
# 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>
223 lines
7.3 KiB
Rust
223 lines
7.3 KiB
Rust
//! Renders two cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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color::palettes::css::DARK_GRAY, pbr::CascadeShadowConfigBuilder, prelude::*,
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render::camera::Viewport, window::WindowResized,
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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(Startup, setup)
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.add_systems(Update, (set_camera_viewports, button_system))
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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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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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 2,
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first_cascade_far_bound: 200.0,
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maximum_distance: 280.0,
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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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// Cameras and their dedicated UI
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for (index, (camera_name, camera_pos)) in [
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("Player 1", Vec3::new(0.0, 200.0, -150.0)),
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("Player 2", Vec3::new(150.0, 150., 50.0)),
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("Player 3", Vec3::new(100.0, 150., -150.0)),
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("Player 4", Vec3::new(-100.0, 80., 150.0)),
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]
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.iter()
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.enumerate()
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{
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let camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_translation(*camera_pos)
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.looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders cameras with different priorities to prevent ambiguities
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order: index as isize,
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// Don't clear after the first camera because the first camera already cleared the entire window
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clear_color: if index > 0 {
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ClearColorConfig::None
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} else {
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ClearColorConfig::default()
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},
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..default()
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},
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..default()
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},
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CameraPosition {
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pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
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},
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))
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.id();
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// Set up UI
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commands
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.spawn((
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TargetCamera(camera),
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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padding: UiRect::all(Val::Px(20.)),
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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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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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*camera_name,
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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buttons_panel(parent);
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});
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}
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fn buttons_panel(parent: &mut ChildBuilder) {
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parent
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceBetween,
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(20.)),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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rotate_button(parent, "<", Direction::Left);
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rotate_button(parent, ">", Direction::Right);
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});
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}
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fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
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parent
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.spawn((
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RotateCamera(direction),
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ButtonBundle {
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style: Style {
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width: Val::Px(40.),
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height: Val::Px(40.),
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border: UiRect::all(Val::Px(2.)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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border_color: Color::WHITE.into(),
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background_color: DARK_GRAY.into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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caption,
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TextStyle {
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font_size: 20.,
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..default()
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},
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));
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});
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}
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}
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#[derive(Component)]
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struct CameraPosition {
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pos: UVec2,
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}
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#[derive(Component)]
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struct RotateCamera(Direction);
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enum Direction {
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Left,
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Right,
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}
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fn set_camera_viewports(
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windows: Query<&Window>,
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mut resize_events: EventReader<WindowResized>,
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mut query: Query<(&CameraPosition, &mut Camera)>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for resize_event in resize_events.read() {
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let window = windows.get(resize_event.window).unwrap();
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let size = UVec2::new(window.physical_width(), window.physical_height()) / 2;
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for (camera_position, mut camera) in &mut query {
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camera.viewport = Some(Viewport {
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physical_position: camera_position.pos * size,
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physical_size: size,
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..default()
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});
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}
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}
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}
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#[allow(clippy::type_complexity)]
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fn button_system(
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interaction_query: Query<
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(&Interaction, &TargetCamera, &RotateCamera),
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(Changed<Interaction>, With<Button>),
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>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
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if let Interaction::Pressed = *interaction {
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// Since TargetCamera propagates to the children, we can use it to find
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// which side of the screen the button is on.
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if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
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let angle = match direction {
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Direction::Left => -0.1,
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Direction::Right => 0.1,
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
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}
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}
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}
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}
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