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https://github.com/bevyengine/bevy
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# 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>
216 lines
6.2 KiB
Rust
216 lines
6.2 KiB
Rust
//! Illustrates spot lights.
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use std::f32::consts::*;
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use bevy::{
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color::palettes::basic::{MAROON, RED},
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pbr::NotShadowCaster,
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prelude::*,
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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const INSTRUCTIONS: &str = "\
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Controls
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--------
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Horizontal Movement: WASD
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Vertical Movement: Space and Shift
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Rotate Camera: Left and Right Arrows";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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brightness: 20.0,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (light_sway, movement, rotation))
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.run();
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}
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#[derive(Component)]
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struct Movable;
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// ground plane
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(Color::WHITE),
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..default()
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},
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Movable,
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));
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// cubes
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let mut rng = StdRng::seed_from_u64(19878367467713);
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let cube_mesh = meshes.add(Cuboid::new(0.5, 0.5, 0.5));
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let blue = materials.add(Color::srgb_u8(124, 144, 255));
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commands.spawn_batch(
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std::iter::repeat_with(move || {
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let x = rng.gen_range(-5.0..5.0);
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let y = rng.gen_range(0.0..3.0);
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let z = rng.gen_range(-5.0..5.0);
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(
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PbrBundle {
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mesh: cube_mesh.clone(),
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material: blue.clone(),
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transform: Transform::from_xyz(x, y, z),
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..default()
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},
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Movable,
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)
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})
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.take(40),
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);
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let sphere_mesh = meshes.add(Sphere::new(0.05).mesh().uv(32, 18));
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let sphere_mesh_direction = meshes.add(Sphere::new(0.1).mesh().uv(32, 18));
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let red_emissive = materials.add(StandardMaterial {
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base_color: RED.into(),
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emissive: Color::linear_rgba(100.0, 0.0, 0.0, 0.0),
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..default()
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});
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let maroon_emissive = materials.add(StandardMaterial {
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base_color: MAROON.into(),
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emissive: Color::linear_rgba(50.0, 0.0, 0.0, 0.0),
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..default()
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});
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for x in 0..4 {
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for z in 0..4 {
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let x = x as f32 - 2.0;
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let z = z as f32 - 2.0;
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// red spot_light
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commands
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.spawn(SpotLightBundle {
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transform: Transform::from_xyz(1.0 + x, 2.0, z)
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.looking_at(Vec3::new(1.0 + x, 0.0, z), Vec3::X),
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spot_light: SpotLight {
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intensity: 40_000.0, // lumens
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color: Color::WHITE,
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shadows_enabled: true,
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inner_angle: PI / 4.0 * 0.85,
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outer_angle: PI / 4.0,
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..default()
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},
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..default()
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})
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.with_children(|builder| {
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builder.spawn(PbrBundle {
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mesh: sphere_mesh.clone(),
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material: red_emissive.clone(),
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..default()
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});
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builder.spawn((
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PbrBundle {
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transform: Transform::from_translation(Vec3::Z * -0.1),
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mesh: sphere_mesh_direction.clone(),
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material: maroon_emissive.clone(),
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..default()
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},
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NotShadowCaster,
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));
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});
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}
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}
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// camera
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commands.spawn(Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(-4.0, 5.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(
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TextBundle::from_section(
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INSTRUCTIONS,
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn light_sway(time: Res<Time>, mut query: Query<(&mut Transform, &mut SpotLight)>) {
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for (mut transform, mut angles) in query.iter_mut() {
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transform.rotation = Quat::from_euler(
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EulerRot::XYZ,
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-FRAC_PI_2 + (time.elapsed_seconds() * 0.67 * 3.0).sin() * 0.5,
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(time.elapsed_seconds() * 3.0).sin() * 0.5,
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0.0,
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);
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let angle = ((time.elapsed_seconds() * 1.2).sin() + 1.0) * (FRAC_PI_4 - 0.1);
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angles.inner_angle = angle * 0.8;
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angles.outer_angle = angle;
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}
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}
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fn movement(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut query: Query<&mut Transform, With<Movable>>,
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) {
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// Calculate translation to move the cubes and ground plane
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let mut translation = Vec3::ZERO;
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// Horizontal forward and backward movement
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if input.pressed(KeyCode::KeyW) {
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translation.z += 1.0;
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} else if input.pressed(KeyCode::KeyS) {
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translation.z -= 1.0;
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}
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// Horizontal left and right movement
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if input.pressed(KeyCode::KeyA) {
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translation.x += 1.0;
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} else if input.pressed(KeyCode::KeyD) {
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translation.x -= 1.0;
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}
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// Vertical movement
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if input.pressed(KeyCode::ShiftLeft) {
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translation.y += 1.0;
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} else if input.pressed(KeyCode::Space) {
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translation.y -= 1.0;
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}
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translation *= 2.0 * time.delta_seconds();
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// Apply translation
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for mut transform in &mut query {
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transform.translation += translation;
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}
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}
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fn rotation(
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mut query: Query<&mut Transform, With<Camera>>,
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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let mut transform = query.single_mut();
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let delta = time.delta_seconds();
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if input.pressed(KeyCode::ArrowLeft) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta));
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} else if input.pressed(KeyCode::ArrowRight) {
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transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-delta));
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}
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}
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