From 76829f938ee85ebac821b5369361a9feceb0a34d Mon Sep 17 00:00:00 2001 From: Robert Swain Date: Sun, 8 May 2022 02:57:00 +0000 Subject: [PATCH] Add a fun skinned mesh stress test based on the animated_fox example (#4674) # Objective - Add a stress test for skinned meshes https://user-images.githubusercontent.com/302146/167111578-55a7d58a-0ec8-4735-a043-f084f0ff3939.mp4 --- Cargo.toml | 4 + examples/README.md | 3 +- examples/stress_tests/many_foxes.rs | 271 ++++++++++++++++++++++++++++ 3 files changed, 277 insertions(+), 1 deletion(-) create mode 100644 examples/stress_tests/many_foxes.rs diff --git a/Cargo.toml b/Cargo.toml index 7984244be7..035209b68d 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -542,6 +542,10 @@ path = "examples/stress_tests/bevymark.rs" name = "many_cubes" path = "examples/stress_tests/many_cubes.rs" +[[example]] +name = "many_foxes" +path = "examples/stress_tests/many_foxes.rs" + [[example]] name = "many_lights" path = "examples/stress_tests/many_lights.rs" diff --git a/examples/README.md b/examples/README.md index 2b928cf49a..7e69d51858 100644 --- a/examples/README.md +++ b/examples/README.md @@ -263,7 +263,8 @@ cargo run --release --example Example | File | Description --- | --- | --- `bevymark` | [`stress_tests/bevymark.rs`](./stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy -`many_cubes` | [`stress_tests/many_cubes.rs`](./stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead +`many_cubes` | [`stress_tests/many_cubes.rs`](./stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling. +`many_foxes` | [`stress_tests/many_foxes.rs`](./stress_tests/many_foxes.rs) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000. `many_lights` | [`stress_tests/many_lights.rs`](./stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights. `many_sprites` | [`stress_tests/many_sprites.rs`](./stress_tests/many_sprites.rs) | Displays many sprites in a grid arragement! Used for performance testing. `transform_hierarchy.rs` | [`stress_tests/transform_hierarchy.rs`](./stress_tests/transform_hierarchy.rs) | Various test cases for hierarchy and transform propagation performance diff --git a/examples/stress_tests/many_foxes.rs b/examples/stress_tests/many_foxes.rs new file mode 100644 index 0000000000..af7407d9b6 --- /dev/null +++ b/examples/stress_tests/many_foxes.rs @@ -0,0 +1,271 @@ +//! Loads animations from a skinned glTF, spawns many of them, and plays the +//! animation to stress test skinned meshes. + +use bevy::{ + diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, + prelude::*, +}; + +struct Foxes { + count: usize, + speed: f32, + moving: bool, +} + +fn main() { + App::new() + .insert_resource(WindowDescriptor { + title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".to_string(), + ..default() + }) + .add_plugins(DefaultPlugins) + .add_plugin(FrameTimeDiagnosticsPlugin) + .add_plugin(LogDiagnosticsPlugin::default()) + .insert_resource(Foxes { + count: std::env::args() + .nth(1) + .map_or(1000, |s| s.parse::().unwrap()), + speed: 2.0, + moving: true, + }) + .insert_resource(AmbientLight { + color: Color::WHITE, + brightness: 1.0, + }) + .add_startup_system(setup) + .add_system(setup_scene_once_loaded) + .add_system(keyboard_animation_control) + .add_system(update_fox_rings.after(keyboard_animation_control)) + .run(); +} + +struct Animations(Vec>); + +const RING_SPACING: f32 = 2.0; +const FOX_SPACING: f32 = 2.0; + +#[derive(Component, Clone, Copy)] +enum RotationDirection { + CounterClockwise, + Clockwise, +} + +impl RotationDirection { + fn sign(&self) -> f32 { + match self { + RotationDirection::CounterClockwise => 1.0, + RotationDirection::Clockwise => -1.0, + } + } +} + +#[derive(Component)] +struct Ring { + radius: f32, +} + +fn setup( + mut commands: Commands, + asset_server: Res, + mut scene_spawner: ResMut, + mut meshes: ResMut>, + mut materials: ResMut>, + foxes: Res, +) { + // Insert a resource with the current scene information + commands.insert_resource(Animations(vec![ + asset_server.load("models/animated/Fox.glb#Animation2"), + asset_server.load("models/animated/Fox.glb#Animation1"), + asset_server.load("models/animated/Fox.glb#Animation0"), + ])); + + // Foxes + // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals. + // The foxes in each ring are spaced at least 2m apart around its circumference.' + + // NOTE: This fox model faces +z + let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0"); + + let ring_directions = [ + ( + Quat::from_rotation_y(std::f32::consts::PI), + RotationDirection::CounterClockwise, + ), + (Quat::IDENTITY, RotationDirection::Clockwise), + ]; + + let mut ring_index = 0; + let mut radius = RING_SPACING; + let mut foxes_remaining = foxes.count; + + info!("Spawning {} foxes...", foxes.count); + + while foxes_remaining > 0 { + let (base_rotation, ring_direction) = ring_directions[ring_index % 2]; + let ring_parent = commands + .spawn_bundle(( + Transform::default(), + GlobalTransform::default(), + ring_direction, + Ring { radius }, + )) + .id(); + + let circumference = std::f32::consts::TAU * radius; + let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining); + let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius); + + for fox_i in 0..foxes_in_ring { + let fox_angle = fox_i as f32 * fox_spacing_angle; + let (s, c) = fox_angle.sin_cos(); + let (x, z) = (radius * c, radius * s); + + commands.entity(ring_parent).with_children(|builder| { + let fox_parent = builder + .spawn_bundle(( + Transform::from_xyz(x as f32, 0.0, z as f32) + .with_scale(Vec3::splat(0.01)) + .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)), + GlobalTransform::default(), + )) + .id(); + scene_spawner.spawn_as_child(fox_handle.clone(), fox_parent); + }); + } + + foxes_remaining -= foxes_in_ring; + radius += RING_SPACING; + ring_index += 1; + } + + // Camera + let zoom = 0.8; + let translation = Vec3::new( + radius * 1.25 * zoom, + radius * 0.5 * zoom, + radius * 1.5 * zoom, + ); + commands.spawn_bundle(PerspectiveCameraBundle { + transform: Transform::from_translation(translation) + .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y), + ..Default::default() + }); + + // Plane + commands.spawn_bundle(PbrBundle { + mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })), + material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), + ..default() + }); + + // Light + commands.spawn_bundle(DirectionalLightBundle { + transform: Transform::from_rotation(Quat::from_euler( + EulerRot::ZYX, + 0.0, + 1.0, + -std::f32::consts::FRAC_PI_4, + )), + directional_light: DirectionalLight { + shadows_enabled: true, + ..default() + }, + ..default() + }); + + println!("Animation controls:"); + println!(" - spacebar: play / pause"); + println!(" - arrow up / down: speed up / slow down animation playback"); + println!(" - arrow left / right: seek backward / forward"); + println!(" - return: change animation"); +} + +// Once the scene is loaded, start the animation +fn setup_scene_once_loaded( + animations: Res, + foxes: Res, + mut player: Query<&mut AnimationPlayer>, + mut done: Local, +) { + if !*done && player.iter().len() == foxes.count { + for mut player in player.iter_mut() { + player.play(animations.0[0].clone_weak()).repeat(); + } + *done = true; + } +} + +fn update_fox_rings( + time: Res