 814f8d1635
			
		
	
	
		814f8d1635
		
	
	
	
	
		
			
			# Objective - Update wgpu to 0.13 - ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now - Also update parking_lot to 0.12 and naga to 0.9 ## Solution - Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax - Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes - fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
		
			
				
	
	
		
			121 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a lot of sprites to allow performance testing.
 | |
| //! See <https://github.com/bevyengine/bevy/pull/1492>
 | |
| //!
 | |
| //! It sets up many sprites in different sizes and rotations, and at different scales in the world,
 | |
| //! and moves the camera over them to see how well frustum culling works.
 | |
| //!
 | |
| //! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
 | |
| //! in multiple batches, reducing performance but useful for testing.
 | |
| 
 | |
| use bevy::{
 | |
|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
 | |
|     math::Quat,
 | |
|     prelude::*,
 | |
|     render::camera::Camera,
 | |
|     window::PresentMode,
 | |
| };
 | |
| 
 | |
| use rand::Rng;
 | |
| 
 | |
| const CAMERA_SPEED: f32 = 1000.0;
 | |
| 
 | |
| const COLORS: [Color; 3] = [Color::BLUE, Color::WHITE, Color::RED];
 | |
| 
 | |
| struct ColorTint(bool);
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(WindowDescriptor {
 | |
|             present_mode: PresentMode::AutoNoVsync,
 | |
|             ..default()
 | |
|         })
 | |
|         .insert_resource(ColorTint(
 | |
|             std::env::args().nth(1).unwrap_or_default() == "--colored",
 | |
|         ))
 | |
|         // Since this is also used as a benchmark, we want it to display performance data.
 | |
|         .add_plugin(LogDiagnosticsPlugin::default())
 | |
|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(print_sprite_count)
 | |
|         .add_system(move_camera.after(print_sprite_count))
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
 | |
|     warn!(include_str!("warning_string.txt"));
 | |
| 
 | |
|     let mut rng = rand::thread_rng();
 | |
| 
 | |
|     let tile_size = Vec2::splat(64.0);
 | |
|     let map_size = Vec2::splat(320.0);
 | |
| 
 | |
|     let half_x = (map_size.x / 2.0) as i32;
 | |
|     let half_y = (map_size.y / 2.0) as i32;
 | |
| 
 | |
|     let sprite_handle = assets.load("branding/icon.png");
 | |
| 
 | |
|     // Spawns the camera
 | |
|     commands
 | |
|         .spawn()
 | |
|         .insert_bundle(Camera2dBundle::default())
 | |
|         .insert(Transform::from_xyz(0.0, 0.0, 1000.0));
 | |
| 
 | |
|     // Builds and spawns the sprites
 | |
|     let mut sprites = vec![];
 | |
|     for y in -half_y..half_y {
 | |
|         for x in -half_x..half_x {
 | |
|             let position = Vec2::new(x as f32, y as f32);
 | |
|             let translation = (position * tile_size).extend(rng.gen::<f32>());
 | |
|             let rotation = Quat::from_rotation_z(rng.gen::<f32>());
 | |
|             let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
 | |
| 
 | |
|             sprites.push(SpriteBundle {
 | |
|                 texture: sprite_handle.clone(),
 | |
|                 transform: Transform {
 | |
|                     translation,
 | |
|                     rotation,
 | |
|                     scale,
 | |
|                 },
 | |
|                 sprite: Sprite {
 | |
|                     custom_size: Some(tile_size),
 | |
|                     color: if color_tint.0 {
 | |
|                         COLORS[rng.gen_range(0..3)]
 | |
|                     } else {
 | |
|                         Color::WHITE
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             });
 | |
|         }
 | |
|     }
 | |
|     commands.spawn_batch(sprites);
 | |
| }
 | |
| 
 | |
| // System for rotating and translating the camera
 | |
| fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
 | |
|     let mut camera_transform = camera_query.single_mut();
 | |
|     camera_transform.rotate_z(time.delta_seconds() * 0.5);
 | |
|     *camera_transform = *camera_transform
 | |
|         * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
 | |
| }
 | |
| 
 | |
| #[derive(Deref, DerefMut)]
 | |
| struct PrintingTimer(Timer);
 | |
| 
 | |
| impl Default for PrintingTimer {
 | |
|     fn default() -> Self {
 | |
|         Self(Timer::from_seconds(1.0, true))
 | |
|     }
 | |
| }
 | |
| 
 | |
| // System for printing the number of sprites on every tick of the timer
 | |
| fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
 | |
|     timer.tick(time.delta());
 | |
| 
 | |
|     if timer.just_finished() {
 | |
|         info!("Sprites: {}", sprites.iter().count(),);
 | |
|     }
 | |
| }
 |