mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
629 lines
19 KiB
Rust
629 lines
19 KiB
Rust
//! This example provides a 2D benchmark.
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//!
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//! Usage: spawn more entities by clicking on the screen.
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use std::str::FromStr;
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use argh::FromArgs;
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use bevy::{
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color::palettes::basic::*,
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diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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},
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sprite::AlphaMode2d,
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utils::Duration,
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{seq::SliceRandom, Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const BIRDS_PER_SECOND: u32 = 10000;
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const GRAVITY: f32 = -9.8 * 100.0;
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const MAX_VELOCITY: f32 = 750.;
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const BIRD_SCALE: f32 = 0.15;
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const BIRD_TEXTURE_SIZE: usize = 256;
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const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
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#[derive(Resource)]
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struct BevyCounter {
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pub count: usize,
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pub color: Color,
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}
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#[derive(Component)]
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struct Bird {
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velocity: Vec3,
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}
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#[derive(FromArgs, Resource)]
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/// `bevymark` sprite / 2D mesh stress test
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struct Args {
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/// whether to use sprite or mesh2d
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#[argh(option, default = "Mode::Sprite")]
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mode: Mode,
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/// whether to step animations by a fixed amount such that each frame is the same across runs.
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/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
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/// load.
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#[argh(switch)]
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benchmark: bool,
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/// how many birds to spawn per wave.
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#[argh(option, default = "0")]
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per_wave: usize,
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/// the number of waves to spawn.
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#[argh(option, default = "0")]
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waves: usize,
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/// whether to vary the material data in each instance.
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#[argh(switch)]
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vary_per_instance: bool,
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/// the number of different textures from which to randomly select the material color. 0 means no textures.
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#[argh(option, default = "1")]
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material_texture_count: usize,
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/// generate z values in increasing order rather than randomly
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#[argh(switch)]
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ordered_z: bool,
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/// the alpha mode used to spawn the sprites
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#[argh(option, default = "AlphaMode::Blend")]
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alpha_mode: AlphaMode,
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}
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#[derive(Default, Clone)]
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enum Mode {
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#[default]
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Sprite,
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Mesh2d,
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}
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impl FromStr for Mode {
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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match s {
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"sprite" => Ok(Self::Sprite),
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"mesh2d" => Ok(Self::Mesh2d),
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_ => Err(format!(
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"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
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)),
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}
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}
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}
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#[derive(Default, Clone)]
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enum AlphaMode {
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Opaque,
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#[default]
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Blend,
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AlphaMask,
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}
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impl FromStr for AlphaMode {
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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match s {
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"opaque" => Ok(Self::Opaque),
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"blend" => Ok(Self::Blend),
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"alpha_mask" => Ok(Self::AlphaMask),
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_ => Err(format!(
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"Unknown alpha mode: '{s}', valid modes: 'opaque', 'blend', 'alpha_mask'"
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)),
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}
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}
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}
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const FIXED_TIMESTEP: f32 = 0.2;
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fn main() {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "BevyMark".into(),
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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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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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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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.insert_resource(args)
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.insert_resource(BevyCounter {
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count: 0,
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color: Color::WHITE,
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})
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.add_systems(Startup, setup)
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.add_systems(FixedUpdate, scheduled_spawner)
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.add_systems(
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Update,
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(
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mouse_handler,
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movement_system,
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collision_system,
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counter_system,
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),
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)
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.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
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FIXED_TIMESTEP,
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)))
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.run();
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}
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#[derive(Resource)]
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struct BirdScheduled {
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waves: usize,
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per_wave: usize,
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}
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fn scheduled_spawner(
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mut commands: Commands,
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args: Res<Args>,
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window: Single<&Window>,
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mut scheduled: ResMut<BirdScheduled>,
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mut counter: ResMut<BevyCounter>,
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bird_resources: ResMut<BirdResources>,
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) {
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if scheduled.waves > 0 {
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let bird_resources = bird_resources.into_inner();
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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scheduled.per_wave,
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bird_resources,
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None,
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scheduled.waves - 1,
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);
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scheduled.waves -= 1;
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}
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}
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#[derive(Resource)]
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struct BirdResources {
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textures: Vec<Handle<Image>>,
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materials: Vec<Handle<ColorMaterial>>,
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quad: Handle<Mesh>,
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color_rng: ChaCha8Rng,
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material_rng: ChaCha8Rng,
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velocity_rng: ChaCha8Rng,
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transform_rng: ChaCha8Rng,
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}
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#[derive(Component)]
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struct StatsText;
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#[allow(clippy::too_many_arguments)]
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fn setup(
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mut commands: Commands,
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args: Res<Args>,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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material_assets: ResMut<Assets<ColorMaterial>>,
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images: ResMut<Assets<Image>>,
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window: Single<&Window>,
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counter: ResMut<BevyCounter>,
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) {
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warn!(include_str!("warning_string.txt"));
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let args = args.into_inner();
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let images = images.into_inner();
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let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
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if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
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textures.push(asset_server.load("branding/icon.png"));
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}
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init_textures(&mut textures, args, images);
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let material_assets = material_assets.into_inner();
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let materials = init_materials(args, &textures, material_assets);
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let mut bird_resources = BirdResources {
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textures,
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materials,
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quad: meshes.add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32))),
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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color_rng: ChaCha8Rng::seed_from_u64(42),
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material_rng: ChaCha8Rng::seed_from_u64(42),
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velocity_rng: ChaCha8Rng::seed_from_u64(42),
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transform_rng: ChaCha8Rng::seed_from_u64(42),
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};
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let font = TextFont {
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font_size: 40.0,
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..Default::default()
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};
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commands.spawn(Camera2d);
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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BackgroundColor(Color::BLACK.with_alpha(0.75)),
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GlobalZIndex(i32::MAX),
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))
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.with_children(|p| {
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p.spawn((Text::default(), StatsText)).with_children(|p| {
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p.spawn((
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TextSpan::new("Bird Count: "),
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font.clone(),
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TextColor(LIME.into()),
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));
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p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
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p.spawn((
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TextSpan::new("\nFPS (raw): "),
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font.clone(),
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TextColor(LIME.into()),
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));
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p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
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p.spawn((
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TextSpan::new("\nFPS (SMA): "),
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font.clone(),
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TextColor(LIME.into()),
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));
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p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
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p.spawn((
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TextSpan::new("\nFPS (EMA): "),
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font.clone(),
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TextColor(LIME.into()),
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));
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p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
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});
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});
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let mut scheduled = BirdScheduled {
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per_wave: args.per_wave,
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waves: args.waves,
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};
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if args.benchmark {
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let counter = counter.into_inner();
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for wave in (0..scheduled.waves).rev() {
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spawn_birds(
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&mut commands,
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args,
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&window.resolution,
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counter,
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scheduled.per_wave,
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&mut bird_resources,
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Some(wave),
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wave,
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);
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}
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scheduled.waves = 0;
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}
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commands.insert_resource(bird_resources);
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commands.insert_resource(scheduled);
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}
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#[allow(clippy::too_many_arguments)]
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fn mouse_handler(
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mut commands: Commands,
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args: Res<Args>,
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time: Res<Time>,
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mouse_button_input: Res<ButtonInput<MouseButton>>,
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window: Single<&Window>,
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bird_resources: ResMut<BirdResources>,
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mut counter: ResMut<BevyCounter>,
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mut rng: Local<Option<ChaCha8Rng>>,
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mut wave: Local<usize>,
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) {
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if rng.is_none() {
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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*rng = Some(ChaCha8Rng::seed_from_u64(42));
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}
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let rng = rng.as_mut().unwrap();
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if mouse_button_input.just_released(MouseButton::Left) {
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counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
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}
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if mouse_button_input.pressed(MouseButton::Left) {
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let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
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spawn_birds(
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&mut commands,
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args.into_inner(),
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&window.resolution,
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&mut counter,
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spawn_count,
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bird_resources.into_inner(),
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None,
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*wave,
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);
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*wave += 1;
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}
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}
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fn bird_velocity_transform(
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half_extents: Vec2,
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mut translation: Vec3,
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velocity_rng: &mut ChaCha8Rng,
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waves: Option<usize>,
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dt: f32,
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) -> (Transform, Vec3) {
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let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
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if let Some(waves) = waves {
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// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
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// and with dt-spaced frames of simulation
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for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
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step_movement(&mut translation, &mut velocity, dt);
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handle_collision(half_extents, &translation, &mut velocity);
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}
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}
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(
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Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
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velocity,
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)
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}
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const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
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#[allow(clippy::too_many_arguments)]
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fn spawn_birds(
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commands: &mut Commands,
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args: &Args,
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primary_window_resolution: &WindowResolution,
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counter: &mut BevyCounter,
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spawn_count: usize,
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bird_resources: &mut BirdResources,
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waves_to_simulate: Option<usize>,
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wave: usize,
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) {
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let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
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let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
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let half_extents = 0.5 * primary_window_resolution.size();
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let color = counter.color;
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let current_count = counter.count;
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match args.mode {
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Mode::Sprite => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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let color = if args.vary_per_instance {
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Color::linear_rgb(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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)
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} else {
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color
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};
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(
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Sprite {
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image: bird_resources
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.textures
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone(),
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color,
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..default()
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},
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transform,
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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Mode::Mesh2d => {
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let batch = (0..spawn_count)
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.map(|count| {
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let bird_z = if args.ordered_z {
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(current_count + count) as f32 * 0.00001
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} else {
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bird_resources.transform_rng.gen::<f32>()
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};
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|
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let (transform, velocity) = bird_velocity_transform(
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half_extents,
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Vec3::new(bird_x, bird_y, bird_z),
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&mut bird_resources.velocity_rng,
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waves_to_simulate,
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FIXED_DELTA_TIME,
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);
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|
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let material =
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if args.vary_per_instance || args.material_texture_count > args.waves {
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bird_resources
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.materials
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.choose(&mut bird_resources.material_rng)
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.unwrap()
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.clone()
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} else {
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bird_resources.materials[wave % bird_resources.materials.len()].clone()
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};
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(
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Mesh2d(bird_resources.quad.clone()),
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MeshMaterial2d(material),
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transform,
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Bird { velocity },
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)
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})
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.collect::<Vec<_>>();
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commands.spawn_batch(batch);
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}
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}
|
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|
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counter.count += spawn_count;
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counter.color = Color::linear_rgb(
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bird_resources.color_rng.gen(),
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bird_resources.color_rng.gen(),
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|
bird_resources.color_rng.gen(),
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);
|
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}
|
|
|
|
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
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|
translation.x += velocity.x * dt;
|
|
translation.y += velocity.y * dt;
|
|
velocity.y += GRAVITY * dt;
|
|
}
|
|
|
|
fn movement_system(
|
|
args: Res<Args>,
|
|
time: Res<Time>,
|
|
mut bird_query: Query<(&mut Bird, &mut Transform)>,
|
|
) {
|
|
let dt = if args.benchmark {
|
|
FIXED_DELTA_TIME
|
|
} else {
|
|
time.delta_secs()
|
|
};
|
|
for (mut bird, mut transform) in &mut bird_query {
|
|
step_movement(&mut transform.translation, &mut bird.velocity, dt);
|
|
}
|
|
}
|
|
|
|
fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
|
|
if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
|
|
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
|
|
{
|
|
velocity.x = -velocity.x;
|
|
}
|
|
let velocity_y = velocity.y;
|
|
if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
|
|
velocity.y = -velocity_y;
|
|
}
|
|
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
|
|
velocity.y = 0.0;
|
|
}
|
|
}
|
|
fn collision_system(window: Single<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
|
|
let half_extents = 0.5 * window.size();
|
|
|
|
for (mut bird, transform) in &mut bird_query {
|
|
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
|
|
}
|
|
}
|
|
|
|
fn counter_system(
|
|
diagnostics: Res<DiagnosticsStore>,
|
|
counter: Res<BevyCounter>,
|
|
query: Single<Entity, With<StatsText>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
let text = *query;
|
|
|
|
if counter.is_changed() {
|
|
*writer.text(text, 2) = counter.count.to_string();
|
|
}
|
|
|
|
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
|
|
if let Some(raw) = fps.value() {
|
|
*writer.text(text, 4) = format!("{raw:.2}");
|
|
}
|
|
if let Some(sma) = fps.average() {
|
|
*writer.text(text, 6) = format!("{sma:.2}");
|
|
}
|
|
if let Some(ema) = fps.smoothed() {
|
|
*writer.text(text, 8) = format!("{ema:.2}");
|
|
}
|
|
};
|
|
}
|
|
|
|
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
|
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
|
|
while textures.len() < args.material_texture_count {
|
|
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
|
|
textures.push(images.add(Image::new_fill(
|
|
Extent3d {
|
|
width: BIRD_TEXTURE_SIZE as u32,
|
|
height: BIRD_TEXTURE_SIZE as u32,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
&pixel,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
RenderAssetUsages::RENDER_WORLD,
|
|
)));
|
|
}
|
|
}
|
|
|
|
fn init_materials(
|
|
args: &Args,
|
|
textures: &[Handle<Image>],
|
|
assets: &mut Assets<ColorMaterial>,
|
|
) -> Vec<Handle<ColorMaterial>> {
|
|
let capacity = if args.vary_per_instance {
|
|
args.per_wave * args.waves
|
|
} else {
|
|
args.material_texture_count.max(args.waves)
|
|
}
|
|
.max(1);
|
|
|
|
let alpha_mode = match args.alpha_mode {
|
|
AlphaMode::Opaque => AlphaMode2d::Opaque,
|
|
AlphaMode::Blend => AlphaMode2d::Blend,
|
|
AlphaMode::AlphaMask => AlphaMode2d::Mask(0.5),
|
|
};
|
|
|
|
let mut materials = Vec::with_capacity(capacity);
|
|
materials.push(assets.add(ColorMaterial {
|
|
color: Color::WHITE,
|
|
texture: textures.first().cloned(),
|
|
alpha_mode,
|
|
}));
|
|
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
|
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
|
|
let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
|
|
materials.extend(
|
|
std::iter::repeat_with(|| {
|
|
assets.add(ColorMaterial {
|
|
color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
|
|
texture: textures.choose(&mut texture_rng).cloned(),
|
|
alpha_mode,
|
|
})
|
|
})
|
|
.take(capacity - materials.len()),
|
|
);
|
|
|
|
materials
|
|
}
|