 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{prelude::*, tasks::prelude::*};
 | |
| use rand::random;
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct Velocity(Vec2);
 | |
| 
 | |
| fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
 | |
|     let texture = asset_server.load("branding/icon.png");
 | |
|     for _ in 0..128 {
 | |
|         commands
 | |
|             .spawn_bundle(SpriteBundle {
 | |
|                 texture: texture.clone(),
 | |
|                 transform: Transform::from_scale(Vec3::splat(0.1)),
 | |
|                 ..Default::default()
 | |
|             })
 | |
|             .insert(Velocity(
 | |
|                 20.0 * Vec2::new(random::<f32>() - 0.5, random::<f32>() - 0.5),
 | |
|             ));
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Move sprites according to their velocity
 | |
| fn move_system(pool: Res<ComputeTaskPool>, mut sprites: Query<(&mut Transform, &Velocity)>) {
 | |
|     // Compute the new location of each sprite in parallel on the
 | |
|     // ComputeTaskPool using batches of 32 sprites
 | |
|     //
 | |
|     // This example is only for demonstrative purposes.  Using a
 | |
|     // ParallelIterator for an inexpensive operation like addition on only 128
 | |
|     // elements will not typically be faster than just using a normal Iterator.
 | |
|     // See the ParallelIterator documentation for more information on when
 | |
|     // to use or not use ParallelIterator over a normal Iterator.
 | |
|     sprites.par_for_each_mut(&pool, 32, |(mut transform, velocity)| {
 | |
|         transform.translation += velocity.0.extend(0.0);
 | |
|     });
 | |
| }
 | |
| 
 | |
| // Bounce sprites outside the window
 | |
| fn bounce_system(
 | |
|     pool: Res<ComputeTaskPool>,
 | |
|     windows: Res<Windows>,
 | |
|     mut sprites: Query<(&Transform, &mut Velocity)>,
 | |
| ) {
 | |
|     let window = windows.get_primary().expect("No primary window.");
 | |
|     let width = window.width();
 | |
|     let height = window.height();
 | |
|     let left = width / -2.0;
 | |
|     let right = width / 2.0;
 | |
|     let bottom = height / -2.0;
 | |
|     let top = height / 2.0;
 | |
|     sprites
 | |
|         // Batch size of 32 is chosen to limit the overhead of
 | |
|         // ParallelIterator, since negating a vector is very inexpensive.
 | |
|         .par_for_each_mut(&pool, 32, |(transform, mut v)| {
 | |
|             if !(left < transform.translation.x
 | |
|                 && transform.translation.x < right
 | |
|                 && bottom < transform.translation.y
 | |
|                 && transform.translation.y < top)
 | |
|             {
 | |
|                 // For simplicity, just reverse the velocity; don't use realistic bounces
 | |
|                 v.0 = -v.0;
 | |
|             }
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(spawn_system)
 | |
|         .add_system(move_system)
 | |
|         .add_system(bounce_system)
 | |
|         .run();
 | |
| }
 |