# 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>
		
			
				
	
	
		
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			355 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example showcases different blend modes.
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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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//! | `Up` / `Down`      | Increase / Decrease Alpha           |
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//! | `Left` / `Right`   | Rotate Camera                       |
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//! | `H`                | Toggle HDR                          |
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//! | `Spacebar`         | Toggle Unlit                        |
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//! | `C`                | Randomize Colors                    |
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use bevy::{color::palettes::css::ORANGE, prelude::*};
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use rand::random;
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fn main() {
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    let mut app = App::new();
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    app.add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, example_control_system);
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    // Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
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    // Since this example uses HDR, we must disable MSAA for WASM builds, at least
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    // until WebGPU is ready and no longer behind a feature flag in Web browsers.
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    #[cfg(target_arch = "wasm32")]
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    app.insert_resource(Msaa::Off);
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    app.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 base_color = Color::srgb(0.9, 0.2, 0.3);
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    let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
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    // Opaque
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    let opaque = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Opaque,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(-4.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Blend
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    let blend = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Blend,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(-2.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Premultiplied
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    let premultiplied = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Premultiplied,
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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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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Add
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    let add = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh.clone(),
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Add,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(2.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Multiply
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    let multiply = commands
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        .spawn((
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            PbrBundle {
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                mesh: icosphere_mesh,
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                material: materials.add(StandardMaterial {
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                    base_color,
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                    alpha_mode: AlphaMode::Multiply,
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                    ..default()
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                }),
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                transform: Transform::from_xyz(4.0, 0.0, 0.0),
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                ..default()
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            },
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            ExampleControls {
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                unlit: true,
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                color: true,
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            },
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        ))
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        .id();
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    // Chessboard Plane
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    let black_material = materials.add(Color::BLACK);
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    let white_material = materials.add(Color::WHITE);
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    let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
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    for x in -3..4 {
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        for z in -3..4 {
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            commands.spawn((
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                PbrBundle {
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                    mesh: plane_mesh.clone(),
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                    material: if (x + z) % 2 == 0 {
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                        black_material.clone()
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                    } else {
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                        white_material.clone()
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                    },
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                    transform: Transform::from_xyz(x as f32 * 2.0, -1.0, z as f32 * 2.0),
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                    ..default()
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                },
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                ExampleControls {
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                    unlit: false,
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                    color: true,
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                },
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            ));
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        }
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    }
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    // Light
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    commands.spawn(PointLightBundle {
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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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    // Camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 2.5, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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    // Controls Text
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    let text_style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 18.0,
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        ..default()
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    };
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    let label_text_style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 25.0,
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        color: ORANGE.into(),
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    };
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    commands.spawn(
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        TextBundle::from_section(
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            "Up / Down — Increase / Decrease Alpha\nLeft / Right — Rotate Camera\nH - Toggle HDR\nSpacebar — Toggle Unlit\nC — Randomize Colors",
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            text_style.clone(),
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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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    commands.spawn((
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        TextBundle::from_section("", text_style).with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(10.0),
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            right: Val::Px(10.0),
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            ..default()
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        }),
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        ExampleDisplay,
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    ));
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    let mut label = |entity: Entity, label: &str| {
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        commands
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            .spawn((
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                NodeBundle {
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                    style: Style {
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                        position_type: PositionType::Absolute,
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                        ..default()
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                    },
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                    ..default()
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                },
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                ExampleLabel { entity },
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            ))
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            .with_children(|parent| {
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                parent.spawn(
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                    TextBundle::from_section(label, label_text_style.clone())
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                        .with_style(Style {
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                            position_type: PositionType::Absolute,
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                            bottom: Val::ZERO,
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                            ..default()
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                        })
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                        .with_no_wrap(),
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                );
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            });
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    };
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    label(opaque, "┌─ Opaque\n│\n│\n│\n│");
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    label(blend, "┌─ Blend\n│\n│\n│");
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    label(premultiplied, "┌─ Premultiplied\n│\n│");
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    label(add, "┌─ Add\n│");
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    label(multiply, "┌─ Multiply");
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}
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#[derive(Component)]
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struct ExampleControls {
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    unlit: bool,
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    color: bool,
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}
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#[derive(Component)]
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struct ExampleLabel {
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    entity: Entity,
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}
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struct ExampleState {
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    alpha: f32,
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    unlit: bool,
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}
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#[derive(Component)]
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struct ExampleDisplay;
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impl Default for ExampleState {
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    fn default() -> Self {
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        ExampleState {
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            alpha: 0.9,
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            unlit: false,
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        }
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    }
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}
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#[allow(clippy::too_many_arguments)]
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fn example_control_system(
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    mut materials: ResMut<Assets<StandardMaterial>>,
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    controllable: Query<(&Handle<StandardMaterial>, &ExampleControls)>,
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    mut camera: Query<(&mut Camera, &mut Transform, &GlobalTransform), With<Camera3d>>,
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    mut labels: Query<(&mut Style, &ExampleLabel)>,
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    mut display: Query<&mut Text, With<ExampleDisplay>>,
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    labelled: Query<&GlobalTransform>,
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    mut state: Local<ExampleState>,
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    time: Res<Time>,
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    input: Res<ButtonInput<KeyCode>>,
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) {
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    if input.pressed(KeyCode::ArrowUp) {
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        state.alpha = (state.alpha + time.delta_seconds()).min(1.0);
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    } else if input.pressed(KeyCode::ArrowDown) {
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        state.alpha = (state.alpha - time.delta_seconds()).max(0.0);
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    }
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    if input.just_pressed(KeyCode::Space) {
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        state.unlit = !state.unlit;
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    }
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    let randomize_colors = input.just_pressed(KeyCode::KeyC);
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    for (material_handle, controls) in &controllable {
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        let material = materials.get_mut(material_handle).unwrap();
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        if controls.color && randomize_colors {
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            material.base_color = Srgba {
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                red: random(),
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                green: random(),
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                blue: random(),
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                alpha: state.alpha,
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            }
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            .into();
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        } else {
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            material.base_color.set_alpha(state.alpha);
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        }
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        if controls.unlit {
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            material.unlit = state.unlit;
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        }
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    }
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    let (mut camera, mut camera_transform, camera_global_transform) = camera.single_mut();
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    if input.just_pressed(KeyCode::KeyH) {
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        camera.hdr = !camera.hdr;
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    }
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    let rotation = if input.pressed(KeyCode::ArrowLeft) {
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        time.delta_seconds()
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    } else if input.pressed(KeyCode::ArrowRight) {
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        -time.delta_seconds()
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    } else {
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        0.0
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    };
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    camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(rotation));
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    for (mut style, label) in &mut labels {
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        let world_position = labelled.get(label.entity).unwrap().translation() + Vec3::Y;
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        let viewport_position = camera
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            .world_to_viewport(camera_global_transform, world_position)
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            .unwrap();
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        style.top = Val::Px(viewport_position.y);
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        style.left = Val::Px(viewport_position.x);
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    }
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    let mut display = display.single_mut();
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    display.sections[0].value = format!(
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        "  HDR: {}\nAlpha: {:.2}",
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        if camera.hdr { "ON " } else { "OFF" },
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        state.alpha
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    );
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}
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