# 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
- 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 migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.
## Solution
To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.
However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.
As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.
## Migration Guide
THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.
This change should not be shipped to end users: delete this section in
the final migration guide!
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
This PR aims to implement multiple configs for gizmos as discussed in
#9187.
## Solution
Configs for the new `GizmoConfigGroup`s are stored in a
`GizmoConfigStore` resource and can be accesses using a type based key
or iterated over. This type based key doubles as a standardized location
where plugin authors can put their own configuration not covered by the
standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a
default color and toggle to show all AABBs. New configs can be
registered using `app.init_gizmo_group::<T>()` during startup.
When requesting the `Gizmos<T>` system parameter the generic type
determines which config is used. The config structs are available
through the `Gizmos` system parameter allowing for easy access while
drawing your gizmos.
Internally, resources and systems used for rendering (up to an including
the extract system) are generic over the type based key and inserted on
registering a new config.
## Alternatives
The configs could be stored as components on entities with markers which
would make better use of the ECS. I also implemented this approach
([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and
believe that the ergonomic benefits of a central config store outweigh
the decreased use of the ECS.
## Unsafe Code
Implementing system parameter by hand is unsafe but seems to be required
to access the config store once and not on every gizmo draw function
call. This is critical for performance. ~Is there a better way to do
this?~
## Future Work
New gizmos (such as #10038, and ideas from #9400) will require custom
configuration structs. Should there be a new custom config for every
gizmo type, or should we group them together in a common configuration?
(for example `EditorGizmoConfig`, or something more fine-grained)
## Changelog
- Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait
- Added `init_gizmo_group` to `App`
- Added early returns to gizmo drawing increasing performance when
gizmos are disabled
- Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore`
- Changed `Gizmos` system parameter to use type based key to retrieve
config
- Changed resources and systems used for gizmo rendering to be generic
over type based key
- Changed examples (3d_gizmos, 2d_gizmos) to showcase new API
## Migration Guide
- `GizmoConfig` is no longer a resource and has to be accessed through
`GizmoConfigStore` resource. The default config group is
`DefaultGizmoGroup`, but consider using your own custom config group if
applicable.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>