mirror of
https://github.com/bevyengine/bevy
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# Objective I have an application where I'd like to measure average frame rate over the entire life of the application, and it would be handy if I could just configure this on the existing `FrameTimeDiagnosticsPlugin`. Probably fixes #10948? ## Solution Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because `smoothing_factor` seems to be based on history length, add that too. ## Discussion I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's 1/3 of a second at typical game frame rates. Moreover, the default print interval for `LogDiagnosticsPlugin` is 1 second. So when the two are combined, you are printing the average over the last third of the duration between now and the previous print, which seems a bit wonky. (related: #11429) I'm pretty sure this default value discussed and the current value wasn't totally arbitrary though. Maybe it would be nice for `Diagnostic` to have a `with_max_history_length_and_also_calculate_a_good_default_smoothing_factor` method? And then make an explicit smoothing factor in `FrameTimeDiagnosticsPlugin` optional? Or add a `new(max_history_length: usize)` method to `FrameTimeDiagnosticsPlugin` that sets a reasonable default `smoothing_factor`? edit: This one seems like a no-brainer, doing it. ## Alternatives It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that might not be super interoperable with, for example, third party FPS overlays. Still, might be the right call. ## Testing `cargo run --example many_sprites` (modified to use a custom `max_history_length`) ## Migration Guide `FrameTimeDiagnosticsPlugin` now contains two fields. Use `FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to configure it.
145 lines
4.6 KiB
Rust
145 lines
4.6 KiB
Rust
//! Renders a lot of animated sprites to allow performance testing.
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//!
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//! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
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//! It also moves the camera over them to see how well frustum culling works.
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use std::time::Duration;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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fn main() {
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App::new()
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// Since this is also used as a benchmark, we want it to display performance data.
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.add_plugins((
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LogDiagnosticsPlugin::default(),
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FrameTimeDiagnosticsPlugin::default(),
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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present_mode: PresentMode::AutoNoVsync,
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resolution: WindowResolution::new(1920.0, 1080.0)
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.with_scale_factor_override(1.0),
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..default()
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}),
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..default()
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}),
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))
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.insert_resource(WinitSettings {
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::Continuous,
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})
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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animate_sprite,
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print_sprite_count,
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move_camera.after(print_sprite_count),
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),
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)
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.run();
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}
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fn setup(
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mut commands: Commands,
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assets: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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warn!(include_str!("warning_string.txt"));
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let mut rng = rand::thread_rng();
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let tile_size = Vec2::splat(64.0);
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let map_size = Vec2::splat(320.0);
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let half_x = (map_size.x / 2.0) as i32;
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let half_y = (map_size.y / 2.0) as i32;
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let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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// Spawns the camera
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commands.spawn(Camera2d);
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// Builds and spawns the sprites
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for y in -half_y..half_y {
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for x in -half_x..half_x {
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let position = Vec2::new(x as f32, y as f32);
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let translation = (position * tile_size).extend(rng.gen::<f32>());
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let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
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timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
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commands.spawn((
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Sprite {
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image: texture_handle.clone(),
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texture_atlas: Some(TextureAtlas::from(texture_atlas_handle.clone())),
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custom_size: Some(tile_size),
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..default()
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},
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Transform {
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translation,
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rotation,
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scale,
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},
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AnimationTimer(timer),
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));
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}
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}
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}
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// System for rotating and translating the camera
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fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
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camera_transform.rotate(Quat::from_rotation_z(time.delta_secs() * 0.5));
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**camera_transform = **camera_transform
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* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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texture_atlases: Res<Assets<TextureAtlasLayout>>,
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mut query: Query<(&mut AnimationTimer, &mut Sprite)>,
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) {
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for (mut timer, mut sprite) in query.iter_mut() {
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timer.tick(time.delta());
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if timer.just_finished() {
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let Some(atlas) = &mut sprite.texture_atlas else {
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continue;
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};
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let texture_atlas = texture_atlases.get(&atlas.layout).unwrap();
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atlas.index = (atlas.index + 1) % texture_atlas.textures.len();
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}
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}
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}
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#[derive(Deref, DerefMut)]
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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}
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}
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// System for printing the number of sprites on every tick of the timer
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fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
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timer.tick(time.delta());
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if timer.just_finished() {
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info!("Sprites: {}", sprites.iter().count());
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}
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}
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