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https://github.com/bevyengine/bevy
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120d66482e
# Objective - The shader_instancing example can be misleading since it doesn't explain that bevy has built in automatic instancing. ## Solution - Explain that bevy has built in instancing and that this example is for advanced users. - Add a new automatic_instancing example that shows how to use the built in automatic instancing - Rename the shader_instancing example to custom_shader_instancing to highlight that this is a more advanced implementation --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
53 lines
1.6 KiB
Rust
53 lines
1.6 KiB
Rust
//! Shows that multiple instances of a cube are automatically instanced in one draw call
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//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 8.0, 20.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(0.0, 16.0, 8.0),
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..default()
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});
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let mesh = meshes.add(Cuboid::from_size(Vec3::splat(0.5)));
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// This example uses the StandardMaterial but it can work with most custom material too
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let material = materials.add(Color::srgb_u8(124, 144, 255));
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// spawn 1000 cubes
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for x in -5..5 {
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for y in -5..5 {
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for z in -5..5 {
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commands.spawn(PbrBundle {
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// For automatic instancing to take effect you need to
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// use the same mesh handle and material handle for each instance
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mesh: mesh.clone(),
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material: material.clone(),
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transform: Transform::from_xyz(x as f32, y as f32, z as f32),
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..default()
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});
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}
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}
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}
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}
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