# 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>
		
			
				
	
	
		
			127 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases atmospheric fog
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//!
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//! ## Controls
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//!
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//! | Key Binding        | Action                                 |
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//! |:-------------------|:---------------------------------------|
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//! | `Spacebar`         | Toggle Atmospheric Fog                 |
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//! | `S`                | Toggle Directional Light Fog Influence |
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use bevy::{
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    pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(
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            Startup,
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            (setup_camera_fog, setup_terrain_scene, setup_instructions),
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        )
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        .add_systems(Update, toggle_system)
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        .run();
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}
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fn setup_camera_fog(mut commands: Commands) {
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(-1.0, 0.1, 1.0)
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                .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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            ..default()
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        },
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        FogSettings {
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            color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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            directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
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            directional_light_exponent: 30.0,
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            falloff: FogFalloff::from_visibility_colors(
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                15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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                Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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                Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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            ),
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        },
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    ));
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}
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fn setup_terrain_scene(
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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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    // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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    let cascade_shadow_config = CascadeShadowConfigBuilder {
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        first_cascade_far_bound: 0.3,
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        maximum_distance: 3.0,
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        ..default()
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    }
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    .build();
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    // Sun
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    commands.spawn(DirectionalLightBundle {
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        directional_light: DirectionalLight {
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            color: Color::srgb(0.98, 0.95, 0.82),
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(0.0, 0.0, 0.0)
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            .looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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        cascade_shadow_config,
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        ..default()
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    });
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    // Terrain
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    commands.spawn(SceneBundle {
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        scene: asset_server.load("models/terrain/Mountains.gltf#Scene0"),
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        ..default()
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    });
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    // Sky
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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            material: materials.add(StandardMaterial {
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                base_color: Srgba::hex("888888").unwrap().into(),
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                unlit: true,
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                cull_mode: None,
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                ..default()
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            }),
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            transform: Transform::from_scale(Vec3::splat(20.0)),
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            ..default()
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        },
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        NotShadowCaster,
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    ));
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}
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fn setup_instructions(mut commands: Commands) {
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    commands.spawn(
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        TextBundle::from_section(
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            "Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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            TextStyle {
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                font_size: 20.0,
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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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            bottom: 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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fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut FogSettings>) {
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    let mut fog_settings = fog.single_mut();
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    if keycode.just_pressed(KeyCode::Space) {
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        let a = fog_settings.color.alpha();
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        fog_settings.color.set_alpha(1.0 - a);
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    }
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    if keycode.just_pressed(KeyCode::KeyS) {
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        let a = fog_settings.directional_light_color.alpha();
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        fog_settings.directional_light_color.set_alpha(0.5 - a);
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    }
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}
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