bevy/examples/shader/automatic_instancing.rs

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//! Shows that multiple instances of a cube are automatically instanced in one draw call
//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 8.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(0.0, 16.0, 8.0),
));
let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
// This example uses the StandardMaterial but it can work with most custom material too
let material = materials.add(Color::srgb_u8(124, 144, 255));
// spawn 1000 cubes
for x in -5..5 {
for y in -5..5 {
for z in -5..5 {
commands.spawn(PbrBundle {
// For automatic instancing to take effect you need to
// use the same mesh handle and material handle for each instance
mesh: mesh.clone(),
material: material.clone(),
transform: Transform::from_xyz(x as f32, y as f32, z as f32),
..default()
});
}
}
}
}