bevy/examples/stress_tests/many_sprites.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

131 lines
4.2 KiB
Rust

//! Renders a lot of sprites to allow performance testing.
//! See <https://github.com/bevyengine/bevy/pull/1492>
//!
//! This example sets up many sprites in different sizes, rotations, and scales in the world.
//! It also moves the camera over them to see how well frustum culling works.
//!
//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
//! in multiple batches, reducing performance but useful for testing.
use bevy::{
color::palettes::css::*,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{PresentMode, WindowPlugin, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use rand::Rng;
const CAMERA_SPEED: f32 = 1000.0;
const COLORS: [Color; 3] = [Color::Srgba(BLUE), Color::Srgba(WHITE), Color::Srgba(RED)];
#[derive(Resource)]
struct ColorTint(bool);
fn main() {
App::new()
.insert_resource(ColorTint(
std::env::args().nth(1).unwrap_or_default() == "--colored",
))
// Since this is also used as a benchmark, we want it to display performance data.
.add_plugins((
LogDiagnosticsPlugin::default(),
FrameTimeDiagnosticsPlugin,
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Startup, setup)
.add_systems(
Update,
(print_sprite_count, move_camera.after(print_sprite_count)),
)
.run();
}
fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
warn!(include_str!("warning_string.txt"));
let mut rng = rand::thread_rng();
let tile_size = Vec2::splat(64.0);
let map_size = Vec2::splat(320.0);
let half_x = (map_size.x / 2.0) as i32;
let half_y = (map_size.y / 2.0) as i32;
let sprite_handle = assets.load("branding/icon.png");
// Spawns the camera
commands.spawn(Camera2dBundle::default());
// Builds and spawns the sprites
let mut sprites = vec![];
for y in -half_y..half_y {
for x in -half_x..half_x {
let position = Vec2::new(x as f32, y as f32);
let translation = (position * tile_size).extend(rng.gen::<f32>());
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
sprites.push(SpriteBundle {
texture: sprite_handle.clone(),
transform: Transform {
translation,
rotation,
scale,
},
sprite: Sprite {
custom_size: Some(tile_size),
color: if color_tint.0 {
COLORS[rng.gen_range(0..3)]
} else {
Color::WHITE
},
..default()
},
..default()
});
}
}
commands.spawn_batch(sprites);
}
// System for rotating and translating the camera
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
let mut camera_transform = camera_query.single_mut();
camera_transform.rotate_z(time.delta_seconds() * 0.5);
*camera_transform = *camera_transform
* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
}
#[derive(Deref, DerefMut)]
struct PrintingTimer(Timer);
impl Default for PrintingTimer {
fn default() -> Self {
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
}
}
// System for printing the number of sprites on every tick of the timer
fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
timer.tick(time.delta());
if timer.just_finished() {
info!("Sprites: {}", sprites.iter().count());
}
}