# 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>
		
			
				
	
	
		
			175 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         camera::RenderTarget,
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|         render_resource::{
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|             Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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|         },
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|         view::RenderLayers,
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|     },
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|     sprite::MaterialMesh2dBundle,
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|     window::WindowResized,
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| };
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| 
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| /// In-game resolution width.
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| const RES_WIDTH: u32 = 160;
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| 
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| /// In-game resolution height.
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| const RES_HEIGHT: u32 = 90;
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| 
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| /// Default render layers for pixel-perfect rendering.
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| /// You can skip adding this component, as this is the default.
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| const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
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| 
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| /// Render layers for high-resolution rendering.
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| const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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|         .insert_resource(Msaa::Off)
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|         .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
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|         .add_systems(Update, (rotate, fit_canvas))
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|         .run();
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| }
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| 
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| /// Low-resolution texture that contains the pixel-perfect world.
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| /// Canvas itself is rendered to the high-resolution world.
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| #[derive(Component)]
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| struct Canvas;
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| 
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| /// Camera that renders the pixel-perfect world to the [`Canvas`].
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| #[derive(Component)]
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| struct InGameCamera;
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| 
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| /// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
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| #[derive(Component)]
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| struct OuterCamera;
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| 
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| #[derive(Component)]
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| struct Rotate;
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| 
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| fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // the sample sprite that will be rendered to the pixel-perfect canvas
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("pixel/bevy_pixel_dark.png"),
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|             transform: Transform::from_xyz(-40., 20., 2.),
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|             ..default()
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|         },
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|         Rotate,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| 
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|     // the sample sprite that will be rendered to the high-res "outer world"
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: asset_server.load("pixel/bevy_pixel_light.png"),
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|             transform: Transform::from_xyz(-40., -20., 2.),
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|             ..default()
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|         },
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|         Rotate,
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|         HIGH_RES_LAYERS,
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|     ));
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| }
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| 
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| /// Spawns a capsule mesh on the pixel-perfect layer.
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| fn setup_mesh(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn((
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|         MaterialMesh2dBundle {
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|             mesh: meshes.add(Capsule2d::default()).into(),
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|             transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
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|             material: materials.add(Color::BLACK),
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|             ..default()
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|         },
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|         Rotate,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| }
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| 
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| fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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|     let canvas_size = Extent3d {
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|         width: RES_WIDTH,
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|         height: RES_HEIGHT,
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|         ..default()
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|     };
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| 
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|     // this Image serves as a canvas representing the low-resolution game screen
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|     let mut canvas = Image {
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|         texture_descriptor: TextureDescriptor {
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|             label: None,
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|             size: canvas_size,
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|             dimension: TextureDimension::D2,
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|             format: TextureFormat::Bgra8UnormSrgb,
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|             mip_level_count: 1,
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|             sample_count: 1,
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|             usage: TextureUsages::TEXTURE_BINDING
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|                 | TextureUsages::COPY_DST
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|                 | TextureUsages::RENDER_ATTACHMENT,
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|             view_formats: &[],
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|         },
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|         ..default()
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|     };
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| 
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|     // fill image.data with zeroes
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|     canvas.resize(canvas_size);
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| 
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|     let image_handle = images.add(canvas);
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| 
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|     // this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
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|     commands.spawn((
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|         Camera2dBundle {
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|             camera: Camera {
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|                 // render before the "main pass" camera
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|                 order: -1,
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|                 target: RenderTarget::Image(image_handle.clone()),
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|                 ..default()
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|             },
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|             ..default()
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|         },
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|         InGameCamera,
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|         PIXEL_PERFECT_LAYERS,
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|     ));
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| 
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|     // spawn the canvas
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|     commands.spawn((
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|         SpriteBundle {
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|             texture: image_handle,
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|             ..default()
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|         },
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|         Canvas,
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|         HIGH_RES_LAYERS,
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|     ));
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| 
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|     // the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
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|     // here, the canvas and one of the sample sprites will be rendered by this camera
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|     commands.spawn((Camera2dBundle::default(), OuterCamera, HIGH_RES_LAYERS));
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| }
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| 
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| /// Rotates entities to demonstrate grid snapping.
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| fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
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|     for mut transform in &mut transforms {
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|         let dt = time.delta_seconds();
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|         transform.rotate_z(dt);
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|     }
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| }
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| 
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| /// Scales camera projection to fit the window (integer multiples only).
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| fn fit_canvas(
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|     mut resize_events: EventReader<WindowResized>,
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|     mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
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| ) {
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|     for event in resize_events.read() {
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|         let h_scale = event.width / RES_WIDTH as f32;
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|         let v_scale = event.height / RES_HEIGHT as f32;
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|         let mut projection = projections.single_mut();
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|         projection.scale = 1. / h_scale.min(v_scale).round();
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|     }
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| }
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