 72e7358636
			
		
	
	
		72e7358636
		
	
	
	
	
		
			
			# Objective Currently stress tests are vsynced. This is undesirable for a stress test, as you want to run them with uncapped framerates. ## Solution Ensure all stress tests are using PresentMode::Immediate if they render anything.
		
			
				
	
	
		
			104 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a lot of sprites to allow performance testing.
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| //! See <https://github.com/bevyengine/bevy/pull/1492>
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| //!
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| //! It sets up many sprites in different sizes and rotations, and at different scales in the world,
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| //! and moves the camera over them to see how well frustum culling works.
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| 
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| use bevy::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::Quat,
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|     prelude::*,
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|     render::camera::Camera,
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|     window::PresentMode,
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| };
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| 
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| use rand::Rng;
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| 
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| const CAMERA_SPEED: f32 = 1000.0;
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             present_mode: PresentMode::Immediate,
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|             ..default()
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|         })
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|         // Since this is also used as a benchmark, we want it to display performance data.
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(print_sprite_count)
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|         .add_system(move_camera.after(print_sprite_count))
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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|     let mut rng = rand::thread_rng();
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| 
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|     let tile_size = Vec2::splat(64.0);
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|     let map_size = Vec2::splat(320.0);
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| 
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|     let half_x = (map_size.x / 2.0) as i32;
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|     let half_y = (map_size.y / 2.0) as i32;
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| 
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|     let sprite_handle = assets.load("branding/icon.png");
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| 
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|     // Spawns the camera
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|     commands
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|         .spawn()
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|         .insert_bundle(Camera2dBundle::default())
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|         .insert(Transform::from_xyz(0.0, 0.0, 1000.0));
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| 
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|     // Builds and spawns the sprites
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|     let mut sprites = vec![];
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|     for y in -half_y..half_y {
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|         for x in -half_x..half_x {
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|             let position = Vec2::new(x as f32, y as f32);
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|             let translation = (position * tile_size).extend(rng.gen::<f32>());
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|             let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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|             let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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| 
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|             sprites.push(SpriteBundle {
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|                 texture: sprite_handle.clone(),
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|                 transform: Transform {
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|                     translation,
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|                     rotation,
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|                     scale,
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|                 },
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|                 sprite: Sprite {
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|                     custom_size: Some(tile_size),
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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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|     }
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|     commands.spawn_batch(sprites);
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| }
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| 
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| // System for rotating and translating the camera
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| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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|     let mut camera_transform = camera_query.single_mut();
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|     camera_transform.rotate_z(time.delta_seconds() * 0.5);
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|     *camera_transform = *camera_transform
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|         * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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| }
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| 
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| #[derive(Deref, DerefMut)]
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| struct PrintingTimer(Timer);
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| 
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| impl Default for PrintingTimer {
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|     fn default() -> Self {
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|         Self(Timer::from_seconds(1.0, true))
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|     }
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| }
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| 
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| // System for printing the number of sprites on every tick of the timer
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| fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
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|     timer.tick(time.delta());
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| 
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|     if timer.just_finished() {
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|         info!("Sprites: {}", sprites.iter().count(),);
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|     }
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| }
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