mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
86 lines
2.8 KiB
Rust
86 lines
2.8 KiB
Rust
use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::Quat,
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prelude::*,
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render::camera::Camera,
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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/// This example is for performance testing purposes.
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/// See https://github.com/bevyengine/bevy/pull/1492
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fn main() {
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App::new()
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(tick_system.label("Tick"))
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.add_system(move_camera_system.after("Tick"))
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.run()
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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let mut rng = rand::thread_rng();
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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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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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let sprite_handle = assets.load("branding/icon.png");
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// Spawns the camera
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commands
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.spawn()
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.insert_bundle(OrthographicCameraBundle::new_2d())
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.insert(Timer::from_seconds(1.0, true))
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.insert(Transform::from_xyz(0.0, 0.0, 1000.0));
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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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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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..Default::default()
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},
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..Default::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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// System for rotating and translating the camera
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fn move_camera_system(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(Quat::from_rotation_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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// System for printing the number of sprites on every tick of the timer
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fn tick_system(time: Res<Time>, sprites_query: Query<&Sprite>, mut timer_query: Query<&mut Timer>) {
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let mut timer = timer_query.single_mut();
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timer.tick(time.delta());
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if timer.just_finished() {
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info!("Sprites: {}", sprites_query.iter().count(),);
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}
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}
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