179 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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use bevy::render::render_graph_2::{uniform_selector, ShaderUniforms, StandardMaterial};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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use std::collections::VecDeque;
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fn main() {
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    AppBuilder::new()
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        .add_defaults()
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        .add_system(build_move_system())
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        .add_system(build_print_status_system())
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        .setup_world(setup)
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        .run();
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}
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fn build_move_system() -> Box<dyn Schedulable> {
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    SystemBuilder::new("Move")
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        .read_resource::<Time>()
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        .with_query(<(Write<Translation>, Write<StandardMaterial>)>::query())
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        .build(move |_, world, time, person_query| {
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            for (mut translation, mut material) in person_query.iter_mut(world) {
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                translation.0 += math::vec3(1.0, 0.0, 0.0) * time.delta_seconds;
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                material.albedo = material.albedo
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                    + math::vec4(
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                        -time.delta_seconds,
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                        -time.delta_seconds,
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                        time.delta_seconds,
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                        0.0,
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                    );
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            }
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        })
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}
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fn build_print_status_system() -> Box<dyn Schedulable> {
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    let mut elapsed = 0.0;
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    let mut frame_time_total = 0.0;
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    let mut frame_time_count = 0;
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    let frame_time_max = 10;
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    let mut frame_time_values = VecDeque::new();
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    SystemBuilder::new("PrintStatus")
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        .read_resource::<Time>()
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        .build(move |_, _world, time, _queries| {
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            elapsed += time.delta_seconds;
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            frame_time_values.push_front(time.delta_seconds);
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            frame_time_total += time.delta_seconds;
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            frame_time_count += 1;
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            if frame_time_count > frame_time_max {
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                frame_time_count = frame_time_max;
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                frame_time_total -= frame_time_values.pop_back().unwrap();
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            }
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            if elapsed > 1.0 {
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                if frame_time_count > 0 && frame_time_total > 0.0 {
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                    println!(
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                        "fps: {}",
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                        1.0 / (frame_time_total / frame_time_count as f32)
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                    )
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                }
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                elapsed = 0.0;
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            }
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        })
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}
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fn setup(world: &mut World) {
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    let cube = Mesh::load(MeshType::Cube);
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    let plane = Mesh::load(MeshType::Plane { size: 10.0 });
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    let (cube_handle, plane_handle) = {
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        let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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        (mesh_storage.add(cube), mesh_storage.add(plane))
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    };
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    let mut builder = world
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        .build()
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        // plane
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        .add_archetype(NewMeshEntity {
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            mesh: plane_handle.clone(),
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            material: StandardMaterial {
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                albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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            },
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            shader_uniforms: ShaderUniforms {
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                uniform_selectors: vec![
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                    uniform_selector::<StandardMaterial>,
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                    uniform_selector::<LocalToWorld>,
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                ],
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            },
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            local_to_world: LocalToWorld::identity(),
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            translation: Translation::new(0.0, 0.0, 0.0),
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        })
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        // cube
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        .add_archetype(NewMeshEntity {
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            mesh: cube_handle.clone(),
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            material: StandardMaterial {
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                albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
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            },
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            shader_uniforms: ShaderUniforms {
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                uniform_selectors: vec![
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                    uniform_selector::<StandardMaterial>,
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                    uniform_selector::<LocalToWorld>,
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                ],
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            },
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            local_to_world: LocalToWorld::identity(),
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            translation: Translation::new(0.0, 0.0, 1.0),
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        })
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        .add_archetype(NewMeshEntity {
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            mesh: cube_handle.clone(),
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            material: StandardMaterial {
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                albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
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            },
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            shader_uniforms: ShaderUniforms {
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                uniform_selectors: vec![
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                    uniform_selector::<StandardMaterial>,
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                    uniform_selector::<LocalToWorld>,
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                ],
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            },
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            local_to_world: LocalToWorld::identity(),
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            translation: Translation::new(-2.0, 0.0, 1.0),
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        })
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        // light
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        .add_archetype(LightEntity {
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            light: Light {
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                color: wgpu::Color {
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                    r: 0.8,
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                    g: 0.8,
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                    b: 0.5,
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                    a: 1.0,
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                },
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                fov: f32::to_radians(60.0),
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                depth: 0.1..50.0,
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                target_view: None,
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            },
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            local_to_world: LocalToWorld::identity(),
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            translation: Translation::new(4.0, -4.0, 5.0),
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            rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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        })
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        // camera
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        .add_archetype(CameraEntity {
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            camera: Camera::new(CameraType::Projection {
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                fov: std::f32::consts::PI / 4.0,
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                near: 1.0,
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                far: 1000.0,
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                aspect_ratio: 1.0,
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            }),
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            active_camera: ActiveCamera,
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            local_to_world: LocalToWorld(Mat4::look_at_rh(
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                Vec3::new(3.0, 8.0, 5.0),
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                Vec3::new(0.0, 0.0, 0.0),
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                Vec3::new(0.0, 0.0, 1.0),
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            )),
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        });
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    let mut rng = StdRng::from_entropy();
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    for _ in 0..10000 {
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        builder = builder.add_archetype(NewMeshEntity {
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            mesh: cube_handle.clone(),
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            material: StandardMaterial {
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                albedo: math::vec4(
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                    rng.gen_range(0.0, 1.0),
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                    rng.gen_range(0.0, 1.0),
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                    rng.gen_range(0.0, 1.0),
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                    1.0,
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                ),
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            },
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            shader_uniforms: ShaderUniforms {
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                uniform_selectors: vec![
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                    uniform_selector::<StandardMaterial>,
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                    uniform_selector::<LocalToWorld>,
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                ],
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            },
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            local_to_world: LocalToWorld::identity(),
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            translation: Translation::new(
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                rng.gen_range(-50.0, 50.0),
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                rng.gen_range(-50.0, 50.0),
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                0.0,
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            ),
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        })
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    }
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    builder.build();
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}
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