 de004da8d5
			
		
	
	
		de004da8d5
		
			
		
	
	
	
	
		
			
			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			131 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			4.2 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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| //! 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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| 
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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, WindowResolution},
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|     winit::{UpdateMode, WinitSettings},
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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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| const COLORS: [LegacyColor; 3] = [LegacyColor::BLUE, LegacyColor::WHITE, LegacyColor::RED];
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| 
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| #[derive(Resource)]
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| struct ColorTint(bool);
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| 
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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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|                     resolution: WindowResolution::new(1920.0, 1080.0)
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|                         .with_scale_factor_override(1.0),
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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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|         .insert_resource(WinitSettings {
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|             focused_mode: UpdateMode::Continuous,
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|             unfocused_mode: UpdateMode::Continuous,
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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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| 
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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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| 
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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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| 
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|     commands.spawn(Camera2dBundle::default());
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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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|                     color: if color_tint.0 {
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|                         COLORS[rng.gen_range(0..3)]
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|                     } else {
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|                         LegacyColor::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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| 
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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, TimerMode::Repeating))
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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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