mirror of
https://github.com/bevyengine/bevy.git
synced 2026-06-30 07:45:50 -04:00
f255b8e57a
# Objective - `glam`, `hexasphere` & `rand` have released their latest versions, update Bevy to support them. ## Solution - The above have been updated to their compatible versions. `rand_distr` updated as well to match `rand` v0.10 support. - `rand_chacha` is soft deprecated and no longer used by `rand`, so its usage has been changed to `chacha20` to match `rand` dep tree. - `uuid` is in the process of updating to `getrandom` v0.4, which `rand` v0.10 supports. This PR remains in draft until a new `uuid` release hits crates.io. - `RngCore` is now `Rng`, and `Rng` is now `RngExt`, so this required updating across many files. - `choose_multiple` method is deprecated, changed to `sample`. ## Testing - Chase all compiler errors, since this should not regress any already existing behaviour. - This must pass CI without regressions. ## Additional Notes `getrandom` v0.4 doesn't add anything new for Web WASM support, so the same `wasm_js` feature is used.
126 lines
4.0 KiB
Rust
126 lines
4.0 KiB
Rust
//! Renders a lot of sprites to allow performance testing.
|
|
//! See <https://github.com/bevyengine/bevy/pull/1492>
|
|
//!
|
|
//! This example sets up many sprites in different sizes, rotations, and scales in the world.
|
|
//! It also 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::{
|
|
color::palettes::css::*,
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
prelude::*,
|
|
window::{PresentMode, WindowResolution},
|
|
winit::WinitSettings,
|
|
};
|
|
|
|
use rand::RngExt;
|
|
|
|
const CAMERA_SPEED: f32 = 1000.0;
|
|
|
|
const COLORS: [Color; 3] = [Color::Srgba(BLUE), Color::Srgba(WHITE), Color::Srgba(RED)];
|
|
|
|
#[derive(Resource)]
|
|
struct ColorTint(bool);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.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_plugins((
|
|
LogDiagnosticsPlugin::default(),
|
|
FrameTimeDiagnosticsPlugin::default(),
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
))
|
|
.insert_resource(WinitSettings::continuous())
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(print_sprite_count, 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::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(Camera2d);
|
|
|
|
// 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.random::<f32>());
|
|
let rotation = Quat::from_rotation_z(rng.random::<f32>());
|
|
let scale = Vec3::splat(rng.random::<f32>() * 2.0);
|
|
|
|
sprites.push((
|
|
Sprite {
|
|
image: sprite_handle.clone(),
|
|
custom_size: Some(tile_size),
|
|
color: if color_tint.0 {
|
|
COLORS[rng.random_range(0..3)]
|
|
} else {
|
|
Color::WHITE
|
|
},
|
|
..default()
|
|
},
|
|
Transform {
|
|
translation,
|
|
rotation,
|
|
scale,
|
|
},
|
|
));
|
|
}
|
|
}
|
|
commands.spawn_batch(sprites);
|
|
}
|
|
|
|
// System for rotating and translating the camera
|
|
fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
|
|
camera_transform.rotate_z(time.delta_secs() * 0.5);
|
|
**camera_transform = **camera_transform
|
|
* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
|
|
}
|
|
|
|
#[derive(Deref, DerefMut)]
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
|
|
}
|
|
}
|
|
|
|
// 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());
|
|
}
|
|
}
|