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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>
273 lines
8.5 KiB
Rust
273 lines
8.5 KiB
Rust
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
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//! individual sprites.
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//!
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//! The texture atlases are generated with different padding and sampling to demonstrate the
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//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
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//!
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//! Only one padded and one unpadded texture atlas are rendered to the screen.
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//! An upscaled sprite from each of the four atlases are rendered to the screen.
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use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
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.init_state::<AppState>()
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.add_systems(OnEnter(AppState::Setup), load_textures)
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.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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.add_systems(OnEnter(AppState::Finished), setup)
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.run();
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}
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
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enum AppState {
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#[default]
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Setup,
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Finished,
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}
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#[derive(Resource, Default)]
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struct RpgSpriteFolder(Handle<LoadedFolder>);
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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// load multiple, individual sprites from a folder
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
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}
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fn check_textures(
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mut next_state: ResMut<NextState<AppState>>,
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rpg_sprite_folder: Res<RpgSpriteFolder>,
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mut events: EventReader<AssetEvent<LoadedFolder>>,
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) {
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// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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for event in events.read() {
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if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
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next_state.set(AppState::Finished);
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}
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}
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}
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fn setup(
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mut commands: Commands,
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rpg_sprite_handles: Res<RpgSpriteFolder>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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loaded_folders: Res<Assets<LoadedFolder>>,
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mut textures: ResMut<Assets<Image>>,
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) {
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let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
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// create texture atlases with different padding and sampling
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let (texture_atlas_linear, linear_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());
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let (texture_atlas_nearest, nearest_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
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let (texture_atlas_linear_padded, linear_padded_texture) = create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
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let (texture_atlas_nearest_padded, nearest_padded_texture) = create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
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// setup 2d scene
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commands.spawn(Camera2dBundle::default());
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// padded textures are to the right, unpadded to the left
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// draw unpadded texture atlas
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commands.spawn(SpriteBundle {
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texture: linear_texture.clone(),
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transform: Transform {
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translation: Vec3::new(-250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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..default()
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});
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// draw padded texture atlas
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commands.spawn(SpriteBundle {
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texture: linear_padded_texture.clone(),
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transform: Transform {
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translation: Vec3::new(250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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..default()
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});
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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// padding label text style
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let text_style: TextStyle = TextStyle {
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font: font.clone(),
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font_size: 50.0,
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color: Color::WHITE,
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};
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// labels to indicate padding
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// No padding
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create_label(
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&mut commands,
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(-250.0, 330.0, 0.0),
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"No padding",
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text_style.clone(),
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);
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// Padding
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create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
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// get handle to a sprite to render
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let vendor_handle: Handle<Image> = asset_server
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.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
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.unwrap();
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// get index of the sprite in the texture atlas, this is used to render the sprite
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// the index is the same for all the texture atlases, since they are created from the same folder
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let vendor_index = texture_atlas_linear
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.get_texture_index(&vendor_handle)
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.unwrap();
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// configuration array to render sprites through iteration
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let configurations: [(&str, Handle<TextureAtlasLayout>, Handle<Image>, f32); 4] = [
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("Linear", atlas_linear_handle, linear_texture, -350.0),
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("Nearest", atlas_nearest_handle, nearest_texture, -150.0),
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(
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"Linear",
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atlas_linear_padded_handle,
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linear_padded_texture,
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150.0,
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),
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(
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"Nearest",
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atlas_nearest_padded_handle,
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nearest_padded_texture,
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350.0,
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),
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];
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// label text style
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let sampling_label_style = TextStyle {
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font,
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font_size: 30.0,
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color: Color::WHITE,
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};
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let base_y = 170.0; // y position of the sprites
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for (sampling, atlas_handle, image_handle, x) in configurations {
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// render a sprite from the texture_atlas
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create_sprite_from_atlas(
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&mut commands,
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(x, base_y, 0.0),
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vendor_index,
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atlas_handle,
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image_handle,
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);
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// render a label to indicate the sampling setting
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create_label(
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&mut commands,
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(x, base_y + 110.0, 0.0), // offset to y position of the sprite
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sampling,
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sampling_label_style.clone(),
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);
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}
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}
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/// Create a texture atlas with the given padding and sampling settings
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/// from the individual sprites in the given folder.
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fn create_texture_atlas(
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folder: &LoadedFolder,
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padding: Option<UVec2>,
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sampling: Option<ImageSampler>,
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textures: &mut ResMut<Assets<Image>>,
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) -> (TextureAtlasLayout, Handle<Image>) {
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// Build a texture atlas using the individual sprites
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let mut texture_atlas_builder =
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TextureAtlasBuilder::default().padding(padding.unwrap_or_default());
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for handle in folder.handles.iter() {
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let id = handle.id().typed_unchecked::<Image>();
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let Some(texture) = textures.get(id) else {
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warn!(
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"{:?} did not resolve to an `Image` asset.",
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handle.path().unwrap()
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);
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continue;
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};
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texture_atlas_builder.add_texture(Some(id), texture);
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}
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let (texture_atlas_layout, texture) = texture_atlas_builder.finish().unwrap();
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let texture = textures.add(texture);
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// Update the sampling settings of the texture atlas
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let image = textures.get_mut(&texture).unwrap();
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image.sampler = sampling.unwrap_or_default();
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(texture_atlas_layout, texture)
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}
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/// Create and spawn a sprite from a texture atlas
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fn create_sprite_from_atlas(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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sprite_index: usize,
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atlas_handle: Handle<TextureAtlasLayout>,
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texture: Handle<Image>,
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) {
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commands.spawn(SpriteSheetBundle {
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transform: Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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scale: Vec3::splat(3.0),
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..default()
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},
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texture,
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atlas: TextureAtlas {
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index: sprite_index,
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layout: atlas_handle,
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},
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..default()
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});
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}
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/// Create and spawn a label (text)
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fn create_label(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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text: &str,
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text_style: TextStyle,
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) {
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commands.spawn(Text2dBundle {
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text: Text::from_section(text, text_style).with_justify(JustifyText::Center),
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transform: Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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..default()
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},
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..default()
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});
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}
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