mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
85487707ef
This implements the following: * **Sprite Batching**: Collects sprites in a vertex buffer to draw many sprites with a single draw call. Sprites are batched by their `Handle<Image>` within a specific z-level. When possible, sprites are opportunistically batched _across_ z-levels (when no sprites with a different texture exist between two sprites with the same texture on different z levels). With these changes, I can now get ~130,000 sprites at 60fps on the `bevymark_pipelined` example. * **Sprite Color Tints**: The `Sprite` type now has a `color` field. Non-white color tints result in a specialized render pipeline that passes the color in as a vertex attribute. I chose to specialize this because passing vertex colors has a measurable price (without colors I get ~130,000 sprites on bevymark, with colors I get ~100,000 sprites). "Colored" sprites cannot be batched with "uncolored" sprites, but I think this is fine because the chance of a "colored" sprite needing to batch with other "colored" sprites is generally probably way higher than an "uncolored" sprite needing to batch with a "colored" sprite. * **Sprite Flipping**: Sprites can be flipped on their x or y axis using `Sprite::flip_x` and `Sprite::flip_y`. This is also true for `TextureAtlasSprite`. * **Simpler BufferVec/UniformVec/DynamicUniformVec Clearing**: improved the clearing interface by removing the need to know the size of the final buffer at the initial clear. ![image](https://user-images.githubusercontent.com/2694663/140001821-99be0d96-025d-489e-9bfa-ba19c1dc9548.png) Note that this moves sprites away from entity-driven rendering and back to extracted lists. We _could_ use entities here, but it necessitates that an intermediate list is allocated / populated to collect and sort extracted sprites. This redundant copy, combined with the normal overhead of spawning extracted sprite entities, brings bevymark down to ~80,000 sprites at 60fps. I think making sprites a bit more fixed (by default) is worth it. I view this as acceptable because batching makes normal entity-driven rendering pretty useless anyway (and we would want to batch most custom materials too). We can still support custom shaders with custom bindings, we'll just need to define a specific interface for it.
283 lines
8.9 KiB
Rust
283 lines
8.9 KiB
Rust
use bevy::{
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core::{Time, Timer},
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diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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ecs::prelude::*,
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input::Input,
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math::Vec3,
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prelude::{info, App, AssetServer, Handle, MouseButton, Transform},
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render2::{camera::OrthographicCameraBundle, color::Color, texture::Image},
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sprite2::{PipelinedSpriteBundle, Sprite},
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window::WindowDescriptor,
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PipelinedDefaultPlugins,
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};
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use rand::{random, Rng};
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const BIRDS_PER_SECOND: u32 = 10000;
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const _BASE_COLOR: Color = Color::rgb(5.0, 5.0, 5.0);
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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 HALF_BIRD_SIZE: f32 = 256. * BIRD_SCALE * 0.5;
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struct BevyCounter {
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pub count: u128,
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pub color: Color,
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}
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struct Bird {
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velocity: Vec3,
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}
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// struct BirdMaterial(Handle<ColorMaterial>);
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// impl FromWorld for BirdMaterial {
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// fn from_world(world: &mut World) -> Self {
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// let world = world.cell();
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// let mut color_materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
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// let asset_server = world.get_resource_mut::<AssetServer>().unwrap();
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// BirdMaterial(color_materials.add(asset_server.load("branding/icon.png").into()))
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// }
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// }
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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title: "BevyMark".to_string(),
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width: 800.,
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height: 600.,
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vsync: false,
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resizable: true,
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..Default::default()
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})
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.add_plugins(PipelinedDefaultPlugins)
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.add_plugin(FrameTimeDiagnosticsPlugin::default())
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.add_plugin(LogDiagnosticsPlugin::default())
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// .add_plugin(WgpuResourceDiagnosticsPlugin::default())
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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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// .init_resource::<BirdMaterial>()
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.add_startup_system(setup)
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.add_system(mouse_handler)
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.add_system(movement_system)
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.add_system(collision_system)
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.add_system(counter_system)
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.run();
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}
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struct BirdTexture(Handle<Image>);
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fn setup(
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mut commands: Commands,
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window: Res<WindowDescriptor>,
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mut counter: ResMut<BevyCounter>,
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asset_server: Res<AssetServer>,
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) {
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let texture = asset_server.load("branding/icon.png");
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if let Some(initial_count) = std::env::args()
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.nth(1)
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.and_then(|arg| arg.parse::<u128>().ok())
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{
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spawn_birds(
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&mut commands,
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&window,
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&mut counter,
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initial_count,
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texture.clone_weak(),
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);
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}
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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// commands.spawn_bundle(UiCameraBundle::default());
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// commands.spawn_bundle(TextBundle {
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// text: Text {
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// sections: vec![
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// TextSection {
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// value: "Bird Count: ".to_string(),
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// style: TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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// font_size: 40.0,
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// color: Color::rgb(0.0, 1.0, 0.0),
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// },
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// },
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// TextSection {
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// value: "".to_string(),
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// style: TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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// font_size: 40.0,
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// color: Color::rgb(0.0, 1.0, 1.0),
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// },
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// },
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// TextSection {
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// value: "\nAverage FPS: ".to_string(),
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// style: TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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// font_size: 40.0,
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// color: Color::rgb(0.0, 1.0, 0.0),
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// },
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// },
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// TextSection {
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// value: "".to_string(),
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// style: TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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// font_size: 40.0,
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// color: Color::rgb(0.0, 1.0, 1.0),
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// },
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// },
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// ],
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// ..Default::default()
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// },
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// style: Style {
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// position_type: PositionType::Absolute,
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// position: Rect {
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// top: Val::Px(5.0),
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// left: Val::Px(5.0),
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// ..Default::default()
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// },
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// ..Default::default()
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// },
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// ..Default::default()
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// });
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commands.insert_resource(BirdTexture(texture));
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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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_asset_server: Res<AssetServer>,
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time: Res<Time>,
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mouse_button_input: Res<Input<MouseButton>>,
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window: Res<WindowDescriptor>,
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bird_texture: Res<BirdTexture>,
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// mut bird_material: ResMut<BirdMaterial>,
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mut counter: ResMut<BevyCounter>,
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// mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// if mouse_button_input.just_pressed(MouseButton::Left) {
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// let mut rnd = rand::thread_rng();
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// let color = gen_color(&mut rnd);
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// let texture_handle = asset_server.load("branding/icon.png");
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// bird_material.0 = materials.add(ColorMaterial {
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// color: BASE_COLOR * color,
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// texture: Some(texture_handle),
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// });
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// }
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if mouse_button_input.just_released(MouseButton::Left) {
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counter.color = Color::rgb(random(), random(), random());
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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_seconds_f64()) as u128;
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spawn_birds(
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&mut commands,
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&window,
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&mut counter,
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spawn_count,
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bird_texture.0.clone(),
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);
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}
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}
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fn spawn_birds(
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commands: &mut Commands,
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window: &WindowDescriptor,
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counter: &mut BevyCounter,
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spawn_count: u128,
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texture: Handle<Image>,
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) {
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let bird_x = (window.width / -2.) + HALF_BIRD_SIZE;
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let bird_y = (window.height / 2.) - HALF_BIRD_SIZE;
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for count in 0..spawn_count {
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let bird_z = (counter.count + count) as f32 * 0.00001;
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commands
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.spawn_bundle(PipelinedSpriteBundle {
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// material: bird_material.0.clone(),
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texture: texture.clone(),
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transform: Transform {
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translation: Vec3::new(bird_x, bird_y, bird_z),
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scale: Vec3::splat(BIRD_SCALE),
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..Default::default()
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},
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sprite: Sprite {
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color: counter.color,
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..Default::default()
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},
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..Default::default()
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})
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.insert(Bird {
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velocity: Vec3::new(
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rand::random::<f32>() * MAX_VELOCITY - (MAX_VELOCITY * 0.5),
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0.,
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0.,
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),
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});
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}
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counter.count += spawn_count;
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}
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fn movement_system(time: Res<Time>, mut bird_query: Query<(&mut Bird, &mut Transform)>) {
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for (mut bird, mut transform) in bird_query.iter_mut() {
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transform.translation.x += bird.velocity.x * time.delta_seconds();
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transform.translation.y += bird.velocity.y * time.delta_seconds();
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bird.velocity.y += GRAVITY * time.delta_seconds();
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}
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}
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fn collision_system(window: Res<WindowDescriptor>, mut bird_query: Query<(&mut Bird, &Transform)>) {
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let half_width = window.width as f32 * 0.5;
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let half_height = window.height as f32 * 0.5;
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for (mut bird, transform) in bird_query.iter_mut() {
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let x_vel = bird.velocity.x;
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let y_vel = bird.velocity.y;
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let x_pos = transform.translation.x;
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let y_pos = transform.translation.y;
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if (x_vel > 0. && x_pos + HALF_BIRD_SIZE > half_width)
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|| (x_vel <= 0. && x_pos - HALF_BIRD_SIZE < -(half_width))
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{
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bird.velocity.x = -x_vel;
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}
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if y_vel < 0. && y_pos - HALF_BIRD_SIZE < -half_height {
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bird.velocity.y = -y_vel;
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}
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}
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}
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struct CountTimer {
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timer: Timer,
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}
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impl Default for CountTimer {
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fn default() -> Self {
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Self {
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timer: Timer::from_seconds(1.0, true),
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}
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}
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}
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fn counter_system(
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mut timer: Local<CountTimer>,
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_diagnostics: Res<Diagnostics>,
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time: Res<Time>,
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counter: Res<BevyCounter>,
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) {
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if timer.timer.tick(time.delta()).finished() {
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info!("counter: {}", counter.count);
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}
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}
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/// Generate a color modulation
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///
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/// Because there is no `Mul<Color> for Color` instead `[f32; 3]` is
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/// used.
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fn _gen_color(rng: &mut impl Rng) -> [f32; 3] {
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let r = rng.gen_range(0.2..1.0);
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let g = rng.gen_range(0.2..1.0);
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let b = rng.gen_range(0.2..1.0);
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let v = Vec3::new(r, g, b);
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v.normalize().into()
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}
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