2023-11-03 22:33:01 +00:00
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//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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2024-09-24 11:42:59 +00:00
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use bevy::{prelude::*, reflect::TypePath, render::render_resource::*};
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2023-11-03 22:33:01 +00:00
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2024-06-12 14:16:01 +00:00
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/// This example uses a shader source file from the assets subdirectory
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2024-06-27 21:23:04 +00:00
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const SHADER_ASSET_PATH: &str = "shaders/custom_ui_material.wgsl";
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2024-06-12 14:16:01 +00:00
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2023-11-03 22:33:01 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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.add_systems(Startup, setup)
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2024-06-27 21:23:04 +00:00
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.add_systems(Update, animate)
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2023-11-03 22:33:01 +00:00
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.run();
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}
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2024-06-27 21:23:04 +00:00
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fn setup(
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mut commands: Commands,
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mut ui_materials: ResMut<Assets<CustomUiMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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2023-11-03 22:33:01 +00:00
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// Camera so we can see UI
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2024-10-05 01:59:52 +00:00
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commands.spawn(Camera2d);
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2023-11-03 22:33:01 +00:00
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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2024-06-27 21:23:04 +00:00
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let banner_scale_factor = 0.5;
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2023-11-03 22:33:01 +00:00
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parent.spawn(MaterialNodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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2024-06-27 21:23:04 +00:00
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width: Val::Px(905.0 * banner_scale_factor),
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height: Val::Px(363.0 * banner_scale_factor),
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2024-09-09 16:34:24 +00:00
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border: UiRect::all(Val::Px(10.)),
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2023-11-03 22:33:01 +00:00
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..default()
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},
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2024-10-08 19:07:58 +00:00
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material: UiMaterialHandle(ui_materials.add(CustomUiMaterial {
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# 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>
2024-02-29 19:35:12 +00:00
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color: LinearRgba::WHITE.to_f32_array().into(),
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2024-06-27 21:23:04 +00:00
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slider: 0.5,
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color_texture: asset_server.load("branding/banner.png"),
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2024-09-09 16:34:24 +00:00
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border_color: LinearRgba::WHITE.to_f32_array().into(),
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2024-10-08 19:07:58 +00:00
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})),
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2023-11-03 22:33:01 +00:00
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..default()
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});
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});
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}
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#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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struct CustomUiMaterial {
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2024-06-27 21:23:04 +00:00
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/// Color multiplied with the image
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2023-11-03 22:33:01 +00:00
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#[uniform(0)]
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color: Vec4,
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2024-06-27 21:23:04 +00:00
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/// Represents how much of the image is visible
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/// Goes from 0 to 1
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#[uniform(1)]
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slider: f32,
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/// Image used to represent the slider
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#[texture(2)]
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#[sampler(3)]
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color_texture: Handle<Image>,
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2024-09-09 16:34:24 +00:00
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/// Color of the image's border
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#[uniform(4)]
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border_color: Vec4,
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2023-11-03 22:33:01 +00:00
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}
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impl UiMaterial for CustomUiMaterial {
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fn fragment_shader() -> ShaderRef {
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2024-06-12 14:16:01 +00:00
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SHADER_ASSET_PATH.into()
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2023-11-03 22:33:01 +00:00
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}
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}
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2024-06-27 21:23:04 +00:00
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// Fills the slider slowly over 2 seconds and resets it
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// Also updates the color of the image to a rainbow color
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fn animate(
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mut materials: ResMut<Assets<CustomUiMaterial>>,
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2024-10-08 19:07:58 +00:00
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q: Query<&UiMaterialHandle<CustomUiMaterial>>,
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2024-06-27 21:23:04 +00:00
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time: Res<Time>,
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) {
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let duration = 2.0;
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for handle in &q {
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if let Some(material) = materials.get_mut(handle) {
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// rainbow color effect
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let new_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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2024-09-09 16:34:24 +00:00
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let border_color = Color::hsl((time.elapsed_seconds() * 60.0) % 360.0, 0.75, 0.75);
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material.color = new_color.to_linear().to_vec4();
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2024-06-27 21:23:04 +00:00
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material.slider =
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((time.elapsed_seconds() % (duration * 2.0)) - duration).abs() / duration;
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2024-09-09 16:34:24 +00:00
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material.border_color = border_color.to_linear().to_vec4();
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2024-06-27 21:23:04 +00:00
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}
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}
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}
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