 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>
		
			
				
	
	
		
			193 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			193 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Simple benchmark to test rendering many point lights.
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| //! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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| 
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| use std::f64::consts::PI;
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| 
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| use bevy::{
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|     color::palettes::css::PINK,
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::{DVec2, DVec3},
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|     pbr::{ExtractedPointLight, GlobalLightMeta},
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|     prelude::*,
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|     render::{camera::ScalingMode, Render, RenderApp, RenderSet},
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|     window::{PresentMode, WindowPlugin, WindowResolution},
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|     winit::{UpdateMode, WinitSettings},
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| };
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| use rand::{thread_rng, Rng};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins((
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|             DefaultPlugins.set(WindowPlugin {
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|                 primary_window: Some(Window {
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|                     resolution: WindowResolution::new(1920.0, 1080.0)
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|                         .with_scale_factor_override(1.0),
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|                     title: "many_lights".into(),
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|                     present_mode: PresentMode::AutoNoVsync,
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|                     ..default()
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|                 }),
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|                 ..default()
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|             }),
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|             FrameTimeDiagnosticsPlugin,
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|             LogDiagnosticsPlugin::default(),
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|             LogVisibleLights,
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|         ))
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|         .insert_resource(WinitSettings {
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|             focused_mode: UpdateMode::Continuous,
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|             unfocused_mode: UpdateMode::Continuous,
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (move_camera, print_light_count))
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|         .run();
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| }
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| 
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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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|     warn!(include_str!("warning_string.txt"));
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| 
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|     const LIGHT_RADIUS: f32 = 0.3;
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|     const LIGHT_INTENSITY: f32 = 1000.0;
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|     const RADIUS: f32 = 50.0;
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|     const N_LIGHTS: usize = 100_000;
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| 
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap()),
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|         material: materials.add(Color::WHITE),
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|         transform: Transform::from_scale(Vec3::NEG_ONE),
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|         ..default()
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|     });
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| 
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|     let mesh = meshes.add(Cuboid::default());
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|     let material = materials.add(StandardMaterial {
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|         base_color: PINK.into(),
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|         ..default()
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|     });
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| 
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|     // NOTE: This pattern is good for testing performance of culling as it provides roughly
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|     // the same number of visible meshes regardless of the viewing angle.
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|     // NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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|     let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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| 
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|     // Spawn N_LIGHTS many lights
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|     commands.spawn_batch((0..N_LIGHTS).map(move |i| {
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|         let mut rng = thread_rng();
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| 
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|         let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
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|         let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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| 
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|         PointLightBundle {
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|             point_light: PointLight {
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|                 range: LIGHT_RADIUS,
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|                 intensity: LIGHT_INTENSITY,
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|                 color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
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|                 ..default()
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|             },
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|             transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
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|             ..default()
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|         }
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|     }));
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| 
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|     // camera
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|     match std::env::args().nth(1).as_deref() {
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|         Some("orthographic") => commands.spawn(Camera3dBundle {
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|             projection: OrthographicProjection {
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|                 scale: 20.0,
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|                 scaling_mode: ScalingMode::FixedHorizontal(1.0),
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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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|         _ => commands.spawn(Camera3dBundle::default()),
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|     };
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| 
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|     // add one cube, the only one with strong handles
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|     // also serves as a reference point during rotation
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|     commands.spawn(PbrBundle {
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|         mesh,
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|         material,
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|         transform: Transform {
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|             translation: Vec3::new(0.0, RADIUS, 0.0),
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|             scale: Vec3::splat(5.0),
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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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| 
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| // NOTE: This epsilon value is apparently optimal for optimizing for the average
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| // nearest-neighbor distance. See:
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| // http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
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| // for details.
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| const EPSILON: f64 = 0.36;
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| fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
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|     DVec2::new(
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|         PI * 2. * (i as f64 / golden_ratio),
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|         (1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
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|     )
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| }
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| 
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| fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
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|     let (sin_theta, cos_theta) = p.x.sin_cos();
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|     let (sin_phi, cos_phi) = p.y.sin_cos();
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|     DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
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| }
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| 
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| // System for rotating the camera
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| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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|     let mut camera_transform = camera_query.single_mut();
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|     let delta = time.delta_seconds() * 0.15;
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|     camera_transform.rotate_z(delta);
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|     camera_transform.rotate_x(delta);
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| }
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| 
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| // System for printing the number of meshes on every tick of the timer
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| fn print_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
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|     timer.0.tick(time.delta());
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| 
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|     if timer.0.just_finished() {
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|         info!("Lights: {}", lights.iter().len());
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|     }
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| }
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| 
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| struct LogVisibleLights;
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| 
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| impl Plugin for LogVisibleLights {
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|     fn build(&self, app: &mut App) {
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|         let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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|             return;
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|         };
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| 
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|         render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
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|     }
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| }
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| 
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| // System for printing the number of meshes on every tick of the timer
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| fn print_visible_light_count(
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|     time: Res<Time>,
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|     mut timer: Local<PrintingTimer>,
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|     visible: Query<&ExtractedPointLight>,
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|     global_light_meta: Res<GlobalLightMeta>,
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| ) {
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|     timer.0.tick(time.delta());
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| 
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|     if timer.0.just_finished() {
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|         info!(
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|             "Visible Lights: {}, Rendered Lights: {}",
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|             visible.iter().len(),
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|             global_light_meta.entity_to_index.len()
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|         );
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|     }
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| }
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| 
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| struct PrintingTimer(Timer);
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| 
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| impl Default for PrintingTimer {
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|     fn default() -> Self {
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|         Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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|     }
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| }
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