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>
This commit is contained in:
Alice Cecile 2024-02-29 14:35:12 -05:00 committed by GitHub
parent b24ab2e9fb
commit 599e5e4e76
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GPG key ID: B5690EEEBB952194
180 changed files with 1371 additions and 2807 deletions

View file

@ -45,6 +45,12 @@ impl Color {
(*self).into()
}
#[deprecated = "Use `Color::srgba` instead"]
/// Creates a new [`Color`] object storing a [`Srgba`] color.
pub const fn rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
Self::srgba(red, green, blue, alpha)
}
/// Creates a new [`Color`] object storing a [`Srgba`] color.
pub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
Self::Srgba(Srgba {
@ -55,6 +61,12 @@ impl Color {
})
}
#[deprecated = "Use `Color::srgb` instead"]
/// Creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0.
pub const fn rgb(red: f32, green: f32, blue: f32) -> Self {
Self::srgb(red, green, blue)
}
/// Creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0.
pub const fn srgb(red: f32, green: f32, blue: f32) -> Self {
Self::Srgba(Srgba {
@ -65,7 +77,69 @@ impl Color {
})
}
/// Createsa new [`Color`] object storing a [`LinearRgba`] color.
#[deprecated = "Use `Color::srgb_from_array` instead"]
/// Reads an array of floats to creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0.
pub fn rgb_from_array([r, g, b]: [f32; 3]) -> Self {
Self::Srgba(Srgba::rgb(r, g, b))
}
/// Reads an array of floats to creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0.
pub fn srgb_from_array(array: [f32; 3]) -> Self {
Self::Srgba(Srgba {
red: array[0],
green: array[1],
blue: array[2],
alpha: 1.0,
})
}
#[deprecated = "Use `Color::srgba_u8` instead"]
/// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values.
///
/// A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
pub fn rgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Self {
Self::srgba_u8(red, green, blue, alpha)
}
/// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values.
///
/// A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
pub fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Self {
Self::Srgba(Srgba {
red: red as f32 / 255.0,
green: green as f32 / 255.0,
blue: blue as f32 / 255.0,
alpha: alpha as f32 / 255.0,
})
}
#[deprecated = "Use `Color::srgb_u8` instead"]
/// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values with an alpha of 1.0.
///
/// A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
pub fn rgb_u8(red: u8, green: u8, blue: u8) -> Self {
Self::srgb_u8(red, green, blue)
}
/// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values with an alpha of 1.0.
///
/// A value of 0 is interpreted as 0.0, and a value of 255 is interpreted as 1.0.
pub fn srgb_u8(red: u8, green: u8, blue: u8) -> Self {
Self::Srgba(Srgba {
red: red as f32 / 255.0,
green: green as f32 / 255.0,
blue: blue as f32 / 255.0,
alpha: 1.0,
})
}
#[deprecated = "Use Color::linear_rgba instead."]
/// Creates a new [`Color`] object storing a [`LinearRgba`] color.
pub const fn rbga_linear(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
Self::linear_rgba(red, green, blue, alpha)
}
/// Creates a new [`Color`] object storing a [`LinearRgba`] color.
pub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
Self::LinearRgba(LinearRgba {
red,
@ -75,7 +149,13 @@ impl Color {
})
}
/// a new [`Color`] object storing a [`LinearRgba`] color with an alpha of 1.0.
#[deprecated = "Use Color::linear_rgb instead."]
/// Creates a new [`Color`] object storing a [`LinearRgba`] color with an alpha of 1.0.
pub const fn rgb_linear(red: f32, green: f32, blue: f32) -> Self {
Self::linear_rgb(red, green, blue)
}
/// Creates a new [`Color`] object storing a [`LinearRgba`] color with an alpha of 1.0.
pub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Self {
Self::LinearRgba(LinearRgba {
red,
@ -241,8 +321,8 @@ impl Color {
/// A fully black [`Color::LinearRgba`] color with an alpha of 1.0.
pub const BLACK: Self = Self::linear_rgb(0., 0., 0.);
/// A fully transparent [`Color::LinearRgba`] color.
pub const TRANSPARENT: Self = Self::linear_rgba(0., 0., 0., 0.);
/// A fully transparent [`Color::LinearRgba`] color with 0 red, green and blue.
pub const NONE: Self = Self::linear_rgba(0., 0., 0., 0.);
}
impl Default for Color {
@ -286,6 +366,21 @@ impl Alpha for Color {
Color::Xyza(x) => x.alpha(),
}
}
fn set_alpha(&mut self, alpha: f32) {
match self {
Color::Srgba(x) => x.set_alpha(alpha),
Color::LinearRgba(x) => x.set_alpha(alpha),
Color::Hsla(x) => x.set_alpha(alpha),
Color::Hsva(x) => x.set_alpha(alpha),
Color::Hwba(x) => x.set_alpha(alpha),
Color::Laba(x) => x.set_alpha(alpha),
Color::Lcha(x) => x.set_alpha(alpha),
Color::Oklaba(x) => x.set_alpha(alpha),
Color::Oklcha(x) => x.set_alpha(alpha),
Color::Xyza(x) => x.set_alpha(alpha),
}
}
}
impl From<Srgba> for Color {

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@ -47,4 +47,17 @@ pub trait Alpha: Sized {
/// Return a the alpha component of this color.
fn alpha(&self) -> f32;
/// Sets the alpha component of this color.
fn set_alpha(&mut self, alpha: f32);
/// Is the alpha component of this color less than or equal to 0.0?
fn is_fully_transparent(&self) -> bool {
self.alpha() <= 0.0
}
/// Is the alpha component of this color greater than or equal to 1.0?
fn is_fully_opaque(&self) -> bool {
self.alpha() >= 1.0
}
}

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@ -134,6 +134,11 @@ impl Alpha for Hsla {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Hsla {

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@ -84,6 +84,11 @@ impl Alpha for Hsva {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl From<Hsva> for Hwba {

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@ -88,6 +88,11 @@ impl Alpha for Hwba {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl From<Srgba> for Hwba {

View file

@ -103,6 +103,11 @@ impl Alpha for Laba {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Laba {

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@ -130,6 +130,11 @@ impl Alpha for Lcha {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Lcha {

View file

@ -1,3 +1,5 @@
use std::ops::{Div, Mul};
use crate::{color_difference::EuclideanDistance, Alpha, Luminance, Mix, StandardColor};
use bevy_math::Vec4;
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
@ -50,6 +52,30 @@ impl LinearRgba {
alpha: 0.0,
};
/// A fully red color with full alpha.
pub const RED: Self = Self {
red: 1.0,
green: 0.0,
blue: 0.0,
alpha: 1.0,
};
/// A fully green color with full alpha.
pub const GREEN: Self = Self {
red: 0.0,
green: 1.0,
blue: 0.0,
alpha: 1.0,
};
/// A fully blue color with full alpha.
pub const BLUE: Self = Self {
red: 0.0,
green: 0.0,
blue: 1.0,
alpha: 1.0,
};
/// An invalid color.
///
/// This type can be used to represent an invalid color value;
@ -127,6 +153,26 @@ impl LinearRgba {
self.mix_assign(Self::new(1.0, 1.0, 1.0, self.alpha), adjustment);
}
}
/// Converts the color into a [f32; 4] array in RGBA order.
///
/// This is useful for passing the color to a shader.
pub fn to_f32_array(&self) -> [f32; 4] {
[self.red, self.green, self.blue, self.alpha]
}
/// Converts this color to a u32.
///
/// Maps the RGBA channels in RGBA order to a little-endian byte array (GPUs are little-endian).
/// `A` will be the most significant byte and `R` the least significant.
pub fn as_u32(&self) -> u32 {
u32::from_le_bytes([
(self.red * 255.0) as u8,
(self.green * 255.0) as u8,
(self.blue * 255.0) as u8,
(self.alpha * 255.0) as u8,
])
}
}
impl Default for LinearRgba {
@ -193,6 +239,11 @@ impl Alpha for LinearRgba {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl EuclideanDistance for LinearRgba {
@ -228,6 +279,48 @@ impl From<LinearRgba> for wgpu::Color {
}
}
/// All color channels are scaled directly,
/// but alpha is unchanged.
///
/// Values are not clamped.
impl Mul<f32> for LinearRgba {
type Output = Self;
fn mul(self, rhs: f32) -> Self {
Self {
red: self.red * rhs,
green: self.green * rhs,
blue: self.blue * rhs,
alpha: self.alpha,
}
}
}
impl Mul<LinearRgba> for f32 {
type Output = LinearRgba;
fn mul(self, rhs: LinearRgba) -> LinearRgba {
rhs * self
}
}
/// All color channels are scaled directly,
/// but alpha is unchanged.
///
/// Values are not clamped.
impl Div<f32> for LinearRgba {
type Output = Self;
fn div(self, rhs: f32) -> Self {
Self {
red: self.red / rhs,
green: self.green / rhs,
blue: self.blue / rhs,
alpha: self.alpha,
}
}
}
// [`LinearRgba`] is intended to be used with shaders
// So it's the only color type that implements [`ShaderType`] to make it easier to use inside shaders
impl encase::ShaderType for LinearRgba {

View file

@ -99,6 +99,11 @@ impl Alpha for Oklaba {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Oklaba {

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@ -129,6 +129,11 @@ impl Alpha for Oklcha {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Oklcha {

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@ -37,6 +37,30 @@ impl Srgba {
/// <div style="background-color:rgb(100%, 100%, 100%); width: 10px; padding: 10px; border: 1px solid;"></div>
pub const WHITE: Srgba = Srgba::new(1.0, 1.0, 1.0, 1.0);
/// A fully red color with full alpha.
pub const RED: Self = Self {
red: 1.0,
green: 0.0,
blue: 0.0,
alpha: 1.0,
};
/// A fully green color with full alpha.
pub const GREEN: Self = Self {
red: 0.0,
green: 1.0,
blue: 0.0,
alpha: 1.0,
};
/// A fully blue color with full alpha.
pub const BLUE: Self = Self {
red: 0.0,
green: 0.0,
blue: 1.0,
alpha: 1.0,
};
/// Construct a new [`Srgba`] color from components.
///
/// # Arguments
@ -264,6 +288,11 @@ impl Alpha for Srgba {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl EuclideanDistance for Srgba {

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@ -86,6 +86,11 @@ impl Alpha for Xyza {
fn alpha(&self) -> f32 {
self.alpha
}
#[inline]
fn set_alpha(&mut self, alpha: f32) {
self.alpha = alpha;
}
}
impl Luminance for Xyza {

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@ -3,7 +3,7 @@
use crate as bevy_gizmos;
use bevy_app::{Plugin, PostUpdate};
use bevy_color::Oklcha;
use bevy_color::{Color, Oklcha};
use bevy_ecs::{
component::Component,
entity::Entity,
@ -13,7 +13,7 @@ use bevy_ecs::{
system::{Query, Res},
};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{color::LegacyColor, primitives::Aabb};
use bevy_render::primitives::Aabb;
use bevy_transform::{
components::{GlobalTransform, Transform},
TransformSystem,
@ -58,7 +58,7 @@ pub struct AabbGizmoConfigGroup {
/// A random color is chosen per box if `None`.
///
/// Defaults to `None`.
pub default_color: Option<LegacyColor>,
pub default_color: Option<Color>,
}
/// Add this [`Component`] to an entity to draw its [`Aabb`] component.
@ -68,7 +68,7 @@ pub struct ShowAabbGizmo {
/// The color of the box.
///
/// The default color from the [`AabbGizmoConfigGroup`] config is used if `None`,
pub color: Option<LegacyColor>,
pub color: Option<Color>,
}
fn draw_aabbs(
@ -97,7 +97,7 @@ fn draw_all_aabbs(
}
}
fn color_from_entity(entity: Entity) -> LegacyColor {
fn color_from_entity(entity: Entity) -> Color {
Oklcha::sequential_dispersed(entity.index()).into()
}

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@ -5,8 +5,8 @@
use crate::circles::DEFAULT_CIRCLE_SEGMENTS;
use crate::prelude::{GizmoConfigGroup, Gizmos};
use bevy_color::Color;
use bevy_math::{Quat, Vec2, Vec3};
use bevy_render::color::LegacyColor;
use std::f32::consts::TAU;
// === 2D ===
@ -29,13 +29,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use std::f32::consts::PI;
/// # use bevy_color::palettes::basic::{GREEN, RED};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arc_2d(Vec2::ZERO, 0., PI / 4., 1., LegacyColor::GREEN);
/// gizmos.arc_2d(Vec2::ZERO, 0., PI / 4., 1., GREEN);
///
/// // Arcs have 32 line-segments by default.
/// // You may want to increase this for larger arcs.
/// gizmos
/// .arc_2d(Vec2::ZERO, 0., PI / 4., 5., LegacyColor::RED)
/// .arc_2d(Vec2::ZERO, 0., PI / 4., 5., RED)
/// .segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -47,7 +48,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
direction_angle: f32,
arc_angle: f32,
radius: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Arc2dBuilder<'_, 'w, 's, T> {
Arc2dBuilder {
gizmos: self,
@ -55,7 +56,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
direction_angle,
arc_angle,
radius,
color,
color: color.into(),
segments: None,
}
}
@ -68,7 +69,7 @@ pub struct Arc2dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
direction_angle: f32,
arc_angle: f32,
radius: f32,
color: LegacyColor,
color: Color,
segments: Option<usize>,
}
@ -142,6 +143,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use std::f32::consts::PI;
/// # use bevy_color::palettes::css::ORANGE;
/// fn system(mut gizmos: Gizmos) {
/// // rotation rotates normal to point in the direction of `Vec3::NEG_ONE`
/// let rotation = Quat::from_rotation_arc(Vec3::Y, Vec3::NEG_ONE.normalize());
@ -152,7 +154,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// 0.25,
/// Vec3::ONE,
/// rotation,
/// LegacyColor::ORANGE
/// ORANGE
/// )
/// .segments(100);
/// }
@ -165,7 +167,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
radius: f32,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: impl Into<Color>,
) -> Arc3dBuilder<'_, 'w, 's, T> {
Arc3dBuilder {
gizmos: self,
@ -174,7 +176,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
rotation,
angle,
radius,
color,
color: color.into(),
segments: None,
}
}
@ -197,12 +199,13 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::css::ORANGE;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.short_arc_3d_between(
/// Vec3::ONE,
/// Vec3::ONE + Vec3::NEG_ONE,
/// Vec3::ZERO,
/// LegacyColor::ORANGE
/// ORANGE
/// )
/// .segments(100);
/// }
@ -221,7 +224,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
center: Vec3,
from: Vec3,
to: Vec3,
color: LegacyColor,
color: impl Into<Color>,
) -> Arc3dBuilder<'_, 'w, 's, T> {
self.arc_from_to(center, from, to, color, |x| x)
}
@ -243,12 +246,13 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::css::ORANGE;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.long_arc_3d_between(
/// Vec3::ONE,
/// Vec3::ONE + Vec3::NEG_ONE,
/// Vec3::ZERO,
/// LegacyColor::ORANGE
/// ORANGE
/// )
/// .segments(100);
/// }
@ -267,7 +271,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
center: Vec3,
from: Vec3,
to: Vec3,
color: LegacyColor,
color: impl Into<Color>,
) -> Arc3dBuilder<'_, 'w, 's, T> {
self.arc_from_to(center, from, to, color, |angle| {
if angle > 0.0 {
@ -286,7 +290,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
center: Vec3,
from: Vec3,
to: Vec3,
color: LegacyColor,
color: impl Into<Color>,
angle_fn: impl Fn(f32) -> f32,
) -> Arc3dBuilder<'_, 'w, 's, T> {
// `from` and `to` can be the same here since in either case nothing gets rendered and the
@ -308,7 +312,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
rotation,
angle,
radius,
color,
color: color.into(),
segments: None,
}
}
@ -331,7 +335,7 @@ pub struct Arc3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
rotation: Quat,
angle: f32,
radius: f32,
color: LegacyColor,
color: Color,
segments: Option<usize>,
}

View file

@ -4,15 +4,15 @@
//! and assorted support items.
use crate::prelude::{GizmoConfigGroup, Gizmos};
use bevy_color::Color;
use bevy_math::{Quat, Vec2, Vec3};
use bevy_render::color::LegacyColor;
/// A builder returned by [`Gizmos::arrow`] and [`Gizmos::arrow_2d`]
pub struct ArrowBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
gizmos: &'a mut Gizmos<'w, 's, T>,
start: Vec3,
end: Vec3,
color: LegacyColor,
color: Color,
tip_length: f32,
}
@ -25,8 +25,9 @@ impl<T: GizmoConfigGroup> ArrowBuilder<'_, '_, '_, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, LegacyColor::GREEN)
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, GREEN)
/// .with_tip_length(3.);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -76,8 +77,9 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, LegacyColor::GREEN);
/// gizmos.arrow(Vec3::ZERO, Vec3::ONE, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
@ -85,14 +87,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
&mut self,
start: Vec3,
end: Vec3,
color: LegacyColor,
color: impl Into<Color>,
) -> ArrowBuilder<'_, 'w, 's, T> {
let length = (end - start).length();
ArrowBuilder {
gizmos: self,
start,
end,
color,
color: color.into(),
tip_length: length / 10.,
}
}
@ -106,8 +108,9 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.arrow_2d(Vec2::ZERO, Vec2::X, LegacyColor::GREEN);
/// gizmos.arrow_2d(Vec2::ZERO, Vec2::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
@ -115,7 +118,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
&mut self,
start: Vec2,
end: Vec2,
color: LegacyColor,
color: impl Into<Color>,
) -> ArrowBuilder<'_, 'w, 's, T> {
self.arrow(start.extend(0.), end.extend(0.), color)
}

View file

@ -4,9 +4,9 @@
//! and assorted support items.
use crate::prelude::{GizmoConfigGroup, Gizmos};
use bevy_color::Color;
use bevy_math::Mat2;
use bevy_math::{Dir3, Quat, Vec2, Vec3};
use bevy_render::color::LegacyColor;
use std::f32::consts::TAU;
pub(crate) const DEFAULT_CIRCLE_SEGMENTS: usize = 32;
@ -29,13 +29,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.ellipse(Vec3::ZERO, Quat::IDENTITY, Vec2::new(1., 2.), LegacyColor::GREEN);
/// gizmos.ellipse(Vec3::ZERO, Quat::IDENTITY, Vec2::new(1., 2.), GREEN);
///
/// // Ellipses have 32 line-segments by default.
/// // You may want to increase this for larger ellipses.
/// gizmos
/// .ellipse(Vec3::ZERO, Quat::IDENTITY, Vec2::new(5., 1.), LegacyColor::RED)
/// .ellipse(Vec3::ZERO, Quat::IDENTITY, Vec2::new(5., 1.), RED)
/// .segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -46,14 +47,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
position: Vec3,
rotation: Quat,
half_size: Vec2,
color: LegacyColor,
color: impl Into<Color>,
) -> EllipseBuilder<'_, 'w, 's, T> {
EllipseBuilder {
gizmos: self,
position,
rotation,
half_size,
color,
color: color.into(),
segments: DEFAULT_CIRCLE_SEGMENTS,
}
}
@ -67,13 +68,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.ellipse_2d(Vec2::ZERO, 180.0_f32.to_radians(), Vec2::new(2., 1.), LegacyColor::GREEN);
/// gizmos.ellipse_2d(Vec2::ZERO, 180.0_f32.to_radians(), Vec2::new(2., 1.), GREEN);
///
/// // Ellipses have 32 line-segments by default.
/// // You may want to increase this for larger ellipses.
/// gizmos
/// .ellipse_2d(Vec2::ZERO, 180.0_f32.to_radians(), Vec2::new(5., 1.), LegacyColor::RED)
/// .ellipse_2d(Vec2::ZERO, 180.0_f32.to_radians(), Vec2::new(5., 1.), RED)
/// .segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -84,14 +86,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
position: Vec2,
angle: f32,
half_size: Vec2,
color: LegacyColor,
color: impl Into<Color>,
) -> Ellipse2dBuilder<'_, 'w, 's, T> {
Ellipse2dBuilder {
gizmos: self,
position,
rotation: Mat2::from_angle(angle),
half_size,
color,
color: color.into(),
segments: DEFAULT_CIRCLE_SEGMENTS,
}
}
@ -105,13 +107,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.circle(Vec3::ZERO, Dir3::Z, 1., LegacyColor::GREEN);
/// gizmos.circle(Vec3::ZERO, Dir3::Z, 1., GREEN);
///
/// // Circles have 32 line-segments by default.
/// // You may want to increase this for larger circles.
/// gizmos
/// .circle(Vec3::ZERO, Dir3::Z, 5., LegacyColor::RED)
/// .circle(Vec3::ZERO, Dir3::Z, 5., RED)
/// .segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -122,14 +125,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
position: Vec3,
normal: Dir3,
radius: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> EllipseBuilder<'_, 'w, 's, T> {
EllipseBuilder {
gizmos: self,
position,
rotation: Quat::from_rotation_arc(Vec3::Z, *normal),
half_size: Vec2::splat(radius),
color,
color: color.into(),
segments: DEFAULT_CIRCLE_SEGMENTS,
}
}
@ -143,13 +146,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.circle_2d(Vec2::ZERO, 1., LegacyColor::GREEN);
/// gizmos.circle_2d(Vec2::ZERO, 1., GREEN);
///
/// // Circles have 32 line-segments by default.
/// // You may want to increase this for larger circles.
/// gizmos
/// .circle_2d(Vec2::ZERO, 5., LegacyColor::RED)
/// .circle_2d(Vec2::ZERO, 5., RED)
/// .segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -159,14 +163,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
&mut self,
position: Vec2,
radius: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Ellipse2dBuilder<'_, 'w, 's, T> {
Ellipse2dBuilder {
gizmos: self,
position,
rotation: Mat2::IDENTITY,
half_size: Vec2::splat(radius),
color,
color: color.into(),
segments: DEFAULT_CIRCLE_SEGMENTS,
}
}
@ -178,7 +182,7 @@ pub struct EllipseBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
position: Vec3,
rotation: Quat,
half_size: Vec2,
color: LegacyColor,
color: Color,
segments: usize,
}
@ -209,7 +213,7 @@ pub struct Ellipse2dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
position: Vec2,
rotation: Mat2,
half_size: Vec2,
color: LegacyColor,
color: Color,
segments: usize,
}

View file

@ -3,14 +3,13 @@
use std::{iter, marker::PhantomData};
use crate::circles::DEFAULT_CIRCLE_SEGMENTS;
use bevy_color::LinearRgba;
use bevy_color::{Color, LinearRgba};
use bevy_ecs::{
component::Tick,
system::{Deferred, ReadOnlySystemParam, Res, Resource, SystemBuffer, SystemMeta, SystemParam},
world::{unsafe_world_cell::UnsafeWorldCell, World},
};
use bevy_math::{Dir3, Mat2, Quat, Vec2, Vec3};
use bevy_render::color::LegacyColor;
use bevy_transform::TransformPoint;
use crate::{
@ -130,13 +129,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line(Vec3::ZERO, Vec3::X, LegacyColor::GREEN);
/// gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn line(&mut self, start: Vec3, end: Vec3, color: LegacyColor) {
pub fn line(&mut self, start: Vec3, end: Vec3, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -153,18 +153,19 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line_gradient(Vec3::ZERO, Vec3::X, LegacyColor::GREEN, LegacyColor::RED);
/// gizmos.line_gradient(Vec3::ZERO, Vec3::X, GREEN, RED);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn line_gradient(
pub fn line_gradient<C: Into<Color>>(
&mut self,
start: Vec3,
end: Vec3,
start_color: LegacyColor,
end_color: LegacyColor,
start_color: C,
end_color: C,
) {
if !self.enabled {
return;
@ -182,13 +183,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.ray(Vec3::Y, Vec3::X, LegacyColor::GREEN);
/// gizmos.ray(Vec3::Y, Vec3::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn ray(&mut self, start: Vec3, vector: Vec3, color: LegacyColor) {
pub fn ray(&mut self, start: Vec3, vector: Vec3, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -204,18 +206,19 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.ray_gradient(Vec3::Y, Vec3::X, LegacyColor::GREEN, LegacyColor::RED);
/// gizmos.ray_gradient(Vec3::Y, Vec3::X, GREEN, RED);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn ray_gradient(
pub fn ray_gradient<C: Into<Color>>(
&mut self,
start: Vec3,
vector: Vec3,
start_color: LegacyColor,
end_color: LegacyColor,
start_color: C,
end_color: C,
) {
if !self.enabled {
return;
@ -232,19 +235,25 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.linestrip([Vec3::ZERO, Vec3::X, Vec3::Y], LegacyColor::GREEN);
/// gizmos.linestrip([Vec3::ZERO, Vec3::X, Vec3::Y], GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn linestrip(&mut self, positions: impl IntoIterator<Item = Vec3>, color: LegacyColor) {
pub fn linestrip(
&mut self,
positions: impl IntoIterator<Item = Vec3>,
color: impl Into<Color>,
) {
if !self.enabled {
return;
}
self.extend_strip_positions(positions);
let len = self.buffer.strip_positions.len();
self.buffer.strip_colors.resize(len - 1, color.into());
let linear_color = LinearRgba::from(color.into());
self.buffer.strip_colors.resize(len - 1, linear_color);
self.buffer.strip_colors.push(LinearRgba::NAN);
}
@ -257,17 +266,21 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{BLUE, GREEN, RED};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.linestrip_gradient([
/// (Vec3::ZERO, LegacyColor::GREEN),
/// (Vec3::X, LegacyColor::RED),
/// (Vec3::Y, LegacyColor::BLUE)
/// (Vec3::ZERO, GREEN),
/// (Vec3::X, RED),
/// (Vec3::Y, BLUE)
/// ]);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn linestrip_gradient(&mut self, points: impl IntoIterator<Item = (Vec3, LegacyColor)>) {
pub fn linestrip_gradient<C: Into<Color>>(
&mut self,
points: impl IntoIterator<Item = (Vec3, C)>,
) {
if !self.enabled {
return;
}
@ -285,7 +298,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
for (position, color) in points {
strip_positions.push(position.to_array());
strip_colors.push(color.into());
strip_colors.push(LinearRgba::from(color.into()));
}
strip_positions.push([f32::NAN; 3]);
@ -301,13 +314,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::Color;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.sphere(Vec3::ZERO, Quat::IDENTITY, 1., LegacyColor::BLACK);
/// gizmos.sphere(Vec3::ZERO, Quat::IDENTITY, 1., Color::BLACK);
///
/// // Each circle has 32 line-segments by default.
/// // You may want to increase this for larger spheres.
/// gizmos
/// .sphere(Vec3::ZERO, Quat::IDENTITY, 5., LegacyColor::BLACK)
/// .sphere(Vec3::ZERO, Quat::IDENTITY, 5., Color::BLACK)
/// .circle_segments(64);
/// }
/// # bevy_ecs::system::assert_is_system(system);
@ -318,14 +332,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
position: Vec3,
rotation: Quat,
radius: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> SphereBuilder<'_, 'w, 's, T> {
SphereBuilder {
gizmos: self,
position,
rotation,
radius,
color,
color: color.into(),
circle_segments: DEFAULT_CIRCLE_SEGMENTS,
}
}
@ -339,13 +353,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.rect(Vec3::ZERO, Quat::IDENTITY, Vec2::ONE, LegacyColor::GREEN);
/// gizmos.rect(Vec3::ZERO, Quat::IDENTITY, Vec2::ONE, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn rect(&mut self, position: Vec3, rotation: Quat, size: Vec2, color: LegacyColor) {
pub fn rect(&mut self, position: Vec3, rotation: Quat, size: Vec2, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -362,13 +377,15 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_transform::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.cuboid(Transform::IDENTITY, LegacyColor::GREEN);
/// gizmos.cuboid(Transform::IDENTITY, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn cuboid(&mut self, transform: impl TransformPoint, color: LegacyColor) {
pub fn cuboid(&mut self, transform: impl TransformPoint, color: impl Into<Color>) {
let polymorphic_color: Color = color.into();
if !self.enabled {
return;
}
@ -382,13 +399,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
tlf, trf, brf, blf, tlf, // Front
tlb, trb, brb, blb, tlb, // Back
];
self.linestrip(strip_positions, color);
self.linestrip(strip_positions, polymorphic_color);
let list_positions = [
trf, trb, brf, brb, blf, blb, // Front to back
];
self.extend_list_positions(list_positions);
self.add_list_color(color, 6);
self.add_list_color(polymorphic_color, 6);
}
/// Draw a line in 2D from `start` to `end`.
@ -400,13 +418,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line_2d(Vec2::ZERO, Vec2::X, LegacyColor::GREEN);
/// gizmos.line_2d(Vec2::ZERO, Vec2::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn line_2d(&mut self, start: Vec2, end: Vec2, color: LegacyColor) {
pub fn line_2d(&mut self, start: Vec2, end: Vec2, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -422,18 +441,19 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line_gradient_2d(Vec2::ZERO, Vec2::X, LegacyColor::GREEN, LegacyColor::RED);
/// gizmos.line_gradient_2d(Vec2::ZERO, Vec2::X, GREEN, RED);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn line_gradient_2d(
pub fn line_gradient_2d<C: Into<Color>>(
&mut self,
start: Vec2,
end: Vec2,
start_color: LegacyColor,
end_color: LegacyColor,
start_color: C,
end_color: C,
) {
if !self.enabled {
return;
@ -450,13 +470,18 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.linestrip_2d([Vec2::ZERO, Vec2::X, Vec2::Y], LegacyColor::GREEN);
/// gizmos.linestrip_2d([Vec2::ZERO, Vec2::X, Vec2::Y], GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn linestrip_2d(&mut self, positions: impl IntoIterator<Item = Vec2>, color: LegacyColor) {
pub fn linestrip_2d(
&mut self,
positions: impl IntoIterator<Item = Vec2>,
color: impl Into<Color>,
) {
if !self.enabled {
return;
}
@ -472,19 +497,20 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN, BLUE};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.linestrip_gradient_2d([
/// (Vec2::ZERO, LegacyColor::GREEN),
/// (Vec2::X, LegacyColor::RED),
/// (Vec2::Y, LegacyColor::BLUE)
/// (Vec2::ZERO, GREEN),
/// (Vec2::X, RED),
/// (Vec2::Y, BLUE)
/// ]);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn linestrip_gradient_2d(
pub fn linestrip_gradient_2d<C: Into<Color>>(
&mut self,
positions: impl IntoIterator<Item = (Vec2, LegacyColor)>,
positions: impl IntoIterator<Item = (Vec2, C)>,
) {
if !self.enabled {
return;
@ -505,13 +531,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.ray_2d(Vec2::Y, Vec2::X, LegacyColor::GREEN);
/// gizmos.ray_2d(Vec2::Y, Vec2::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn ray_2d(&mut self, start: Vec2, vector: Vec2, color: LegacyColor) {
pub fn ray_2d(&mut self, start: Vec2, vector: Vec2, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -527,18 +554,19 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::{RED, GREEN};
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line_gradient(Vec3::Y, Vec3::X, LegacyColor::GREEN, LegacyColor::RED);
/// gizmos.line_gradient(Vec3::Y, Vec3::X, GREEN, RED);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn ray_gradient_2d(
pub fn ray_gradient_2d<C: Into<Color>>(
&mut self,
start: Vec2,
vector: Vec2,
start_color: LegacyColor,
end_color: LegacyColor,
start_color: C,
end_color: C,
) {
if !self.enabled {
return;
@ -555,13 +583,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.rect_2d(Vec2::ZERO, 0., Vec2::ONE, LegacyColor::GREEN);
/// gizmos.rect_2d(Vec2::ZERO, 0., Vec2::ONE, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
#[inline]
pub fn rect_2d(&mut self, position: Vec2, rotation: f32, size: Vec2, color: LegacyColor) {
pub fn rect_2d(&mut self, position: Vec2, rotation: f32, size: Vec2, color: impl Into<Color>) {
if !self.enabled {
return;
}
@ -578,17 +607,22 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
}
#[inline]
fn extend_list_colors(&mut self, colors: impl IntoIterator<Item = LegacyColor>) {
self.buffer
.list_colors
.extend(colors.into_iter().map(LinearRgba::from));
fn extend_list_colors(&mut self, colors: impl IntoIterator<Item = impl Into<Color>>) {
self.buffer.list_colors.extend(
colors
.into_iter()
.map(|color| LinearRgba::from(color.into())),
);
}
#[inline]
fn add_list_color(&mut self, color: LegacyColor, count: usize) {
fn add_list_color(&mut self, color: impl Into<Color>, count: usize) {
let polymorphic_color: Color = color.into();
let linear_color = LinearRgba::from(polymorphic_color);
self.buffer
.list_colors
.extend(iter::repeat(LinearRgba::from(color)).take(count));
.extend(iter::repeat(linear_color).take(count));
}
#[inline]
@ -608,7 +642,7 @@ pub struct SphereBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
position: Vec3,
rotation: Quat,
radius: f32,
color: LegacyColor,
color: Color,
circle_segments: usize,
}

View file

@ -4,8 +4,8 @@
//! and assorted support items.
use crate::prelude::{GizmoConfigGroup, Gizmos};
use bevy_color::LinearRgba;
use bevy_math::{Quat, UVec2, Vec2, Vec3};
use bevy_render::color::LegacyColor;
/// A builder returned by [`Gizmos::grid`] and [`Gizmos::grid_2d`]
pub struct GridBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
@ -16,7 +16,7 @@ pub struct GridBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
cell_count: UVec2,
skew: Vec2,
outer_edges: bool,
color: LegacyColor,
color: LinearRgba,
}
impl<T: GizmoConfigGroup> GridBuilder<'_, '_, '_, T> {
@ -126,13 +126,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.grid(
/// Vec3::ZERO,
/// Quat::IDENTITY,
/// UVec2::new(10, 10),
/// Vec2::splat(2.),
/// LegacyColor::GREEN
/// GREEN
/// )
/// .skew_x(0.25)
/// .outer_edges(true);
@ -145,7 +146,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
rotation: Quat,
cell_count: UVec2,
spacing: Vec2,
color: LegacyColor,
color: impl Into<LinearRgba>,
) -> GridBuilder<'_, 'w, 's, T> {
GridBuilder {
gizmos: self,
@ -155,7 +156,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
cell_count,
skew: Vec2::ZERO,
outer_edges: false,
color,
color: color.into(),
}
}
@ -181,13 +182,14 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.grid_2d(
/// Vec2::ZERO,
/// 0.0,
/// UVec2::new(10, 10),
/// Vec2::splat(1.),
/// LegacyColor::GREEN
/// GREEN
/// )
/// .skew_x(0.25)
/// .outer_edges(true);
@ -200,7 +202,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
rotation: f32,
cell_count: UVec2,
spacing: Vec2,
color: LegacyColor,
color: impl Into<LinearRgba>,
) -> GridBuilder<'_, 'w, 's, T> {
GridBuilder {
gizmos: self,
@ -210,7 +212,7 @@ impl<'w, 's, T: GizmoConfigGroup> Gizmos<'w, 's, T> {
cell_count,
skew: Vec2::ZERO,
outer_edges: false,
color,
color: color.into(),
}
}
}

View file

@ -5,8 +5,9 @@
//! # use bevy_gizmos::prelude::*;
//! # use bevy_render::prelude::*;
//! # use bevy_math::prelude::*;
//! # use bevy_color::palettes::basic::GREEN;
//! fn system(mut gizmos: Gizmos) {
//! gizmos.line(Vec3::ZERO, Vec3::X, LegacyColor::GREEN);
//! gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
//! }
//! # bevy_ecs::system::assert_is_system(system);
//! ```

View file

@ -4,12 +4,12 @@ use std::f32::consts::PI;
use super::helpers::*;
use bevy_color::Color;
use bevy_math::primitives::{
BoxedPolygon, BoxedPolyline2d, Capsule2d, Circle, Ellipse, Line2d, Plane2d, Polygon,
Polyline2d, Primitive2d, Rectangle, RegularPolygon, Segment2d, Triangle2d,
};
use bevy_math::{Dir2, Mat2, Vec2};
use bevy_render::color::LegacyColor;
use crate::prelude::{GizmoConfigGroup, Gizmos};
@ -32,7 +32,7 @@ pub trait GizmoPrimitive2d<P: Primitive2d> {
primitive: P,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_>;
}
@ -46,7 +46,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Dir2> for Gizmos<'w, 's, T> {
primitive: Dir2,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -70,7 +70,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Circle> for Gizmos<'w, 's, T>
primitive: Circle,
position: Vec2,
_angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -90,7 +90,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Ellipse> for Gizmos<'w, 's, T
primitive: Ellipse,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -110,8 +110,10 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Capsule2d> for Gizmos<'w, 's,
primitive: Capsule2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
let polymorphic_color: Color = color.into();
if !self.enabled {
return;
}
@ -136,8 +138,8 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Capsule2d> for Gizmos<'w, 's,
.map(rotate_then_translate_2d(angle, position));
// draw left and right side of capsule "rectangle"
self.line_2d(bottom_left, top_left, color);
self.line_2d(bottom_right, top_right, color);
self.line_2d(bottom_left, top_left, polymorphic_color);
self.line_2d(bottom_right, top_right, polymorphic_color);
// if the capsule is rotated we have to start the arc at a different offset angle,
// calculate that here
@ -146,13 +148,19 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Capsule2d> for Gizmos<'w, 's,
let start_angle_bottom = PI + angle_offset;
// draw arcs
self.arc_2d(top_center, start_angle_top, PI, primitive.radius, color);
self.arc_2d(
top_center,
start_angle_top,
PI,
primitive.radius,
polymorphic_color,
);
self.arc_2d(
bottom_center,
start_angle_bottom,
PI,
primitive.radius,
color,
polymorphic_color,
);
}
}
@ -165,9 +173,9 @@ pub struct Line2dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
direction: Dir2, // Direction of the line
position: Vec2, // position of the center of the line
rotation: Mat2, // rotation of the line
color: LegacyColor, // color of the line
position: Vec2, // position of the center of the line
rotation: Mat2, // rotation of the line
color: Color, // color of the line
draw_arrow: bool, // decides whether to indicate the direction of the line with an arrow
}
@ -188,14 +196,14 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Line2d> for Gizmos<'w, 's, T>
primitive: Line2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
Line2dBuilder {
gizmos: self,
direction: primitive.direction,
position,
rotation: Mat2::from_angle(angle),
color,
color: color.into(),
draw_arrow: false,
}
}
@ -239,8 +247,10 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Plane2d> for Gizmos<'w, 's, T
primitive: Plane2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
let polymorphic_color: Color = color.into();
if !self.enabled {
return;
}
@ -257,13 +267,13 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Plane2d> for Gizmos<'w, 's, T
// offset the normal so it starts on the plane line
position + HALF_MIN_LINE_LEN * rotation * *normal,
angle,
color,
polymorphic_color,
)
.draw_arrow(true);
// draw the plane line
let direction = Dir2::new_unchecked(-normal.perp());
self.primitive_2d(Line2d { direction }, position, angle, color)
self.primitive_2d(Line2d { direction }, position, angle, polymorphic_color)
.draw_arrow(false);
// draw an arrow such that the normal is always left side of the plane with respect to the
@ -271,7 +281,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Plane2d> for Gizmos<'w, 's, T
self.arrow_2d(
position,
position + MIN_LINE_LEN * (rotation * *direction),
color,
polymorphic_color,
);
}
}
@ -285,9 +295,9 @@ pub struct Segment2dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
direction: Dir2, // Direction of the line segment
half_length: f32, // Half-length of the line segment
position: Vec2, // position of the center of the line segment
rotation: Mat2, // rotation of the line segment
color: LegacyColor, // color of the line segment
position: Vec2, // position of the center of the line segment
rotation: Mat2, // rotation of the line segment
color: Color, // color of the line segment
draw_arrow: bool, // decides whether to draw just a line or an arrow
}
@ -308,7 +318,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Segment2d> for Gizmos<'w, 's,
primitive: Segment2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
Segment2dBuilder {
gizmos: self,
@ -317,7 +327,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Segment2d> for Gizmos<'w, 's,
position,
rotation: Mat2::from_angle(angle),
color,
color: color.into(),
draw_arrow: Default::default(),
}
@ -354,7 +364,7 @@ impl<'w, 's, const N: usize, T: GizmoConfigGroup> GizmoPrimitive2d<Polyline2d<N>
primitive: Polyline2d<N>,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -381,7 +391,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<BoxedPolyline2d> for Gizmos<'
primitive: BoxedPolyline2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -408,7 +418,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Triangle2d> for Gizmos<'w, 's
primitive: Triangle2d,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -429,7 +439,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<Rectangle> for Gizmos<'w, 's,
primitive: Rectangle,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -459,7 +469,7 @@ impl<'w, 's, const N: usize, T: GizmoConfigGroup> GizmoPrimitive2d<Polygon<N>>
primitive: Polygon<N>,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -496,7 +506,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<BoxedPolygon> for Gizmos<'w,
primitive: BoxedPolygon,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -531,7 +541,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive2d<RegularPolygon> for Gizmos<'w
primitive: RegularPolygon,
position: Vec2,
angle: f32,
color: LegacyColor,
color: impl Into<Color>,
) -> Self::Output<'_> {
if !self.enabled {
return;

View file

@ -3,12 +3,12 @@
use super::helpers::*;
use std::f32::consts::TAU;
use bevy_color::Color;
use bevy_math::primitives::{
BoxedPolyline3d, Capsule3d, Cone, ConicalFrustum, Cuboid, Cylinder, Line3d, Plane3d,
Polyline3d, Primitive3d, Segment3d, Sphere, Torus,
};
use bevy_math::{Dir3, Quat, Vec3};
use bevy_render::color::LegacyColor;
use crate::prelude::{GizmoConfigGroup, Gizmos};
@ -29,7 +29,7 @@ pub trait GizmoPrimitive3d<P: Primitive3d> {
primitive: P,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_>;
}
@ -43,7 +43,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Dir3> for Gizmos<'w, 's, T> {
primitive: Dir3,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
self.arrow(position, position + (rotation * *primitive), color);
}
@ -63,7 +63,7 @@ pub struct SphereBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// Center position of the sphere in 3D space
position: Vec3,
// Color of the sphere
color: LegacyColor,
color: Color,
// Number of segments used to approximate the sphere geometry
segments: usize,
@ -85,7 +85,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Sphere> for Gizmos<'w, 's, T>
primitive: Sphere,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
SphereBuilder {
gizmos: self,
@ -146,7 +146,7 @@ pub struct Plane3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// Center position of the sphere in 3D space
position: Vec3,
// Color of the sphere
color: LegacyColor,
color: Color,
// Number of axis to hint the plane
axis_count: usize,
@ -184,7 +184,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Plane3d> for Gizmos<'w, 's, T
primitive: Plane3d,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
Plane3dBuilder {
gizmos: self,
@ -251,7 +251,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Line3d> for Gizmos<'w, 's, T>
primitive: Line3d,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -278,7 +278,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Segment3d> for Gizmos<'w, 's,
primitive: Segment3d,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -303,7 +303,7 @@ impl<'w, 's, const N: usize, T: GizmoConfigGroup> GizmoPrimitive3d<Polyline3d<N>
primitive: Polyline3d<N>,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -328,7 +328,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<BoxedPolyline3d> for Gizmos<'
primitive: BoxedPolyline3d,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -355,7 +355,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Cuboid> for Gizmos<'w, 's, T>
primitive: Cuboid,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
if !self.enabled {
return;
@ -417,7 +417,7 @@ pub struct Cylinder3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// default orientation is: the cylinder is aligned with `Vec3::Y` axis
rotation: Quat,
// Color of the cylinder
color: LegacyColor,
color: Color,
// Number of segments used to approximate the cylinder geometry
segments: usize,
@ -439,7 +439,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Cylinder> for Gizmos<'w, 's,
primitive: Cylinder,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
Cylinder3dBuilder {
gizmos: self,
@ -514,7 +514,7 @@ pub struct Capsule3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// default orientation is: the capsule is aligned with `Vec3::Y` axis
rotation: Quat,
// Color of the capsule
color: LegacyColor,
color: Color,
// Number of segments used to approximate the capsule geometry
segments: usize,
@ -536,7 +536,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Capsule3d> for Gizmos<'w, 's,
primitive: Capsule3d,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
Capsule3dBuilder {
gizmos: self,
@ -607,7 +607,7 @@ pub struct Cone3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// default orientation is: cone base normal is aligned with the `Vec3::Y` axis
rotation: Quat,
// Color of the cone
color: LegacyColor,
color: Color,
// Number of segments used to approximate the cone geometry
segments: usize,
@ -629,7 +629,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Cone> for Gizmos<'w, 's, T> {
primitive: Cone,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
Cone3dBuilder {
gizmos: self,
@ -703,7 +703,7 @@ pub struct ConicalFrustum3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// default orientation is: conical frustum base shape normals are aligned with `Vec3::Y` axis
rotation: Quat,
// Color of the conical frustum
color: LegacyColor,
color: Color,
// Number of segments used to approximate the curved surfaces
segments: usize,
@ -725,7 +725,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<ConicalFrustum> for Gizmos<'w
primitive: ConicalFrustum,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
ConicalFrustum3dBuilder {
gizmos: self,
@ -807,7 +807,7 @@ pub struct Torus3dBuilder<'a, 'w, 's, T: GizmoConfigGroup> {
// default orientation is: major circle normal is aligned with `Vec3::Y` axis
rotation: Quat,
// Color of the torus
color: LegacyColor,
color: Color,
// Number of segments in the minor (tube) direction
minor_segments: usize,
@ -837,7 +837,7 @@ impl<'w, 's, T: GizmoConfigGroup> GizmoPrimitive3d<Torus> for Gizmos<'w, 's, T>
primitive: Torus,
position: Vec3,
rotation: Quat,
color: LegacyColor,
color: Color,
) -> Self::Output<'_> {
Torus3dBuilder {
gizmos: self,

View file

@ -1,7 +1,7 @@
use std::f32::consts::TAU;
use bevy_color::Color;
use bevy_math::{Mat2, Quat, Vec2, Vec3};
use bevy_render::color::LegacyColor;
use crate::prelude::{GizmoConfigGroup, Gizmos};
@ -58,7 +58,7 @@ pub(crate) fn draw_semi_sphere<T: GizmoConfigGroup>(
rotation: Quat,
center: Vec3,
top: Vec3,
color: LegacyColor,
color: Color,
) {
circle_coordinates(radius, segments)
.map(|p| Vec3::new(p.x, 0.0, p.y))
@ -81,7 +81,7 @@ pub(crate) fn draw_circle_3d<T: GizmoConfigGroup>(
segments: usize,
rotation: Quat,
translation: Vec3,
color: LegacyColor,
color: Color,
) {
let positions = (0..=segments)
.map(|frac| frac as f32 / segments as f32)
@ -100,7 +100,7 @@ pub(crate) fn draw_cylinder_vertical_lines<T: GizmoConfigGroup>(
half_height: f32,
rotation: Quat,
center: Vec3,
color: LegacyColor,
color: Color,
) {
circle_coordinates(radius, segments)
.map(move |point_2d| {

View file

@ -17,6 +17,7 @@ pbr_transmission_textures = []
bevy_animation = { path = "../bevy_animation", version = "0.14.0-dev", optional = true }
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core = { path = "../bevy_core", version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }

View file

@ -3,6 +3,7 @@ use bevy_animation::{AnimationTarget, AnimationTargetId};
use bevy_asset::{
io::Reader, AssetLoadError, AssetLoader, AsyncReadExt, Handle, LoadContext, ReadAssetBytesError,
};
use bevy_color::{Color, LinearRgba};
use bevy_core::Name;
use bevy_core_pipeline::prelude::Camera3dBundle;
use bevy_ecs::entity::EntityHashMap;
@ -17,7 +18,6 @@ use bevy_pbr::{
use bevy_render::{
alpha::AlphaMode,
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection, ScalingMode},
color::LegacyColor,
mesh::{
morph::{MeshMorphWeights, MorphAttributes, MorphTargetImage, MorphWeights},
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
@ -913,8 +913,13 @@ fn load_material(
let ior = material.ior().unwrap_or(1.5);
// We need to operate in the Linear color space and be willing to exceed 1.0 in our channels
let base_emissive = LinearRgba::rgb(emissive[0], emissive[1], emissive[2]);
let scaled_emissive = base_emissive * material.emissive_strength().unwrap_or(1.0);
let emissive = Color::from(scaled_emissive);
StandardMaterial {
base_color: LegacyColor::rgba_linear(color[0], color[1], color[2], color[3]),
base_color: Color::linear_rgba(color[0], color[1], color[2], color[3]),
base_color_texture,
perceptual_roughness: pbr.roughness_factor(),
metallic: pbr.metallic_factor(),
@ -929,8 +934,7 @@ fn load_material(
Some(Face::Back)
},
occlusion_texture,
emissive: LegacyColor::rgb_linear(emissive[0], emissive[1], emissive[2])
* material.emissive_strength().unwrap_or(1.0),
emissive,
emissive_texture,
specular_transmission,
#[cfg(feature = "pbr_transmission_textures")]
@ -940,7 +944,7 @@ fn load_material(
thickness_texture,
ior,
attenuation_distance,
attenuation_color: LegacyColor::rgb_linear(
attenuation_color: Color::linear_rgb(
attenuation_color[0],
attenuation_color[1],
attenuation_color[2],
@ -1169,7 +1173,7 @@ fn load_node(
gltf::khr_lights_punctual::Kind::Directional => {
let mut entity = parent.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
color: LegacyColor::rgb_from_array(light.color()),
color: Color::srgb_from_array(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for directional
// lights in lux (lm/m^2) which is what we need.
illuminance: light.intensity(),
@ -1189,7 +1193,7 @@ fn load_node(
gltf::khr_lights_punctual::Kind::Point => {
let mut entity = parent.spawn(PointLightBundle {
point_light: PointLight {
color: LegacyColor::rgb_from_array(light.color()),
color: Color::srgb_from_array(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for point lights in
// candela (lm/sr) which is luminous intensity and we need luminous power.
// For a point light, luminous power = 4 * pi * luminous intensity
@ -1215,7 +1219,7 @@ fn load_node(
} => {
let mut entity = parent.spawn(SpotLightBundle {
spot_light: SpotLight {
color: LegacyColor::rgb_from_array(light.color()),
color: Color::srgb_from_array(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for spot lights in
// candela (lm/sr) which is luminous intensity and we need luminous power.
// For a spot light, we map luminous power = 4 * pi * luminous intensity

View file

@ -183,8 +183,9 @@ pub mod gizmos {
//! # use bevy_gizmos::prelude::*;
//! # use bevy_render::prelude::*;
//! # use bevy_math::prelude::*;
//! # use bevy_color::palettes::basic::GREEN;
//! fn system(mut gizmos: Gizmos) {
//! gizmos.line(Vec3::ZERO, Vec3::X, LegacyColor::GREEN);
//! gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
//! }
//! # bevy_ecs::system::assert_is_system(system);
//! ```

View file

@ -20,6 +20,7 @@ ios_simulator = ["bevy_render/ios_simulator"]
# bevy
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }

View file

@ -1,7 +1,8 @@
use bevy_color::{Color, LinearRgba};
use bevy_ecs::prelude::*;
use bevy_math::Vec3;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{color::LegacyColor, extract_component::ExtractComponent, prelude::Camera};
use bevy_render::{extract_component::ExtractComponent, prelude::Camera};
/// Configures the “classic” computer graphics [distance fog](https://en.wikipedia.org/wiki/Distance_fog) effect,
/// in which objects appear progressively more covered in atmospheric haze the further away they are from the camera.
@ -24,6 +25,7 @@ use bevy_render::{color::LegacyColor, extract_component::ExtractComponent, prelu
/// # use bevy_render::prelude::*;
/// # use bevy_core_pipeline::prelude::*;
/// # use bevy_pbr::prelude::*;
/// # use bevy_color::Color;
/// # fn system(mut commands: Commands) {
/// commands.spawn((
/// // Setup your camera as usual
@ -33,7 +35,7 @@ use bevy_render::{color::LegacyColor, extract_component::ExtractComponent, prelu
/// },
/// // Add fog to the same entity
/// FogSettings {
/// color: LegacyColor::WHITE,
/// color: Color::WHITE,
/// falloff: FogFalloff::Exponential { density: 1e-3 },
/// ..Default::default()
/// },
@ -54,14 +56,14 @@ pub struct FogSettings {
///
/// **Tip:** The alpha channel of the color can be used to “modulate” the fog effect without
/// changing the fog falloff mode or parameters.
pub color: LegacyColor,
pub color: Color,
/// Color used to modulate the influence of directional light colors on the
/// fog, where the view direction aligns with each directional light direction,
/// producing a “glow” or light dispersion effect. (e.g. around the sun)
///
/// Use [`LegacyColor::NONE`] to disable the effect.
pub directional_light_color: LegacyColor,
/// Use [`Color::NONE`] to disable the effect.
pub directional_light_color: Color,
/// The exponent applied to the directional light alignment calculation.
/// A higher value means a more concentrated “glow”.
@ -345,7 +347,7 @@ impl FogFalloff {
/// [`FogFalloff::REVISED_KOSCHMIEDER_CONTRAST_THRESHOLD`].
pub fn from_visibility_color(
visibility: f32,
extinction_inscattering_color: LegacyColor,
extinction_inscattering_color: Color,
) -> FogFalloff {
FogFalloff::from_visibility_contrast_colors(
visibility,
@ -361,12 +363,12 @@ impl FogFalloff {
///
/// ## Tips
/// - Alpha values of the provided colors can modulate the `extinction` and `inscattering` effects;
/// - Using an `extinction_color` of [`LegacyColor::WHITE`] or [`LegacyColor::NONE`] disables the extinction effect;
/// - Using an `inscattering_color` of [`LegacyColor::BLACK`] or [`LegacyColor::NONE`] disables the inscattering effect.
/// - Using an `extinction_color` of [`Color::WHITE`] or [`Color::NONE`] disables the extinction effect;
/// - Using an `inscattering_color` of [`Color::BLACK`] or [`Color::NONE`] disables the inscattering effect.
pub fn from_visibility_colors(
visibility: f32,
extinction_color: LegacyColor,
inscattering_color: LegacyColor,
extinction_color: Color,
inscattering_color: Color,
) -> FogFalloff {
FogFalloff::from_visibility_contrast_colors(
visibility,
@ -381,7 +383,7 @@ impl FogFalloff {
pub fn from_visibility_contrast_color(
visibility: f32,
contrast_threshold: f32,
extinction_inscattering_color: LegacyColor,
extinction_inscattering_color: Color,
) -> FogFalloff {
FogFalloff::from_visibility_contrast_colors(
visibility,
@ -396,18 +398,18 @@ impl FogFalloff {
///
/// ## Tips
/// - Alpha values of the provided colors can modulate the `extinction` and `inscattering` effects;
/// - Using an `extinction_color` of [`LegacyColor::WHITE`] or [`LegacyColor::NONE`] disables the extinction effect;
/// - Using an `inscattering_color` of [`LegacyColor::BLACK`] or [`LegacyColor::NONE`] disables the inscattering effect.
/// - Using an `extinction_color` of [`Color::WHITE`] or [`Color::NONE`] disables the extinction effect;
/// - Using an `inscattering_color` of [`Color::BLACK`] or [`Color::NONE`] disables the inscattering effect.
pub fn from_visibility_contrast_colors(
visibility: f32,
contrast_threshold: f32,
extinction_color: LegacyColor,
inscattering_color: LegacyColor,
extinction_color: Color,
inscattering_color: Color,
) -> FogFalloff {
use std::f32::consts::E;
let [r_e, g_e, b_e, a_e] = extinction_color.as_linear_rgba_f32();
let [r_i, g_i, b_i, a_i] = inscattering_color.as_linear_rgba_f32();
let [r_e, g_e, b_e, a_e] = LinearRgba::from(extinction_color).to_f32_array();
let [r_i, g_i, b_i, a_i] = LinearRgba::from(inscattering_color).to_f32_array();
FogFalloff::Atmospheric {
extinction: Vec3::new(
@ -464,12 +466,12 @@ impl FogFalloff {
impl Default for FogSettings {
fn default() -> Self {
FogSettings {
color: LegacyColor::rgba(1.0, 1.0, 1.0, 1.0),
color: Color::WHITE,
falloff: FogFalloff::Linear {
start: 0.0,
end: 100.0,
},
directional_light_color: LegacyColor::NONE,
directional_light_color: Color::NONE,
directional_light_exponent: 8.0,
}
}

View file

@ -17,6 +17,7 @@ mod prepass;
mod render;
mod ssao;
use bevy_color::{Color, LinearRgba};
pub use bundle::*;
pub use extended_material::*;
pub use fog::*;
@ -73,7 +74,6 @@ use bevy_render::{
camera::{CameraUpdateSystem, Projection},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
prelude::LegacyColor,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_phase::sort_phase_system,
@ -336,7 +336,7 @@ impl Plugin for PbrPlugin {
app.world.resource_mut::<Assets<StandardMaterial>>().insert(
Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: LegacyColor::rgb(1.0, 0.0, 0.5),
base_color: Color::srgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},

View file

@ -97,7 +97,7 @@ pub mod light_consts {
#[derive(Component, Debug, Clone, Copy, Reflect)]
#[reflect(Component, Default)]
pub struct PointLight {
pub color: LegacyColor,
pub color: Color,
/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
pub intensity: f32,
pub range: f32,
@ -113,7 +113,7 @@ pub struct PointLight {
impl Default for PointLight {
fn default() -> Self {
PointLight {
color: LegacyColor::rgb(1.0, 1.0, 1.0),
color: Color::WHITE,
// 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
// default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
// this would be way too bright.
@ -151,7 +151,7 @@ impl Default for PointLightShadowMap {
#[derive(Component, Debug, Clone, Copy, Reflect)]
#[reflect(Component, Default)]
pub struct SpotLight {
pub color: LegacyColor,
pub color: Color,
/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
pub intensity: f32,
pub range: f32,
@ -184,7 +184,7 @@ impl Default for SpotLight {
fn default() -> Self {
// a quarter arc attenuating from the center
Self {
color: LegacyColor::rgb(1.0, 1.0, 1.0),
color: Color::WHITE,
// 1,000,000 lumens is a very large "cinema light" capable of registering brightly at Bevy's
// default "very overcast day" exposure level. For "indoor lighting" with a lower exposure,
// this would be way too bright.
@ -250,7 +250,7 @@ impl Default for SpotLight {
#[derive(Component, Debug, Clone, Reflect)]
#[reflect(Component, Default)]
pub struct DirectionalLight {
pub color: LegacyColor,
pub color: Color,
/// Illuminance in lux (lumens per square meter), representing the amount of
/// light projected onto surfaces by this light source. Lux is used here
/// instead of lumens because a directional light illuminates all surfaces
@ -268,7 +268,7 @@ pub struct DirectionalLight {
impl Default for DirectionalLight {
fn default() -> Self {
DirectionalLight {
color: LegacyColor::rgb(1.0, 1.0, 1.0),
color: Color::WHITE,
illuminance: light_consts::lux::AMBIENT_DAYLIGHT,
shadows_enabled: false,
shadow_depth_bias: Self::DEFAULT_SHADOW_DEPTH_BIAS,
@ -635,7 +635,7 @@ fn calculate_cascade(
#[derive(Resource, Clone, Debug, ExtractResource, Reflect)]
#[reflect(Resource)]
pub struct AmbientLight {
pub color: LegacyColor,
pub color: Color,
/// A direct scale factor multiplied with `color` before being passed to the shader.
pub brightness: f32,
}
@ -643,14 +643,14 @@ pub struct AmbientLight {
impl Default for AmbientLight {
fn default() -> Self {
Self {
color: LegacyColor::WHITE,
color: Color::WHITE,
brightness: 80.0,
}
}
}
impl AmbientLight {
pub const NONE: AmbientLight = AmbientLight {
color: LegacyColor::WHITE,
color: Color::WHITE,
brightness: 0.0,
};
}

View file

@ -49,7 +49,9 @@ use self::{irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight};
/// # use bevy_pbr::{Material, MaterialMeshBundle};
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::LegacyColor};
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image};
/// # use bevy_color::LinearRgba;
/// # use bevy_color::palettes::basic::RED;
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
@ -57,7 +59,7 @@ use self::{irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight};
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
@ -77,7 +79,7 @@ use self::{irradiance_volume::IrradianceVolume, prelude::EnvironmentMapLight};
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
/// commands.spawn(MaterialMeshBundle {
/// material: materials.add(CustomMaterial {
/// color: LegacyColor::RED,
/// color: RED.into(),
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()

View file

@ -1,4 +1,5 @@
use bevy_asset::Asset;
use bevy_color::Alpha;
use bevy_math::{Affine2, Mat3, Vec4};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{mesh::MeshVertexBufferLayout, render_asset::RenderAssets, render_resource::*};
@ -10,7 +11,7 @@ use crate::*;
/// Standard property values with pictures here
/// <https://google.github.io/filament/Material%20Properties.pdf>.
///
/// May be created directly from a [`LegacyColor`] or an [`Image`].
/// May be created directly from a [`Color`] or an [`Image`].
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
@ -22,15 +23,15 @@ pub struct StandardMaterial {
/// in between. If used together with a `base_color_texture`, this is factored into the final
/// base color as `base_color * base_color_texture_value`
///
/// Defaults to [`LegacyColor::WHITE`].
pub base_color: LegacyColor,
/// Defaults to [`Color::WHITE`].
pub base_color: Color,
/// The texture component of the material's color before lighting.
/// The actual pre-lighting color is `base_color * this_texture`.
///
/// See [`base_color`] for details.
///
/// You should set `base_color` to [`LegacyColor::WHITE`] (the default)
/// You should set `base_color` to [`Color::WHITE`] (the default)
/// if you want the texture to show as-is.
///
/// Setting `base_color` to something else than white will tint
@ -54,17 +55,17 @@ pub struct StandardMaterial {
/// This means that for a light emissive value, in darkness,
/// you will mostly see the emissive component.
///
/// The default emissive color is black, which doesn't add anything to the material color.
/// The default emissive color is [`Color::BLACK`], which doesn't add anything to the material color.
///
/// Note that **an emissive material won't light up surrounding areas like a light source**,
/// it just adds a value to the color seen on screen.
pub emissive: LegacyColor,
pub emissive: Color,
/// The emissive map, multiplies pixels with [`emissive`]
/// to get the final "emitting" color of a surface.
///
/// This color is multiplied by [`emissive`] to get the final emitted color.
/// Meaning that you should set [`emissive`] to [`LegacyColor::WHITE`]
/// Meaning that you should set [`emissive`] to [`Color::WHITE`]
/// if you want to use the full range of color of the emissive texture.
///
/// [`emissive`]: StandardMaterial::emissive
@ -271,7 +272,7 @@ pub struct StandardMaterial {
/// The resulting (non-absorbed) color after white light travels through the attenuation distance.
///
/// Defaults to [`LegacyColor::WHITE`], i.e. no change.
/// Defaults to [`Color::WHITE`], i.e. no change.
///
/// **Note:** To have any effect, must be used in conjunction with:
/// - [`StandardMaterial::attenuation_distance`];
@ -279,7 +280,7 @@ pub struct StandardMaterial {
/// - [`StandardMaterial::diffuse_transmission`] or [`StandardMaterial::specular_transmission`].
#[doc(alias = "absorption_color")]
#[doc(alias = "extinction_color")]
pub attenuation_color: LegacyColor,
pub attenuation_color: Color,
/// Used to fake the lighting of bumps and dents on a material.
///
@ -479,9 +480,9 @@ impl Default for StandardMaterial {
StandardMaterial {
// White because it gets multiplied with texture values if someone uses
// a texture.
base_color: LegacyColor::rgb(1.0, 1.0, 1.0),
base_color: Color::WHITE,
base_color_texture: None,
emissive: LegacyColor::BLACK,
emissive: Color::BLACK,
emissive_texture: None,
// Matches Blender's default roughness.
perceptual_roughness: 0.5,
@ -502,7 +503,7 @@ impl Default for StandardMaterial {
#[cfg(feature = "pbr_transmission_textures")]
thickness_texture: None,
ior: 1.5,
attenuation_color: LegacyColor::WHITE,
attenuation_color: Color::WHITE,
attenuation_distance: f32::INFINITY,
occlusion_texture: None,
normal_map_texture: None,
@ -525,11 +526,11 @@ impl Default for StandardMaterial {
}
}
impl From<LegacyColor> for StandardMaterial {
fn from(color: LegacyColor) -> Self {
impl From<Color> for StandardMaterial {
fn from(color: Color) -> Self {
StandardMaterial {
base_color: color,
alpha_mode: if color.a() < 1.0 {
alpha_mode: if color.alpha() < 1.0 {
AlphaMode::Blend
} else {
AlphaMode::Opaque
@ -714,8 +715,8 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
}
StandardMaterialUniform {
base_color: self.base_color.as_linear_rgba_f32().into(),
emissive: self.emissive.as_linear_rgba_f32().into(),
base_color: LinearRgba::from(self.base_color).to_f32_array().into(),
emissive: LinearRgba::from(self.base_color).to_f32_array().into(),
roughness: self.perceptual_roughness,
metallic: self.metallic,
reflectance: self.reflectance,
@ -724,7 +725,7 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
thickness: self.thickness,
ior: self.ior,
attenuation_distance: self.attenuation_distance,
attenuation_color: self.attenuation_color.as_linear_rgba_f32().into(),
attenuation_color: LinearRgba::from(self.base_color).to_f32_array().into(),
flags: flags.bits(),
alpha_cutoff,
parallax_depth_scale: self.parallax_depth_scale,

View file

@ -1,5 +1,6 @@
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, Handle};
use bevy_color::LinearRgba;
use bevy_ecs::prelude::*;
use bevy_math::{Vec3, Vec4};
use bevy_render::{
@ -65,33 +66,24 @@ pub fn prepare_fog(
match &fog.falloff {
FogFalloff::Linear { start, end } => GpuFog {
mode: GPU_FOG_MODE_LINEAR,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
base_color: LinearRgba::from(fog.color).into(),
directional_light_color: LinearRgba::from(fog.directional_light_color).into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*start, *end, 0.0),
..Default::default()
},
FogFalloff::Exponential { density } => GpuFog {
mode: GPU_FOG_MODE_EXPONENTIAL,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
base_color: LinearRgba::from(fog.color).into(),
directional_light_color: LinearRgba::from(fog.directional_light_color).into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*density, 0.0, 0.0),
..Default::default()
},
FogFalloff::ExponentialSquared { density } => GpuFog {
mode: GPU_FOG_MODE_EXPONENTIAL_SQUARED,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
base_color: LinearRgba::from(fog.color).into(),
directional_light_color: LinearRgba::from(fog.directional_light_color).into(),
directional_light_exponent: fog.directional_light_exponent,
be: Vec3::new(*density, 0.0, 0.0),
..Default::default()
@ -101,11 +93,8 @@ pub fn prepare_fog(
inscattering,
} => GpuFog {
mode: GPU_FOG_MODE_ATMOSPHERIC,
base_color: fog.color.as_linear_rgba_f32().into(),
directional_light_color: fog
.directional_light_color
.as_linear_rgba_f32()
.into(),
base_color: LinearRgba::from(fog.color).into(),
directional_light_color: LinearRgba::from(fog.directional_light_color).into(),
directional_light_exponent: fog.directional_light_exponent,
be: *extinction,
bi: *inscattering,

View file

@ -28,7 +28,7 @@ use crate::*;
#[derive(Component)]
pub struct ExtractedPointLight {
pub color: LegacyColor,
pub color: LinearRgba,
/// luminous intensity in lumens per steradian
pub intensity: f32,
pub range: f32,
@ -42,7 +42,7 @@ pub struct ExtractedPointLight {
#[derive(Component, Debug)]
pub struct ExtractedDirectionalLight {
pub color: LegacyColor,
pub color: LinearRgba,
pub illuminance: f32,
pub transform: GlobalTransform,
pub shadows_enabled: bool,
@ -384,7 +384,7 @@ pub fn extract_lights(
// However, since exclusive access to the main world in extract is ill-advised, we just clone here.
let render_cubemap_visible_entities = cubemap_visible_entities.clone();
let extracted_point_light = ExtractedPointLight {
color: point_light.color,
color: point_light.color.into(),
// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian
// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
// for details.
@ -430,7 +430,7 @@ pub fn extract_lights(
entity,
(
ExtractedPointLight {
color: spot_light.color,
color: spot_light.color.into(),
// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian
// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
// for details.
@ -478,7 +478,7 @@ pub fn extract_lights(
let render_visible_entities = visible_entities.clone();
commands.get_or_spawn(entity).insert((
ExtractedDirectionalLight {
color: directional_light.color,
color: directional_light.color.into(),
illuminance: directional_light.illuminance,
transform: *transform,
shadows_enabled: directional_light.shadows_enabled,
@ -871,7 +871,7 @@ pub fn prepare_lights(
light_custom_data,
// premultiply color by intensity
// we don't use the alpha at all, so no reason to multiply only [0..3]
color_inverse_square_range: (Vec4::from_slice(&light.color.as_linear_rgba_f32())
color_inverse_square_range: (Vec4::from_slice(&light.color.to_f32_array())
* light.intensity)
.xyz()
.extend(1.0 / (light.range * light.range)),
@ -908,7 +908,7 @@ pub fn prepare_lights(
cascades: [GpuDirectionalCascade::default(); MAX_CASCADES_PER_LIGHT],
// premultiply color by illuminance
// we don't use the alpha at all, so no reason to multiply only [0..3]
color: Vec4::from_slice(&light.color.as_linear_rgba_f32()) * light.illuminance,
color: Vec4::from_slice(&light.color.to_f32_array()) * light.illuminance,
// direction is negated to be ready for N.L
dir_to_light: light.transform.back(),
flags: flags.bits(),
@ -982,7 +982,7 @@ pub fn prepare_lights(
let n_clusters = clusters.dimensions.x * clusters.dimensions.y * clusters.dimensions.z;
let mut gpu_lights = GpuLights {
directional_lights: gpu_directional_lights,
ambient_color: Vec4::from_slice(&ambient_light.color.as_linear_rgba_f32())
ambient_color: Vec4::from_slice(&LinearRgba::from(ambient_light.color).to_f32_array())
* ambient_light.brightness,
cluster_factors: Vec4::new(
clusters.dimensions.x as f32 / extracted_view.viewport.z as f32,

View file

@ -1,6 +1,7 @@
use crate::{Material, MaterialPipeline, MaterialPipelineKey, MaterialPlugin};
use bevy_app::{Plugin, Startup, Update};
use bevy_asset::{load_internal_asset, Asset, Assets, Handle};
use bevy_color::{Color, LinearRgba};
use bevy_ecs::prelude::*;
use bevy_reflect::{std_traits::ReflectDefault, Reflect, TypePath};
use bevy_render::{
@ -65,7 +66,7 @@ pub struct Wireframe;
#[derive(Component, Debug, Clone, Default, Reflect)]
#[reflect(Component, Default)]
pub struct WireframeColor {
pub color: LegacyColor,
pub color: Color,
}
/// Disables wireframe rendering for any entity it is attached to.
@ -85,7 +86,7 @@ pub struct WireframeConfig {
/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe`] component attached to it will have
/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe`],
/// but no [`WireframeColor`].
pub default_color: LegacyColor,
pub default_color: Color,
}
#[derive(Resource)]
@ -102,7 +103,7 @@ fn setup_global_wireframe_material(
// Create the handle used for the global material
commands.insert_resource(GlobalWireframeMaterial {
handle: materials.add(WireframeMaterial {
color: config.default_color,
color: config.default_color.into(),
}),
});
}
@ -114,7 +115,7 @@ fn global_color_changed(
global_material: Res<GlobalWireframeMaterial>,
) {
if let Some(global_material) = materials.get_mut(&global_material.handle) {
global_material.color = config.default_color;
global_material.color = config.default_color.into();
}
}
@ -129,7 +130,7 @@ fn wireframe_color_changed(
) {
for (mut handle, wireframe_color) in &mut colors_changed {
*handle = materials.add(WireframeMaterial {
color: wireframe_color.color,
color: wireframe_color.color.into(),
});
}
}
@ -157,7 +158,7 @@ fn apply_wireframe_material(
for (e, wireframe_color) in &wireframes {
let material = if let Some(wireframe_color) = wireframe_color {
materials.add(WireframeMaterial {
color: wireframe_color.color,
color: wireframe_color.color.into(),
})
} else {
// If there's no color specified we can use the global material since it's already set to use the default_color
@ -196,7 +197,7 @@ fn apply_global_wireframe_material(
#[derive(Default, AsBindGroup, TypePath, Debug, Clone, Asset)]
pub struct WireframeMaterial {
#[uniform(0)]
pub color: LegacyColor,
pub color: LinearRgba,
}
impl Material for WireframeMaterial {

View file

@ -1,4 +1,5 @@
use crate::{color::LegacyColor, extract_resource::ExtractResource};
use crate::extract_resource::ExtractResource;
use bevy_color::Color;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::prelude::*;
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
@ -12,15 +13,15 @@ pub enum ClearColorConfig {
#[default]
Default,
/// The given clear color is used, overriding the [`ClearColor`] resource defined in the world.
Custom(LegacyColor),
Custom(Color),
/// No clear color is used: the camera will simply draw on top of anything already in the viewport.
///
/// This can be useful when multiple cameras are rendering to the same viewport.
None,
}
impl From<LegacyColor> for ClearColorConfig {
fn from(color: LegacyColor) -> Self {
impl From<Color> for ClearColorConfig {
fn from(color: Color) -> Self {
Self::Custom(color)
}
}
@ -31,11 +32,11 @@ impl From<LegacyColor> for ClearColorConfig {
/// when there are portions of the screen with nothing rendered.
#[derive(Resource, Clone, Debug, Deref, DerefMut, ExtractResource, Reflect)]
#[reflect(Resource)]
pub struct ClearColor(pub LegacyColor);
pub struct ClearColor(pub Color);
/// Match the dark gray bevy website code block color by default.
impl Default for ClearColor {
fn default() -> Self {
Self(LegacyColor::rgb_u8(43, 44, 47))
Self(Color::srgb_u8(43, 44, 47))
}
}

File diff suppressed because it is too large Load diff

View file

@ -9,7 +9,6 @@ extern crate core;
pub mod alpha;
pub mod batching;
pub mod camera;
pub mod color;
pub mod deterministic;
pub mod extract_component;
pub mod extract_instances;
@ -38,7 +37,6 @@ pub mod prelude {
Camera, ClearColor, ClearColorConfig, OrthographicProjection, PerspectiveProjection,
Projection,
},
color::LegacyColor,
mesh::{morph::MorphWeights, primitives::Meshable, Mesh},
render_resource::Shader,
spatial_bundle::SpatialBundle,
@ -330,7 +328,18 @@ impl Plugin for RenderPlugin {
));
app.register_type::<alpha::AlphaMode>()
.register_type::<color::LegacyColor>()
// These types cannot be registered in bevy_color, as it does not depend on the rest of Bevy
// BLOCKED: once https://github.com/bevyengine/bevy/pull/5781 lands, we can remove all but the Color registration
.register_type::<bevy_color::Color>()
.register_type::<bevy_color::Srgba>()
.register_type::<bevy_color::LinearRgba>()
.register_type::<bevy_color::Hsla>()
.register_type::<bevy_color::Hsva>()
.register_type::<bevy_color::Hwba>()
.register_type::<bevy_color::Laba>()
.register_type::<bevy_color::Lcha>()
.register_type::<bevy_color::Xyza>()
.register_type::<bevy_color::Oklaba>()
.register_type::<primitives::Aabb>()
.register_type::<primitives::CascadesFrusta>()
.register_type::<primitives::CubemapFrusta>()

View file

@ -74,12 +74,13 @@ impl Deref for BindGroup {
/// what their binding type is, and what index they should be bound at:
///
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::*, texture::Image};
/// # use bevy_render::{render_resource::*, texture::Image};
/// # use bevy_color::LinearRgba;
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Handle<Image>,
@ -109,7 +110,7 @@ impl Deref for BindGroup {
/// * `uniform(BINDING_INDEX)`
/// * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a uniform.
/// [`ShaderType`] is implemented for most math types already, such as [`f32`], [`Vec4`](bevy_math::Vec4), and
/// [`LegacyColor`](crate::color::LegacyColor). It can also be derived for custom structs.
/// [`LinearRgba`](bevy_color::LinearRgba). It can also be derived for custom structs.
///
/// * `texture(BINDING_INDEX, arguments)`
/// * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture)
@ -162,24 +163,26 @@ impl Deref for BindGroup {
///
/// Note that fields without field-level binding attributes will be ignored.
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::AsBindGroup};
/// # use bevy_render::{render_resource::AsBindGroup};
/// # use bevy_color::LinearRgba;
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// this_field_is_ignored: String,
/// }
/// ```
///
/// As mentioned above, [`Option<Handle<Image>>`] is also supported:
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::AsBindGroup, texture::Image};
/// # use bevy_render::{render_resource::AsBindGroup, texture::Image};
/// # use bevy_color::LinearRgba;
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// #[texture(1)]
/// #[sampler(2)]
/// color_texture: Option<Handle<Image>>,
@ -190,11 +193,12 @@ impl Deref for BindGroup {
///
/// Field uniforms with the same index will be combined into a single binding:
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::AsBindGroup};
/// # use bevy_render::{render_resource::AsBindGroup};
/// # use bevy_color::LinearRgba;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// #[uniform(0)]
/// roughness: f32,
/// }
@ -227,17 +231,18 @@ impl Deref for BindGroup {
/// The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
/// also be equivalently represented with a single struct-level uniform attribute:
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::{AsBindGroup, ShaderType}};
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderType}};
/// # use bevy_color::LinearRgba;
/// #[derive(AsBindGroup)]
/// #[uniform(0, CoolMaterialUniform)]
/// struct CoolMaterial {
/// color: LegacyColor,
/// color: LinearRgba,
/// roughness: f32,
/// }
///
/// #[derive(ShaderType)]
/// struct CoolMaterialUniform {
/// color: LegacyColor,
/// color: LinearRgba,
/// roughness: f32,
/// }
///
@ -253,12 +258,13 @@ impl Deref for BindGroup {
///
/// Setting `bind_group_data` looks like this:
/// ```
/// # use bevy_render::{color::LegacyColor, render_resource::AsBindGroup};
/// # use bevy_render::{render_resource::AsBindGroup};
/// # use bevy_color::LinearRgba;
/// #[derive(AsBindGroup)]
/// #[bind_group_data(CoolMaterialKey)]
/// struct CoolMaterial {
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// is_shaded: bool,
/// }
///

View file

@ -16,6 +16,7 @@ webgpu = []
# bevy
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_log = { path = "../bevy_log", version = "0.14.0-dev" }

View file

@ -1,11 +1,10 @@
use crate::{Material2d, Material2dPlugin, MaterialMesh2dBundle};
use bevy_app::{App, Plugin};
use bevy_asset::{load_internal_asset, Asset, AssetApp, Assets, Handle};
use bevy_color::{Color, LinearRgba};
use bevy_math::Vec4;
use bevy_reflect::prelude::*;
use bevy_render::{
color::LegacyColor, render_asset::RenderAssets, render_resource::*, texture::Image,
};
use bevy_render::{render_asset::RenderAssets, render_resource::*, texture::Image};
pub const COLOR_MATERIAL_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(3253086872234592509);
@ -28,7 +27,7 @@ impl Plugin for ColorMaterialPlugin {
app.world.resource_mut::<Assets<ColorMaterial>>().insert(
Handle::<ColorMaterial>::default(),
ColorMaterial {
color: LegacyColor::rgb(1.0, 0.0, 1.0),
color: Color::srgb(1.0, 0.0, 1.0),
..Default::default()
},
);
@ -40,7 +39,7 @@ impl Plugin for ColorMaterialPlugin {
#[reflect(Default, Debug)]
#[uniform(0, ColorMaterialUniform)]
pub struct ColorMaterial {
pub color: LegacyColor,
pub color: Color,
#[texture(1)]
#[sampler(2)]
pub texture: Option<Handle<Image>>,
@ -49,14 +48,14 @@ pub struct ColorMaterial {
impl Default for ColorMaterial {
fn default() -> Self {
ColorMaterial {
color: LegacyColor::WHITE,
color: Color::WHITE,
texture: None,
}
}
}
impl From<LegacyColor> for ColorMaterial {
fn from(color: LegacyColor) -> Self {
impl From<Color> for ColorMaterial {
fn from(color: Color) -> Self {
ColorMaterial {
color,
..Default::default()
@ -98,7 +97,7 @@ impl AsBindGroupShaderType<ColorMaterialUniform> for ColorMaterial {
}
ColorMaterialUniform {
color: self.color.as_linear_rgba_f32().into(),
color: LinearRgba::from(self.color).to_f32_array().into(),
flags: flags.bits(),
}
}

View file

@ -54,7 +54,8 @@ use crate::{
/// # use bevy_sprite::{Material2d, MaterialMesh2dBundle};
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::LegacyColor};
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image};
/// # use bevy_color::LinearRgba;
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
@ -62,7 +63,7 @@ use crate::{
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
@ -82,7 +83,7 @@ use crate::{
/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
/// commands.spawn(MaterialMesh2dBundle {
/// material: materials.add(CustomMaterial {
/// color: LegacyColor::RED,
/// color: LinearRgba::RED,
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()

View file

@ -5,6 +5,7 @@ use crate::{
ComputedTextureSlices, Sprite, SPRITE_SHADER_HANDLE,
};
use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
use bevy_color::LinearRgba;
use bevy_core_pipeline::{
core_2d::Transparent2d,
tonemapping::{DebandDither, Tonemapping},
@ -16,7 +17,6 @@ use bevy_ecs::{
};
use bevy_math::{Affine3A, Quat, Rect, Vec2, Vec4};
use bevy_render::{
color::LegacyColor,
render_asset::RenderAssets,
render_phase::{
DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult, RenderPhase, SetItemPipeline,
@ -295,7 +295,7 @@ impl SpecializedRenderPipeline for SpritePipeline {
pub struct ExtractedSprite {
pub transform: GlobalTransform,
pub color: LegacyColor,
pub color: LinearRgba,
/// Select an area of the texture
pub rect: Option<Rect>,
/// Change the on-screen size of the sprite
@ -379,7 +379,7 @@ pub fn extract_sprites(
extracted_sprites.sprites.insert(
entity,
ExtractedSprite {
color: sprite.color,
color: sprite.color.into(),
transform: *transform,
rect,
// Pass the custom size
@ -406,7 +406,7 @@ struct SpriteInstance {
impl SpriteInstance {
#[inline]
fn from(transform: &Affine3A, color: &LegacyColor, uv_offset_scale: &Vec4) -> Self {
fn from(transform: &Affine3A, color: &LinearRgba, uv_offset_scale: &Vec4) -> Self {
let transpose_model_3x3 = transform.matrix3.transpose();
Self {
i_model_transpose: [
@ -414,7 +414,7 @@ impl SpriteInstance {
transpose_model_3x3.y_axis.extend(transform.translation.y),
transpose_model_3x3.z_axis.extend(transform.translation.z),
],
i_color: color.as_linear_rgba_f32(),
i_color: color.to_f32_array(),
i_uv_offset_scale: uv_offset_scale.to_array(),
}
}
@ -524,7 +524,7 @@ pub fn queue_sprites(
let sort_key = FloatOrd(extracted_sprite.transform.translation().z);
// Add the item to the render phase
if extracted_sprite.color != LegacyColor::WHITE {
if extracted_sprite.color != LinearRgba::WHITE {
transparent_phase.add(Transparent2d {
draw_function: draw_sprite_function,
pipeline: colored_pipeline,

View file

@ -1,7 +1,7 @@
use bevy_color::Color;
use bevy_ecs::{component::Component, reflect::ReflectComponent};
use bevy_math::{Rect, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::color::LegacyColor;
use crate::TextureSlicer;
@ -13,7 +13,7 @@ use crate::TextureSlicer;
#[repr(C)]
pub struct Sprite {
/// The sprite's color tint
pub color: LegacyColor,
pub color: Color,
/// Flip the sprite along the `X` axis
pub flip_x: bool,
/// Flip the sprite along the `Y` axis

View file

@ -46,7 +46,7 @@ impl ComputedTextureSlices {
let transform = transform.mul_transform(Transform::from_translation(offset));
ExtractedSprite {
original_entity: Some(original_entity),
color: sprite.color,
color: sprite.color.into(),
transform,
rect: Some(slice.texture_rect),
custom_size: Some(slice.draw_size),

View file

@ -16,6 +16,7 @@ default_font = []
# bevy
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev", features = [

View file

@ -1,7 +1,7 @@
use bevy_asset::Handle;
use bevy_color::Color;
use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
use bevy_reflect::prelude::*;
use bevy_render::color::LegacyColor;
use bevy_utils::default;
use serde::{Deserialize, Serialize};
@ -33,7 +33,7 @@ impl Text {
///
/// ```
/// # use bevy_asset::Handle;
/// # use bevy_render::color::LegacyColor;
/// # use bevy_color::Color;
/// # use bevy_text::{Font, Text, TextStyle, JustifyText};
/// #
/// # let font_handle: Handle<Font> = Default::default();
@ -45,7 +45,7 @@ impl Text {
/// TextStyle {
/// font: font_handle.clone(),
/// font_size: 60.0,
/// color: LegacyColor::WHITE,
/// color: Color::WHITE,
/// },
/// );
///
@ -54,7 +54,7 @@ impl Text {
/// TextStyle {
/// font: font_handle,
/// font_size: 60.0,
/// color: LegacyColor::WHITE,
/// color: Color::WHITE,
/// },
/// ) // You can still add text justifaction.
/// .with_justify(JustifyText::Center);
@ -70,7 +70,8 @@ impl Text {
///
/// ```
/// # use bevy_asset::Handle;
/// # use bevy_render::color::LegacyColor;
/// # use bevy_color::Color;
/// # use bevy_color::palettes::basic::{RED, BLUE};
/// # use bevy_text::{Font, Text, TextStyle, TextSection};
/// #
/// # let font_handle: Handle<Font> = Default::default();
@ -81,7 +82,7 @@ impl Text {
/// TextStyle {
/// font: font_handle.clone(),
/// font_size: 60.0,
/// color: LegacyColor::BLUE,
/// color: BLUE.into(),
/// },
/// ),
/// TextSection::new(
@ -89,7 +90,7 @@ impl Text {
/// TextStyle {
/// font: font_handle,
/// font_size: 60.0,
/// color: LegacyColor::RED,
/// color: RED.into(),
/// },
/// ),
/// ]);
@ -204,7 +205,7 @@ pub struct TextStyle {
/// A new font atlas is generated for every combination of font handle and scaled font size
/// which can have a strong performance impact.
pub font_size: f32,
pub color: LegacyColor,
pub color: Color,
}
impl Default for TextStyle {
@ -212,7 +213,7 @@ impl Default for TextStyle {
Self {
font: Default::default(),
font_size: 12.0,
color: LegacyColor::WHITE,
color: Color::WHITE,
}
}
}

View file

@ -3,6 +3,7 @@ use crate::{
TextPipeline, TextSettings, YAxisOrientation,
};
use bevy_asset::Assets;
use bevy_color::LinearRgba;
use bevy_ecs::{
bundle::Bundle,
change_detection::{DetectChanges, Ref},
@ -17,7 +18,6 @@ use bevy_ecs::{
use bevy_math::Vec2;
use bevy_reflect::Reflect;
use bevy_render::{
prelude::LegacyColor,
primitives::Aabb,
texture::Image,
view::{InheritedVisibility, NoFrustumCulling, ViewVisibility, Visibility},
@ -117,7 +117,7 @@ pub fn extract_text2d_sprite(
let transform = *global_transform
* GlobalTransform::from_translation(alignment_translation.extend(0.))
* scaling;
let mut color = LegacyColor::WHITE;
let mut color = LinearRgba::WHITE;
let mut current_section = usize::MAX;
for PositionedGlyph {
position,
@ -127,7 +127,7 @@ pub fn extract_text2d_sprite(
} in &text_layout_info.glyphs
{
if *section_index != current_section {
color = text.sections[*section_index].style.color.as_rgba_linear();
color = LinearRgba::from(text.sections[*section_index].style.color);
current_section = *section_index;
}
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();

View file

@ -13,6 +13,7 @@ keywords = ["bevy"]
bevy_a11y = { path = "../bevy_a11y", version = "0.14.0-dev" }
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.14.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }

View file

@ -8,11 +8,9 @@ use crate::{
UiMaterial, ZIndex,
};
use bevy_asset::Handle;
use bevy_color::Color;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
prelude::LegacyColor,
view::{InheritedVisibility, ViewVisibility, Visibility},
};
use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
use bevy_sprite::TextureAtlas;
#[cfg(feature = "bevy_text")]
use bevy_text::{BreakLineOn, JustifyText, Text, TextLayoutInfo, TextSection, TextStyle};
@ -60,8 +58,8 @@ impl Default for NodeBundle {
fn default() -> Self {
NodeBundle {
// Transparent background
background_color: LegacyColor::NONE.into(),
border_color: LegacyColor::NONE.into(),
background_color: Color::NONE.into(),
border_color: Color::NONE.into(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
@ -227,7 +225,7 @@ impl Default for TextBundle {
view_visibility: Default::default(),
z_index: Default::default(),
// Transparent background
background_color: BackgroundColor(LegacyColor::NONE),
background_color: BackgroundColor(Color::NONE),
}
}
}
@ -267,7 +265,7 @@ impl TextBundle {
}
/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
pub const fn with_background_color(mut self, color: LegacyColor) -> Self {
pub const fn with_background_color(mut self, color: Color) -> Self {
self.background_color = BackgroundColor(color);
self
}
@ -343,7 +341,7 @@ impl Default for ButtonBundle {
node: Default::default(),
button: Default::default(),
style: Default::default(),
border_color: BorderColor(LegacyColor::NONE),
border_color: BorderColor(Color::NONE),
interaction: Default::default(),
background_color: Default::default(),
image: Default::default(),

View file

@ -2,6 +2,7 @@ mod pipeline;
mod render_pass;
mod ui_material_pipeline;
use bevy_color::{Alpha, LinearRgba};
use bevy_core_pipeline::core_2d::graph::{Core2d, Node2d};
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
@ -25,7 +26,6 @@ use bevy_ecs::prelude::*;
use bevy_math::{Mat4, Rect, URect, UVec4, Vec2, Vec3, Vec4Swizzles};
use bevy_render::{
camera::Camera,
color::LegacyColor,
render_asset::RenderAssets,
render_graph::{RenderGraph, RunGraphOnViewNode},
render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions, RenderPhase},
@ -130,7 +130,7 @@ fn get_ui_graph(render_app: &mut App) -> RenderGraph {
pub struct ExtractedUiNode {
pub stack_index: u32,
pub transform: Mat4,
pub color: LegacyColor,
pub color: LinearRgba,
pub rect: Rect,
pub image: AssetId<Image>,
pub atlas_size: Option<Vec2>,
@ -264,7 +264,7 @@ pub fn extract_uinode_borders(
stack_index: node.stack_index,
// This translates the uinode's transform to the center of the current border rectangle
transform: transform * Mat4::from_translation(edge.center().extend(0.)),
color: border_color.0,
color: border_color.0.into(),
rect: Rect {
max: edge.size(),
..Default::default()
@ -355,7 +355,7 @@ pub fn extract_uinode_outlines(
stack_index: node.stack_index,
// This translates the uinode's transform to the center of the current border rectangle
transform: transform * Mat4::from_translation(edge.center().extend(0.)),
color: outline.color,
color: outline.color.into(),
rect: Rect {
max: edge.size(),
..Default::default()
@ -458,7 +458,7 @@ pub fn extract_uinodes(
ExtractedUiNode {
stack_index: uinode.stack_index,
transform: transform.compute_matrix(),
color: color.0,
color: color.0.into(),
rect,
clip: clip.map(|clip| clip.clip),
image,
@ -598,7 +598,7 @@ pub fn extract_text_uinodes(
let transform = Mat4::from(global_transform.affine())
* Mat4::from_translation(logical_top_left_nearest_pixel.extend(0.));
let mut color = LegacyColor::WHITE;
let mut color = LinearRgba::WHITE;
let mut current_section = usize::MAX;
for PositionedGlyph {
position,
@ -608,7 +608,7 @@ pub fn extract_text_uinodes(
} in &text_layout_info.glyphs
{
if *section_index != current_section {
color = text.sections[*section_index].style.color.as_rgba_linear();
color = LinearRgba::from(text.sections[*section_index].style.color);
current_section = *section_index;
}
let atlas = texture_atlases.get(&atlas_info.texture_atlas).unwrap();
@ -935,7 +935,7 @@ pub fn prepare_uinodes(
.map(|pos| pos / atlas_extent)
};
let color = extracted_uinode.color.as_linear_rgba_f32();
let color = extracted_uinode.color.to_f32_array();
for i in QUAD_INDICES {
ui_meta.vertices.push(UiVertex {
position: positions_clipped[i].into(),

View file

@ -60,7 +60,7 @@ impl ComputedTextureSlices {
let atlas_size = Some(self.image_size * scale);
ExtractedUiNode {
stack_index: node.stack_index,
color: background_color.0,
color: background_color.0.into(),
transform: transform.compute_matrix(),
rect,
flip_x,

View file

@ -24,7 +24,8 @@ use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, Shader
/// # use bevy_ui::prelude::*;
/// # use bevy_ecs::prelude::*;
/// # use bevy_reflect::TypePath;
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::LegacyColor};
/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image};
/// # use bevy_color::LinearRgba;
/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
///
/// #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
@ -32,7 +33,7 @@ use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, Shader
/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
/// #[uniform(0)]
/// color: LegacyColor,
/// color: LinearRgba,
/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
/// // add the sampler attribute with a different binding index.
/// #[texture(1)]
@ -56,7 +57,7 @@ use bevy_render::render_resource::{AsBindGroup, RenderPipelineDescriptor, Shader
/// ..Default::default()
/// },
/// material: materials.add(CustomMaterial {
/// color: LegacyColor::RED,
/// color: LinearRgba::RED,
/// color_texture: asset_server.load("some_image.png"),
/// }),
/// ..Default::default()

View file

@ -1,11 +1,11 @@
use crate::{UiRect, Val};
use bevy_asset::Handle;
use bevy_color::Color;
use bevy_ecs::{prelude::*, system::SystemParam};
use bevy_math::{Rect, Vec2};
use bevy_reflect::prelude::*;
use bevy_render::{
camera::{Camera, RenderTarget},
color::LegacyColor,
texture::Image,
};
use bevy_transform::prelude::GlobalTransform;
@ -1597,10 +1597,10 @@ pub enum GridPlacementError {
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct BackgroundColor(pub LegacyColor);
pub struct BackgroundColor(pub Color);
impl BackgroundColor {
pub const DEFAULT: Self = Self(LegacyColor::WHITE);
pub const DEFAULT: Self = Self(Color::WHITE);
}
impl Default for BackgroundColor {
@ -1609,9 +1609,9 @@ impl Default for BackgroundColor {
}
}
impl From<LegacyColor> for BackgroundColor {
fn from(color: LegacyColor) -> Self {
Self(color)
impl<T: Into<Color>> From<T> for BackgroundColor {
fn from(color: T) -> Self {
Self(color.into())
}
}
@ -1623,16 +1623,16 @@ impl From<LegacyColor> for BackgroundColor {
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct BorderColor(pub LegacyColor);
pub struct BorderColor(pub Color);
impl From<LegacyColor> for BorderColor {
fn from(color: LegacyColor) -> Self {
Self(color)
impl<T: Into<Color>> From<T> for BorderColor {
fn from(color: T) -> Self {
Self(color.into())
}
}
impl BorderColor {
pub const DEFAULT: Self = BorderColor(LegacyColor::WHITE);
pub const DEFAULT: Self = BorderColor(Color::WHITE);
}
impl Default for BorderColor {
@ -1655,7 +1655,7 @@ impl Default for BorderColor {
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ui::prelude::*;
/// # use bevy_render::prelude::LegacyColor;
/// # use bevy_color::palettes::basic::{RED, BLUE};
/// fn setup_ui(mut commands: Commands) {
/// commands.spawn((
/// NodeBundle {
@ -1664,10 +1664,10 @@ impl Default for BorderColor {
/// height: Val::Px(100.),
/// ..Default::default()
/// },
/// background_color: LegacyColor::BLUE.into(),
/// background_color: BLUE.into(),
/// ..Default::default()
/// },
/// Outline::new(Val::Px(10.), Val::ZERO, LegacyColor::RED)
/// Outline::new(Val::Px(10.), Val::ZERO, RED.into())
/// ));
/// }
/// ```
@ -1676,7 +1676,7 @@ impl Default for BorderColor {
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_ui::prelude::*;
/// # use bevy_render::prelude::LegacyColor;
/// # use bevy_color::Color;
/// fn outline_hovered_button_system(
/// mut commands: Commands,
/// mut node_query: Query<(Entity, &Interaction, Option<&mut Outline>), Changed<Interaction>>,
@ -1684,9 +1684,9 @@ impl Default for BorderColor {
/// for (entity, interaction, mut maybe_outline) in node_query.iter_mut() {
/// let outline_color =
/// if matches!(*interaction, Interaction::Hovered) {
/// LegacyColor::WHITE
/// Color::WHITE
/// } else {
/// LegacyColor::NONE
/// Color::NONE
/// };
/// if let Some(mut outline) = maybe_outline {
/// outline.color = outline_color;
@ -1697,7 +1697,7 @@ impl Default for BorderColor {
/// }
/// ```
/// Inserting and removing an [`Outline`] component repeatedly will result in table moves, so it is generally preferable to
/// set `Outline::color` to `LegacyColor::NONE` to hide an outline.
/// set `Outline::color` to [`Color::NONE`] to hide an outline.
pub struct Outline {
/// The width of the outline.
///
@ -1709,14 +1709,14 @@ pub struct Outline {
pub offset: Val,
/// The color of the outline.
///
/// If you are frequently toggling outlines for a UI node on and off it is recommended to set `LegacyColor::NONE` to hide the outline.
/// If you are frequently toggling outlines for a UI node on and off it is recommended to set [`Color::NONE`] to hide the outline.
/// This avoids the table moves that would occur from the repeated insertion and removal of the `Outline` component.
pub color: LegacyColor,
pub color: Color,
}
impl Outline {
/// Create a new outline
pub const fn new(width: Val, offset: Val, color: LegacyColor) -> Self {
pub const fn new(width: Val, offset: Val, color: Color) -> Self {
Self {
width,
offset,

View file

@ -34,7 +34,7 @@ fn setup_cube(
// cube
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
@ -81,7 +81,7 @@ fn setup_cube(
// cube
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});

View file

@ -37,7 +37,7 @@ fn setup(
for (i, shape) in shapes.into_iter().enumerate() {
// Distribute colors evenly across the rainbow.
let color = LegacyColor::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
commands.spawn(MaterialMesh2dBundle {
mesh: shape,

View file

@ -1,6 +1,6 @@
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method.
use bevy::prelude::*;
use bevy::{color::palettes::basic::WHITE, prelude::*};
fn main() {
App::new()
@ -26,7 +26,7 @@ fn draw_cursor(
return;
};
gizmos.circle_2d(point, 10., LegacyColor::WHITE);
gizmos.circle_2d(point, 10., WHITE);
}
fn setup(mut commands: Commands) {

View file

@ -39,7 +39,7 @@ fn setup(
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_dark.png"),
sprite: Sprite {
color: LegacyColor::rgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
custom_size: Some(Vec2::splat(160.0)),
..default()
},
@ -50,7 +50,7 @@ fn setup(
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.)).into(),
// 4. Put something bright in a dark environment to see the effect
material: materials.add(LegacyColor::rgb(7.5, 0.0, 7.5)),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
@ -59,7 +59,7 @@ fn setup(
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(RegularPolygon::new(100., 6)).into(),
// 4. Put something bright in a dark environment to see the effect
material: materials.add(LegacyColor::rgb(6.25, 9.4, 9.1)),
material: materials.add(Color::srgb(6.25, 9.4, 9.1)),
transform: Transform::from_translation(Vec3::new(200., 0., 0.)),
..default()
});
@ -70,7 +70,7 @@ fn setup(
"",
TextStyle {
font_size: 18.0,
color: LegacyColor::WHITE,
color: Color::WHITE,
..default()
},
)

View file

@ -1,6 +1,6 @@
//! This example demonstrates bounding volume intersections.
use bevy::{math::bounding::*, prelude::*};
use bevy::{color::palettes::css::*, math::bounding::*, prelude::*};
fn main() {
App::new()
@ -97,7 +97,7 @@ enum Shape {
}
fn render_shapes(mut gizmos: Gizmos, query: Query<(&Shape, &Transform)>) {
let color = LegacyColor::GRAY;
let color = GRAY;
for (shape, transform) in query.iter() {
let translation = transform.translation.xy();
let rotation = transform.rotation.to_euler(EulerRot::YXZ).2;
@ -177,11 +177,7 @@ fn update_volumes(
fn render_volumes(mut gizmos: Gizmos, query: Query<(&CurrentVolume, &Intersects)>) {
for (volume, intersects) in query.iter() {
let color = if **intersects {
LegacyColor::CYAN
} else {
LegacyColor::ORANGE_RED
};
let color = if **intersects { CYAN } else { ORANGE_RED };
match volume {
CurrentVolume::Aabb(a) => {
gizmos.rect_2d(a.center(), 0., a.half_size() * 2., color);
@ -292,10 +288,10 @@ fn draw_ray(gizmos: &mut Gizmos, ray: &RayCast2d) {
gizmos.line_2d(
ray.ray.origin,
ray.ray.origin + *ray.ray.direction * ray.max,
LegacyColor::WHITE,
WHITE,
);
for r in [1., 2., 3.] {
gizmos.circle_2d(ray.ray.origin, r, LegacyColor::FUCHSIA);
gizmos.circle_2d(ray.ray.origin, r, FUCHSIA);
}
}
@ -331,7 +327,7 @@ fn ray_cast_system(
gizmos.circle_2d(
ray_cast.ray.origin + *ray_cast.ray.direction * toi,
r,
LegacyColor::GREEN,
GREEN,
);
}
}
@ -363,7 +359,7 @@ fn aabb_cast_system(
+ aabb_cast.aabb.center(),
0.,
aabb_cast.aabb.half_size() * 2.,
LegacyColor::GREEN,
GREEN,
);
}
}
@ -393,7 +389,7 @@ fn bounding_circle_cast_system(
+ *circle_cast.ray.ray.direction * toi
+ circle_cast.circle.center(),
circle_cast.circle.radius(),
LegacyColor::GREEN,
GREEN,
);
}
}
@ -412,7 +408,7 @@ fn aabb_intersection_system(
) {
let center = get_intersection_position(&time);
let aabb = Aabb2d::new(center, Vec2::splat(50.));
gizmos.rect_2d(center, 0., aabb.half_size() * 2., LegacyColor::YELLOW);
gizmos.rect_2d(center, 0., aabb.half_size() * 2., YELLOW);
for (volume, mut intersects) in volumes.iter_mut() {
let hit = match volume {
@ -431,7 +427,7 @@ fn circle_intersection_system(
) {
let center = get_intersection_position(&time);
let circle = BoundingCircle::new(center, 50.);
gizmos.circle_2d(center, circle.radius(), LegacyColor::YELLOW);
gizmos.circle_2d(center, circle.radius(), YELLOW);
for (volume, mut intersects) in volumes.iter_mut() {
let hit = match volume {

View file

@ -21,7 +21,7 @@ const ATTRIBUTE_BARYCENTRIC: MeshVertexAttribute =
fn main() {
App::new()
.insert_resource(AmbientLight {
color: LegacyColor::WHITE,
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.add_plugins((

View file

@ -2,7 +2,7 @@
//!
//! [`Quad`]: shape::Quad
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
use bevy::{color::palettes::basic::PURPLE, prelude::*, sprite::MaterialMesh2dBundle};
fn main() {
App::new()
@ -20,7 +20,7 @@ fn setup(
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Rectangle::default()).into(),
transform: Transform::default().with_scale(Vec3::splat(128.)),
material: materials.add(LegacyColor::PURPLE),
material: materials.add(Color::from(PURPLE)),
..default()
});
}

View file

@ -6,12 +6,12 @@
//! [`Material2d`]: bevy::sprite::Material2d
use bevy::{
color::palettes::basic::YELLOW,
core_pipeline::core_2d::Transparent2d,
prelude::*,
render::{
mesh::{Indices, MeshVertexAttribute},
render_asset::RenderAssetUsages,
render_asset::RenderAssets,
render_asset::{RenderAssetUsages, RenderAssets},
render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
@ -80,8 +80,8 @@ fn star(
// Set the position attribute
star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
// And a RGB color attribute as well
let mut v_color: Vec<u32> = vec![LegacyColor::BLACK.as_linear_rgba_u32()];
v_color.extend_from_slice(&[LegacyColor::YELLOW.as_linear_rgba_u32(); 10]);
let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_u32(); 10]);
star.insert_attribute(
MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
v_color,

View file

@ -27,10 +27,10 @@ fn setup(
let mut mesh = Mesh::from(Rectangle::default());
// Build vertex colors for the quad. One entry per vertex (the corners of the quad)
let vertex_colors: Vec<[f32; 4]> = vec![
LegacyColor::RED.as_rgba_f32(),
LegacyColor::GREEN.as_rgba_f32(),
LegacyColor::BLUE.as_rgba_f32(),
LegacyColor::WHITE.as_rgba_f32(),
LinearRgba::RED.to_f32_array(),
LinearRgba::GREEN.to_f32_array(),
LinearRgba::BLUE.to_f32_array(),
LinearRgba::WHITE.to_f32_array(),
];
// Insert the vertex colors as an attribute
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vertex_colors);

View file

@ -85,7 +85,7 @@ fn setup_mesh(
MaterialMesh2dBundle {
mesh: meshes.add(Capsule2d::default()).into(),
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
material: materials.add(LegacyColor::BLACK),
material: materials.add(Color::BLACK),
..default()
},
Rotate,

View file

@ -114,7 +114,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let style = TextStyle {
font: font.clone(),
font_size: 16.0,
color: LegacyColor::WHITE,
color: Color::WHITE,
};
// Load textures

View file

@ -6,6 +6,7 @@
//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
use bevy::{
color::palettes::css::*,
prelude::*,
sprite::Anchor,
text::{BreakLineOn, Text2dBounds},
@ -36,7 +37,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let text_style = TextStyle {
font: font.clone(),
font_size: 60.0,
color: LegacyColor::WHITE,
..default()
};
let text_justification = JustifyText::Center;
// 2d camera
@ -72,14 +73,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let slightly_smaller_text_style = TextStyle {
font,
font_size: 42.0,
color: LegacyColor::WHITE,
..default()
};
let box_size = Vec2::new(300.0, 200.0);
let box_position = Vec2::new(0.0, -250.0);
commands
.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::rgb(0.25, 0.25, 0.75),
color: Color::srgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(box_size.x, box_size.y)),
..default()
},
@ -111,7 +112,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands
.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::rgb(0.20, 0.3, 0.70),
color: Color::srgb(0.20, 0.3, 0.70),
custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
..default()
},
@ -139,10 +140,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
});
for (text_anchor, color) in [
(Anchor::TopLeft, LegacyColor::RED),
(Anchor::TopRight, LegacyColor::GREEN),
(Anchor::BottomRight, LegacyColor::BLUE),
(Anchor::BottomLeft, LegacyColor::YELLOW),
(Anchor::TopLeft, Color::Srgba(RED)),
(Anchor::TopRight, Color::Srgba(GREEN)),
(Anchor::BottomRight, Color::Srgba(BLUE)),
(Anchor::BottomLeft, Color::Srgba(YELLOW)),
] {
commands.spawn(Text2dBundle {
text: Text {

View file

@ -124,7 +124,7 @@ fn setup(
let text_style: TextStyle = TextStyle {
font: font.clone(),
font_size: 50.0,
color: LegacyColor::WHITE,
color: Color::WHITE,
};
// labels to indicate padding
@ -173,7 +173,7 @@ fn setup(
let sampling_label_style = TextStyle {
font,
font_size: 30.0,
color: LegacyColor::WHITE,
color: Color::WHITE,
};
let base_y = 170.0; // y position of the sprites

View file

@ -22,7 +22,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(SpriteBundle {
sprite: Sprite {
// Alpha channel of the color controls transparency.
color: LegacyColor::rgba(0.0, 0.0, 1.0, 0.7),
color: Color::srgba(0.0, 0.0, 1.0, 0.7),
..default()
},
texture: sprite_handle.clone(),
@ -31,7 +31,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
});
commands.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::rgba(0.0, 1.0, 0.0, 0.3),
color: Color::srgba(0.0, 1.0, 0.0, 0.3),
..default()
},
texture: sprite_handle,

View file

@ -18,14 +18,14 @@ fn setup(
// circular base
commands.spawn(PbrBundle {
mesh: meshes.add(Circle::new(4.0)),
material: materials.add(LegacyColor::WHITE),
material: materials.add(Color::WHITE),
transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
material: materials.add(LegacyColor::rgb_u8(124, 144, 255)),
material: materials.add(Color::srgb_u8(124, 144, 255)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});

View file

@ -4,6 +4,7 @@
use std::f32::consts::PI;
use bevy::{
color::palettes::basic::SILVER,
prelude::*,
render::{
render_asset::RenderAssetUsages,
@ -78,7 +79,7 @@ fn setup(
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(LegacyColor::SILVER),
material: materials.add(Color::from(SILVER)),
..default()
});

View file

@ -1,7 +1,6 @@
//! This example demonstrates how to use the `Camera::viewport_to_world` method.
use bevy::math::Dir3;
use bevy::prelude::*;
use bevy::{math::Dir3, prelude::*};
fn main() {
App::new()
@ -41,7 +40,7 @@ fn draw_cursor(
point + ground.up() * 0.01,
Dir3::new_unchecked(ground.up()), // Up vector is already normalized.
0.2,
LegacyColor::WHITE,
Color::WHITE,
);
}
@ -57,7 +56,7 @@ fn setup(
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
Ground,

View file

@ -34,7 +34,7 @@ fn setup(
for z in -1..2 {
commands.spawn(PbrBundle {
mesh: cube.clone(),
material: materials.add(LegacyColor::WHITE),
material: materials.add(Color::WHITE),
transform: Transform::from_translation(Vec3::new(x as f32, 0.0, z as f32)),
..default()
});
@ -49,12 +49,11 @@ fn animate_materials(
) {
for (i, material_handle) in material_handles.iter().enumerate() {
if let Some(material) = materials.get_mut(material_handle) {
let color = LegacyColor::hsl(
material.base_color = Color::hsl(
((i as f32 * 2.345 + time.elapsed_seconds_wrapped()) * 100.0) % 360.0,
1.0,
0.5,
);
material.base_color = color;
}
}
}

View file

@ -261,7 +261,7 @@ fn setup(
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(LegacyColor::rgb(0.1, 0.2, 0.1)),
material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
..default()
});
@ -329,7 +329,7 @@ fn setup(
intensity: 150.0,
},
FogSettings {
color: LegacyColor::rgba_u8(43, 44, 47, 255),
color: Color::srgba_u8(43, 44, 47, 255),
falloff: FogFalloff::Linear {
start: 1.0,
end: 4.0,

View file

@ -31,13 +31,13 @@ fn setup_camera_fog(mut commands: Commands) {
..default()
},
FogSettings {
color: LegacyColor::rgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: LegacyColor::rgba(1.0, 0.95, 0.85, 0.5),
color: Color::srgba(0.35, 0.48, 0.66, 1.0),
directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
directional_light_exponent: 30.0,
falloff: FogFalloff::from_visibility_colors(
15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
LegacyColor::rgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
LegacyColor::rgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
),
},
));
@ -60,7 +60,7 @@ fn setup_terrain_scene(
// Sun
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
color: LegacyColor::rgb(0.98, 0.95, 0.82),
color: Color::srgb(0.98, 0.95, 0.82),
shadows_enabled: true,
..default()
},
@ -81,7 +81,7 @@ fn setup_terrain_scene(
PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("888888").unwrap(),
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()
@ -115,12 +115,12 @@ fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut FogSett
let mut fog_settings = fog.single_mut();
if keycode.just_pressed(KeyCode::Space) {
let a = fog_settings.color.a();
fog_settings.color.set_a(1.0 - a);
let a = fog_settings.color.alpha();
fog_settings.color.set_alpha(1.0 - a);
}
if keycode.just_pressed(KeyCode::KeyS) {
let a = fog_settings.directional_light_color.a();
fog_settings.directional_light_color.set_a(0.5 - a);
let a = fog_settings.directional_light_color.alpha();
fog_settings.directional_light_color.set_alpha(0.5 - a);
}
}

View file

@ -10,7 +10,7 @@
//! | `Spacebar` | Toggle Unlit |
//! | `C` | Randomize Colors |
use bevy::prelude::*;
use bevy::{color::palettes::css::ORANGE, prelude::*};
use rand::random;
fn main() {
@ -36,7 +36,7 @@ fn setup(
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
let base_color = LegacyColor::rgba(0.9, 0.2, 0.3, 1.0);
let base_color = Color::srgb(0.9, 0.2, 0.3);
let icosphere_mesh = meshes.add(Sphere::new(0.9).mesh().ico(7).unwrap());
// Opaque
@ -140,8 +140,8 @@ fn setup(
.id();
// Chessboard Plane
let black_material = materials.add(LegacyColor::BLACK);
let white_material = materials.add(LegacyColor::WHITE);
let black_material = materials.add(Color::BLACK);
let white_material = materials.add(Color::WHITE);
let plane_mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
@ -188,7 +188,7 @@ fn setup(
let label_text_style = TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 25.0,
color: LegacyColor::ORANGE,
color: ORANGE.into(),
};
commands.spawn(
@ -300,13 +300,19 @@ fn example_control_system(
for (material_handle, controls) in &controllable {
let material = materials.get_mut(material_handle).unwrap();
material.base_color.set_a(state.alpha);
if controls.color && randomize_colors {
material.base_color.set_r(random());
material.base_color.set_g(random());
material.base_color.set_b(random());
material.base_color = Srgba {
red: random(),
green: random(),
blue: random(),
alpha: state.alpha,
}
.into();
} else {
material.base_color.set_alpha(state.alpha);
}
if controls.unlit {
material.unlit = state.unlit;
}

View file

@ -1,6 +1,7 @@
//! Illustrates bloom post-processing using HDR and emissive materials.
use bevy::{
color::palettes::basic::GRAY,
core_pipeline::{
bloom::{BloomCompositeMode, BloomSettings},
tonemapping::Tonemapping,
@ -39,19 +40,19 @@ fn setup_scene(
));
let material_emissive1 = materials.add(StandardMaterial {
emissive: LegacyColor::rgb_linear(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
emissive: Color::linear_rgb(2300.0, 900.0, 300.0), // 4. Put something bright in a dark environment to see the effect
..default()
});
let material_emissive2 = materials.add(StandardMaterial {
emissive: LegacyColor::rgb_linear(300.0, 2300.0, 900.0),
emissive: Color::linear_rgb(300.0, 2300.0, 900.0),
..default()
});
let material_emissive3 = materials.add(StandardMaterial {
emissive: LegacyColor::rgb_linear(900.0, 300.0, 2300.0),
emissive: Color::linear_rgb(900.0, 300.0, 2300.0),
..default()
});
let material_non_emissive = materials.add(StandardMaterial {
base_color: LegacyColor::GRAY,
base_color: GRAY.into(),
..default()
});
@ -89,7 +90,7 @@ fn setup_scene(
"",
TextStyle {
font_size: 20.0,
color: LegacyColor::BLACK,
color: Color::BLACK,
..default()
},
)

View file

@ -48,7 +48,7 @@ fn setup(
..default()
},
FogSettings {
color: LegacyColor::rgba_u8(43, 44, 47, 255),
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
@ -95,7 +95,7 @@ fn setup(
..default()
});
let mut forward_mat: StandardMaterial = LegacyColor::rgb(0.1, 0.2, 0.1).into();
let mut forward_mat: StandardMaterial = Color::srgb(0.1, 0.2, 0.1).into();
forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
let forward_mat_h = materials.add(forward_mat);
@ -123,7 +123,7 @@ fn setup(
..default()
});
let sphere_color = LegacyColor::rgb(10.0, 4.0, 1.0);
let sphere_color = Color::srgb(10.0, 4.0, 1.0);
let sphere_pos = Transform::from_xyz(0.4, 0.5, -0.8);
// Emissive sphere
let mut unlit_mat: StandardMaterial = sphere_color.into();
@ -156,21 +156,21 @@ fn setup(
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(s_val, s_val, 1.0),
base_color: Color::srgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(s_val, 1.0, s_val),
base_color: Color::srgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(1.0, s_val, s_val),
base_color: Color::srgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
@ -193,7 +193,7 @@ fn setup(
PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("888888").unwrap(),
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()

View file

@ -40,7 +40,7 @@ fn setup(
let mesh = meshes.add(Plane3d::default().mesh().size(2.0, 2.0));
let nb_plane = 10;
for i in 0..nb_plane {
let color = LegacyColor::hsl(i as f32 * 360.0 / nb_plane as f32, 1.0, 0.5);
let color = Color::hsl(i as f32 * 360.0 / nb_plane as f32, 1.0, 0.5);
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.add(StandardMaterial {

View file

@ -35,7 +35,7 @@ fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3dBundle::default(),
FogSettings {
color: LegacyColor::rgba(0.25, 0.25, 0.25, 1.0),
color: Color::srgb(0.25, 0.25, 0.25),
falloff: FogFalloff::Linear {
start: 5.0,
end: 20.0,
@ -51,7 +51,7 @@ fn setup_pyramid_scene(
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let stone = materials.add(StandardMaterial {
base_color: LegacyColor::hex("28221B").unwrap(),
base_color: Srgba::hex("28221B").unwrap().into(),
perceptual_roughness: 1.0,
..default()
});
@ -71,7 +71,7 @@ fn setup_pyramid_scene(
PbrBundle {
mesh: meshes.add(Sphere::default()),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("126212CC").unwrap(),
base_color: Srgba::hex("126212CC").unwrap().into(),
reflectance: 1.0,
perceptual_roughness: 0.0,
metallic: 0.5,
@ -102,7 +102,7 @@ fn setup_pyramid_scene(
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("888888").unwrap(),
base_color: Srgba::hex("888888").unwrap().into(),
unlit: true,
cull_mode: None,
..default()
@ -259,43 +259,41 @@ fn update_system(
.value
.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
// We're performing various operations in the sRGB color space,
// so we convert the fog color to sRGB here, then modify it,
// and finally when we're done we can convert it back and set it.
let mut fog_color = Srgba::from(fog.color);
if keycode.pressed(KeyCode::Minus) {
let r = (fog.color.r() - 0.1 * delta).max(0.0);
fog.color.set_r(r);
fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
}
if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
let r = (fog.color.r() + 0.1 * delta).min(1.0);
fog.color.set_r(r);
fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::BracketLeft) {
let g = (fog.color.g() - 0.1 * delta).max(0.0);
fog.color.set_g(g);
fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::BracketRight) {
let g = (fog.color.g() + 0.1 * delta).min(1.0);
fog.color.set_g(g);
fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Semicolon) {
let b = (fog.color.b() - 0.1 * delta).max(0.0);
fog.color.set_b(b);
fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Quote) {
let b = (fog.color.b() + 0.1 * delta).min(1.0);
fog.color.set_b(b);
fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
}
if keycode.pressed(KeyCode::Period) {
let a = (fog.color.a() - 0.1 * delta).max(0.0);
fog.color.set_a(a);
fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
}
if keycode.pressed(KeyCode::Slash) {
let a = (fog.color.a() + 0.1 * delta).min(1.0);
fog.color.set_a(a);
fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
}
fog.color = Color::from(fog_color);
}

View file

@ -13,6 +13,7 @@
//!
//! * Clicking anywhere moves the object.
use bevy::color::palettes::css::*;
use bevy::core_pipeline::Skybox;
use bevy::math::{uvec3, vec3};
use bevy::pbr::irradiance_volume::IrradianceVolume;
@ -47,7 +48,7 @@ static SWITCH_TO_SPHERE_HELP_TEXT: &str = "Tab: Switch to a plain sphere mesh";
static CLICK_TO_MOVE_HELP_TEXT: &str = "Left click: Move the object";
static GIZMO_COLOR: LegacyColor = LegacyColor::YELLOW;
static GIZMO_COLOR: Color = Color::Srgba(YELLOW);
static VOXEL_TRANSFORM: Mat4 = Mat4::from_cols_array_2d(&[
[-42.317566, 0.0, 0.0, 0.0],
@ -148,7 +149,7 @@ fn main() {
.init_resource::<AppStatus>()
.init_resource::<ExampleAssets>()
.insert_resource(AmbientLight {
color: LegacyColor::WHITE,
color: Color::WHITE,
brightness: 0.0,
})
.add_systems(Startup, setup)
@ -362,7 +363,7 @@ impl AppStatus {
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 24.0,
color: LegacyColor::ANTIQUE_WHITE,
..default()
},
)
}
@ -515,7 +516,7 @@ impl FromWorld for ExampleAssets {
ExampleAssets {
main_sphere: world.add_asset(Sphere::default().mesh().uv(32, 18)),
fox: world.load_asset("models/animated/Fox.glb#Scene0"),
main_sphere_material: world.add_asset(LegacyColor::SILVER),
main_sphere_material: world.add_asset(Color::from(SILVER)),
main_scene: world
.load_asset("models/IrradianceVolumeExample/IrradianceVolumeExample.glb#Scene0"),
irradiance_volume: world.load_asset("irradiance_volumes/Example.vxgi.ktx2"),
@ -563,7 +564,7 @@ fn create_cubes(
let resolution = image.texture_descriptor.size;
let voxel_cube_material = voxel_visualization_material_assets.add(ExtendedMaterial {
base: StandardMaterial::from(LegacyColor::RED),
base: StandardMaterial::from(Color::from(RED)),
extension: VoxelVisualizationExtension {
irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo {
transform: VOXEL_TRANSFORM.inverse(),

View file

@ -4,6 +4,7 @@
use std::f32::consts::PI;
use bevy::{
color::palettes::css::*,
pbr::{light_consts, CascadeShadowConfigBuilder},
prelude::*,
render::camera::{Exposure, PhysicalCameraParameters},
@ -40,7 +41,7 @@ fn setup(
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(10.0, 10.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
}),
@ -54,7 +55,7 @@ fn setup(
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: LegacyColor::INDIGO,
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
}),
@ -67,7 +68,7 @@ fn setup(
mesh: meshes.add(Cuboid::new(5.0, 0.15, 5.0)),
transform,
material: materials.add(StandardMaterial {
base_color: LegacyColor::INDIGO,
base_color: INDIGO.into(),
perceptual_roughness: 1.0,
..default()
}),
@ -98,7 +99,7 @@ fn setup(
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(StandardMaterial {
base_color: LegacyColor::PINK,
base_color: PINK.into(),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
@ -111,7 +112,7 @@ fn setup(
PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::LIME_GREEN,
base_color: LIMEGREEN.into(),
..default()
}),
transform: Transform::from_xyz(1.5, 1.0, 1.5),
@ -122,7 +123,7 @@ fn setup(
// ambient light
commands.insert_resource(AmbientLight {
color: LegacyColor::ORANGE_RED,
color: ORANGE_RED.into(),
brightness: 0.02,
});
@ -133,7 +134,7 @@ fn setup(
transform: Transform::from_xyz(1.0, 2.0, 0.0),
point_light: PointLight {
intensity: 100_000.0,
color: LegacyColor::RED,
color: RED.into(),
shadows_enabled: true,
..default()
},
@ -143,8 +144,8 @@ fn setup(
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::RED,
emissive: LegacyColor::rgba_linear(7.13, 0.0, 0.0, 0.0),
base_color: RED.into(),
emissive: Color::linear_rgba(7.13, 0.0, 0.0, 0.0),
..default()
}),
..default()
@ -158,7 +159,7 @@ fn setup(
.looking_at(Vec3::new(-1.0, 0.0, 0.0), Vec3::Z),
spot_light: SpotLight {
intensity: 100_000.0,
color: LegacyColor::GREEN,
color: GREEN.into(),
shadows_enabled: true,
inner_angle: 0.6,
outer_angle: 0.8,
@ -171,8 +172,8 @@ fn setup(
transform: Transform::from_rotation(Quat::from_rotation_x(PI / 2.0)),
mesh: meshes.add(Capsule3d::new(0.1, 0.125)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::GREEN,
emissive: LegacyColor::rgba_linear(0.0, 7.13, 0.0, 0.0),
base_color: GREEN.into(),
emissive: Color::linear_rgba(0.0, 7.13, 0.0, 0.0),
..default()
}),
..default()
@ -186,7 +187,7 @@ fn setup(
transform: Transform::from_xyz(0.0, 4.0, 0.0),
point_light: PointLight {
intensity: 100_000.0,
color: LegacyColor::BLUE,
color: BLUE.into(),
shadows_enabled: true,
..default()
},
@ -196,8 +197,8 @@ fn setup(
builder.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.1).mesh().uv(32, 18)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::BLUE,
emissive: LegacyColor::rgba_linear(0.0, 0.0, 7.13, 0.0),
base_color: BLUE.into(),
emissive: Color::linear_rgba(0.0, 0.0, 7.13, 0.0),
..default()
}),
..default()

View file

@ -36,7 +36,8 @@ fn add_lightmaps_to_meshes(
let exposure = 250.0;
for (entity, name, material) in meshes.iter() {
if &**name == "Light" {
materials.get_mut(material).unwrap().emissive = LegacyColor::WHITE * exposure;
materials.get_mut(material).unwrap().emissive =
Color::LinearRgba(LinearRgba::WHITE * exposure);
continue;
}

View file

@ -36,7 +36,7 @@ fn setup(
}),
transform: Transform::from_xyz(-1.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: LegacyColor::GREEN,
color: LinearRgba::GREEN,
}),
..default()
});
@ -52,7 +52,7 @@ fn setup(
}),
transform: Transform::from_xyz(0.5, 0.0, 0.0),
material: materials.add(LineMaterial {
color: LegacyColor::BLUE,
color: LinearRgba::BLUE,
}),
..default()
});
@ -67,7 +67,7 @@ fn setup(
#[derive(Asset, TypePath, Default, AsBindGroup, Debug, Clone)]
struct LineMaterial {
#[uniform(0)]
color: LegacyColor,
color: LinearRgba,
}
impl Material for LineMaterial {

View file

@ -30,31 +30,31 @@ fn setup(
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// cubes
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(1.5, 0.5, 1.5),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(1.5, 0.5, -1.5),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(-1.5, 0.5, 1.5),
..default()
});
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(-1.5, 0.5, -1.5),
..default()
});

View file

@ -243,7 +243,7 @@ fn setup(
// with roughness and reflectance set.
perceptual_roughness: 0.45,
reflectance: 0.18,
..LegacyColor::rgb_u8(0, 80, 0).into()
..Color::srgb_u8(0, 80, 0).into()
}),
transform: Transform::from_xyz(0.0, -1.0, 0.0),
..default()

View file

@ -30,7 +30,7 @@ fn setup(
) {
let cube_handle = meshes.add(Cuboid::new(2.0, 2.0, 2.0));
let cube_material_handle = materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.8, 0.7, 0.6),
base_color: Color::srgb(0.8, 0.7, 0.6),
..default()
});

View file

@ -27,7 +27,7 @@ fn setup(
commands.spawn(PbrBundle {
mesh: sphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("#ffd891").unwrap(),
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
metallic: y01,
perceptual_roughness: x01,
@ -42,7 +42,7 @@ fn setup(
commands.spawn(PbrBundle {
mesh: sphere_mesh,
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("#ffd891").unwrap(),
base_color: Srgba::hex("#ffd891").unwrap().into(),
// vary key PBR parameters on a grid of spheres to show the effect
unlit: true,
..default()
@ -103,7 +103,7 @@ fn setup(
"Loading Environment Map...",
TextStyle {
font_size: 36.0,
color: LegacyColor::RED,
color: Color::WHITE,
..default()
},
)

View file

@ -128,7 +128,7 @@ fn spawn_sphere(
commands.spawn(PbrBundle {
mesh: sphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::hex("#ffd891").unwrap(),
base_color: Srgba::hex("#ffd891").unwrap().into(),
metallic: 1.0,
perceptual_roughness: 0.0,
..StandardMaterial::default()
@ -293,7 +293,7 @@ impl AppStatus {
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 24.0,
color: LegacyColor::ANTIQUE_WHITE,
..default()
},
)
}

View file

@ -64,7 +64,7 @@ fn setup(
let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
let cube_material_handle = materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.8, 0.7, 0.6),
base_color: Color::srgb(0.8, 0.7, 0.6),
reflectance: 0.02,
unlit: false,
..default()
@ -103,7 +103,7 @@ fn setup(
// render before the "main pass" camera
order: -1,
target: image_handle.clone().into(),
clear_color: LegacyColor::WHITE.into(),
clear_color: Color::WHITE.into(),
..default()
},
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 15.0))

View file

@ -38,7 +38,7 @@ fn setup(
let sphere_radius = 0.25;
let white_handle = materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
});
@ -58,7 +58,7 @@ fn setup(
point_light: PointLight {
intensity: 0.0,
range: spawn_plane_depth,
color: LegacyColor::WHITE,
color: Color::WHITE,
shadow_depth_bias: 0.0,
shadow_normal_bias: 0.0,
shadows_enabled: true,
@ -125,7 +125,7 @@ fn setup(
..default()
},
z_index: ZIndex::Global(i32::MAX),
background_color: LegacyColor::BLACK.with_a(0.75).into(),
background_color: Color::BLACK.with_alpha(0.75).into(),
..default()
})
.with_children(|c| {

View file

@ -3,6 +3,7 @@
use std::f32::consts::PI;
use bevy::{
color::palettes::basic::{BLUE, GREEN, RED},
pbr::{light_consts, CascadeShadowConfigBuilder, NotShadowCaster, NotShadowReceiver},
prelude::*,
};
@ -32,7 +33,7 @@ fn setup(
let sphere_radius = 0.25;
let white_handle = materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
});
@ -41,7 +42,7 @@ fn setup(
// sphere - initially a caster
commands.spawn(PbrBundle {
mesh: sphere_handle.clone(),
material: materials.add(LegacyColor::RED),
material: materials.add(Color::from(RED)),
transform: Transform::from_xyz(-1.0, spawn_height, 0.0),
..default()
});
@ -50,7 +51,7 @@ fn setup(
commands.spawn((
PbrBundle {
mesh: sphere_handle,
material: materials.add(LegacyColor::BLUE),
material: materials.add(Color::from(BLUE)),
transform: Transform::from_xyz(1.0, spawn_height, 0.0),
..default()
},
@ -61,7 +62,7 @@ fn setup(
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(20.0, 20.0)),
material: materials.add(LegacyColor::GREEN),
material: materials.add(Color::from(GREEN)),
transform: Transform::from_xyz(0.0, 1.0, -10.0),
..default()
},
@ -83,7 +84,7 @@ fn setup(
point_light: PointLight {
intensity: 0.0,
range: spawn_plane_depth,
color: LegacyColor::WHITE,
color: Color::WHITE,
shadows_enabled: true,
..default()
},

View file

@ -88,7 +88,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate color and brightness to match
commands.insert_resource(AmbientLight {
color: LegacyColor::rgb_u8(210, 220, 240),
color: Color::srgb_u8(210, 220, 240),
brightness: 1.0,
});

View file

@ -28,7 +28,7 @@ fn setup(
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.2, 0.2, 0.2),
base_color: Color::srgb(0.2, 0.2, 0.2),
perceptual_roughness: 0.08,
..default()
}),
@ -51,7 +51,7 @@ fn setup(
.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.5, 0.5, 1.0),
base_color: Color::srgb(0.5, 0.5, 1.0),
unlit: true,
..default()
}),
@ -63,7 +63,7 @@ fn setup(
children.spawn(PointLightBundle {
point_light: PointLight {
radius,
color: LegacyColor::rgb(0.2, 0.2, 1.0),
color: Color::srgb(0.2, 0.2, 1.0),
..default()
},
..default()

View file

@ -3,7 +3,8 @@
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
color::palettes::css::DARK_GRAY, pbr::CascadeShadowConfigBuilder, prelude::*,
render::camera::Viewport, window::WindowResized,
};
fn main() {
@ -24,7 +25,7 @@ fn setup(
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
@ -145,8 +146,8 @@ fn setup(
align_items: AlignItems::Center,
..default()
},
border_color: LegacyColor::WHITE.into(),
background_color: LegacyColor::DARK_GRAY.into(),
border_color: Color::WHITE.into(),
background_color: DARK_GRAY.into(),
..default()
},
))

View file

@ -2,7 +2,11 @@
use std::f32::consts::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy::{
color::palettes::basic::{MAROON, RED},
pbr::NotShadowCaster,
prelude::*,
};
use rand::{rngs::StdRng, Rng, SeedableRng};
const INSTRUCTIONS: &str = "\
@ -37,7 +41,7 @@ fn setup(
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
material: materials.add(LegacyColor::WHITE),
material: materials.add(Color::WHITE),
..default()
},
Movable,
@ -46,7 +50,7 @@ fn setup(
// cubes
let mut rng = StdRng::seed_from_u64(19878367467713);
let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
let blue = materials.add(LegacyColor::rgb_u8(124, 144, 255));
let blue = materials.add(Color::srgb_u8(124, 144, 255));
commands.spawn_batch(
std::iter::repeat_with(move || {
@ -70,13 +74,13 @@ fn setup(
let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
let red_emissive = materials.add(StandardMaterial {
base_color: LegacyColor::RED,
emissive: LegacyColor::rgba_linear(100.0, 0.0, 0.0, 0.0),
base_color: RED.into(),
emissive: Color::linear_rgba(100.0, 0.0, 0.0, 0.0),
..default()
});
let maroon_emissive = materials.add(StandardMaterial {
base_color: LegacyColor::MAROON,
emissive: LegacyColor::rgba_linear(50.0, 0.0, 0.0, 0.0),
base_color: MAROON.into(),
emissive: Color::linear_rgba(50.0, 0.0, 0.0, 0.0),
..default()
});
@ -91,7 +95,7 @@ fn setup(
.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
spot_light: SpotLight {
intensity: 40_000.0, // lumens
color: LegacyColor::WHITE,
color: Color::WHITE,
shadows_enabled: true,
inner_angle: PI / 4.0 * 0.85,
outer_angle: PI / 4.0,

View file

@ -42,7 +42,7 @@ fn setup(
.insert(TemporalAntiAliasBundle::default());
let material = materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.5, 0.5, 0.5),
base_color: Color::srgb(0.5, 0.5, 0.5),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()
@ -69,7 +69,7 @@ fn setup(
PbrBundle {
mesh: meshes.add(Sphere::new(0.4).mesh().uv(72, 36)),
material: materials.add(StandardMaterial {
base_color: LegacyColor::rgb(0.4, 0.4, 0.4),
base_color: Color::srgb(0.4, 0.4, 0.4),
perceptual_roughness: 1.0,
reflectance: 0.0,
..default()

View file

@ -36,7 +36,7 @@ fn setup(
// this material modulates the texture to make it red (and slightly transparent)
let red_material_handle = materials.add(StandardMaterial {
base_color: LegacyColor::rgba(1.0, 0.0, 0.0, 0.5),
base_color: Color::srgba(1.0, 0.0, 0.0, 0.5),
base_color_texture: Some(texture_handle.clone()),
alpha_mode: AlphaMode::Blend,
unlit: true,
@ -45,7 +45,7 @@ fn setup(
// and lets make this one blue! (and also slightly transparent)
let blue_material_handle = materials.add(StandardMaterial {
base_color: LegacyColor::rgba(0.0, 0.0, 1.0, 0.5),
base_color: Color::srgba(0.0, 0.0, 1.0, 0.5),
base_color_texture: Some(texture_handle),
alpha_mode: AlphaMode::Blend,
unlit: true,

View file

@ -66,7 +66,7 @@ fn setup(
..default()
},
FogSettings {
color: LegacyColor::rgba_u8(43, 44, 47, 255),
color: Color::srgb_u8(43, 44, 47),
falloff: FogFalloff::Linear {
start: 1.0,
end: 8.0,
@ -109,7 +109,7 @@ fn setup_basic_scene(
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
material: materials.add(LegacyColor::rgb(0.1, 0.2, 0.1)),
material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
..default()
},
SceneNumber(1),
@ -141,21 +141,21 @@ fn setup_basic_scene(
let s_val = if i < 3 { 0.0 } else { 0.2 };
let material = if j == 0 {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(s_val, s_val, 1.0),
base_color: Color::srgb(s_val, s_val, 1.0),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else if j == 1 {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(s_val, 1.0, s_val),
base_color: Color::srgb(s_val, 1.0, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
})
} else {
materials.add(StandardMaterial {
base_color: LegacyColor::rgb(1.0, s_val, s_val),
base_color: Color::srgb(1.0, s_val, s_val),
perceptual_roughness: 0.089,
metallic: 0.0,
..default()
@ -266,7 +266,7 @@ fn setup_image_viewer_scene(
"Drag and drop an HDR or EXR file",
TextStyle {
font_size: 36.0,
color: LegacyColor::BLACK,
color: Color::BLACK,
..default()
},
)

View file

@ -21,14 +21,17 @@
use std::f32::consts::PI;
use bevy::{
color::palettes::css::*,
core_pipeline::{
bloom::BloomSettings, core_3d::ScreenSpaceTransmissionQuality, prepass::DepthPrepass,
tonemapping::Tonemapping,
},
pbr::{NotShadowCaster, PointLightShadowMap, TransmittedShadowReceiver},
prelude::*,
render::camera::{Exposure, TemporalJitter},
render::view::ColorGrading,
render::{
camera::{Exposure, TemporalJitter},
view::ColorGrading,
},
};
#[cfg(not(all(feature = "webgl2", target_arch = "wasm32")))]
@ -41,7 +44,7 @@ fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(LegacyColor::BLACK))
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(PointLightShadowMap { size: 2048 })
.insert_resource(AmbientLight {
brightness: 0.0,
@ -117,7 +120,7 @@ fn setup(
PbrBundle {
mesh: cylinder_mesh,
material: materials.add(StandardMaterial {
base_color: LegacyColor::rgba(0.9, 0.2, 0.3, 1.0),
base_color: Color::srgb(0.9, 0.2, 0.3),
diffuse_transmission: 0.7,
perceptual_roughness: 0.32,
thickness: 0.2,
@ -134,11 +137,21 @@ fn setup(
));
// Candle Flame
let scaled_white = LinearRgba::from(ANTIQUE_WHITE) * 80.;
let scaled_orange = LinearRgba::from(ORANGE_RED) * 16.;
let emissive = LinearRgba {
red: scaled_white.red + scaled_orange.red,
green: scaled_white.green + scaled_orange.green,
blue: scaled_white.blue + scaled_orange.blue,
alpha: 1.0,
}
.into();
commands.spawn((
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
emissive: LegacyColor::ANTIQUE_WHITE * 80.0 + LegacyColor::ORANGE_RED * 16.0,
emissive,
diffuse_transmission: 1.0,
..default()
}),
@ -154,7 +167,7 @@ fn setup(
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
@ -177,7 +190,7 @@ fn setup(
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::RED,
base_color: RED.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
@ -200,7 +213,7 @@ fn setup(
PbrBundle {
mesh: icosphere_mesh.clone(),
material: materials.add(StandardMaterial {
base_color: LegacyColor::GREEN,
base_color: GREEN.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
@ -223,7 +236,7 @@ fn setup(
PbrBundle {
mesh: icosphere_mesh,
material: materials.add(StandardMaterial {
base_color: LegacyColor::BLUE,
base_color: BLUE.into(),
specular_transmission: 0.9,
diffuse_transmission: 1.0,
thickness: 1.8,
@ -243,14 +256,14 @@ fn setup(
// Chessboard Plane
let black_material = materials.add(StandardMaterial {
base_color: LegacyColor::BLACK,
base_color: Color::BLACK,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
});
let white_material = materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
reflectance: 0.3,
perceptual_roughness: 0.8,
..default()
@ -283,7 +296,7 @@ fn setup(
PbrBundle {
mesh: plane_mesh,
material: materials.add(StandardMaterial {
base_color: LegacyColor::WHITE,
base_color: Color::WHITE,
diffuse_transmission: 0.6,
perceptual_roughness: 0.8,
reflectance: 1.0,
@ -309,7 +322,9 @@ fn setup(
PointLightBundle {
transform: Transform::from_xyz(-1.0, 1.7, 0.0),
point_light: PointLight {
color: LegacyColor::ANTIQUE_WHITE * 0.8 + LegacyColor::ORANGE_RED * 0.2,
color: Color::from(
LinearRgba::from(ANTIQUE_WHITE).mix(&LinearRgba::from(ORANGE_RED), 0.2),
),
intensity: 4_000.0,
radius: 0.2,
range: 5.0,
@ -350,8 +365,7 @@ fn setup(
// Controls Text
let text_style = TextStyle {
font_size: 18.0,
color: LegacyColor::WHITE,
..Default::default()
..default()
};
commands.spawn((
@ -476,9 +490,8 @@ fn example_control_system(
}
if controls.color && randomize_colors {
material.base_color.set_r(random());
material.base_color.set_g(random());
material.base_color.set_b(random());
material.base_color =
Color::srgba(random(), random(), random(), material.base_color.alpha());
}
}

View file

@ -21,7 +21,7 @@ fn setup(
// Opaque plane, uses `alpha_mode: Opaque` by default
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(6.0, 6.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
@ -33,7 +33,7 @@ fn setup(
// We set it to 0.0 here, because it will be changed over time in the
// `fade_transparency` function.
// Note that the transparency has no effect on the objects shadow.
base_color: LegacyColor::rgba(0.2, 0.7, 0.1, 0.0),
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
// alpha values above are fully opaque.
alpha_mode: AlphaMode::Mask(0.5),
@ -47,7 +47,7 @@ fn setup(
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
material: materials.add(StandardMaterial {
base_color: LegacyColor::rgba(0.2, 0.7, 0.1, 0.0),
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.5),
unlit: true,
..default()
@ -62,7 +62,7 @@ fn setup(
// Notice how there is no need to set the `alpha_mode` explicitly here.
// When converting a color to a material using `into()`, the alpha mode is
// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
material: materials.add(LegacyColor::rgba(0.5, 0.5, 1.0, 0.0)),
material: materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
@ -70,7 +70,7 @@ fn setup(
// Opaque sphere
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
material: materials.add(LegacyColor::rgb(0.7, 0.2, 0.1)),
material: materials.add(Color::srgb(0.7, 0.2, 0.1)),
transform: Transform::from_xyz(0.0, 0.5, -1.5),
..default()
});
@ -101,6 +101,6 @@ fn setup(
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
for (_, material) in materials.iter_mut() {
material.base_color.set_a(alpha);
material.base_color.set_alpha(alpha);
}
}

View file

@ -18,14 +18,14 @@ fn setup(
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// Cube
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});

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