 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			145 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
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| //! to spawn, poll, and complete tasks across systems and system ticks.
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| 
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| use bevy::{
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|     ecs::system::{CommandQueue, SystemState},
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|     prelude::*,
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|     tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
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| };
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| use rand::Rng;
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| use std::{thread, time::Duration};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup_env, add_assets, spawn_tasks))
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|         .add_systems(Update, handle_tasks)
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|         .run();
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| }
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| 
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| // Number of cubes to spawn across the x, y, and z axis
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| const NUM_CUBES: u32 = 6;
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| 
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| #[derive(Resource, Deref)]
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| struct BoxMeshHandle(Handle<Mesh>);
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| 
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| #[derive(Resource, Deref)]
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| struct BoxMaterialHandle(Handle<StandardMaterial>);
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| 
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| /// Startup system which runs only once and generates our Box Mesh
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| /// and Box Material assets, adds them to their respective Asset
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| /// Resources, and stores their handles as resources so we can access
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| /// them later when we're ready to render our Boxes
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| fn add_assets(
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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 box_mesh_handle = meshes.add(Cuboid::new(0.25, 0.25, 0.25));
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|     commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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| 
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|     let box_material_handle = materials.add(Color::srgb(1.0, 0.2, 0.3));
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|     commands.insert_resource(BoxMaterialHandle(box_material_handle));
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| }
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| 
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| #[derive(Component)]
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| struct ComputeTransform(Task<CommandQueue>);
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| 
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| /// This system generates tasks simulating computationally intensive
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| /// work that potentially spans multiple frames/ticks. A separate
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| /// system, [`handle_tasks`], will poll the spawned tasks on subsequent
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| /// frames/ticks, and use the results to spawn cubes
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| fn spawn_tasks(mut commands: Commands) {
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|     let thread_pool = AsyncComputeTaskPool::get();
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|     for x in 0..NUM_CUBES {
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|         for y in 0..NUM_CUBES {
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|             for z in 0..NUM_CUBES {
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|                 // Spawn new task on the AsyncComputeTaskPool; the task will be
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|                 // executed in the background, and the Task future returned by
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|                 // spawn() can be used to poll for the result
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|                 let entity = commands.spawn_empty().id();
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|                 let task = thread_pool.spawn(async move {
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|                     let mut rng = rand::thread_rng();
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| 
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|                     let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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| 
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|                     // Pretend this is a time-intensive function. :)
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|                     thread::sleep(duration);
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| 
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|                     // Such hard work, all done!
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|                     let transform = Transform::from_xyz(x as f32, y as f32, z as f32);
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|                     let mut command_queue = CommandQueue::default();
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| 
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|                     // we use a raw command queue to pass a FnOne(&mut World) back to be
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|                     // applied in a deferred manner.
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|                     command_queue.push(move |world: &mut World| {
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|                         let (box_mesh_handle, box_material_handle) = {
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|                             let mut system_state = SystemState::<(
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|                                 Res<BoxMeshHandle>,
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|                                 Res<BoxMaterialHandle>,
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|                             )>::new(world);
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|                             let (box_mesh_handle, box_material_handle) =
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|                                 system_state.get_mut(world);
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| 
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|                             (box_mesh_handle.clone(), box_material_handle.clone())
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|                         };
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| 
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|                         world
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|                             .entity_mut(entity)
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|                             // Add our new PbrBundle of components to our tagged entity
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|                             .insert(PbrBundle {
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|                                 mesh: box_mesh_handle,
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|                                 material: box_material_handle,
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|                                 transform,
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|                                 ..default()
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|                             })
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|                             // Task is complete, so remove task component from entity
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|                             .remove::<ComputeTransform>();
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|                     });
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| 
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|                     command_queue
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|                 });
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| 
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|                 // Spawn new entity and add our new task as a component
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|                 commands.entity(entity).insert(ComputeTransform(task));
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|             }
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|         }
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|     }
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| }
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| 
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| /// This system queries for entities that have our Task<Transform> component. It polls the
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| /// tasks to see if they're complete. If the task is complete it takes the result, adds a
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| /// new [`PbrBundle`] of components to the entity using the result from the task's work, and
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| /// removes the task component from the entity.
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| fn handle_tasks(mut commands: Commands, mut transform_tasks: Query<&mut ComputeTransform>) {
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|     for mut task in &mut transform_tasks {
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|         if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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|             // append the returned command queue to have it execute later
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|             commands.append(&mut commands_queue);
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|         }
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|     }
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| }
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| 
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| /// This system is only used to setup light and camera for the environment
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| fn setup_env(mut commands: Commands) {
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|     // Used to center camera on spawned cubes
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|     let offset = if NUM_CUBES % 2 == 0 {
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|         (NUM_CUBES / 2) as f32 - 0.5
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|     } else {
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|         (NUM_CUBES / 2) as f32
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|     };
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| 
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|     // lights
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|     commands.spawn(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 12.0, 15.0),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(offset, offset, 15.0)
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|             .looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| }
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