bevy/examples/stress_tests/bevymark.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

629 lines
19 KiB
Rust

//! This example provides a 2D benchmark.
//!
//! Usage: spawn more entities by clicking on the screen.
use std::str::FromStr;
use argh::FromArgs;
use bevy::{
color::palettes::basic::*,
diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
},
sprite::AlphaMode2d,
utils::Duration,
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use rand::{seq::SliceRandom, Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const BIRDS_PER_SECOND: u32 = 10000;
const GRAVITY: f32 = -9.8 * 100.0;
const MAX_VELOCITY: f32 = 750.;
const BIRD_SCALE: f32 = 0.15;
const BIRD_TEXTURE_SIZE: usize = 256;
const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;
#[derive(Resource)]
struct BevyCounter {
pub count: usize,
pub color: Color,
}
#[derive(Component)]
struct Bird {
velocity: Vec3,
}
#[derive(FromArgs, Resource)]
/// `bevymark` sprite / 2D mesh stress test
struct Args {
/// whether to use sprite or mesh2d
#[argh(option, default = "Mode::Sprite")]
mode: Mode,
/// whether to step animations by a fixed amount such that each frame is the same across runs.
/// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
/// load.
#[argh(switch)]
benchmark: bool,
/// how many birds to spawn per wave.
#[argh(option, default = "0")]
per_wave: usize,
/// the number of waves to spawn.
#[argh(option, default = "0")]
waves: usize,
/// whether to vary the material data in each instance.
#[argh(switch)]
vary_per_instance: bool,
/// the number of different textures from which to randomly select the material color. 0 means no textures.
#[argh(option, default = "1")]
material_texture_count: usize,
/// generate z values in increasing order rather than randomly
#[argh(switch)]
ordered_z: bool,
/// the alpha mode used to spawn the sprites
#[argh(option, default = "AlphaMode::Blend")]
alpha_mode: AlphaMode,
}
#[derive(Default, Clone)]
enum Mode {
#[default]
Sprite,
Mesh2d,
}
impl FromStr for Mode {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"sprite" => Ok(Self::Sprite),
"mesh2d" => Ok(Self::Mesh2d),
_ => Err(format!(
"Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
)),
}
}
}
#[derive(Default, Clone)]
enum AlphaMode {
Opaque,
#[default]
Blend,
AlphaMask,
}
impl FromStr for AlphaMode {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"opaque" => Ok(Self::Opaque),
"blend" => Ok(Self::Blend),
"alpha_mask" => Ok(Self::AlphaMask),
_ => Err(format!(
"Unknown alpha mode: '{s}', valid modes: 'opaque', 'blend', 'alpha_mask'"
)),
}
}
}
const FIXED_TIMESTEP: f32 = 0.2;
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "BevyMark".into(),
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
present_mode: PresentMode::AutoNoVsync,
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.insert_resource(args)
.insert_resource(BevyCounter {
count: 0,
color: Color::WHITE,
})
.add_systems(Startup, setup)
.add_systems(FixedUpdate, scheduled_spawner)
.add_systems(
Update,
(
mouse_handler,
movement_system,
collision_system,
counter_system,
),
)
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
FIXED_TIMESTEP,
)))
.run();
}
#[derive(Resource)]
struct BirdScheduled {
waves: usize,
per_wave: usize,
}
fn scheduled_spawner(
mut commands: Commands,
args: Res<Args>,
window: Single<&Window>,
mut scheduled: ResMut<BirdScheduled>,
mut counter: ResMut<BevyCounter>,
bird_resources: ResMut<BirdResources>,
) {
if scheduled.waves > 0 {
let bird_resources = bird_resources.into_inner();
spawn_birds(
&mut commands,
args.into_inner(),
&window.resolution,
&mut counter,
scheduled.per_wave,
bird_resources,
None,
scheduled.waves - 1,
);
scheduled.waves -= 1;
}
}
#[derive(Resource)]
struct BirdResources {
textures: Vec<Handle<Image>>,
materials: Vec<Handle<ColorMaterial>>,
quad: Handle<Mesh>,
color_rng: ChaCha8Rng,
material_rng: ChaCha8Rng,
velocity_rng: ChaCha8Rng,
transform_rng: ChaCha8Rng,
}
#[derive(Component)]
struct StatsText;
#[allow(clippy::too_many_arguments)]
fn setup(
mut commands: Commands,
args: Res<Args>,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<ColorMaterial>>,
images: ResMut<Assets<Image>>,
window: Single<&Window>,
counter: ResMut<BevyCounter>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
textures.push(asset_server.load("branding/icon.png"));
}
init_textures(&mut textures, args, images);
let material_assets = material_assets.into_inner();
let materials = init_materials(args, &textures, material_assets);
let mut bird_resources = BirdResources {
textures,
materials,
quad: meshes.add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32))),
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
color_rng: ChaCha8Rng::seed_from_u64(42),
material_rng: ChaCha8Rng::seed_from_u64(42),
velocity_rng: ChaCha8Rng::seed_from_u64(42),
transform_rng: ChaCha8Rng::seed_from_u64(42),
};
let font = TextFont {
font_size: 40.0,
..Default::default()
};
commands.spawn(Camera2d);
commands
.spawn((
Node {
position_type: PositionType::Absolute,
padding: UiRect::all(Val::Px(5.0)),
..default()
},
BackgroundColor(Color::BLACK.with_alpha(0.75)),
GlobalZIndex(i32::MAX),
))
.with_children(|p| {
p.spawn((Text::default(), StatsText)).with_children(|p| {
p.spawn((
TextSpan::new("Bird Count: "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (raw): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (SMA): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
p.spawn((
TextSpan::new("\nFPS (EMA): "),
font.clone(),
TextColor(LIME.into()),
));
p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
});
});
let mut scheduled = BirdScheduled {
per_wave: args.per_wave,
waves: args.waves,
};
if args.benchmark {
let counter = counter.into_inner();
for wave in (0..scheduled.waves).rev() {
spawn_birds(
&mut commands,
args,
&window.resolution,
counter,
scheduled.per_wave,
&mut bird_resources,
Some(wave),
wave,
);
}
scheduled.waves = 0;
}
commands.insert_resource(bird_resources);
commands.insert_resource(scheduled);
}
#[allow(clippy::too_many_arguments)]
fn mouse_handler(
mut commands: Commands,
args: Res<Args>,
time: Res<Time>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
window: Single<&Window>,
bird_resources: ResMut<BirdResources>,
mut counter: ResMut<BevyCounter>,
mut rng: Local<Option<ChaCha8Rng>>,
mut wave: Local<usize>,
) {
if rng.is_none() {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
*rng = Some(ChaCha8Rng::seed_from_u64(42));
}
let rng = rng.as_mut().unwrap();
if mouse_button_input.just_released(MouseButton::Left) {
counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
if mouse_button_input.pressed(MouseButton::Left) {
let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
spawn_birds(
&mut commands,
args.into_inner(),
&window.resolution,
&mut counter,
spawn_count,
bird_resources.into_inner(),
None,
*wave,
);
*wave += 1;
}
}
fn bird_velocity_transform(
half_extents: Vec2,
mut translation: Vec3,
velocity_rng: &mut ChaCha8Rng,
waves: Option<usize>,
dt: f32,
) -> (Transform, Vec3) {
let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);
if let Some(waves) = waves {
// Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
// and with dt-spaced frames of simulation
for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
step_movement(&mut translation, &mut velocity, dt);
handle_collision(half_extents, &translation, &mut velocity);
}
}
(
Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
velocity,
)
}
const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;
#[allow(clippy::too_many_arguments)]
fn spawn_birds(
commands: &mut Commands,
args: &Args,
primary_window_resolution: &WindowResolution,
counter: &mut BevyCounter,
spawn_count: usize,
bird_resources: &mut BirdResources,
waves_to_simulate: Option<usize>,
wave: usize,
) {
let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;
let half_extents = 0.5 * primary_window_resolution.size();
let color = counter.color;
let current_count = counter.count;
match args.mode {
Mode::Sprite => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let color = if args.vary_per_instance {
Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
)
} else {
color
};
(
Sprite {
image: bird_resources
.textures
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone(),
color,
..default()
},
transform,
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
Mode::Mesh2d => {
let batch = (0..spawn_count)
.map(|count| {
let bird_z = if args.ordered_z {
(current_count + count) as f32 * 0.00001
} else {
bird_resources.transform_rng.gen::<f32>()
};
let (transform, velocity) = bird_velocity_transform(
half_extents,
Vec3::new(bird_x, bird_y, bird_z),
&mut bird_resources.velocity_rng,
waves_to_simulate,
FIXED_DELTA_TIME,
);
let material =
if args.vary_per_instance || args.material_texture_count > args.waves {
bird_resources
.materials
.choose(&mut bird_resources.material_rng)
.unwrap()
.clone()
} else {
bird_resources.materials[wave % bird_resources.materials.len()].clone()
};
(
Mesh2d(bird_resources.quad.clone()),
MeshMaterial2d(material),
transform,
Bird { velocity },
)
})
.collect::<Vec<_>>();
commands.spawn_batch(batch);
}
}
counter.count += spawn_count;
counter.color = Color::linear_rgb(
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
bird_resources.color_rng.gen(),
);
}
fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
translation.x += velocity.x * dt;
translation.y += velocity.y * dt;
velocity.y += GRAVITY * dt;
}
fn movement_system(
args: Res<Args>,
time: Res<Time>,
mut bird_query: Query<(&mut Bird, &mut Transform)>,
) {
let dt = if args.benchmark {
FIXED_DELTA_TIME
} else {
time.delta_secs()
};
for (mut bird, mut transform) in &mut bird_query {
step_movement(&mut transform.translation, &mut bird.velocity, dt);
}
}
fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
|| (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
{
velocity.x = -velocity.x;
}
let velocity_y = velocity.y;
if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
velocity.y = -velocity_y;
}
if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
velocity.y = 0.0;
}
}
fn collision_system(window: Single<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
let half_extents = 0.5 * window.size();
for (mut bird, transform) in &mut bird_query {
handle_collision(half_extents, &transform.translation, &mut bird.velocity);
}
}
fn counter_system(
diagnostics: Res<DiagnosticsStore>,
counter: Res<BevyCounter>,
query: Single<Entity, With<StatsText>>,
mut writer: TextUiWriter,
) {
let text = *query;
if counter.is_changed() {
*writer.text(text, 2) = counter.count.to_string();
}
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(raw) = fps.value() {
*writer.text(text, 4) = format!("{raw:.2}");
}
if let Some(sma) = fps.average() {
*writer.text(text, 6) = format!("{sma:.2}");
}
if let Some(ema) = fps.smoothed() {
*writer.text(text, 8) = format!("{ema:.2}");
}
};
}
fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
while textures.len() < args.material_texture_count {
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
textures.push(images.add(Image::new_fill(
Extent3d {
width: BIRD_TEXTURE_SIZE as u32,
height: BIRD_TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)));
}
}
fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<ColorMaterial>,
) -> Vec<Handle<ColorMaterial>> {
let capacity = if args.vary_per_instance {
args.per_wave * args.waves
} else {
args.material_texture_count.max(args.waves)
}
.max(1);
let alpha_mode = match args.alpha_mode {
AlphaMode::Opaque => AlphaMode2d::Opaque,
AlphaMode::Blend => AlphaMode2d::Blend,
AlphaMode::AlphaMask => AlphaMode2d::Mask(0.5),
};
let mut materials = Vec::with_capacity(capacity);
materials.push(assets.add(ColorMaterial {
color: Color::WHITE,
texture: textures.first().cloned(),
alpha_mode,
}));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(ColorMaterial {
color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
texture: textures.choose(&mut texture_rng).cloned(),
alpha_mode,
})
})
.take(capacity - materials.len()),
);
materials
}