mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
add Color type
This commit is contained in:
parent
aa09e93980
commit
99cdf56e7d
12 changed files with 100 additions and 49 deletions
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@ -4,7 +4,7 @@ use bevy_derive::Uniforms;
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#[derive(Uniforms, Default)]
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struct MyMaterial {
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pub color: Vec4,
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pub color: Color,
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#[uniform(ignore, shader_def)]
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pub always_red: bool,
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}
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@ -79,7 +79,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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..Default::default()
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},
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material: MyMaterial {
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color: Vec4::new(0.0, 0.8, 0.0, 1.0),
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color: Color::rgb(0.0, 0.8, 0.0).into(),
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always_red: false,
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},
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translation: Translation::new(-2.0, 0.0, 0.0),
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@ -93,7 +93,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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..Default::default()
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},
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material: MyMaterial {
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color: Vec4::new(0.0, 0.0, 0.0, 1.0),
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color: Color::rgb(0.0, 0.0, 0.0).into(),
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always_red: true,
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},
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translation: Translation::new(2.0, 0.0, 0.0),
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@ -16,7 +16,7 @@ fn create_entities_insert_vec(
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vec![(
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plane_handle,
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StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 0.0),
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@ -29,7 +29,7 @@ fn create_entities_insert_vec(
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vec![(
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cube_handle,
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StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.3, 0.3).into(),
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 1.0),
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@ -79,7 +79,7 @@ fn create_entities_builder_add_component(
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.build_entity()
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.add(plane_handle)
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.add(StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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})
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.add(LocalToWorld::identity())
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.add(Translation::new(0.0, 0.0, 0.0))
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@ -87,7 +87,7 @@ fn create_entities_builder_add_component(
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.build_entity()
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.add(cube_handle)
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.add(StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.3, 0.3).into(),
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})
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.add(LocalToWorld::identity())
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.add(Translation::new(0.0, 0.0, 1.0))
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@ -125,7 +125,7 @@ fn create_entities_builder_archetype(
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.add_entity(MeshEntity {
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mesh: plane_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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},
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..Default::default()
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})
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@ -133,7 +133,7 @@ fn create_entities_builder_archetype(
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.3, 0.3).into(),
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},
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..Default::default()
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})
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@ -32,7 +32,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.4, 0.3).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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@ -43,7 +43,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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builder.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.4, 0.3).into(),
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},
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translation: Translation::new(0.0, 0.0, 3.0),
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..Default::default()
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@ -24,7 +24,7 @@ pub fn setup(world: &mut World, resources: &mut Resources) {
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.add_archetype(MeshEntity {
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mesh: plane_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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},
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..Default::default()
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})
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@ -32,7 +32,7 @@ pub fn setup(world: &mut World, resources: &mut Resources) {
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.add_archetype(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.4, 0.3).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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@ -15,7 +15,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: plane_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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},
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..Default::default()
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})
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@ -23,7 +23,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.4, 0.3).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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@ -20,12 +20,7 @@ fn build_move_system() -> Box<dyn Schedulable> {
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translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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if let ColorSource::Color(color) = material.albedo {
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material.albedo = (color
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+ math::vec4(
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-time.delta_seconds,
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-time.delta_seconds,
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time.delta_seconds,
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0.0,
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))
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+ Color::rgb(-time.delta_seconds, -time.delta_seconds, time.delta_seconds))
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.into();
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}
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}
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@ -72,7 +67,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: plane_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0).into(),
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albedo: Color::rgb(0.1, 0.2, 0.1).into(),
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},
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..Default::default()
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})
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@ -80,7 +75,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(1.0, 1.0, 1.0, 1.0).into(),
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albedo: Color::rgb(1.0, 1.0, 1.0).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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@ -88,7 +83,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.0, 1.0, 0.0, 1.0).into(),
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albedo: Color::rgb(0.0, 1.0, 0.0).into(),
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},
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translation: Translation::new(-2.0, 0.0, 1.0),
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..Default::default()
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@ -119,11 +114,10 @@ fn setup(world: &mut World, resources: &mut Resources) {
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builder = builder.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(
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albedo: Color::rgb(
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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rng.gen_range(0.0, 1.0),
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1.0,
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)
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.into(),
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},
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@ -14,7 +14,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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.add_entity(MeshEntity {
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mesh: cube_handle,
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0).into(),
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albedo: Color::rgb(0.5, 0.3, 0.3).into(),
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},
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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@ -57,7 +57,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(0.0, 0.0),
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Anchors::new(0.0, 0.0, 0.0, 1.0),
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Margins::new(10.0, 200.0, 10.0, 10.0),
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math::vec4(0.1, 0.1, 0.1, 1.0),
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Color::rgb(0.1, 0.1, 0.1),
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),
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})
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// top right anchor with vertical fill
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@ -66,7 +66,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(0.0, 0.0),
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Anchors::new(1.0, 1.0, 0.0, 1.0),
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Margins::new(10.0, 100.0, 50.0, 100.0),
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math::vec4(0.1, 0.1, 0.1, 1.0),
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Color::rgb(0.1, 0.1, 0.1),
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),
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})
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// render order test: reddest in the back, whitest in the front
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@ -75,7 +75,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(75.0, 75.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.1, 0.1, 1.0),
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Color::rgb(1.0, 0.1, 0.1),
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),
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})
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.add_entity(UiEntity {
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@ -83,7 +83,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(50.0, 50.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.3, 0.3, 1.0),
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Color::rgb(1.0, 0.3, 0.3),
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),
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})
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.add_entity(UiEntity {
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@ -91,7 +91,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(100.0, 100.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.5, 0.5, 1.0),
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Color::rgb(1.0, 0.5, 0.5),
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),
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})
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.add_entity(UiEntity {
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@ -99,7 +99,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(150.0, 150.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.7, 0.7, 1.0),
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Color::rgb(1.0, 0.7, 0.7),
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),
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})
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// parenting
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@ -108,7 +108,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(300.0, 300.0),
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Anchors::new(0.0, 0.0, 0.0, 0.0),
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Margins::new(0.0, 200.0, 0.0, 200.0),
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math::vec4(0.1, 0.1, 1.0, 1.0),
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Color::rgb(0.1, 0.1, 1.0),
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),
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})
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.add_children(|builder| {
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@ -117,7 +117,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(0.0, 0.0),
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Anchors::new(0.0, 1.0, 0.0, 1.0),
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Margins::new(20.0, 20.0, 20.0, 20.0),
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math::vec4(0.6, 0.6, 1.0, 1.0),
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Color::rgb(0.6, 0.6, 1.0),
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),
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})
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})
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@ -127,7 +127,7 @@ fn setup(world: &mut World, resources: &mut Resources) {
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math::vec2(200.0, 200.0),
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Anchors::new(0.5, 0.5, 0.5, 0.5),
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Margins::new(0.0, 100.0, 0.0, 100.0),
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math::vec4(1.0, 0.9, 0.9, 0.4),
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Color::rgba(1.0, 0.9, 0.9, 0.4),
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),
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})
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.build();
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@ -8,7 +8,7 @@ pub use crate::{
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pipeline::PipelineDescriptor,
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render_resource::{resource_name, resource_providers::UniformResourceProvider},
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shader::{uniforms::StandardMaterial, Shader, ShaderDefSuffixProvider, ShaderStage},
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ActiveCamera, ActiveCamera2d, Camera, CameraType, ColorSource, Instanced, Light,
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ActiveCamera, ActiveCamera2d, Camera, CameraType, Color, ColorSource, Instanced, Light,
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Renderable,
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},
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ui::{Anchors, Margins, Node},
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@ -4,15 +4,70 @@ use crate::{
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math::Vec4,
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render::shader::ShaderDefSuffixProvider,
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};
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use std::ops::Add;
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#[derive(Debug, Default, Clone, Copy, PartialEq)]
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pub struct Color(Vec4);
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impl Color {
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pub fn rgb(r: f32, g: f32, b: f32) -> Color {
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Color(Vec4::new(r, g, b, 1.0))
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}
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pub fn rgba(r: f32, g: f32, b: f32, a: f32) -> Color {
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Color(Vec4::new(r, g, b, a))
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}
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}
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impl Add<Color> for Color {
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type Output = Color;
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fn add(self, rhs: Color) -> Self::Output {
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Color(self.0 + rhs.0)
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}
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}
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impl Add<Vec4> for Color {
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type Output = Color;
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fn add(self, rhs: Vec4) -> Self::Output {
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Color(self.0 + rhs)
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}
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}
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impl From<Vec4> for Color {
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fn from(vec4: Vec4) -> Self {
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Color(vec4)
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}
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}
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impl Into<[f32; 4]> for Color {
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fn into(self) -> [f32; 4] {
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self.0.into()
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}
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}
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impl GetBytes for Color {
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fn get_bytes(&self) -> Vec<u8> {
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self.0.get_bytes()
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}
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fn get_bytes_ref(&self) -> Option<&[u8]> {
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self.0.get_bytes_ref()
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}
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}
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pub enum ColorSource {
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Color(Vec4),
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Color(Color),
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Texture(Handle<Texture>),
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}
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impl From<Vec4> for ColorSource {
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fn from(vec4: Vec4) -> Self {
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ColorSource::Color(vec4)
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ColorSource::Color(vec4.into())
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}
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}
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impl From<Color> for ColorSource {
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fn from(color: Color) -> Self {
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ColorSource::Color(color)
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}
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}
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@ -34,7 +89,7 @@ impl ShaderDefSuffixProvider for ColorSource {
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impl GetBytes for ColorSource {
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fn get_bytes(&self) -> Vec<u8> {
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match *self {
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ColorSource::Color(color) => color.get_bytes(),
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ColorSource::Color(ref color) => color.get_bytes(),
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ColorSource::Texture(_) => Vec::new(), // Texture is not a uniform
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}
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}
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@ -1,9 +1,10 @@
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use crate::{math, math::Vec4, prelude::Translation, render::camera};
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use super::Color;
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use crate::{math, prelude::Translation, render::camera};
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use std::ops::Range;
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use zerocopy::{AsBytes, FromBytes};
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pub struct Light {
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pub color: Vec4,
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pub color: Color,
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pub fov: f32,
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pub depth: Range<f32>,
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}
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@ -11,7 +12,7 @@ pub struct Light {
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impl Default for Light {
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fn default() -> Self {
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Light {
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color: Vec4::new(1.0, 1.0, 1.0, 1.0),
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color: Color::rgb(1.0, 1.0, 1.0),
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depth: 0.1..50.0,
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fov: f32::to_radians(60.0),
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}
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@ -1,4 +1,4 @@
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use crate::{math::Vec4, render::ColorSource};
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use crate::render::{Color, ColorSource};
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use crate as bevy; // for macro imports
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use bevy_derive::Uniforms;
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|
@ -12,7 +12,7 @@ pub struct StandardMaterial {
|
|||
impl Default for StandardMaterial {
|
||||
fn default() -> Self {
|
||||
StandardMaterial {
|
||||
albedo: ColorSource::Color(Vec4::new(0.3, 0.3, 0.3, 1.0)),
|
||||
albedo: Color::rgb(0.3, 0.3, 0.3).into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
use crate::{
|
||||
math,
|
||||
math::{Vec2, Vec4},
|
||||
math::Vec2,
|
||||
prelude::Color,
|
||||
ui::{Anchors, Margins},
|
||||
};
|
||||
|
||||
|
@ -16,7 +17,7 @@ pub struct Node {
|
|||
pub parent_dimensions: Vec2,
|
||||
pub anchors: Anchors,
|
||||
pub margins: Margins,
|
||||
pub color: Vec4,
|
||||
pub color: Color,
|
||||
}
|
||||
|
||||
impl Default for Node {
|
||||
|
@ -28,13 +29,13 @@ impl Default for Node {
|
|||
parent_dimensions: Vec2::default(),
|
||||
anchors: Anchors::default(),
|
||||
margins: Margins::default(),
|
||||
color: math::vec4(0.0, 0.0, 0.0, 1.0),
|
||||
color: Color::rgb(0.0, 0.0, 0.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Node {
|
||||
pub fn new(position: Vec2, anchors: Anchors, margins: Margins, color: Vec4) -> Self {
|
||||
pub fn new(position: Vec2, anchors: Anchors, margins: Margins, color: Color) -> Self {
|
||||
Node {
|
||||
position,
|
||||
global_position: Vec2::default(),
|
||||
|
|
Loading…
Reference in a new issue