 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>
		
			
				
	
	
		
			348 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			348 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates different lights of various types and colors, some static, some moving over
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| //! a simple scene.
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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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|     color::palettes::css::*,
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|     pbr::{light_consts, CascadeShadowConfigBuilder},
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|     prelude::*,
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|     render::camera::{Exposure, PhysicalCameraParameters},
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| };
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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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|         .insert_resource(Parameters(PhysicalCameraParameters {
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|             aperture_f_stops: 1.0,
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|             shutter_speed_s: 1.0 / 125.0,
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|             sensitivity_iso: 100.0,
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|         }))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (update_exposure, movement, animate_light_direction))
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|         .run();
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| }
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| 
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| #[derive(Resource, Default, Deref, DerefMut)]
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| struct Parameters(PhysicalCameraParameters);
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| 
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| #[derive(Component)]
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| struct Movable;
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     parameters: Res<Parameters>,
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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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|     asset_server: Res<AssetServer>,
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| ) {
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|     // ground plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
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|         material: materials.add(StandardMaterial {
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|             base_color: Color::WHITE,
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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| 
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|     // left wall
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|     let mut transform = Transform::from_xyz(2.5, 2.5, 0.0);
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|     transform.rotate_z(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: INDIGO.into(),
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|             perceptual_roughness: 1.0,
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|             ..default()
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|         }),
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|         ..default()
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|     });
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|     // back (right) wall
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|     let mut transform = Transform::from_xyz(0.0, 2.5, -2.5);
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|     transform.rotate_x(PI / 2.);
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
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|         transform,
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|         material: materials.add(StandardMaterial {
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|             base_color: INDIGO.into(),
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|             perceptual_roughness: 1.0,
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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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|     // Bevy logo to demonstrate alpha mask shadows
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|     let mut transform = Transform::from_xyz(-2.2, 0.5, 1.0);
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|     transform.rotate_y(PI / 8.);
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Rectangle::new(2.0, 0.5)),
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|             transform,
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|             material: materials.add(StandardMaterial {
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|                 base_color_texture: Some(asset_server.load("branding/bevy_logo_light.png")),
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|                 perceptual_roughness: 1.0,
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|                 alpha_mode: AlphaMode::Mask(0.5),
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|                 cull_mode: None,
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|                 ..default()
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|             }),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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| 
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|     // cube
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Cuboid::default()),
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|             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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|             transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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|     // sphere
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
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|             material: materials.add(StandardMaterial {
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|                 base_color: LIMEGREEN.into(),
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|                 ..default()
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|             }),
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|             transform: Transform::from_xyz(1.5, 1.0, 1.5),
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|             ..default()
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|         },
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|         Movable,
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|     ));
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| 
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|     // ambient light
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|     commands.insert_resource(AmbientLight {
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|         color: ORANGE_RED.into(),
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|         brightness: 0.02,
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|     });
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| 
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|     // red point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(1.0, 2.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 100_000.0,
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|                 color: RED.into(),
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: RED.into(),
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|                     emissive: Color::linear_rgba(7.13, 0.0, 0.0, 0.0),
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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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|     // green spot light
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|     commands
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|         .spawn(SpotLightBundle {
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|             transform: Transform::from_xyz(-1.0, 2.0, 0.0)
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|                 .looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
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|             spot_light: SpotLight {
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|                 intensity: 100_000.0,
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|                 color: GREEN.into(),
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|                 shadows_enabled: true,
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|                 inner_angle: 0.6,
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|                 outer_angle: 0.8,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
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|                 mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: GREEN.into(),
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|                     emissive: Color::linear_rgba(0.0, 7.13, 0.0, 0.0),
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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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|     // blue point light
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|     commands
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|         .spawn(PointLightBundle {
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|             // transform: Transform::from_xyz(5.0, 8.0, 2.0),
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|             transform: Transform::from_xyz(0.0, 4.0, 0.0),
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|             point_light: PointLight {
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|                 intensity: 100_000.0,
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|                 color: BLUE.into(),
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|builder| {
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|             builder.spawn(PbrBundle {
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|                 mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
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|                 material: materials.add(StandardMaterial {
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|                     base_color: BLUE.into(),
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|                     emissive: Color::linear_rgba(0.0, 0.0, 7.13, 0.0),
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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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|     // directional 'sun' light
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             illuminance: light_consts::lux::OVERCAST_DAY,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform {
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|             translation: Vec3::new(0.0, 2.0, 0.0),
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|             rotation: Quat::from_rotation_x(-PI / 4.),
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|             ..default()
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|         },
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|         // The default cascade config is designed to handle large scenes.
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|         // As this example has a much smaller world, we can tighten the shadow
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|         // bounds for better visual quality.
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 4.0,
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|             maximum_distance: 10.0,
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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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| 
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|     // example instructions
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|     let style = TextStyle {
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|         font_size: 20.0,
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|         ..default()
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|     };
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|     commands.spawn(
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|         TextBundle::from_sections(vec![
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|             TextSection::new(
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|                 format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops),
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|                 style.clone(),
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|             ),
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|             TextSection::new(
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|                 format!(
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|                     "Shutter speed: 1/{:.0}s\n",
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|                     1.0 / parameters.shutter_speed_s
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|                 ),
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|                 style.clone(),
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|             ),
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|             TextSection::new(
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|                 format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso),
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|                 style.clone(),
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|             ),
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|             TextSection::new("\n\n", style.clone()),
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|             TextSection::new("Controls\n", style.clone()),
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|             TextSection::new("---------------\n", style.clone()),
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|             TextSection::new("Arrow keys - Move objects\n", style.clone()),
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|             TextSection::new("1/2 - Decrease/Increase aperture\n", style.clone()),
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|             TextSection::new("3/4 - Decrease/Increase shutter speed\n", style.clone()),
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|             TextSection::new("5/6 - Decrease/Increase sensitivity\n", style.clone()),
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|             TextSection::new("R - Reset exposure", style),
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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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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         exposure: Exposure::from_physical_camera(**parameters),
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|         ..default()
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|     });
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| }
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| 
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| fn update_exposure(
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|     key_input: Res<ButtonInput<KeyCode>>,
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|     mut parameters: ResMut<Parameters>,
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|     mut exposure: Query<&mut Exposure>,
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|     mut text: Query<&mut Text>,
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| ) {
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|     // TODO: Clamp values to a reasonable range
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|     let mut text = text.single_mut();
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|     if key_input.just_pressed(KeyCode::Digit2) {
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|         parameters.aperture_f_stops *= 2.0;
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|     } else if key_input.just_pressed(KeyCode::Digit1) {
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|         parameters.aperture_f_stops *= 0.5;
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|     }
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|     if key_input.just_pressed(KeyCode::Digit4) {
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|         parameters.shutter_speed_s *= 2.0;
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|     } else if key_input.just_pressed(KeyCode::Digit3) {
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|         parameters.shutter_speed_s *= 0.5;
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|     }
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|     if key_input.just_pressed(KeyCode::Digit6) {
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|         parameters.sensitivity_iso += 100.0;
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|     } else if key_input.just_pressed(KeyCode::Digit5) {
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|         parameters.sensitivity_iso -= 100.0;
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|     }
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|     if key_input.just_pressed(KeyCode::KeyR) {
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|         *parameters = Parameters::default();
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|     }
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| 
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|     text.sections[0].value = format!("Aperture: f/{:.0}\n", parameters.aperture_f_stops);
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|     text.sections[1].value = format!(
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|         "Shutter speed: 1/{:.0}s\n",
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|         1.0 / parameters.shutter_speed_s
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|     );
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|     text.sections[2].value = format!("Sensitivity: ISO {:.0}\n", parameters.sensitivity_iso);
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| 
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|     *exposure.single_mut() = Exposure::from_physical_camera(**parameters);
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| }
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| 
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| fn animate_light_direction(
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<DirectionalLight>>,
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| ) {
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|     for mut transform in &mut query {
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|         transform.rotate_y(time.delta_seconds() * 0.5);
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|     }
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| }
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| 
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| fn movement(
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|     input: Res<ButtonInput<KeyCode>>,
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|     time: Res<Time>,
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|     mut query: Query<&mut Transform, With<Movable>>,
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| ) {
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|     for mut transform in &mut query {
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|         let mut direction = Vec3::ZERO;
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|         if input.pressed(KeyCode::ArrowUp) {
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|             direction.y += 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowDown) {
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|             direction.y -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowLeft) {
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|             direction.x -= 1.0;
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|         }
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|         if input.pressed(KeyCode::ArrowRight) {
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|             direction.x += 1.0;
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|         }
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| 
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|         transform.translation += time.delta_seconds() * 2.0 * direction;
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|     }
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| }
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