 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>
		
			
				
	
	
		
			242 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			242 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A compute shader that simulates Conway's Game of Life.
 | |
| //!
 | |
| //! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
 | |
| //! is rendered to the screen.
 | |
| 
 | |
| use bevy::{
 | |
|     prelude::*,
 | |
|     render::{
 | |
|         extract_resource::{ExtractResource, ExtractResourcePlugin},
 | |
|         render_asset::RenderAssetUsages,
 | |
|         render_asset::RenderAssets,
 | |
|         render_graph::{self, RenderGraph, RenderLabel},
 | |
|         render_resource::*,
 | |
|         renderer::{RenderContext, RenderDevice},
 | |
|         Render, RenderApp, RenderSet,
 | |
|     },
 | |
|     window::WindowPlugin,
 | |
| };
 | |
| use std::borrow::Cow;
 | |
| 
 | |
| const SIZE: (u32, u32) = (1280, 720);
 | |
| const WORKGROUP_SIZE: u32 = 8;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(ClearColor(Color::BLACK))
 | |
|         .add_plugins((
 | |
|             DefaultPlugins.set(WindowPlugin {
 | |
|                 primary_window: Some(Window {
 | |
|                     // uncomment for unthrottled FPS
 | |
|                     // present_mode: bevy::window::PresentMode::AutoNoVsync,
 | |
|                     ..default()
 | |
|                 }),
 | |
|                 ..default()
 | |
|             }),
 | |
|             GameOfLifeComputePlugin,
 | |
|         ))
 | |
|         .add_systems(Startup, setup)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
 | |
|     let mut image = Image::new_fill(
 | |
|         Extent3d {
 | |
|             width: SIZE.0,
 | |
|             height: SIZE.1,
 | |
|             depth_or_array_layers: 1,
 | |
|         },
 | |
|         TextureDimension::D2,
 | |
|         &[0, 0, 0, 255],
 | |
|         TextureFormat::R32Float,
 | |
|         RenderAssetUsages::RENDER_WORLD,
 | |
|     );
 | |
|     image.texture_descriptor.usage =
 | |
|         TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
 | |
|     let image = images.add(image);
 | |
| 
 | |
|     commands.spawn(SpriteBundle {
 | |
|         sprite: Sprite {
 | |
|             custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
 | |
|             ..default()
 | |
|         },
 | |
|         texture: image.clone(),
 | |
|         ..default()
 | |
|     });
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
| 
 | |
|     commands.insert_resource(GameOfLifeImage { texture: image });
 | |
| }
 | |
| 
 | |
| struct GameOfLifeComputePlugin;
 | |
| 
 | |
| #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
 | |
| struct GameOfLifeLabel;
 | |
| 
 | |
| impl Plugin for GameOfLifeComputePlugin {
 | |
|     fn build(&self, app: &mut App) {
 | |
|         // Extract the game of life image resource from the main world into the render world
 | |
|         // for operation on by the compute shader and display on the sprite.
 | |
|         app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
 | |
|         let render_app = app.sub_app_mut(RenderApp);
 | |
|         render_app.add_systems(
 | |
|             Render,
 | |
|             prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
 | |
|         );
 | |
| 
 | |
|         let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
 | |
|         render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
 | |
|         render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
 | |
|     }
 | |
| 
 | |
|     fn finish(&self, app: &mut App) {
 | |
|         let render_app = app.sub_app_mut(RenderApp);
 | |
|         render_app.init_resource::<GameOfLifePipeline>();
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Resource, Clone, Deref, ExtractResource, AsBindGroup)]
 | |
| struct GameOfLifeImage {
 | |
|     #[storage_texture(0, image_format = R32Float, access = ReadWrite)]
 | |
|     texture: Handle<Image>,
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct GameOfLifeImageBindGroup(BindGroup);
 | |
| 
 | |
| fn prepare_bind_group(
 | |
|     mut commands: Commands,
 | |
|     pipeline: Res<GameOfLifePipeline>,
 | |
|     gpu_images: Res<RenderAssets<Image>>,
 | |
|     game_of_life_image: Res<GameOfLifeImage>,
 | |
|     render_device: Res<RenderDevice>,
 | |
| ) {
 | |
|     let view = gpu_images.get(&game_of_life_image.texture).unwrap();
 | |
|     let bind_group = render_device.create_bind_group(
 | |
|         None,
 | |
|         &pipeline.texture_bind_group_layout,
 | |
|         &BindGroupEntries::single(&view.texture_view),
 | |
|     );
 | |
|     commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct GameOfLifePipeline {
 | |
|     texture_bind_group_layout: BindGroupLayout,
 | |
|     init_pipeline: CachedComputePipelineId,
 | |
|     update_pipeline: CachedComputePipelineId,
 | |
| }
 | |
| 
 | |
| impl FromWorld for GameOfLifePipeline {
 | |
|     fn from_world(world: &mut World) -> Self {
 | |
|         let render_device = world.resource::<RenderDevice>();
 | |
|         let texture_bind_group_layout = GameOfLifeImage::bind_group_layout(render_device);
 | |
|         let shader = world.load_asset("shaders/game_of_life.wgsl");
 | |
|         let pipeline_cache = world.resource::<PipelineCache>();
 | |
|         let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
 | |
|             label: None,
 | |
|             layout: vec![texture_bind_group_layout.clone()],
 | |
|             push_constant_ranges: Vec::new(),
 | |
|             shader: shader.clone(),
 | |
|             shader_defs: vec![],
 | |
|             entry_point: Cow::from("init"),
 | |
|         });
 | |
|         let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
 | |
|             label: None,
 | |
|             layout: vec![texture_bind_group_layout.clone()],
 | |
|             push_constant_ranges: Vec::new(),
 | |
|             shader,
 | |
|             shader_defs: vec![],
 | |
|             entry_point: Cow::from("update"),
 | |
|         });
 | |
| 
 | |
|         GameOfLifePipeline {
 | |
|             texture_bind_group_layout,
 | |
|             init_pipeline,
 | |
|             update_pipeline,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| enum GameOfLifeState {
 | |
|     Loading,
 | |
|     Init,
 | |
|     Update,
 | |
| }
 | |
| 
 | |
| struct GameOfLifeNode {
 | |
|     state: GameOfLifeState,
 | |
| }
 | |
| 
 | |
| impl Default for GameOfLifeNode {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             state: GameOfLifeState::Loading,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl render_graph::Node for GameOfLifeNode {
 | |
|     fn update(&mut self, world: &mut World) {
 | |
|         let pipeline = world.resource::<GameOfLifePipeline>();
 | |
|         let pipeline_cache = world.resource::<PipelineCache>();
 | |
| 
 | |
|         // if the corresponding pipeline has loaded, transition to the next stage
 | |
|         match self.state {
 | |
|             GameOfLifeState::Loading => {
 | |
|                 if let CachedPipelineState::Ok(_) =
 | |
|                     pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
 | |
|                 {
 | |
|                     self.state = GameOfLifeState::Init;
 | |
|                 }
 | |
|             }
 | |
|             GameOfLifeState::Init => {
 | |
|                 if let CachedPipelineState::Ok(_) =
 | |
|                     pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
 | |
|                 {
 | |
|                     self.state = GameOfLifeState::Update;
 | |
|                 }
 | |
|             }
 | |
|             GameOfLifeState::Update => {}
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn run(
 | |
|         &self,
 | |
|         _graph: &mut render_graph::RenderGraphContext,
 | |
|         render_context: &mut RenderContext,
 | |
|         world: &World,
 | |
|     ) -> Result<(), render_graph::NodeRunError> {
 | |
|         let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
 | |
|         let pipeline_cache = world.resource::<PipelineCache>();
 | |
|         let pipeline = world.resource::<GameOfLifePipeline>();
 | |
| 
 | |
|         let mut pass = render_context
 | |
|             .command_encoder()
 | |
|             .begin_compute_pass(&ComputePassDescriptor::default());
 | |
| 
 | |
|         pass.set_bind_group(0, texture_bind_group, &[]);
 | |
| 
 | |
|         // select the pipeline based on the current state
 | |
|         match self.state {
 | |
|             GameOfLifeState::Loading => {}
 | |
|             GameOfLifeState::Init => {
 | |
|                 let init_pipeline = pipeline_cache
 | |
|                     .get_compute_pipeline(pipeline.init_pipeline)
 | |
|                     .unwrap();
 | |
|                 pass.set_pipeline(init_pipeline);
 | |
|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
 | |
|             }
 | |
|             GameOfLifeState::Update => {
 | |
|                 let update_pipeline = pipeline_cache
 | |
|                     .get_compute_pipeline(pipeline.update_pipeline)
 | |
|                     .unwrap();
 | |
|                 pass.set_pipeline(update_pipeline);
 | |
|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         Ok(())
 | |
|     }
 | |
| }
 |