bevy/crates/bevy_pbr/src/lib.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

390 lines
15 KiB
Rust

// FIXME(3492): remove once docs are ready
#![allow(missing_docs)]
pub mod wireframe;
mod bundle;
pub mod deferred;
mod extended_material;
mod fog;
mod light;
mod light_probe;
mod lightmap;
mod material;
mod parallax;
mod pbr_material;
mod prepass;
mod render;
mod ssao;
use bevy_color::{Color, LinearRgba};
pub use bundle::*;
pub use extended_material::*;
pub use fog::*;
pub use light::*;
pub use light_probe::*;
pub use lightmap::*;
pub use material::*;
pub use parallax::*;
pub use pbr_material::*;
pub use prepass::*;
pub use render::*;
pub use ssao::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::{
DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
SpotLightBundle,
},
fog::{FogFalloff, FogSettings},
light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
light_probe::{
environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
LightProbe,
},
material::{Material, MaterialPlugin},
parallax::ParallaxMappingMethod,
pbr_material::StandardMaterial,
ssao::ScreenSpaceAmbientOcclusionPlugin,
};
}
pub mod graph {
use bevy_render::render_graph::RenderLabel;
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub enum NodePbr {
/// Label for the shadow pass node.
ShadowPass,
/// Label for the screen space ambient occlusion render node.
ScreenSpaceAmbientOcclusion,
DeferredLightingPass,
}
}
use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
use bevy_ecs::prelude::*;
use bevy_render::{
alpha::AlphaMode,
camera::{CameraUpdateSystem, Projection},
extract_component::ExtractComponentPlugin,
extract_resource::ExtractResourcePlugin,
render_asset::prepare_assets,
render_graph::RenderGraph,
render_phase::sort_phase_system,
render_resource::Shader,
texture::Image,
view::VisibilitySystems,
ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::TransformSystem;
pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(17035894873630133905);
pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(2098345702398750291);
pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(73204817249182637);
pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
/// Sets up the entire PBR infrastructure of bevy.
pub struct PbrPlugin {
/// Controls if the prepass is enabled for the StandardMaterial.
/// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
pub prepass_enabled: bool,
/// Controls if [`DeferredPbrLightingPlugin`] is added.
pub add_default_deferred_lighting_plugin: bool,
}
impl Default for PbrPlugin {
fn default() -> Self {
Self {
prepass_enabled: true,
add_default_deferred_lighting_plugin: true,
}
}
}
impl Plugin for PbrPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
PBR_TYPES_SHADER_HANDLE,
"render/pbr_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_BINDINGS_SHADER_HANDLE,
"render/pbr_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
CLUSTERED_FORWARD_HANDLE,
"render/clustered_forward.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_LIGHTING_HANDLE,
"render/pbr_lighting.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_TRANSMISSION_HANDLE,
"render/pbr_transmission.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOWS_HANDLE,
"render/shadows.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_TYPES_HANDLE,
"deferred/pbr_deferred_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_DEFERRED_FUNCTIONS_HANDLE,
"deferred/pbr_deferred_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SHADOW_SAMPLING_HANDLE,
"render/shadow_sampling.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FUNCTIONS_HANDLE,
"render/pbr_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
RGB9E5_FUNCTIONS_HANDLE,
"render/rgb9e5.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_AMBIENT_HANDLE,
"render/pbr_ambient.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_FRAGMENT_HANDLE,
"render/pbr_fragment.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
"render/pbr_prepass_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PBR_PREPASS_SHADER_HANDLE,
"render/pbr_prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PARALLAX_MAPPING_SHADER_HANDLE,
"render/parallax_mapping.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
VIEW_TRANSFORMATIONS_SHADER_HANDLE,
"render/view_transformations.wgsl",
Shader::from_wgsl
);
app.register_asset_reflect::<StandardMaterial>()
.register_type::<AmbientLight>()
.register_type::<Cascade>()
.register_type::<CascadeShadowConfig>()
.register_type::<Cascades>()
.register_type::<CascadesVisibleEntities>()
.register_type::<ClusterConfig>()
.register_type::<ClusterFarZMode>()
.register_type::<ClusterZConfig>()
.register_type::<CubemapVisibleEntities>()
.register_type::<DirectionalLight>()
.register_type::<DirectionalLightShadowMap>()
.register_type::<NotShadowCaster>()
.register_type::<NotShadowReceiver>()
.register_type::<PointLight>()
.register_type::<PointLightShadowMap>()
.register_type::<SpotLight>()
.register_type::<FogSettings>()
.register_type::<FogFalloff>()
.register_type::<ShadowFilteringMethod>()
.register_type::<ParallaxMappingMethod>()
.register_type::<OpaqueRendererMethod>()
.init_resource::<AmbientLight>()
.init_resource::<GlobalVisiblePointLights>()
.init_resource::<DirectionalLightShadowMap>()
.init_resource::<PointLightShadowMap>()
.register_type::<DefaultOpaqueRendererMethod>()
.init_resource::<DefaultOpaqueRendererMethod>()
.add_plugins((
MeshRenderPlugin,
MaterialPlugin::<StandardMaterial> {
prepass_enabled: self.prepass_enabled,
..Default::default()
},
ScreenSpaceAmbientOcclusionPlugin,
ExtractResourcePlugin::<AmbientLight>::default(),
FogPlugin,
ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
LightmapPlugin,
LightProbePlugin,
))
.configure_sets(
PostUpdate,
(
SimulationLightSystems::AddClusters,
SimulationLightSystems::AssignLightsToClusters,
)
.chain(),
)
.add_systems(
PostUpdate,
(
add_clusters.in_set(SimulationLightSystems::AddClusters),
assign_lights_to_clusters
.in_set(SimulationLightSystems::AssignLightsToClusters)
.after(TransformSystem::TransformPropagate)
.after(VisibilitySystems::CheckVisibility)
.after(CameraUpdateSystem),
(
clear_directional_light_cascades,
build_directional_light_cascades::<Projection>,
)
.chain()
.in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
.after(TransformSystem::TransformPropagate)
.after(CameraUpdateSystem),
update_directional_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
// This must run after CheckVisibility because it relies on `ViewVisibility`
.after(VisibilitySystems::CheckVisibility)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateDirectionalLightCascades)
// We assume that no entity will be both a directional light and a spot light,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_spot_light_frusta),
update_point_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
update_spot_light_frusta
.in_set(SimulationLightSystems::UpdateLightFrusta)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::AssignLightsToClusters),
check_light_mesh_visibility
.in_set(SimulationLightSystems::CheckLightVisibility)
.after(VisibilitySystems::CalculateBounds)
.after(TransformSystem::TransformPropagate)
.after(SimulationLightSystems::UpdateLightFrusta)
// NOTE: This MUST be scheduled AFTER the core renderer visibility check
// because that resets entity `ViewVisibility` for the first view
// which would override any results from this otherwise
.after(VisibilitySystems::CheckVisibility),
),
);
if self.add_default_deferred_lighting_plugin {
app.add_plugins(DeferredPbrLightingPlugin);
}
app.world.resource_mut::<Assets<StandardMaterial>>().insert(
Handle::<StandardMaterial>::default(),
StandardMaterial {
base_color: Color::srgb(1.0, 0.0, 0.5),
unlit: true,
..Default::default()
},
);
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.add_systems(ExtractSchedule, (extract_clusters, extract_lights))
.add_systems(
Render,
(
prepare_lights
.in_set(RenderSet::ManageViews)
.after(prepare_assets::<Image>),
sort_phase_system::<Shadow>.in_set(RenderSet::PhaseSort),
prepare_clusters.in_set(RenderSet::PrepareResources),
),
)
.init_resource::<LightMeta>();
let shadow_pass_node = ShadowPassNode::new(&mut render_app.world);
let mut graph = render_app.world.resource_mut::<RenderGraph>();
let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
render_app.ignore_ambiguity(
bevy_render::Render,
bevy_core_pipeline::core_3d::prepare_core_3d_transmission_textures,
bevy_render::batching::batch_and_prepare_render_phase::<
bevy_core_pipeline::core_3d::Transmissive3d,
MeshPipeline,
>,
);
}
fn finish(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// Extract the required data from the main world
render_app
.init_resource::<ShadowSamplers>()
.init_resource::<GlobalLightMeta>();
}
}