Currently blocked on https://github.com/gfx-rs/wgpu/issues/5774
# Objective
Update to wgpu 0.20
## Solution
Update to wgpu 0.20 and naga_oil 0.14.
## Testing
Tested a few different examples on linux (vulkan, webgl2, webgpu) and
windows (dx12 + vulkan) and they worked.
---
## Changelog
- Updated to wgpu 0.20. Note that we don't currently support wgpu's new
pipeline overridable constants, as they don't work on web currently and
need some more changes to naga_oil (and are somewhat redundant with
naga_oil's shader defs). See wgpu's changelog for more
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0200-2024-04-28
## Migration Guide
TODO
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
One thing missing from the new Color implementation in 0.14 is the
ability to easily convert to a u8 representation of the rgb color.
(note this is a redo of PR https://github.com/bevyengine/bevy/pull/13739
as I needed to move the source branch
## Solution
I have added to_u8_array and to_u8_array_no_alpha to a new trait called
ColorToPacked to mirror the f32 conversions in ColorToComponents and
implemented the new trait for Srgba and LinearRgba.
To go with those I also added matching from_u8... functions and
converted a couple of cases that used ad-hoc implementations of that
conversion to use these.
After discussion on Discord of the experience of using the API I renamed
Color::linear to Color::to_linear, as without that it looks like a
constructor (like Color::rgb).
I also added to_srgba which is the other commonly converted to type of
color (for UI and 2D) to match to_linear.
Removed a redundant extra implementation of to_f32_array for LinearColor
as it is also supplied in ColorToComponents (I'm surprised that's
allowed?)
## Testing
Ran all tests and manually tested.
Added to_and_from_u8 to linear_rgba::tests
## Changelog
visible change is Color::linear becomes Color::to_linear.
---------
Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
Added a Grey trait to allow colors to create a generic "grey" color.
This currently assumes the color spaces follow the same gradient, which
I'm pretty sure isn't true, but it should make a "grey-ish" color
relative to the provided intensity.
# Objective
- Implements #13206
## Solution
- A small `Grey` trait was added and implemented for the common color
kinds.
## Testing
- Currently untested, unit tests exposed the non-linear relation between
colors. I am debating adding an example to show this, as I have no idea
what color space represents what relation of grey, and I figure others
may be similarly confused.
## Changelog
- The `Grey` trait was added, and the corresponding `grey`
## BREAKING CHANGES
The const qualifier for LinearRGBA::gray was removed (the symbol still
exists via a trait, it's just not const anymore)
# Objective
- Fixes#13214
## Solution
Delegates to internal type when possible, otherwise uses
`ChosenColorSpace` as an intermediary. This _will_ double convert, but
this is considered an acceptable compromise since use of specific colour
types in performance critical colour operations is already encouraged.
`ChosenColorSpace` is `Oklcha` since it's perceptually uniform while
supporting all required operations, and in my opinion is the "best" for
this task. Using different spaces for different operations will make
documenting this double-conversion behaviour more challenging.
## Testing
Changes straightforward enough to not require testing beyond current CI
in my opinion.
---
## Changelog
- Implemented the following traits for `Color`:
- `Luminance`
- `Hue`
- `Mix`
- `EuclideanDistance`
- `ClampColor`
- Added documentation to `Color` explaining the behaviour of these
operations (possible conversion, etc.)
# Objective
As was pointed out in #13183, `bevy_mikktspace` is missing it's msrv
from it `Cargo.toml`. This promted me to check the msrv of every
`bevy_*` crate. Closes#13183.
## Solution
- Call `cargo check` with different rust versions on every bevy crate
until it doesn't complain.
- Write down the rust version `cargo check` started working.
## Testing
- Install `cargo-msrv`.
- Run `cargo msrv verify`.
- Rejoice.
---
## Changelog
Every published bevy crate now specifies a MSRV. If your rust toolchain
isn't at least version `1.77.0` You'll likely not be able to compile
most of bevy.
## Migration Guide
If your rust toolchain is bellow version`1.77.0, update.
# Objective
fixes#13224
adds conversions for Vec3 and Vec4 since these appear so often
## Solution
added Covert trait (couldn't think of good name) for [f32; 4], [f32, 3],
Vec4, and Vec3 along with the symmetric implementation
## Changelog
added conversions between arrays and vector to colors and vice versa
#migration
LinearRgba appears to have already had implicit conversions for [f32;4]
and Vec4
# Objective
- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.
<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">
- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.
## Solution
- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.
---
## Changelog
- Added `README.md` files to all crates missing it.
# Objective
- Update glam version requirement to latest version.
## Solution
- Updated `glam` version requirement from 0.25 to 0.27.
- Updated `encase` and `encase_derive_impl` version requirement from 0.7
to 0.8.
- Updated `hexasphere` version requirement from 10.0 to 12.0.
- Breaking changes from glam changelog:
- [0.26.0] Minimum Supported Rust Version bumped to 1.68.2 for impl
From<bool> for {f32,f64} support.
- [0.27.0] Changed implementation of vector fract method to match the
Rust implementation instead of the GLSL implementation, that is self -
self.trunc() instead of self - self.floor().
---
## Migration Guide
- When using `glam` exports, keep in mind that `vector` `fract()` method
now matches Rust implementation (that is `self - self.trunc()` instead
of `self - self.floor()`). If you want to use the GLSL implementation
you should now use `fract_gl()`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- `cargo check --workspace` appears to merge features and dependencies
together, so it does not catch some issues where dependencies are not
properly feature-gated.
- The issues **are** caught, though, by running `cd $crate && cargo
check`.
## Solution
- Manually check each crate for issues.
```shell
# Script used
for i in crates/bevy_* do
pushd $i
cargo check
popd
done
```
- `bevy_color` had an issue where it used `#[derive(Pod, Zeroable)]`
without using `bytemuck`'s `derive` feature.
- The `FpsOverlayPlugin` in `bevy_dev_tools` uses `bevy_ui`'s
`bevy_text` integration without properly enabling `bevy_text` as a
feature.
- `bevy_gizmos`'s `light` module was not properly feature-gated behind
`bevy_pbr`.
- ~~Lights appear to only be implemented in `bevy_pbr` and not
`bevy_sprite`, so I think this is the right call. Can I get a
confirmation by a gizmos person?~~ Confirmed :)
- `bevy_gltf` imported `SmallVec`, but only used it if `bevy_animation`
was enabled.
- There was another issue, but it was more challenging to solve than the
`smallvec` one. Run `cargo check -p bevy_gltf` and it will raise an
issue about `animation_roots`.
<details>
<summary><code>bevy_gltf</code> errors</summary>
```shell
error[E0425]: cannot find value `animation_roots` in this scope
--> crates/bevy_gltf/src/loader.rs:608:26
|
608 | &animation_roots,
| ^^^^^^^^^^^^^^^ not found in this scope
warning: variable does not need to be mutable
--> crates/bevy_gltf/src/loader.rs:1015:5
|
1015 | mut animation_context: Option<AnimationContext>,
| ----^^^^^^^^^^^^^^^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
For more information about this error, try `rustc --explain E0425`.
warning: `bevy_gltf` (lib) generated 1 warning
error: could not compile `bevy_gltf` (lib) due to 1 previous error; 1 warning emitted
```
</details>
---
## Changelog
- Fixed `bevy_color`, `bevy_dev_tools`, and `bevy_gizmos` so they can
now compile by themselves.
# Objective
Minimize the number of dependencies low in the tree.
## Solution
* Remove the dependency on rustc-hash in bevy_ecs (not used) and
bevy_macro_utils (only used in one spot).
* Deduplicate the dependency on `sha1_smol` with the existing blake3
dependency already being used for bevy_asset.
* Remove the unused `ron` dependency on `bevy_app`
* Make the `serde` dependency for `bevy_ecs` optional. It's only used
for serializing Entity.
* Change the `wgpu` dependency to `wgpu-types`, and make it optional for
`bevy_color`.
* Remove the unused `thread-local` dependency on `bevy_render`.
* Make multiple dependencies for `bevy_tasks` optional and enabled only
when running with the `multi-threaded` feature. Preferably they'd be
disabled all the time on wasm, but I couldn't find a clean way to do
this.
---
## Changelog
TODO
## Migration Guide
TODO
# Objective
- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.
## Solution
- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.
## Discussion
- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Previously, the `Point` trait, which abstracts all of the operations of
a real vector space, was sitting in the submodule of `bevy_math` for
cubic splines. However, the trait has broader applications than merely
cubic splines, and we should use it when possible to avoid code
duplication when performing vector operations.
## Solution
`Point` has been moved into a new submodule in `bevy_math` named
`common_traits`. Furthermore, it has been renamed to `VectorSpace`,
which is more descriptive, and an additional trait `NormedVectorSpace`
has been introduced to expand the API to cover situations involving
geometry in addition to algebra. Additionally, `VectorSpace` itself now
requires a `ZERO` constant and `Neg`. It also supports a `lerp` function
as an automatic trait method.
Here is what that looks like:
```rust
/// A type that supports the mathematical operations of a real vector space, irrespective of dimension.
/// In particular, this means that the implementing type supports:
/// - Scalar multiplication and division on the right by elements of `f32`
/// - Negation
/// - Addition and subtraction
/// - Zero
///
/// Within the limitations of floating point arithmetic, all the following are required to hold:
/// - (Associativity of addition) For all `u, v, w: Self`, `(u + v) + w == u + (v + w)`.
/// - (Commutativity of addition) For all `u, v: Self`, `u + v == v + u`.
/// - (Additive identity) For all `v: Self`, `v + Self::ZERO == v`.
/// - (Additive inverse) For all `v: Self`, `v - v == v + (-v) == Self::ZERO`.
/// - (Compatibility of multiplication) For all `a, b: f32`, `v: Self`, `v * (a * b) == (v * a) * b`.
/// - (Multiplicative identity) For all `v: Self`, `v * 1.0 == v`.
/// - (Distributivity for vector addition) For all `a: f32`, `u, v: Self`, `(u + v) * a == u * a + v * a`.
/// - (Distributivity for scalar addition) For all `a, b: f32`, `v: Self`, `v * (a + b) == v * a + v * b`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait VectorSpace:
Mul<f32, Output = Self>
+ Div<f32, Output = Self>
+ Add<Self, Output = Self>
+ Sub<Self, Output = Self>
+ Neg
+ Default
+ Debug
+ Clone
+ Copy
{
/// The zero vector, which is the identity of addition for the vector space type.
const ZERO: Self;
/// Perform vector space linear interpolation between this element and another, based
/// on the parameter `t`. When `t` is `0`, `self` is recovered. When `t` is `1`, `rhs`
/// is recovered.
///
/// Note that the value of `t` is not clamped by this function, so interpolating outside
/// of the interval `[0,1]` is allowed.
#[inline]
fn lerp(&self, rhs: Self, t: f32) -> Self {
*self * (1. - t) + rhs * t
}
}
```
```rust
/// A type that supports the operations of a normed vector space; i.e. a norm operation in addition
/// to those of [`VectorSpace`]. Specifically, the implementor must guarantee that the following
/// relationships hold, within the limitations of floating point arithmetic:
/// - (Nonnegativity) For all `v: Self`, `v.norm() >= 0.0`.
/// - (Positive definiteness) For all `v: Self`, `v.norm() == 0.0` implies `v == Self::ZERO`.
/// - (Absolute homogeneity) For all `c: f32`, `v: Self`, `(v * c).norm() == v.norm() * c.abs()`.
/// - (Triangle inequality) For all `v, w: Self`, `(v + w).norm() <= v.norm() + w.norm()`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait NormedVectorSpace: VectorSpace {
/// The size of this element. The return value should always be nonnegative.
fn norm(self) -> f32;
/// The squared norm of this element. Computing this is often faster than computing
/// [`NormedVectorSpace::norm`].
#[inline]
fn norm_squared(self) -> f32 {
self.norm() * self.norm()
}
/// The distance between this element and another, as determined by the norm.
#[inline]
fn distance(self, rhs: Self) -> f32 {
(rhs - self).norm()
}
/// The squared distance between this element and another, as determined by the norm. Note that
/// this is often faster to compute in practice than [`NormedVectorSpace::distance`].
#[inline]
fn distance_squared(self, rhs: Self) -> f32 {
(rhs - self).norm_squared()
}
}
```
Furthermore, this PR also demonstrates the use of the
`NormedVectorSpace` combined API to implement `ShapeSample` for
`Triangle2d` and `Triangle3d` simultaneously. Such deduplication is one
of the drivers for developing these APIs.
---
## Changelog
- `Point` from `cubic_splines` becomes `VectorSpace`, exported as
`bevy::math::VectorSpace`.
- `VectorSpace` requires `Neg` and `VectorSpace::ZERO` in addition to
its existing prerequisites.
- Introduced public traits `bevy::math::NormedVectorSpace` for generic
geometry tasks involving vectors.
- Implemented `ShapeSample` for `Triangle2d` and `Triangle3d`.
## Migration Guide
Since `Point` no longer exists, any projects using it must switch to
`bevy::math::VectorSpace`. Additionally, third-party implementations of
this trait now require the `Neg` trait; the constant `VectorSpace::ZERO`
must be provided as well.
---
## Discussion
### Design considerations
Originally, the `NormedVectorSpace::norm` method was part of a separate
trait `Normed`. However, I think that was probably too broad and, more
importantly, the semantics of having it in `NormedVectorSpace` are much
clearer.
As it currently stands, the API exposed here is pretty minimal, and
there is definitely a lot more that we could do, but there are more
questions to answer along the way. As a silly example, we could
implement `NormedVectorSpace::length` as an alias for
`NormedVectorSpace::norm`, but this overlaps with methods in all of the
glam types, so we would want to make sure that the implementations are
effectively identical (for what it's worth, I think they are already).
### Future directions
One example of something that could belong in the `NormedVectorSpace`
API is normalization. Actually, such a thing previously existed on this
branch before I decided to shelve it because of concerns with namespace
collision. It looked like this:
```rust
/// This element, but normalized to norm 1 if possible. Returns an error when the reciprocal of
/// the element's norm is not finite.
#[inline]
#[must_use]
fn normalize(&self) -> Result<Self, NonNormalizableError> {
let reciprocal = 1.0 / self.norm();
if reciprocal.is_finite() {
Ok(*self * reciprocal)
} else {
Err(NonNormalizableError { reciprocal })
}
}
/// An error indicating that an element of a [`NormedVectorSpace`] was non-normalizable due to having
/// non-finite norm-reciprocal.
#[derive(Debug, Error)]
#[error("Element with norm reciprocal {reciprocal} cannot be normalized")]
pub struct NonNormalizableError {
reciprocal: f32
}
```
With this kind of thing in hand, it might be worth considering
eventually making the passage from vectors to directions fully generic
by employing a wrapper type. (Of course, for our concrete types, we
would leave the existing names in place as aliases.) That is, something
like:
```rust
pub struct NormOne<T>
where T: NormedVectorSpace { //... }
```
Utterly separately, the reason that I implemented `ShapeSample` for
`Triangle2d`/`Triangle3d` was to prototype uniform sampling of abstract
meshes, so that's also a future direction.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
- Add serialize feature to bevy_color
- "Fixes #12527".
## Solution
- Added feature for serialization
---
## Changelog
- Serde serialization is now optional, with flag 'serialize'
## Migration Guide
- If user wants color data structures to be serializable, then
application needs to be build with flag 'serialize'
# Objective
- Implements maths and `Animatable` for `Srgba` as suggested
[here](https://github.com/bevyengine/bevy/issues/12617#issuecomment-2013494774).
## Solution
- Implements `Animatable` and maths for `Srgba` just like their
implemented for other colors.
---
## Changelog
- Updated the example to mention `Srgba`.
## Migration Guide
- The previously existing implementation of mul/div for `Srgba` did not
modify `alpha` but these operations do modify `alpha` now. Users need to
be aware of this change.
# Objective
Fixes#12200 .
## Solution
I added a Hue Trait with the rotate_hue method to enable hue rotation.
Additionally, I modified the implementation of animations in the
animated_material sample.
---
## Changelog
- Added a `Hue` trait to `bevy_color/src/color_ops.rs`.
- Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`,
`Lcha`, and `Oklcha`.
- Updated animated_material sample.
## Migration Guide
Users of Oklcha need to change their usage to use the with_hue method
instead of the with_h method.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#12202
## Solution
- Implements `Animatable` for all color types implementing arithmetic
operations.
- the colors returned by `Animatable`s methods are already clamped.
- Adds a `color_animation.rs` example.
- Implements the `*Assign` operators for color types that already had
the corresponding operators. This is just a 'nice to have' and I am
happy to remove this if it's not wanted.
---
## Changelog
- `bevy_animation` now depends on `bevy_color`.
- `LinearRgba`, `Laba`, `Oklaba` and `Xyza` implement `Animatable`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Fixes#12224.
## Solution
- Expand `with_` methods for the `Oklch` to their full names.
- Expand `l` to `lightness` in `Oklaba` comments.
## Migration Guide
The following methods have been renamed for the `Oklch` color space:
- `with_l` -> `with_lightness`.
- `with_c` -> `with_chroma`.
- `with_h` -> `with_hue`.
# Objective
- Fixes#12202
## Solution
- This PR implements componentwise (including alpha) addition,
subtraction and scalar multiplication/division for some color types.
- The mentioned color types are `Laba`, `Oklaba`, `LinearRgba` and
`Xyza` as all of them are either physically or perceptually linear as
mentioned by @alice-i-cecile in the issue.
---
## Changelog
- Scalar mul/div for `LinearRgba` may modify alpha now.
## Migration Guide
- Users of scalar mul/div for `LinearRgba` need to be aware of the
change and maybe use the `.clamp()` methods or manually set the `alpha`
channel.
# Objective
Give Bevy a well-designed built-in color palette for users to use while
prototyping or authoring Bevy examples.
## Solution
Generate
([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f7b3a3002fb7727db15c1197e0a1a373),
[gist](https://gist.github.com/rust-play/f7b3a3002fb7727db15c1197e0a1a373))
consts from [Tailwind](https://tailwindcss.com/docs/customizing-colors)
(mit license) json.
## Discussion
Are there other popular alternatives we should be looking at? Something
new and fancy involving a really long acronym like CIELUVLCh? I'm not a
tailwind user or color expert, but I really like the way it's broken up
into distinct but plentiful hue and lightness groups.
It beats needing some shades of red, scrolling through the [current
palette](https://docs.rs/bevy/latest/bevy/prelude/enum.Color.html),
choosing a few of `CRIMSON`, `MAROON`, `RED`, `TOMATO` at random and
calling it a day.
The best information I was able to dig up about the Tailwind palette is
from this thread:
https://twitter.com/steveschoger/status/1303795136703410180. Here are
some key excerpts:
> Tried to the "perceptually uniform" thing for Tailwind UI.
> Ultimately, it just resulted in a bunch of useless shades for colors
like yellow and green that are inherently brighter.
> With that said you're guaranteed to get a contrast ratio of 4.5:1 when
using any 700 shade (in some cases 600) on a 100 shade of the same hue.
> We just spent a lot of time looking at sites to figure out which
colors are popular and tried to fill all the gaps.
> Even the lime green is questionable but felt there needed to be
something in between the jump from yellow to green 😅
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Resolves#12463
## Solution
- Added `ClampColor`
Due to consistency, `is_within_bounds` is a method of `ClampColor`, like
`is_fully_transparent` is a method of `Alpha`
---
## Changelog
### Added
- `ClampColor` trait
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Even if we have `Laba` and `Oklcha` colorspaces using lightness as the
L field name, `Oklaba` doesn't do the same
- The shorthand function for creating a new color should be named
`Oklaba::lab`, but is named `lch`
## Solution
- Rename field l in `Oklaba` to lightness
- Rename `Oklaba::lch` to `Oklaba::lab`
---
## Changelog
### Changed
- Changed name in l field in `Oklaba` to lightness
- Changed method name `Oklaba::lch` to `Oklaba::lab`
## Migration Guide
If you were creating a Oklaba instance directly, instead of using L, you
should use lightness
```rust
// Before
let oklaba = Oklaba { l: 1., ..Default::default() };
// Now
let oklaba = Oklaba { lightness: 1., ..Default::default() };
```
if you were using the function `Oklaba::lch`, now the method is named
`Oklaba::lab`
# Objective
Fixes#12225
Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.
## Solution
Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.
This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)
## Note
A lot of these examples could use nicer colors. I'm not trying to do
that here.
"Dark Grey" will be tackled separately and has its own tracking issue.
# Objective
Addresses one of the side-notes in #12225.
Colors in the `basic` palette are inconsistent in a few ways:
- `CYAN` was named `AQUA` in the referenced spec. (an alias was added in
a later spec)
- Colors are defined with e.g. "half green" having a `g` value of `0.5`.
But any spec would have been based on 8-bit color, so `0x80 / 0xFF` or
`128 / 255` or ~`0.502`. This precision is likely meaningful when doing
color math/rounding.
## Solution
Regenerate the colors from
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=37563bedc8858033bd8b8380328c5230
# Objective
This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes#12246.
## Solution
* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.
---
## Changelog
Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
# 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>
# Objective
Just some mild annoyances:
- The `Color::Oklaba`, `Color::Oklcha` and `oklaba::Oklaba` doc comments
were inconsistent with the others
- The crate-level docs didn't include `Oklch` in the list of
representations and misspelt it in a later paragraph
## Solution
- Fix 'em
# Objective
- Fixes#12170
## Solution
- Moved the existing `color_from_entity` internals into
`Hsla::sequence_dispersed` which generates a randomly distributed but
deterministic color sequence based.
- Replicated the method for `Lcha` and `Oklcha` as well.
## Examples
### Getting a few colours for a quick palette
```rust
let palette = Hsla::sequence_dispersed().take(5).collect::<Vec<_>>();
/*[
Hsla::hsl(0.0, 1., 0.5),
Hsla::hsl(222.49225, 1., 0.5),
Hsla::hsl(84.984474, 1., 0.5),
Hsla::hsl(307.4767, 1., 0.5),
Hsla::hsl(169.96895, 1., 0.5),
]*/
```
### Getting a colour from an `Entity`
```rust
let color = Oklcha::sequence_dispersed().nth(entity.index() as u32).unwrap();
```
## Notes
This was previously a private function exclusively for `Entity` types.
I've decided it should instead be public and operate on a `u32`
directly, since this function may have broader uses for debugging
purposes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The `css` contains all of the `basic` colors. Rather than defining them
twice, we can re-export them.
Suggested by @viridia <3
## Solution
- Re-export basic color palette within the css color palette.
- Remove the duplicate colors
- Fix alphabetization of the basic color palette file while I'm here
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Complete compatibility with CSS Module 4
## Solution
- Added `Oklcha` which implements the Oklch color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Oklcha` to `Oklaba` using the provided `From` implementations
and then handle accordingly.
## Notes
This is the _last_ color space missing from the CSS Module 4 standard,
and is also the one I believe we should recommend users actually work
with for hand-crafting colours. It has all the uniformity benefits of
Oklab combined with the intuition chroma and hue provide (when compared
to a-axis and b-axis parameters).
# Objective
As suggested in #12163 by @cart, we should add convenience constructors
to `bevy_color::Color` to match the existing API (easing migration pain)
and generally improve ergonomics.
## Solution
- Add `const fn Color::rgba(red, green, blue, alpha)` and friends, which
directly construct the appropriate variant.
- Add `const fn Color::rgb(red, green, blue)` and friends, which impute
and alpha value of 1.0.
- Add `const BLACK, WHITE, NONE` to `Color`. These are stored in
`LinearRgba` to reduce pointless conversion costs and inaccuracy.
- Changed the default `Color` from `Srgba::WHITE` to the new linear
equivalent for the same reason.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
As we start to migrate to `bevy_color` in earnest (#12056), we should
make it visible to Bevy users, and usable in examples.
## Solution
1. Add a prelude to `bevy_color`: I've only excluded the rarely used
`ColorRange` type and the testing-focused color distance module. I
definitely think that some color spaces are less useful than others to
end users, but at the same time the types used there are very unlikely
to conflict with user-facing types.
2. Add `bevy_color` to `bevy_internal` as an optional crate.
3. Re-export `bevy_color`'s prelude as part of `bevy::prelude`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Shows relationships between color spaces and explains what files should
contain which conversions.
# Objective
- Provide documentation for maintainers and users on how color space
conversion is implemented.
## Solution
- Created a mermaid diagram documenting the relationships between
various color spaces. This diagram also includes links to defining
articles, and edges include links to conversion formulae.
- Added a `conversion.md` document which is included in the
documentation of each of the color spaces. This ensures it is readily
visible in all relevant contexts.
## Notes
The diagram is in the Mermaid (`.mmd`) format, and must be converted
into an SVG file (or other image format) prior to use in Rust
documentation. I've included a link to
[mermaid.live](https://mermaid.live) as an option for doing such
conversion in an appropriate README.
Below is a screenshot of the documentation added.
![Capture](https://github.com/bevyengine/bevy/assets/2217286/370a65f2-6dd4-4af7-a99b-3763832d1b8a)
# Objective
This PR arose as part of the migration process for `bevy_color`: see
#12056.
While examining how `bevy_gizmos` stores color types internally, I found
that rather than storing a `Color` internally, it actually stores a
`[f32;4]` for a linear RGB, type aliased to a `ColorItem`.
While we don't *have* to clean this up to complete the migration, now
that we have explicit strong typing for linear color types we should use
them rather than replicating this idea throughout the codebase.
## Solution
- Added `LinearRgba::NAN`, for when you want to do cursed rendering
things.
- Replaced the internal color representation in `bevy_gizmo`: this was
`ColorItem`, but is now `LinearRgba`.
- `LinearRgba` is now `Pod`, enabling us to use the same fast `bytemuck`
bit twiddling tricks that we were using before. This requires:
1. Forcing `LinearRgba` to be `repr(C)`
2. Implementing `Zeroable`, and unsafe trait which defines what the
struct looks like when all values are zero.
3. Implementing `Pod`, a marker trait with stringent safety requirements
that is required for "plain old data".
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- LinearRgba is the color type intended for shaders but using it for
shaders is currently not easy because it doesn't implement ShaderType
## Solution
- add encase as a dependency and impl the required traits.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Lcha` conversion functions
## Solution
- Added `Laba` which implements the Lab color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Laba` to either `Xyza` or `Lcha` using the provided `From`
implementations and then handle accordingly.
## Notes
The Lab color space is a required stepping stone when converting between
XYZ and Lch, therefore we already use the Lab color model, just in an
nameless fashion prone to errors.
This PR also includes a slightly broader refactor of the `From`
implementations between the various colour spaces to better reflect the
graph of definitions. My goal was to keep domain specific knowledge of
each colour space contained to their respective files (e.g., the
`From<Oklaba> for LinearRgba` definition was in `linear_rgba.rs` when it
probably belongs in `oklaba.rs`, since Linear sRGB is a fundamental
space and Oklab is defined in its relation to it)
# Objective
- Improve compatibility with CSS Module 4
- Simplify `Hsla` conversion functions
## Solution
- Added `Hsva` which implements the HSV color model.
- Added `Hwba` which implements the HWB color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Hsva` / `Hwba` to either `Hsla` or `Srgba` using the provided
`From` implementations and then handle accordingly.
## Notes
While the HSL color space is older than HWB, the formulation for HWB is
more directly related to RGB. Likewise, HSV is more closely related to
HWB than HSL. This makes the conversion of HSL to/from RGB more
naturally represented as the compound operation HSL <-> HSV <-> HWB <->
RGB. All `From` implementations for HSL, HSV, and HWB have been designed
to take the shortest path between itself and the target space.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- We should move towards a consistent use of the new `bevy_color` crate.
- As discussed in #12089, splitting this work up into small pieces makes
it easier to review.
## Solution
- Port all uses of `LegacyColor` in the `bevy_core_pipeline` to
`LinearRgba`
- `LinearRgba` is the correct type to use for internal rendering types
- Added `LinearRgba::BLACK` and `WHITE` (used during migration)
- Add `LinearRgba::grey` to more easily construct balanced grey colors
(used during migration)
- Add a conversion from `LinearRgba` to `wgpu::Color`. The converse was
not done at this time, as this is typically a user error.
I did not change the field type of the clear color on the cameras: as
this is user-facing, this should be done in concert with the other
configurable fields.
## Migration Guide
`ColorAttachment` now stores a `LinearRgba` color, rather than a Bevy
0.13 `Color`.
`set_blend_constant` now takes a `LinearRgba` argument, rather than a
Bevy 0.13 `Color`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>