# 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>
		
			
				
	
	
		
			254 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			254 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
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//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
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//! The textures are not generated for any material using alpha blending.
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use bevy::{
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    core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
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    pbr::{NotShadowCaster, PbrPlugin},
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    prelude::*,
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    reflect::TypePath,
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    render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
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};
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins.set(PbrPlugin {
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                // The prepass is enabled by default on the StandardMaterial,
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                // but you can disable it if you need to.
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                //
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                // prepass_enabled: false,
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                ..default()
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            }),
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            MaterialPlugin::<CustomMaterial>::default(),
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            MaterialPlugin::<PrepassOutputMaterial> {
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                // This material only needs to read the prepass textures,
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                // but the meshes using it should not contribute to the prepass render, so we can disable it.
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                prepass_enabled: false,
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                ..default()
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            },
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (rotate, toggle_prepass_view))
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        // Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
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        .insert_resource(Msaa::Off)
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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<CustomMaterial>>,
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    mut std_materials: ResMut<Assets<StandardMaterial>>,
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    mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
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    asset_server: Res<AssetServer>,
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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(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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            ..default()
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        },
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        // To enable the prepass you need to add the components associated with the ones you need
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        // This will write the depth buffer to a texture that you can use in the main pass
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        DepthPrepass,
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        // This will generate a texture containing world normals (with normal maps applied)
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        NormalPrepass,
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        // This will generate a texture containing screen space pixel motion vectors
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        MotionVectorPrepass,
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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(5.0, 5.0)),
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        material: std_materials.add(Color::srgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    // A quad that shows the outputs of the prepass
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    // To make it easy, we just draw a big quad right in front of the camera.
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    // For a real application, this isn't ideal.
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    commands.spawn((
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        MaterialMeshBundle {
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            mesh: meshes.add(Rectangle::new(20.0, 20.0)),
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            material: depth_materials.add(PrepassOutputMaterial {
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                settings: ShowPrepassSettings::default(),
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            }),
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            transform: Transform::from_xyz(-0.75, 1.25, 3.0)
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                .looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
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            ..default()
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        },
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        NotShadowCaster,
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    ));
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    // Opaque cube
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    commands.spawn((
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        MaterialMeshBundle {
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            mesh: meshes.add(Cuboid::default()),
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            material: materials.add(CustomMaterial {
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                color: LinearRgba::WHITE,
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                color_texture: Some(asset_server.load("branding/icon.png")),
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                alpha_mode: AlphaMode::Opaque,
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            }),
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            transform: Transform::from_xyz(-1.0, 0.5, 0.0),
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            ..default()
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        },
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        Rotates,
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    ));
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    // Cube with alpha mask
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Cuboid::default()),
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        material: std_materials.add(StandardMaterial {
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            alpha_mode: AlphaMode::Mask(1.0),
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            base_color_texture: Some(asset_server.load("branding/icon.png")),
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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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    // Cube with alpha blending.
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    // Transparent materials are ignored by the prepass
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    commands.spawn(MaterialMeshBundle {
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        mesh: meshes.add(Cuboid::default()),
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        material: materials.add(CustomMaterial {
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            color: LinearRgba::WHITE,
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            color_texture: Some(asset_server.load("branding/icon.png")),
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            alpha_mode: AlphaMode::Blend,
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        }),
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        transform: Transform::from_xyz(1.0, 0.5, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    let style = TextStyle {
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        font_size: 18.0,
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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("Prepass Output: transparent\n", style.clone()),
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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("Space - Change output\n", 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(10.0),
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            left: Val::Px(10.0),
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            ..default()
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        }),
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    );
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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    #[uniform(0)]
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    color: LinearRgba,
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    #[texture(1)]
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    #[sampler(2)]
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    color_texture: Option<Handle<Image>>,
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    alpha_mode: AlphaMode,
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}
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/// Not shown in this example, but if you need to specialize your material, the specialize
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/// function will also be used by the prepass
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impl Material for CustomMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/custom_material.wgsl".into()
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    }
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    fn alpha_mode(&self) -> AlphaMode {
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        self.alpha_mode
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    }
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    // You can override the default shaders used in the prepass if your material does
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    // anything not supported by the default prepass
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    // fn prepass_fragment_shader() -> ShaderRef {
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    //     "shaders/custom_material.wgsl".into()
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    // }
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}
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#[derive(Component)]
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struct Rotates;
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fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
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    for mut t in q.iter_mut() {
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        let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
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        t.rotation = Quat::from_rotation_z(rot);
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    }
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}
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#[derive(Debug, Clone, Default, ShaderType)]
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struct ShowPrepassSettings {
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    show_depth: u32,
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    show_normals: u32,
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    show_motion_vectors: u32,
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    padding_1: u32,
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    padding_2: u32,
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}
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// This shader simply loads the prepass texture and outputs it directly
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct PrepassOutputMaterial {
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    #[uniform(0)]
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    settings: ShowPrepassSettings,
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}
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impl Material for PrepassOutputMaterial {
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    fn fragment_shader() -> ShaderRef {
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        "shaders/show_prepass.wgsl".into()
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    }
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    // This needs to be transparent in order to show the scene behind the mesh
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    fn alpha_mode(&self) -> AlphaMode {
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        AlphaMode::Blend
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    }
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}
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/// Every time you press space, it will cycle between transparent, depth and normals view
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fn toggle_prepass_view(
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    mut prepass_view: Local<u32>,
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    keycode: Res<ButtonInput<KeyCode>>,
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    material_handle: Query<&Handle<PrepassOutputMaterial>>,
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    mut materials: ResMut<Assets<PrepassOutputMaterial>>,
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    mut text: Query<&mut Text>,
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) {
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    if keycode.just_pressed(KeyCode::Space) {
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        *prepass_view = (*prepass_view + 1) % 4;
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        let label = match *prepass_view {
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            0 => "transparent",
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            1 => "depth",
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            2 => "normals",
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            3 => "motion vectors",
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            _ => unreachable!(),
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        };
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        let mut text = text.single_mut();
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        text.sections[0].value = format!("Prepass Output: {label}\n");
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        for section in &mut text.sections {
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            section.style.color = Color::WHITE;
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        }
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        let handle = material_handle.single();
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        let mat = materials.get_mut(handle).unwrap();
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        mat.settings.show_depth = (*prepass_view == 1) as u32;
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        mat.settings.show_normals = (*prepass_view == 2) as u32;
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        mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
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    }
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}
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