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many_sprites.rs
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many_sprites.rs
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//! 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::{UpdateMode, WinitSettings},
};
use rand::Rng;
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,
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::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::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(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.gen::<f32>());
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
sprites.push((
Sprite {
image: sprite_handle.clone(),
custom_size: Some(tile_size),
color: if color_tint.0 {
COLORS[rng.gen_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());
}
}