use nightshade_api::prelude::*;
use std::time::{Duration, Instant};
const CUBE_COUNT: usize = 500;
const PHASE_FRAMES: u32 = 300;
fn main() {
let mut app = open();
show_grid(&mut app.world, false);
orbit_camera(&mut app.world, vec3(0.0, 0.5, 0.0), 45.0);
let positions = grid_positions();
let mut entities = spawn_objects(
&mut app.world,
Object {
color: TEAL,
..Object::default()
},
&positions,
);
let label = spawn_text(
&mut app.world,
"phase 1: api spelling",
ScreenAnchor::TopLeft,
);
let mut frame_index = 0u32;
let mut api_total = Duration::ZERO;
let mut api_frames = 0u32;
let mut longhand_total = Duration::ZERO;
let mut longhand_frames = 0u32;
while frame(&mut app) {
let step = delta_time(&app.world);
if frame_index < PHASE_FRAMES {
let start = Instant::now();
for &entity in &entities {
rotate(&mut app.world, entity, Vec3::y(), step);
}
api_total += start.elapsed();
api_frames += 1;
if frame_index + 1 == PHASE_FRAMES {
for &entity in &entities {
despawn(&mut app.world, entity);
}
entities = longhand::spawn_grid(&mut app.world, &positions, ORANGE);
app.world.resources.mesh_render_state.request_full_rebuild();
set_text(&mut app.world, label, "phase 2: longhand spelling");
}
} else {
let start = Instant::now();
for &entity in &entities {
longhand::rotate(&mut app.world, entity, Vec3::y(), step);
}
longhand_total += start.elapsed();
longhand_frames += 1;
if frame_index + 1 == PHASE_FRAMES * 2 {
break;
}
}
frame_index += 1;
}
report("api", api_total, api_frames);
report("longhand", longhand_total, longhand_frames);
}
fn report(name: &str, total: Duration, frames: u32) {
if frames == 0 {
println!("{name}: no frames measured");
return;
}
let milliseconds = total.as_secs_f64() * 1000.0 / frames as f64;
println!(
"{name}: {CUBE_COUNT} cubes rotated in {milliseconds:.4} ms per frame average over {frames} frames"
);
}
fn grid_positions() -> Vec<Vec3> {
let mut positions = Vec::with_capacity(CUBE_COUNT);
for row in 0..20 {
for column in 0..25 {
positions.push(vec3(
column as f32 * 2.0 - 24.0,
0.5,
row as f32 * 2.0 - 19.0,
));
}
}
positions
}
mod longhand {
use nightshade_api::nightshade;
use nightshade_api::nightshade::prelude::*;
pub fn spawn_grid(world: &mut World, positions: &[Vec3], color: [f32; 4]) -> Vec<Entity> {
let material_name = nightshade::ecs::material::resources::material_registry_find_or_insert(
&mut world.resources.assets.material_registry,
"parity::longhand".to_string(),
Material {
base_color: color,
..Default::default()
},
);
let mut entities = Vec::with_capacity(positions.len());
for &position in positions {
let entity = spawn_mesh_at(world, "Cube", position, Vec3::new(1.0, 1.0, 1.0));
let previous = world
.core
.get_material_ref(entity)
.map(|material_ref| material_ref.name.clone());
if let Some(previous_name) = previous
&& let Some((index, _)) = registry_lookup_index(
&world.resources.assets.material_registry.registry,
&previous_name,
)
{
registry_remove_reference(
&mut world.resources.assets.material_registry.registry,
index,
);
}
if let Some((index, _)) = registry_lookup_index(
&world.resources.assets.material_registry.registry,
&material_name,
) {
registry_add_reference(
&mut world.resources.assets.material_registry.registry,
index,
);
}
world
.core
.set_material_ref(entity, MaterialRef::new(material_name.clone()));
world.resources.mesh_render_state.mark_entity_added(entity);
entities.push(entity);
}
entities
}
pub fn rotate(world: &mut World, entity: Entity, axis: Vec3, radians: f32) {
if let Some(transform) = mutate_local_transform(world, entity) {
transform.rotation =
nalgebra_glm::quat_angle_axis(radians, &axis.normalize()) * transform.rotation;
}
}
}