124 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			124 lines
		
	
	
		
			3.9 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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//! This example sets up many sprites in different sizes, rotations, and scales in the world.
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//! It also moves the camera over them to see how well frustum culling works.
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//!
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//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
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//! in multiple batches, reducing performance but useful for testing.
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use bevy::{
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    window::{PresentMode, WindowPlugin},
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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const COLORS: [Color; 3] = [Color::BLUE, Color::WHITE, Color::RED];
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#[derive(Resource)]
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struct ColorTint(bool);
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fn main() {
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    App::new()
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        .insert_resource(ColorTint(
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            std::env::args().nth(1).unwrap_or_default() == "--colored",
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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_plugins((
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            LogDiagnosticsPlugin::default(),
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            FrameTimeDiagnosticsPlugin,
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            DefaultPlugins.set(WindowPlugin {
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                primary_window: Some(Window {
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                    present_mode: PresentMode::AutoNoVsync,
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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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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (print_sprite_count, move_camera.after(print_sprite_count)),
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        )
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        .run();
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
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    warn!(include_str!("warning_string.txt"));
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    let mut rng = rand::thread_rng();
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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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    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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    let sprite_handle = assets.load("branding/icon.png");
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    // Spawns the camera
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    commands.spawn(Camera2dBundle::default());
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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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            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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                    color: if color_tint.0 {
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                        COLORS[rng.gen_range(0..3)]
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                    } else {
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                        Color::WHITE
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                    },
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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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// 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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#[derive(Deref, DerefMut)]
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struct PrintingTimer(Timer);
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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, TimerMode::Repeating))
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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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    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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