 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>
		
			
				
	
	
		
			300 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			300 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This interactive example shows how to use distance fog,
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| //! and allows playing around with different fog settings.
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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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| //! | `1` / `2` / `3`    | Fog Falloff Mode                    |
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| //! | `A` / `S`          | Move Start Distance (Linear Fog)    |
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| //! |                    | Change Density (Exponential Fogs)   |
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| //! | `Z` / `X`          | Move End Distance (Linear Fog)      |
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| //! | `-` / `=`          | Adjust Fog Red Channel              |
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| //! | `[` / `]`          | Adjust Fog Green Channel            |
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| //! | `;` / `'`          | Adjust Fog Blue Channel             |
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| //! | `.` / `?`          | Adjust Fog Alpha Channel            |
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| 
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| use bevy::{
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|     pbr::{NotShadowCaster, NotShadowReceiver},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(AmbientLight::NONE)
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(
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|             Startup,
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|             (setup_camera_fog, setup_pyramid_scene, setup_instructions),
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|         )
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|         .add_systems(Update, update_system)
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|         .run();
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| }
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| 
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| fn setup_camera_fog(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3dBundle::default(),
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|         FogSettings {
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|             color: Color::srgb(0.25, 0.25, 0.25),
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|             falloff: FogFalloff::Linear {
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|                 start: 5.0,
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|                 end: 20.0,
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|             },
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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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| fn setup_pyramid_scene(
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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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| ) {
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|     let stone = materials.add(StandardMaterial {
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|         base_color: Srgba::hex("28221B").unwrap().into(),
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|         perceptual_roughness: 1.0,
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|         ..default()
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|     });
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| 
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|     // pillars
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|     for (x, z) in &[(-1.5, -1.5), (1.5, -1.5), (1.5, 1.5), (-1.5, 1.5)] {
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|         commands.spawn(PbrBundle {
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|             mesh: meshes.add(Cuboid::new(1.0, 3.0, 1.0)),
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|             material: stone.clone(),
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|             transform: Transform::from_xyz(*x, 1.5, *z),
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|             ..default()
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|         });
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|     }
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| 
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|     // orb
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Sphere::default()),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Srgba::hex("126212CC").unwrap().into(),
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|                 reflectance: 1.0,
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|                 perceptual_roughness: 0.0,
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|                 metallic: 0.5,
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|                 alpha_mode: AlphaMode::Blend,
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|                 ..default()
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|             }),
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|             transform: Transform::from_scale(Vec3::splat(1.75))
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|                 .with_translation(Vec3::new(0.0, 4.0, 0.0)),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|         NotShadowReceiver,
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|     ));
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| 
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|     // steps
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|     for i in 0..50 {
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|         let half_size = i as f32 / 2.0 + 3.0;
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|         let y = -i as f32 / 2.0;
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|         commands.spawn(PbrBundle {
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|             mesh: meshes.add(Cuboid::new(2.0 * half_size, 0.5, 2.0 * half_size)),
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|             material: stone.clone(),
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|             transform: Transform::from_xyz(0.0, y + 0.25, 0.0),
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|             ..default()
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|         });
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|     }
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| 
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|     // sky
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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|         material: materials.add(StandardMaterial {
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|             base_color: Srgba::hex("888888").unwrap().into(),
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|             unlit: true,
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|             cull_mode: None,
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|             ..default()
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|         }),
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|         transform: Transform::from_scale(Vec3::splat(1_000_000.0)),
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|         ..default()
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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(0.0, 1.0, 0.0),
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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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|         ..default()
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|     });
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "",
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|             TextStyle {
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|                 font_size: 20.0,
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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(12.0),
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|             left: Val::Px(12.0),
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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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| fn update_system(
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|     mut camera: Query<(&mut FogSettings, &mut Transform)>,
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|     mut text: Query<&mut Text>,
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|     time: Res<Time>,
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|     keycode: Res<ButtonInput<KeyCode>>,
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| ) {
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|     let now = time.elapsed_seconds();
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|     let delta = time.delta_seconds();
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| 
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|     let (mut fog, mut transform) = camera.single_mut();
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|     let mut text = text.single_mut();
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| 
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|     // Orbit camera around pyramid
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|     let orbit_scale = 8.0 + (now / 10.0).sin() * 7.0;
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|     *transform = Transform::from_xyz(
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|         (now / 5.0).cos() * orbit_scale,
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|         12.0 - orbit_scale / 2.0,
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|         (now / 5.0).sin() * orbit_scale,
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|     )
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|     .looking_at(Vec3::ZERO, Vec3::Y);
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| 
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|     // Fog Information
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|     text.sections[0].value = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
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| 
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|     // Fog Falloff Mode Switching
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|     text.sections[0]
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|         .value
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|         .push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
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| 
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|     if keycode.pressed(KeyCode::Digit1) {
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|         if let FogFalloff::Linear { .. } = fog.falloff {
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|             // No change
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|         } else {
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|             fog.falloff = FogFalloff::Linear {
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|                 start: 5.0,
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|                 end: 20.0,
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|             };
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|         };
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|     }
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| 
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|     if keycode.pressed(KeyCode::Digit2) {
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|         if let FogFalloff::Exponential { .. } = fog.falloff {
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|             // No change
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|         } else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
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|             fog.falloff = FogFalloff::Exponential { density };
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|         } else {
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|             fog.falloff = FogFalloff::Exponential { density: 0.07 };
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|         };
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|     }
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| 
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|     if keycode.pressed(KeyCode::Digit3) {
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|         if let FogFalloff::Exponential { density } = fog.falloff {
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|             fog.falloff = FogFalloff::ExponentialSquared { density };
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|         } else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
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|             // No change
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|         } else {
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|             fog.falloff = FogFalloff::Exponential { density: 0.07 };
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|         };
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|     }
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| 
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|     // Linear Fog Controls
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|     if let FogFalloff::Linear {
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|         ref mut start,
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|         ref mut end,
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|     } = &mut fog.falloff
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|     {
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|         text.sections[0]
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|             .value
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|             .push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *start -= delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *start += delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyZ) {
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|             *end -= delta * 3.0;
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|         }
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|         if keycode.pressed(KeyCode::KeyX) {
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|             *end += delta * 3.0;
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|         }
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|     }
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| 
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|     // Exponential Fog Controls
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|     if let FogFalloff::Exponential { ref mut density } = &mut fog.falloff {
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|         text.sections[0].value.push_str("\nA / S - Change Density");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *density -= delta * 0.5 * *density;
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|             if *density < 0.0 {
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|                 *density = 0.0;
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|             }
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *density += delta * 0.5 * *density;
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|         }
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|     }
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| 
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|     // ExponentialSquared Fog Controls
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|     if let FogFalloff::ExponentialSquared { ref mut density } = &mut fog.falloff {
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|         text.sections[0].value.push_str("\nA / S - Change Density");
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| 
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|         if keycode.pressed(KeyCode::KeyA) {
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|             *density -= delta * 0.5 * *density;
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|             if *density < 0.0 {
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|                 *density = 0.0;
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|             }
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|         }
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|         if keycode.pressed(KeyCode::KeyS) {
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|             *density += delta * 0.5 * *density;
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|         }
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|     }
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| 
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|     // RGBA Controls
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|     text.sections[0]
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|         .value
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|         .push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
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| 
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|     // We're performing various operations in the sRGB color space,
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|     // so we convert the fog color to sRGB here, then modify it,
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|     // and finally when we're done we can convert it back and set it.
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|     let mut fog_color = Srgba::from(fog.color);
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|     if keycode.pressed(KeyCode::Minus) {
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|         fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
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|         fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::BracketLeft) {
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|         fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::BracketRight) {
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|         fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Semicolon) {
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|         fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Quote) {
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|         fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Period) {
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|         fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
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|     }
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| 
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|     if keycode.pressed(KeyCode::Slash) {
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|         fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
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|     }
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| 
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|     fog.color = Color::from(fog_color);
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| }
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