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https://github.com/bevyengine/bevy
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# Objective - When running any of the stress tests, the refresh rate is currently capped to 60hz because of the `ReactiveLowPower` default used when the window is not in focus. Since stress tests should run as fast as possible (and as such vsync is disabled for all of them), it makes sense to always run them in `Continuous` mode. This is especially useful to avoid capturing non-representative frame times when recording a Tracy frame. ## Solution - Always use the `Continuous` update mode in stress tests.
130 lines
4.2 KiB
Rust
130 lines
4.2 KiB
Rust
//! Renders a lot of sprites to allow performance testing.
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//! See <https://github.com/bevyengine/bevy/pull/1492>
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//!
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//! This example sets up many 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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//!
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//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
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//! in multiple batches, reducing performance but useful for testing.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::{PresentMode, WindowPlugin, 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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const COLORS: [Color; 3] = [Color::BLUE, Color::WHITE, Color::RED];
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#[derive(Resource)]
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struct ColorTint(bool);
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fn main() {
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App::new()
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.insert_resource(ColorTint(
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std::env::args().nth(1).unwrap_or_default() == "--colored",
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))
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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,
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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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(print_sprite_count, move_camera.after(print_sprite_count)),
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)
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.run();
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}
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fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
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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 sprite_handle = assets.load("branding/icon.png");
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// Spawns the camera
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commands.spawn(Camera2dBundle::default());
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// Builds and spawns the sprites
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let mut sprites = vec![];
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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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sprites.push(SpriteBundle {
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texture: sprite_handle.clone(),
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transform: Transform {
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translation,
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rotation,
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scale,
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},
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sprite: Sprite {
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custom_size: Some(tile_size),
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color: if color_tint.0 {
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COLORS[rng.gen_range(0..3)]
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} else {
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Color::WHITE
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},
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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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}
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commands.spawn_batch(sprites);
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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_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut();
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camera_transform.rotate_z(time.delta_seconds() * 0.5);
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*camera_transform = *camera_transform
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* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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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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