_handle.clone(),
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            transform: Transform::from_xyz(
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                0.0,
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                if z_i32 % 4 == 0 {
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                    spawn_height
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                } else {
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                    sphere_radius
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                },
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                z_i32 as f32,
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            ),
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            ..default()
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        });
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    }
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    // ground plane
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    let plane_size = 2.0 * spawn_plane_depth;
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Plane3d::default().mesh().size(plane_size, plane_size)),
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        material: white_handle,
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        ..default()
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    });
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    let style = TextStyle {
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        font_size: 20.,
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        ..default()
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    };
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                position_type: PositionType::Absolute,
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                padding: UiRect::all(Val::Px(5.0)),
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                ..default()
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            },
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            z_index: ZIndex::Global(i32::MAX),
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            background_color: Color::BLACK.with_alpha(0.75).into(),
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            ..default()
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        })
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        .with_children(|c| {
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            c.spawn(TextBundle::from_sections([
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                TextSection::new("Controls:\n", style.clone()),
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                TextSection::new("R / Z - reset biases to default / zero\n", style.clone()),
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                TextSection::new(
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                    "L     - switch between directional and point lights [",
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                    style.clone(),
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                ),
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                TextSection::new("DirectionalLight", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "F     - switch directional light filter methods [",
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                    style.clone(),
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                ),
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                TextSection::new("Hardware2x2", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("1/2   - change point light depth bias [", style.clone()),
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                TextSection::new("0.00", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("3/4   - change point light normal bias [", style.clone()),
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                TextSection::new("0.0", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new("5/6   - change direction light depth bias [", style.clone()),
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                TextSection::new("0.00", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "7/8   - change direction light normal bias [",
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                    style.clone(),
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                ),
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                TextSection::new("0.0", style.clone()),
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                TextSection::new("]\n", style.clone()),
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                TextSection::new(
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                    "left/right/up/down/pgup/pgdown - adjust light position (looking at 0,0,0) [",
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!("{:.1},", light_transform.translation.x),
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!(" {:.1},", light_transform.translation.y),
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                    style.clone(),
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                ),
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                TextSection::new(
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                    format!(" {:.1}", light_transform.translation.z),
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                    style.clone(),
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                ),
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                TextSection::new("]\n", style.clone()),
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            ]));
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        });
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}
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fn toggle_light(
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    input: Res<ButtonInput<KeyCode>>,
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    mut point_lights: Query<&mut PointLight>,
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    mut directional_lights: Query<&mut DirectionalLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    if input.just_pressed(KeyCode::KeyL) {
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        for mut light in &mut point_lights {
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            light.intensity = if light.intensity == 0.0 {
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                example_text.single_mut().sections[3].value = "PointLight".to_string();
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                100000000.0
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            } else {
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                0.0
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            };
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        }
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        for mut light in &mut directional_lights {
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            light.illuminance = if light.illuminance == 0.0 {
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                example_text.single_mut().sections[3].value = "DirectionalLight".to_string();
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                100000.0
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            } else {
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                0.0
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            };
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        }
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    }
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}
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fn adjust_light_position(
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    input: Res<ButtonInput<KeyCode>>,
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    mut lights: Query<&mut Transform, With<Lights>>,
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    mut example_text: Query<&mut Text>,
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) {
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    let mut offset = Vec3::ZERO;
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    if input.just_pressed(KeyCode::ArrowLeft) {
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        offset.x -= 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowRight) {
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        offset.x += 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowUp) {
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        offset.z -= 1.0;
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    }
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    if input.just_pressed(KeyCode::ArrowDown) {
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        offset.z += 1.0;
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    }
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    if input.just_pressed(KeyCode::PageDown) {
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        offset.y -= 1.0;
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    }
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    if input.just_pressed(KeyCode::PageUp) {
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        offset.y += 1.0;
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    }
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    if offset != Vec3::ZERO {
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        let mut example_text = example_text.single_mut();
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        for mut light in &mut lights {
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            light.translation += offset;
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            light.look_at(Vec3::ZERO, Vec3::Y);
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            example_text.sections[21].value = format!("{:.1},", light.translation.x);
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            example_text.sections[22].value = format!(" {:.1},", light.translation.y);
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            example_text.sections[23].value = format!(" {:.1}", light.translation.z);
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        }
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    }
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}
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fn cycle_filter_methods(
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    input: Res<ButtonInput<KeyCode>>,
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    mut filter_methods: Query<&mut ShadowFilteringMethod>,
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    mut example_text: Query<&mut Text>,
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) {
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    if input.just_pressed(KeyCode::KeyF) {
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        for mut filter_method in &mut filter_methods {
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            let filter_method_string;
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            *filter_method = match *filter_method {
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                ShadowFilteringMethod::Hardware2x2 => {
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                    filter_method_string = "Castano13".to_string();
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                    ShadowFilteringMethod::Castano13
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                }
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                ShadowFilteringMethod::Castano13 => {
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                    filter_method_string = "Jimenez14".to_string();
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                    ShadowFilteringMethod::Jimenez14
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                }
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                ShadowFilteringMethod::Jimenez14 => {
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                    filter_method_string = "Hardware2x2".to_string();
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                    ShadowFilteringMethod::Hardware2x2
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                }
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            };
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            example_text.single_mut().sections[6].value = filter_method_string;
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        }
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    }
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}
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fn adjust_point_light_biases(
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut PointLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Digit1) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit2) {
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            light.shadow_depth_bias += depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit3) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit4) {
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            light.shadow_normal_bias += normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::KeyR) {
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            light.shadow_depth_bias = PointLight::DEFAULT_SHADOW_DEPTH_BIAS;
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            light.shadow_normal_bias = PointLight::DEFAULT_SHADOW_NORMAL_BIAS;
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        }
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        if input.just_pressed(KeyCode::KeyZ) {
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            light.shadow_depth_bias = 0.0;
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            light.shadow_normal_bias = 0.0;
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        }
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        example_text.single_mut().sections[9].value = format!("{:.2}", light.shadow_depth_bias);
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        example_text.single_mut().sections[12].value = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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fn adjust_directional_light_biases(
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut DirectionalLight>,
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    mut example_text: Query<&mut Text>,
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) {
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    let depth_bias_step_size = 0.01;
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    let normal_bias_step_size = 0.1;
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    for mut light in &mut query {
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        if input.just_pressed(KeyCode::Digit5) {
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            light.shadow_depth_bias -= depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit6) {
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            light.shadow_depth_bias += depth_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit7) {
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            light.shadow_normal_bias -= normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::Digit8) {
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            light.shadow_normal_bias += normal_bias_step_size;
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        }
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        if input.just_pressed(KeyCode::KeyR) {
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            light.shadow_depth_bias = DirectionalLight::DEFAULT_SHADOW_DEPTH_BIAS;
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            light.shadow_normal_bias = DirectionalLight::DEFAULT_SHADOW_NORMAL_BIAS;
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        }
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        if input.just_pressed(KeyCode::KeyZ) {
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            light.shadow_depth_bias = 0.0;
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            light.shadow_normal_bias = 0.0;
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        }
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        example_text.single_mut().sections[15].value = format!("{:.2}", light.shadow_depth_bias);
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        example_text.single_mut().sections[18].value = format!("{:.1}", light.shadow_normal_bias);
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    }
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}
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