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https://github.com/bevyengine/bevy
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2bd328220b
# Objective Fixes #15791. As raised in #11022, scaling orthographic cameras is confusing! In Bevy 0.14, there were multiple completely redundant ways to do this, and no clear guidance on which to use. As a result, #15075 removed the `scale` field from `OrthographicProjection` completely, solving the redundancy issue. However, this resulted in an unintuitive API and a painful migration, as discussed in #15791. Users simply want to change a single parameter to zoom, rather than deal with the irrelevant details of how the camera is being scaled. ## Solution This PR reverts #15075, and takes an alternate, more nuanced approach to the redundancy problem. `ScalingMode::WindowSize` was by far the biggest offender. This was the default variant, and stored a float that was *fully* redundant to setting `scale`. All of the other variants contained meaningful semantic information and had an intuitive scale. I could have made these unitless, storing an aspect ratio, but this would have been a worse API and resulted in a pointlessly painful migration. In the course of this work I've also: - improved the documentation to explain that you should just set `scale` to zoom cameras - swapped to named fields for all of the variants in `ScalingMode` for more clarity about the parameter meanings - substantially improved the `projection_zoom` example - removed the footgunny `Mul` and `Div` impls for `ScalingMode`, especially since these no longer have the intended effect on `ScalingMode::WindowSize`. - removed a rounding step because this is now redundant 🎉 ## Testing I've tested these changes as part of my work in the `projection_zoom` example, and things seem to work fine. ## Migration Guide `ScalingMode` has been refactored for clarity, especially on how to zoom orthographic cameras and their projections: - `ScalingMode::WindowSize` no longer stores a float, and acts as if its value was 1. Divide your camera's scale by any previous value to achieve identical results. - `ScalingMode::FixedVertical` and `FixedHorizontal` now use named fields. --------- Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
189 lines
6.1 KiB
Rust
189 lines
6.1 KiB
Rust
//! Simple benchmark to test rendering many point lights.
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//! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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use std::f64::consts::PI;
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use bevy::{
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color::palettes::css::DEEP_PINK,
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::{DVec2, DVec3},
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pbr::{ExtractedPointLight, GlobalClusterableObjectMeta},
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prelude::*,
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render::{camera::ScalingMode, Render, RenderApp, RenderSet},
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{thread_rng, Rng};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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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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title: "many_lights".into(),
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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LogVisibleLights,
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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(Update, (move_camera, print_light_count))
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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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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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warn!(include_str!("warning_string.txt"));
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const LIGHT_RADIUS: f32 = 0.3;
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const LIGHT_INTENSITY: f32 = 1000.0;
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const RADIUS: f32 = 50.0;
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const N_LIGHTS: usize = 100_000;
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap())),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_scale(Vec3::NEG_ONE),
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));
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let mesh = meshes.add(Cuboid::default());
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let material = materials.add(StandardMaterial {
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base_color: DEEP_PINK.into(),
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..default()
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});
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// NOTE: This pattern is good for testing performance of culling as it provides roughly
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// the same number of visible meshes regardless of the viewing angle.
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// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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// Spawn N_LIGHTS many lights
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commands.spawn_batch((0..N_LIGHTS).map(move |i| {
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let mut rng = thread_rng();
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let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
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let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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(
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PointLight {
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range: LIGHT_RADIUS,
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intensity: LIGHT_INTENSITY,
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color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
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..default()
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},
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Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
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)
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}));
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// camera
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match std::env::args().nth(1).as_deref() {
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Some("orthographic") => commands.spawn((
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Camera3d::default(),
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Projection::from(OrthographicProjection {
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scaling_mode: ScalingMode::FixedHorizontal {
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viewport_width: 20.0,
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},
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..OrthographicProjection::default_3d()
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}),
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)),
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_ => commands.spawn(Camera3d::default()),
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};
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// add one cube, the only one with strong handles
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// also serves as a reference point during rotation
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commands.spawn((
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Mesh3d(mesh),
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MeshMaterial3d(material),
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Transform {
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translation: Vec3::new(0.0, RADIUS, 0.0),
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scale: Vec3::splat(5.0),
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..default()
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},
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));
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}
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// NOTE: This epsilon value is apparently optimal for optimizing for the average
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// nearest-neighbor distance. See:
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// http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
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// for details.
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const EPSILON: f64 = 0.36;
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fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
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DVec2::new(
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PI * 2. * (i as f64 / golden_ratio),
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ops::acos((1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)) as f32)
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as f64,
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)
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}
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fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
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let (sin_theta, cos_theta) = p.x.sin_cos();
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let (sin_phi, cos_phi) = p.y.sin_cos();
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DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
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}
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// System for rotating the camera
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fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
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let delta = time.delta_secs() * 0.15;
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camera_transform.rotate_z(delta);
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camera_transform.rotate_x(delta);
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!("Lights: {}", lights.iter().len());
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}
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}
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struct LogVisibleLights;
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impl Plugin for LogVisibleLights {
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fn build(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
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}
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}
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// System for printing the number of meshes on every tick of the timer
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fn print_visible_light_count(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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visible: Query<&ExtractedPointLight>,
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global_light_meta: Res<GlobalClusterableObjectMeta>,
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) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!(
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"Visible Lights: {}, Rendered Lights: {}",
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visible.iter().len(),
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global_light_meta.entity_to_index.len()
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);
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}
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}
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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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