bevy/examples/3d/transparency_3d.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

106 lines
4 KiB
Rust

//! Demonstrates how to use transparency in 3D.
//! Shows the effects of different blend modes.
//! The `fade_transparency` system smoothly changes the transparency over time.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(Msaa::default())
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, fade_transparency)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Opaque plane, uses `alpha_mode: Opaque` by default
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(6.0, 6.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
});
// Transparent sphere, uses `alpha_mode: Mask(f32)`
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
material: materials.add(StandardMaterial {
// Alpha channel of the color controls transparency.
// We set it to 0.0 here, because it will be changed over time in the
// `fade_transparency` function.
// Note that the transparency has no effect on the objects shadow.
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
// alpha values above are fully opaque.
alpha_mode: AlphaMode::Mask(0.5),
..default()
}),
transform: Transform::from_xyz(1.0, 0.5, -1.5),
..default()
});
// Transparent unlit sphere, uses `alpha_mode: Mask(f32)`
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
material: materials.add(StandardMaterial {
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.5),
unlit: true,
..default()
}),
transform: Transform::from_xyz(-1.0, 0.5, -1.5),
..default()
});
// Transparent cube, uses `alpha_mode: Blend`
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::default()),
// Notice how there is no need to set the `alpha_mode` explicitly here.
// When converting a color to a material using `into()`, the alpha mode is
// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
material: materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Opaque sphere
commands.spawn(PbrBundle {
mesh: meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap()),
material: materials.add(Color::srgb(0.7, 0.2, 0.1)),
transform: Transform::from_xyz(0.0, 0.5, -1.5),
..default()
});
// Light
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// Fades the alpha channel of all materials between 0 and 1 over time.
/// Each blend mode responds differently to this:
/// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
/// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
/// when the alpha value goes back below the threshold.
/// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
let alpha = (time.elapsed_seconds().sin() / 2.0) + 0.5;
for (_, material) in materials.iter_mut() {
material.base_color.set_alpha(alpha);
}
}