 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>
		
			
				
	
	
		
			389 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			389 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example compares MSAA (Multi-Sample Anti-aliasing), FXAA (Fast Approximate Anti-aliasing), and TAA (Temporal Anti-aliasing).
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{
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|     core_pipeline::{
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|         contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings,
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|         experimental::taa::{
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|             TemporalAntiAliasBundle, TemporalAntiAliasPlugin, TemporalAntiAliasSettings,
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|         },
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|         fxaa::{Fxaa, Sensitivity},
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|     },
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|     pbr::CascadeShadowConfigBuilder,
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|     prelude::*,
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|     render::{
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|         render_asset::RenderAssetUsages,
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|         render_resource::{Extent3d, TextureDimension, TextureFormat},
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|         texture::{ImageSampler, ImageSamplerDescriptor},
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|     },
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(Msaa::Off)
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|         .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (modify_aa, modify_sharpening, update_ui))
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|         .run();
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| }
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| 
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| fn modify_aa(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     mut camera: Query<
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|         (
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|             Entity,
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|             Option<&mut Fxaa>,
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|             Option<&TemporalAntiAliasSettings>,
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|         ),
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|         With<Camera>,
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|     >,
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|     mut msaa: ResMut<Msaa>,
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|     mut commands: Commands,
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| ) {
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|     let (camera_entity, fxaa, taa) = camera.single_mut();
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|     let mut camera = commands.entity(camera_entity);
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| 
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|     // No AA
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|     if keys.just_pressed(KeyCode::Digit1) {
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|         *msaa = Msaa::Off;
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|         camera.remove::<Fxaa>();
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|         camera.remove::<TemporalAntiAliasBundle>();
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|     }
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| 
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|     // MSAA
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|     if keys.just_pressed(KeyCode::Digit2) && *msaa == Msaa::Off {
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|         camera.remove::<Fxaa>();
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|         camera.remove::<TemporalAntiAliasBundle>();
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| 
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|         *msaa = Msaa::Sample4;
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|     }
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| 
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|     // MSAA Sample Count
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|     if *msaa != Msaa::Off {
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|         if keys.just_pressed(KeyCode::KeyQ) {
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|             *msaa = Msaa::Sample2;
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|         }
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|         if keys.just_pressed(KeyCode::KeyW) {
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|             *msaa = Msaa::Sample4;
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|         }
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|         if keys.just_pressed(KeyCode::KeyE) {
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|             *msaa = Msaa::Sample8;
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|         }
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|     }
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| 
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|     // FXAA
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|     if keys.just_pressed(KeyCode::Digit3) && fxaa.is_none() {
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|         *msaa = Msaa::Off;
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|         camera.remove::<TemporalAntiAliasBundle>();
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| 
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|         camera.insert(Fxaa::default());
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|     }
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| 
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|     // FXAA Settings
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|     if let Some(mut fxaa) = fxaa {
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|         if keys.just_pressed(KeyCode::KeyQ) {
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|             fxaa.edge_threshold = Sensitivity::Low;
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|             fxaa.edge_threshold_min = Sensitivity::Low;
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|         }
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|         if keys.just_pressed(KeyCode::KeyW) {
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|             fxaa.edge_threshold = Sensitivity::Medium;
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|             fxaa.edge_threshold_min = Sensitivity::Medium;
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|         }
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|         if keys.just_pressed(KeyCode::KeyE) {
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|             fxaa.edge_threshold = Sensitivity::High;
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|             fxaa.edge_threshold_min = Sensitivity::High;
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|         }
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|         if keys.just_pressed(KeyCode::KeyR) {
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|             fxaa.edge_threshold = Sensitivity::Ultra;
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|             fxaa.edge_threshold_min = Sensitivity::Ultra;
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|         }
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|         if keys.just_pressed(KeyCode::KeyT) {
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|             fxaa.edge_threshold = Sensitivity::Extreme;
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|             fxaa.edge_threshold_min = Sensitivity::Extreme;
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|         }
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|     }
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| 
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|     // TAA
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|     if keys.just_pressed(KeyCode::Digit4) && taa.is_none() {
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|         *msaa = Msaa::Off;
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|         camera.remove::<Fxaa>();
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| 
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|         camera.insert(TemporalAntiAliasBundle::default());
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|     }
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| }
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| 
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| fn modify_sharpening(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     mut query: Query<&mut ContrastAdaptiveSharpeningSettings>,
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| ) {
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|     for mut cas in &mut query {
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|         if keys.just_pressed(KeyCode::Digit0) {
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|             cas.enabled = !cas.enabled;
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|         }
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|         if cas.enabled {
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|             if keys.just_pressed(KeyCode::Minus) {
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|                 cas.sharpening_strength -= 0.1;
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|                 cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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|             }
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|             if keys.just_pressed(KeyCode::Equal) {
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|                 cas.sharpening_strength += 0.1;
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|                 cas.sharpening_strength = cas.sharpening_strength.clamp(0.0, 1.0);
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|             }
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|             if keys.just_pressed(KeyCode::KeyD) {
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|                 cas.denoise = !cas.denoise;
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|             }
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|         }
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|     }
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| }
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| 
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| fn update_ui(
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|     camera: Query<
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|         (
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|             Option<&Fxaa>,
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|             Option<&TemporalAntiAliasSettings>,
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|             &ContrastAdaptiveSharpeningSettings,
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|         ),
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|         With<Camera>,
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|     >,
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|     msaa: Res<Msaa>,
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|     mut ui: Query<&mut Text>,
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| ) {
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|     let (fxaa, taa, cas_settings) = camera.single();
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| 
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|     let mut ui = ui.single_mut();
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|     let ui = &mut ui.sections[0].value;
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| 
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|     *ui = "Antialias Method\n".to_string();
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| 
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|     if *msaa == Msaa::Off && fxaa.is_none() && taa.is_none() {
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|         ui.push_str("(1) *No AA*\n");
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|     } else {
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|         ui.push_str("(1) No AA\n");
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|     }
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| 
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|     if *msaa != Msaa::Off {
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|         ui.push_str("(2) *MSAA*\n");
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|     } else {
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|         ui.push_str("(2) MSAA\n");
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|     }
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| 
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|     if fxaa.is_some() {
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|         ui.push_str("(3) *FXAA*\n");
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|     } else {
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|         ui.push_str("(3) FXAA\n");
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|     }
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| 
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|     if taa.is_some() {
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|         ui.push_str("(4) *TAA*");
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|     } else {
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|         ui.push_str("(4) TAA");
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|     }
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| 
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|     if *msaa != Msaa::Off {
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|         ui.push_str("\n\n----------\n\nSample Count\n");
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| 
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|         if *msaa == Msaa::Sample2 {
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|             ui.push_str("(Q) *2*\n");
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|         } else {
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|             ui.push_str("(Q) 2\n");
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|         }
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|         if *msaa == Msaa::Sample4 {
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|             ui.push_str("(W) *4*\n");
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|         } else {
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|             ui.push_str("(W) 4\n");
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|         }
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|         if *msaa == Msaa::Sample8 {
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|             ui.push_str("(E) *8*");
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|         } else {
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|             ui.push_str("(E) 8");
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|         }
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|     }
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| 
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|     if let Some(fxaa) = fxaa {
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|         ui.push_str("\n\n----------\n\nSensitivity\n");
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| 
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|         if fxaa.edge_threshold == Sensitivity::Low {
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|             ui.push_str("(Q) *Low*\n");
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|         } else {
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|             ui.push_str("(Q) Low\n");
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|         }
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| 
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|         if fxaa.edge_threshold == Sensitivity::Medium {
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|             ui.push_str("(W) *Medium*\n");
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|         } else {
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|             ui.push_str("(W) Medium\n");
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|         }
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| 
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|         if fxaa.edge_threshold == Sensitivity::High {
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|             ui.push_str("(E) *High*\n");
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|         } else {
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|             ui.push_str("(E) High\n");
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|         }
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| 
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|         if fxaa.edge_threshold == Sensitivity::Ultra {
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|             ui.push_str("(R) *Ultra*\n");
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|         } else {
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|             ui.push_str("(R) Ultra\n");
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|         }
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| 
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|         if fxaa.edge_threshold == Sensitivity::Extreme {
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|             ui.push_str("(T) *Extreme*");
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|         } else {
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|             ui.push_str("(T) Extreme");
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|         }
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|     }
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| 
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|     if cas_settings.enabled {
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|         ui.push_str("\n\n----------\n\n(0) Sharpening (Enabled)\n");
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|         ui.push_str(&format!(
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|             "(-/+) Strength: {:.1}\n",
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|             cas_settings.sharpening_strength
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|         ));
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|         if cas_settings.denoise {
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|             ui.push_str("(D) Denoising (Enabled)\n");
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|         } else {
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|             ui.push_str("(D) Denoising (Disabled)\n");
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|         }
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|     } else {
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|         ui.push_str("\n\n----------\n\n(0) Sharpening (Disabled)\n");
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|     }
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| }
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| 
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| /// Set up a simple 3D scene
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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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|     mut images: ResMut<Assets<Image>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
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|         material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
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|         ..default()
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|     });
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| 
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|     let cube_material = materials.add(StandardMaterial {
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|         base_color_texture: Some(images.add(uv_debug_texture())),
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|         ..default()
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|     });
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| 
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|     // Cubes
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|     for i in 0..5 {
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|         commands.spawn(PbrBundle {
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|             mesh: meshes.add(Cuboid::new(0.25, 0.25, 0.25)),
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|             material: cube_material.clone(),
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|             transform: Transform::from_xyz(i as f32 * 0.25 - 1.0, 0.125, -i as f32 * 0.5),
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|             ..default()
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|         });
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|     }
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| 
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|     // Flight Helmet
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             illuminance: light_consts::lux::FULL_DAYLIGHT,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_rotation(Quat::from_euler(
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|             EulerRot::ZYX,
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|             0.0,
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|             PI * -0.15,
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|             PI * -0.15,
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|         )),
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             maximum_distance: 3.0,
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|             first_cascade_far_bound: 0.9,
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|             ..default()
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|         }
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|         .into(),
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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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|             camera: Camera {
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|                 hdr: true,
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|                 ..default()
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|             },
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|             transform: Transform::from_xyz(0.7, 0.7, 1.0)
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|                 .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|             ..default()
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|         },
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|         ContrastAdaptiveSharpeningSettings {
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|             enabled: false,
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|             ..default()
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|         },
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|         EnvironmentMapLight {
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|             diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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|             specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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|             intensity: 150.0,
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|         },
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|         FogSettings {
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|             color: Color::srgba_u8(43, 44, 47, 255),
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|             falloff: FogFalloff::Linear {
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|                 start: 1.0,
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|                 end: 4.0,
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|             },
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|             ..default()
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|         },
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|     ));
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| 
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|     // example instructions
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "",
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|             TextStyle {
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|                 font_size: 20.,
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|                 ..default()
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|             },
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| /// Creates a colorful test pattern
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| fn uv_debug_texture() -> Image {
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|     const TEXTURE_SIZE: usize = 8;
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| 
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|     let mut palette: [u8; 32] = [
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|         255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
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|         198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
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|     ];
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| 
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|     let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
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|     for y in 0..TEXTURE_SIZE {
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|         let offset = TEXTURE_SIZE * y * 4;
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|         texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
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|         palette.rotate_right(4);
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|     }
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| 
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|     let mut img = Image::new_fill(
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|         Extent3d {
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|             width: TEXTURE_SIZE as u32,
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|             height: TEXTURE_SIZE as u32,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &texture_data,
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|         TextureFormat::Rgba8UnormSrgb,
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|         RenderAssetUsages::RENDER_WORLD,
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|     );
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|     img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
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|     img
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| }
 |