mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 06:00:20 +00:00
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.
|
|
//!
|
|
//! Usage: spawn more entities by clicking on the screen.
|
|
|
|
use std::str::FromStr;
|
|
|
|
use argh::FromArgs;
|
|
use bevy::{
|
|
color::palettes::basic::*,
|
|
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
prelude::*,
|
|
render::{
|
|
render_asset::RenderAssetUsages,
|
|
render_resource::{Extent3d, TextureDimension, TextureFormat},
|
|
},
|
|
sprite::AlphaMode2d,
|
|
utils::Duration,
|
|
window::{PresentMode, WindowResolution},
|
|
winit::{UpdateMode, WinitSettings},
|
|
};
|
|
use rand::{seq::SliceRandom, Rng, SeedableRng};
|
|
use rand_chacha::ChaCha8Rng;
|
|
|
|
const BIRDS_PER_SECOND: u32 = 10000;
|
|
const GRAVITY: f32 = -9.8 * 100.0;
|
|
const MAX_VELOCITY: f32 = 750.;
|
|
const BIRD_SCALE: f32 = 0.15;
|
|
const BIRD_TEXTURE_SIZE: usize = 256;
|
|
const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
|
|
|
|
#[derive(Resource)]
|
|
struct BevyCounter {
|
|
pub count: usize,
|
|
pub color: Color,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Bird {
|
|
velocity: Vec3,
|
|
}
|
|
|
|
#[derive(FromArgs, Resource)]
|
|
/// `bevymark` sprite / 2D mesh stress test
|
|
struct Args {
|
|
/// whether to use sprite or mesh2d
|
|
#[argh(option, default = "Mode::Sprite")]
|
|
mode: Mode,
|
|
|
|
/// whether to step animations by a fixed amount such that each frame is the same across runs.
|
|
/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
|
|
/// load.
|
|
#[argh(switch)]
|
|
benchmark: bool,
|
|
|
|
/// how many birds to spawn per wave.
|
|
#[argh(option, default = "0")]
|
|
per_wave: usize,
|
|
|
|
/// the number of waves to spawn.
|
|
#[argh(option, default = "0")]
|
|
waves: usize,
|
|
|
|
/// whether to vary the material data in each instance.
|
|
#[argh(switch)]
|
|
vary_per_instance: bool,
|
|
|
|
/// the number of different textures from which to randomly select the material color. 0 means no textures.
|
|
#[argh(option, default = "1")]
|
|
material_texture_count: usize,
|
|
|
|
/// generate z values in increasing order rather than randomly
|
|
#[argh(switch)]
|
|
ordered_z: bool,
|
|
|
|
/// the alpha mode used to spawn the sprites
|
|
#[argh(option, default = "AlphaMode::Blend")]
|
|
alpha_mode: AlphaMode,
|
|
}
|
|
|
|
#[derive(Default, Clone)]
|
|
enum Mode {
|
|
#[default]
|
|
Sprite,
|
|
Mesh2d,
|
|
}
|
|
|
|
impl FromStr for Mode {
|
|
type Err = String;
|
|
|
|
fn from_str(s: &str) -> Result<Self, Self::Err> {
|
|
match s {
|
|
"sprite" => Ok(Self::Sprite),
|
|
"mesh2d" => Ok(Self::Mesh2d),
|
|
_ => Err(format!(
|
|
"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
|
|
)),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Default, Clone)]
|
|
enum AlphaMode {
|
|
Opaque,
|
|
#[default]
|
|
Blend,
|
|
AlphaMask,
|
|
}
|
|
|
|
impl FromStr for AlphaMode {
|
|
type Err = String;
|
|
|
|
fn from_str(s: &str) -> Result<Self, Self::Err> {
|
|
match s {
|
|
"opaque" => Ok(Self::Opaque),
|
|
"blend" => Ok(Self::Blend),
|
|
"alpha_mask" => Ok(Self::AlphaMask),
|
|
_ => Err(format!(
|
|
"Unknown alpha mode: '{s}', valid modes: 'opaque', 'blend', 'alpha_mask'"
|
|
)),
|
|
}
|
|
}
|
|
}
|
|
|
|
const FIXED_TIMESTEP: f32 = 0.2;
|
|
|
|
fn main() {
|
|
// `from_env` panics on the web
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
let args: Args = argh::from_env();
|
|
#[cfg(target_arch = "wasm32")]
|
|
let args = Args::from_args(&[], &[]).unwrap();
|
|
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "BevyMark".into(),
|
|
resolution: WindowResolution::new(1920.0, 1080.0)
|
|
.with_scale_factor_override(1.0),
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
FrameTimeDiagnosticsPlugin,
|
|
LogDiagnosticsPlugin::default(),
|
|
))
|
|
.insert_resource(WinitSettings {
|
|
focused_mode: UpdateMode::Continuous,
|
|
unfocused_mode: UpdateMode::Continuous,
|
|
})
|
|
.insert_resource(args)
|
|
.insert_resource(BevyCounter {
|
|
count: 0,
|
|
color: Color::WHITE,
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(FixedUpdate, scheduled_spawner)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
mouse_handler,
|
|
movement_system,
|
|
collision_system,
|
|
counter_system,
|
|
),
|
|
)
|
|
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
|
|
FIXED_TIMESTEP,
|
|
)))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct BirdScheduled {
|
|
waves: usize,
|
|
per_wave: usize,
|
|
}
|
|
|
|
fn scheduled_spawner(
|
|
mut commands: Commands,
|
|
args: Res<Args>,
|
|
window: Single<&Window>,
|
|
mut scheduled: ResMut<BirdScheduled>,
|
|
mut counter: ResMut<BevyCounter>,
|
|
bird_resources: ResMut<BirdResources>,
|
|
) {
|
|
if scheduled.waves > 0 {
|
|
let bird_resources = bird_resources.into_inner();
|
|
spawn_birds(
|
|
&mut commands,
|
|
args.into_inner(),
|
|
&window.resolution,
|
|
&mut counter,
|
|
scheduled.per_wave,
|
|
bird_resources,
|
|
None,
|
|
scheduled.waves - 1,
|
|
);
|
|
|
|
scheduled.waves -= 1;
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct BirdResources {
|
|
textures: Vec<Handle<Image>>,
|
|
materials: Vec<Handle<ColorMaterial>>,
|
|
quad: Handle<Mesh>,
|
|
color_rng: ChaCha8Rng,
|
|
material_rng: ChaCha8Rng,
|
|
velocity_rng: ChaCha8Rng,
|
|
transform_rng: ChaCha8Rng,
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct StatsText;
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn setup(
|
|
mut commands: Commands,
|
|
args: Res<Args>,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
material_assets: ResMut<Assets<ColorMaterial>>,
|
|
images: ResMut<Assets<Image>>,
|
|
window: Single<&Window>,
|
|
counter: ResMut<BevyCounter>,
|
|
) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
let args = args.into_inner();
|
|
let images = images.into_inner();
|
|
|
|
let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
|
|
if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
|
|
textures.push(asset_server.load("branding/icon.png"));
|
|
}
|
|
init_textures(&mut textures, args, images);
|
|
|
|
let material_assets = material_assets.into_inner();
|
|
let materials = init_materials(args, &textures, material_assets);
|
|
|
|
let mut bird_resources = BirdResources {
|
|
textures,
|
|
materials,
|
|
quad: meshes.add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32))),
|
|
// 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.
|
|
color_rng: ChaCha8Rng::seed_from_u64(42),
|
|
material_rng: ChaCha8Rng::seed_from_u64(42),
|
|
velocity_rng: ChaCha8Rng::seed_from_u64(42),
|
|
transform_rng: ChaCha8Rng::seed_from_u64(42),
|
|
};
|
|
|
|
let font = TextFont {
|
|
font_size: 40.0,
|
|
..Default::default()
|
|
};
|
|
|
|
commands.spawn(Camera2d);
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
padding: UiRect::all(Val::Px(5.0)),
|
|
..default()
|
|
},
|
|
BackgroundColor(Color::BLACK.with_alpha(0.75)),
|
|
GlobalZIndex(i32::MAX),
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn((Text::default(), StatsText)).with_children(|p| {
|
|
p.spawn((
|
|
TextSpan::new("Bird Count: "),
|
|
font.clone(),
|
|
TextColor(LIME.into()),
|
|
));
|
|
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
|
|
p.spawn((
|
|
TextSpan::new("\nFPS (raw): "),
|
|
font.clone(),
|
|
TextColor(LIME.into()),
|
|
));
|
|
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
|
|
p.spawn((
|
|
TextSpan::new("\nFPS (SMA): "),
|
|
font.clone(),
|
|
TextColor(LIME.into()),
|
|
));
|
|
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
|
|
p.spawn((
|
|
TextSpan::new("\nFPS (EMA): "),
|
|
font.clone(),
|
|
TextColor(LIME.into()),
|
|
));
|
|
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
|
|
});
|
|
});
|
|
|
|
let mut scheduled = BirdScheduled {
|
|
per_wave: args.per_wave,
|
|
waves: args.waves,
|
|
};
|
|
|
|
if args.benchmark {
|
|
let counter = counter.into_inner();
|
|
for wave in (0..scheduled.waves).rev() {
|
|
spawn_birds(
|
|
&mut commands,
|
|
args,
|
|
&window.resolution,
|
|
counter,
|
|
scheduled.per_wave,
|
|
&mut bird_resources,
|
|
Some(wave),
|
|
wave,
|
|
);
|
|
}
|
|
scheduled.waves = 0;
|
|
}
|
|
commands.insert_resource(bird_resources);
|
|
commands.insert_resource(scheduled);
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn mouse_handler(
|
|
mut commands: Commands,
|
|
args: Res<Args>,
|
|
time: Res<Time>,
|
|
mouse_button_input: Res<ButtonInput<MouseButton>>,
|
|
window: Single<&Window>,
|
|
bird_resources: ResMut<BirdResources>,
|
|
mut counter: ResMut<BevyCounter>,
|
|
mut rng: Local<Option<ChaCha8Rng>>,
|
|
mut wave: Local<usize>,
|
|
) {
|
|
if rng.is_none() {
|
|
// 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.
|
|
*rng = Some(ChaCha8Rng::seed_from_u64(42));
|
|
}
|
|
let rng = rng.as_mut().unwrap();
|
|
|
|
if mouse_button_input.just_released(MouseButton::Left) {
|
|
counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
|
|
}
|
|
|
|
if mouse_button_input.pressed(MouseButton::Left) {
|
|
let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
|
|
spawn_birds(
|
|
&mut commands,
|
|
args.into_inner(),
|
|
&window.resolution,
|
|
&mut counter,
|
|
spawn_count,
|
|
bird_resources.into_inner(),
|
|
None,
|
|
*wave,
|
|
);
|
|
*wave += 1;
|
|
}
|
|
}
|
|
|
|
fn bird_velocity_transform(
|
|
half_extents: Vec2,
|
|
mut translation: Vec3,
|
|
velocity_rng: &mut ChaCha8Rng,
|
|
waves: Option<usize>,
|
|
dt: f32,
|
|
) -> (Transform, Vec3) {
|
|
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
|
|
|
|
if let Some(waves) = waves {
|
|
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
|
|
// and with dt-spaced frames of simulation
|
|
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
|
|
step_movement(&mut translation, &mut velocity, dt);
|
|
handle_collision(half_extents, &translation, &mut velocity);
|
|
}
|
|
}
|
|
(
|
|
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
|
|
velocity,
|
|
)
|
|
}
|
|
|
|
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn spawn_birds(
|
|
commands: &mut Commands,
|
|
args: &Args,
|
|
primary_window_resolution: &WindowResolution,
|
|
counter: &mut BevyCounter,
|
|
spawn_count: usize,
|
|
bird_resources: &mut BirdResources,
|
|
waves_to_simulate: Option<usize>,
|
|
wave: usize,
|
|
) {
|
|
let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
|
|
let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
|
|
|
|
let half_extents = 0.5 * primary_window_resolution.size();
|
|
|
|
let color = counter.color;
|
|
let current_count = counter.count;
|
|
|
|
match args.mode {
|
|
Mode::Sprite => {
|
|
let batch = (0..spawn_count)
|
|
.map(|count| {
|
|
let bird_z = if args.ordered_z {
|
|
(current_count + count) as f32 * 0.00001
|
|
} else {
|
|
bird_resources.transform_rng.gen::<f32>()
|
|
};
|
|
|
|
let (transform, velocity) = bird_velocity_transform(
|
|
half_extents,
|
|
Vec3::new(bird_x, bird_y, bird_z),
|
|
&mut bird_resources.velocity_rng,
|
|
waves_to_simulate,
|
|
FIXED_DELTA_TIME,
|
|
);
|
|
|
|
let color = if args.vary_per_instance {
|
|
Color::linear_rgb(
|
|
bird_resources.color_rng.gen(),
|
|
bird_resources.color_rng.gen(),
|
|
bird_resources.color_rng.gen(),
|
|
)
|
|
} else {
|
|
color
|
|
};
|
|
(
|
|
Sprite {
|
|
image: bird_resources
|
|
.textures
|
|
.choose(&mut bird_resources.material_rng)
|
|
.unwrap()
|
|
.clone(),
|
|
color,
|
|
..default()
|
|
},
|
|
transform,
|
|
Bird { velocity },
|
|
)
|
|
})
|
|
.collect::<Vec<_>>();
|
|
commands.spawn_batch(batch);
|
|
}
|
|
Mode::Mesh2d => {
|
|
let batch = (0..spawn_count)
|
|
.map(|count| {
|
|
let bird_z = if args.ordered_z {
|
|
(current_count + count) as f32 * 0.00001
|
|
} else {
|
|
bird_resources.transform_rng.gen::<f32>()
|
|
};
|
|
|
|
let (transform, velocity) = bird_velocity_transform(
|
|
half_extents,
|
|
Vec3::new(bird_x, bird_y, bird_z),
|
|
&mut bird_resources.velocity_rng,
|
|
waves_to_simulate,
|
|
FIXED_DELTA_TIME,
|
|
);
|
|
|
|
let material =
|
|
if args.vary_per_instance || args.material_texture_count > args.waves {
|
|
bird_resources
|
|
.materials
|
|
.choose(&mut bird_resources.material_rng)
|
|
.unwrap()
|
|
.clone()
|
|
} else {
|
|
bird_resources.materials[wave % bird_resources.materials.len()].clone()
|
|
};
|
|
(
|
|
Mesh2d(bird_resources.quad.clone()),
|
|
MeshMaterial2d(material),
|
|
transform,
|
|
Bird { velocity },
|
|
)
|
|
})
|
|
.collect::<Vec<_>>();
|
|
commands.spawn_batch(batch);
|
|
}
|
|
}
|
|
|
|
counter.count += spawn_count;
|
|
counter.color = Color::linear_rgb(
|
|
bird_resources.color_rng.gen(),
|
|
bird_resources.color_rng.gen(),
|
|
bird_resources.color_rng.gen(),
|
|
);
|
|
}
|
|
|
|
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
|
|
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
|
|
}
|