docs/bevy/examples/stress_tests/many_sprites.rs 4 K · 125 lines · raw · history

1 //! Renders a lot of sprites to allow performance testing.
2 //! See <https://github.com/bevyengine/bevy/pull/1492>
3 //!
4 //! This example sets up many sprites in different sizes, rotations, and scales in the world.
5 //! It also moves the camera over them to see how well frustum culling works.
6 //!
7 //! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
8 //! in multiple batches, reducing performance but useful for testing.
9
10 use bevy::{
11 color::palettes::css::*,
12 diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
13 prelude::*,
14 window::{PresentMode, WindowResolution},
15 winit::WinitSettings,
16 };
17
18 use rand::RngExt;
19
20 const CAMERA_SPEED: f32 = 1000.0;
21
22 const COLORS: [Color; 3] = [Color::Srgba(BLUE), Color::Srgba(WHITE), Color::Srgba(RED)];
23
24 #[derive(Resource)]
25 struct ColorTint(bool);
26
27 fn main() {
28 App::new()
29 .insert_resource(ColorTint(
30 std::env::args().nth(1).unwrap_or_default() == "--colored",
31 ))
32 // Since this is also used as a benchmark, we want it to display performance data.
33 .add_plugins((
34 LogDiagnosticsPlugin::default(),
35 FrameTimeDiagnosticsPlugin::default(),
36 DefaultPlugins.set(WindowPlugin {
37 primary_window: Some(Window {
38 present_mode: PresentMode::AutoNoVsync,
39 resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
40 ..default()
41 }),
42 ..default()
43 }),
44 ))
45 .insert_resource(WinitSettings::continuous())
46 .add_systems(Startup, setup)
47 .add_systems(
48 Update,
49 (print_sprite_count, move_camera.after(print_sprite_count)),
50 )
51 .run();
52 }
53
54 fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
55 warn!(include_str!("warning_string.txt"));
56
57 let mut rng = rand::rng();
58
59 let tile_size = Vec2::splat(64.0);
60 let map_size = Vec2::splat(320.0);
61
62 let half_x = (map_size.x / 2.0) as i32;
63 let half_y = (map_size.y / 2.0) as i32;
64
65 let sprite_handle = assets.load("branding/icon.png");
66
67 // Spawns the camera
68
69 commands.spawn(Camera2d);
70
71 // Builds and spawns the sprites
72 let mut sprites = vec![];
73 for y in -half_y..half_y {
74 for x in -half_x..half_x {
75 let position = Vec2::new(x as f32, y as f32);
76 let translation = (position * tile_size).extend(rng.random::<f32>());
77 let rotation = Quat::from_rotation_z(rng.random::<f32>());
78 let scale = Vec3::splat(rng.random::<f32>() * 2.0);
79
80 sprites.push((
81 Sprite {
82 image: sprite_handle.clone(),
83 custom_size: Some(tile_size),
84 color: if color_tint.0 {
85 COLORS[rng.random_range(0..3)]
86 } else {
87 Color::WHITE
88 },
89 ..default()
90 },
91 Transform {
92 translation,
93 rotation,
94 scale,
95 },
96 ));
97 }
98 }
99 commands.spawn_batch(sprites);
100 }
101
102 // System for rotating and translating the camera
103 fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
104 camera_transform.rotate_z(time.delta_secs() * 0.5);
105 **camera_transform = **camera_transform
106 * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
107 }
108
109 #[derive(Deref, DerefMut)]
110 struct PrintingTimer(Timer);
111
112 impl Default for PrintingTimer {
113 fn default() -> Self {
114 Self(Timer::from_seconds(1.0, TimerMode::Repeating))
115 }
116 }
117
118 // System for printing the number of sprites on every tick of the timer
119 fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
120 timer.tick(time.delta());
121
122 if timer.just_finished() {
123 info!("Sprites: {}", sprites.iter().count());
124 }
125 }