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https://github.com/bevyengine/bevy
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599e5e4e76
# 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>
177 lines
5.1 KiB
Rust
177 lines
5.1 KiB
Rust
//! Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{
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asset::LoadState,
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core_pipeline::Skybox,
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prelude::*,
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render::{
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render_resource::{TextureViewDescriptor, TextureViewDimension},
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renderer::RenderDevice,
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texture::CompressedImageFormats,
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},
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};
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use camera_controller::{CameraController, CameraControllerPlugin};
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use std::f32::consts::PI;
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const CUBEMAPS: &[(&str, CompressedImageFormats)] = &[
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(
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"textures/Ryfjallet_cubemap.png",
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CompressedImageFormats::NONE,
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),
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(
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"textures/Ryfjallet_cubemap_astc4x4.ktx2",
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CompressedImageFormats::ASTC_LDR,
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),
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(
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"textures/Ryfjallet_cubemap_bc7.ktx2",
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CompressedImageFormats::BC,
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),
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(
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"textures/Ryfjallet_cubemap_etc2.ktx2",
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CompressedImageFormats::ETC2,
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),
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];
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(CameraControllerPlugin)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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cycle_cubemap_asset,
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asset_loaded.after(cycle_cubemap_asset),
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animate_light_direction,
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),
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)
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.run();
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}
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#[derive(Resource)]
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struct Cubemap {
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is_loaded: bool,
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index: usize,
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image_handle: Handle<Image>,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// directional 'sun' light
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 32000.0,
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..default()
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},
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transform: Transform::from_xyz(0.0, 2.0, 0.0)
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.with_rotation(Quat::from_rotation_x(-PI / 4.)),
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..default()
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});
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let skybox_handle = asset_server.load(CUBEMAPS[0].0);
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// camera
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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CameraController::default(),
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Skybox {
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image: skybox_handle.clone(),
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brightness: 1000.0,
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},
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));
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// ambient light
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// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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// environment map, use an appropriate color and brightness to match
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commands.insert_resource(AmbientLight {
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color: Color::srgb_u8(210, 220, 240),
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brightness: 1.0,
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});
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commands.insert_resource(Cubemap {
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is_loaded: false,
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index: 0,
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image_handle: skybox_handle,
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});
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}
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const CUBEMAP_SWAP_DELAY: f32 = 3.0;
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fn cycle_cubemap_asset(
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time: Res<Time>,
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mut next_swap: Local<f32>,
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mut cubemap: ResMut<Cubemap>,
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asset_server: Res<AssetServer>,
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render_device: Res<RenderDevice>,
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) {
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let now = time.elapsed_seconds();
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if *next_swap == 0.0 {
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*next_swap = now + CUBEMAP_SWAP_DELAY;
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return;
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} else if now < *next_swap {
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return;
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}
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*next_swap += CUBEMAP_SWAP_DELAY;
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let supported_compressed_formats =
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CompressedImageFormats::from_features(render_device.features());
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let mut new_index = cubemap.index;
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for _ in 0..CUBEMAPS.len() {
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new_index = (new_index + 1) % CUBEMAPS.len();
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if supported_compressed_formats.contains(CUBEMAPS[new_index].1) {
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break;
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}
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info!("Skipping unsupported format: {:?}", CUBEMAPS[new_index]);
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}
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// Skip swapping to the same texture. Useful for when ktx2, zstd, or compressed texture support
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// is missing
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if new_index == cubemap.index {
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return;
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}
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cubemap.index = new_index;
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cubemap.image_handle = asset_server.load(CUBEMAPS[cubemap.index].0);
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cubemap.is_loaded = false;
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}
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fn asset_loaded(
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asset_server: Res<AssetServer>,
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mut images: ResMut<Assets<Image>>,
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mut cubemap: ResMut<Cubemap>,
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mut skyboxes: Query<&mut Skybox>,
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) {
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if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle) == LoadState::Loaded {
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info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
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let image = images.get_mut(&cubemap.image_handle).unwrap();
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// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
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// so they appear as one texture. The following code reconfigures the texture as necessary.
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if image.texture_descriptor.array_layer_count() == 1 {
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image.reinterpret_stacked_2d_as_array(image.height() / image.width());
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),
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..default()
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});
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}
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for mut skybox in &mut skyboxes {
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skybox.image = cubemap.image_handle.clone();
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}
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cubemap.is_loaded = true;
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}
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}
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fn animate_light_direction(
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time: Res<Time>,
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mut query: Query<&mut Transform, With<DirectionalLight>>,
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) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() * 0.5);
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}
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}
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