# 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>
		
			
				
	
	
		
			157 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to configure Physically Based Rendering (PBR) parameters.
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use bevy::{asset::LoadState, prelude::*};
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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, environment_map_load_finish)
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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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    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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    let sphere_mesh = meshes.add(Sphere::new(0.45));
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    // add entities to the world
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    for y in -2..=2 {
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        for x in -5..=5 {
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            let x01 = (x + 5) as f32 / 10.0;
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            let y01 = (y + 2) as f32 / 4.0;
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            // sphere
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            commands.spawn(PbrBundle {
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                mesh: sphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color: Srgba::hex("#ffd891").unwrap().into(),
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                    // vary key PBR parameters on a grid of spheres to show the effect
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                    metallic: y01,
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                    perceptual_roughness: x01,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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                ..default()
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            });
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        }
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    }
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    // unlit sphere
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    commands.spawn(PbrBundle {
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        mesh: sphere_mesh,
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        material: materials.add(StandardMaterial {
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            base_color: Srgba::hex("#ffd891").unwrap().into(),
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            // vary key PBR parameters on a grid of spheres to show the effect
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            unlit: true,
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            ..default()
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        }),
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        transform: Transform::from_xyz(-5.0, -2.5, 0.0),
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        ..default()
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    });
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    commands.spawn(DirectionalLightBundle {
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        transform: Transform::from_xyz(50.0, 50.0, 50.0).looking_at(Vec3::ZERO, Vec3::Y),
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        directional_light: DirectionalLight {
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            illuminance: 1_500.,
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            ..default()
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        },
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        ..default()
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    });
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    // labels
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    commands.spawn(
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        TextBundle::from_section(
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            "Perceptual Roughness",
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            TextStyle {
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                font_size: 36.0,
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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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            top: Val::Px(20.0),
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            left: Val::Px(100.0),
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            ..default()
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        }),
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    );
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    commands.spawn(TextBundle {
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        text: Text::from_section(
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            "Metallic",
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            TextStyle {
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                font_size: 36.0,
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                ..default()
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            },
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        ),
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        style: Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(130.0),
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            right: Val::ZERO,
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            ..default()
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        },
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        transform: Transform {
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            rotation: Quat::from_rotation_z(std::f32::consts::PI / 2.0),
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            ..default()
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        },
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        ..default()
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    });
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    commands.spawn((
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        TextBundle::from_section(
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            "Loading Environment Map...",
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            TextStyle {
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                font_size: 36.0,
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                color: Color::WHITE,
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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(20.0),
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            right: Val::Px(20.0),
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            ..default()
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        }),
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        EnvironmentMapLabel,
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    ));
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    // camera
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    commands.spawn((
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        Camera3dBundle {
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            transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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            projection: OrthographicProjection {
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                scale: 0.01,
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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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        EnvironmentMapLight {
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            diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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            specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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            intensity: 900.0,
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        },
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    ));
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}
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fn environment_map_load_finish(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    environment_maps: Query<&EnvironmentMapLight>,
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    label_query: Query<Entity, With<EnvironmentMapLabel>>,
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) {
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    if let Ok(environment_map) = environment_maps.get_single() {
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        if asset_server.load_state(&environment_map.diffuse_map) == LoadState::Loaded
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            && asset_server.load_state(&environment_map.specular_map) == LoadState::Loaded
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        {
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            if let Ok(label_entity) = label_query.get_single() {
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                commands.entity(label_entity).despawn();
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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 EnvironmentMapLabel;
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