mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 13:13:49 +00:00
cbadc31d19
# Objective Related to #10472. Not having a hardcoded scale factor makes comparing results from these stress tests difficult. Contributors using high dpi screens may be rendering 4x as many pixels as others (or more). Stress tests may have different behavior when moved from one monitor in a dual setup to another. At very high resolutions, different parts of the engine / hardware are being stressed. 1080p is also a far more common resolution for gaming. ## Solution Use a consistent 1080p with `scale_factor_override: 1.0` everywhere. In #9903, this sort of change was added specifically to `bevymark` and `many_cubes` but it makes sense to do it everywhere. ## Discussion - Maybe we should have a command line option, environment variable, or `CI_TESTING_CONFIG` option for 1080p / 1440p / 4k. - Will these look odd (small text?) when screenshotted and shown in the example showcase? The aspect ratio is the same, but they will be downscaled from 1080p instead of ~720p. - Maybe there are other window properties that should be consistent across stress tests. e.g. `resizable: false`. - Should we add a `stress_test_window(title)` helper or something? - Bevymark (pre-10472) was intentionally 800x600 to match "bunnymark", I believe. I don't personally think this is very important.
189 lines
6.1 KiB
Rust
189 lines
6.1 KiB
Rust
//! Simple benchmark to test rendering many point lights.
|
|
//! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
|
|
|
|
use std::f64::consts::PI;
|
|
|
|
use bevy::{
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
math::{DVec2, DVec3},
|
|
pbr::{ExtractedPointLight, GlobalLightMeta},
|
|
prelude::*,
|
|
render::{camera::ScalingMode, Render, RenderApp, RenderSet},
|
|
window::{PresentMode, WindowPlugin, WindowResolution},
|
|
};
|
|
use rand::{thread_rng, Rng};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
resolution: WindowResolution::new(1920.0, 1080.0)
|
|
.with_scale_factor_override(1.0),
|
|
title: "many_lights".into(),
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
FrameTimeDiagnosticsPlugin,
|
|
LogDiagnosticsPlugin::default(),
|
|
LogVisibleLights,
|
|
))
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (move_camera, print_light_count))
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
const LIGHT_RADIUS: f32 = 0.3;
|
|
const LIGHT_INTENSITY: f32 = 5.0;
|
|
const RADIUS: f32 = 50.0;
|
|
const N_LIGHTS: usize = 100_000;
|
|
|
|
commands.spawn(PbrBundle {
|
|
mesh: meshes.add(
|
|
Mesh::try_from(shape::Icosphere {
|
|
radius: RADIUS,
|
|
subdivisions: 9,
|
|
})
|
|
.unwrap(),
|
|
),
|
|
material: materials.add(StandardMaterial::from(Color::WHITE)),
|
|
transform: Transform::from_scale(Vec3::NEG_ONE),
|
|
..default()
|
|
});
|
|
|
|
let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
|
|
let material = materials.add(StandardMaterial {
|
|
base_color: Color::PINK,
|
|
..default()
|
|
});
|
|
|
|
// NOTE: This pattern is good for testing performance of culling as it provides roughly
|
|
// the same number of visible meshes regardless of the viewing angle.
|
|
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
|
|
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
|
|
let mut rng = thread_rng();
|
|
for i in 0..N_LIGHTS {
|
|
let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
|
|
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
range: LIGHT_RADIUS,
|
|
intensity: LIGHT_INTENSITY,
|
|
color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
|
|
..default()
|
|
},
|
|
transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// camera
|
|
match std::env::args().nth(1).as_deref() {
|
|
Some("orthographic") => commands.spawn(Camera3dBundle {
|
|
projection: OrthographicProjection {
|
|
scale: 20.0,
|
|
scaling_mode: ScalingMode::FixedHorizontal(1.0),
|
|
..default()
|
|
}
|
|
.into(),
|
|
..default()
|
|
}),
|
|
_ => commands.spawn(Camera3dBundle::default()),
|
|
};
|
|
|
|
// add one cube, the only one with strong handles
|
|
// also serves as a reference point during rotation
|
|
commands.spawn(PbrBundle {
|
|
mesh,
|
|
material,
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, RADIUS, 0.0),
|
|
scale: Vec3::splat(5.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// NOTE: This epsilon value is apparently optimal for optimizing for the average
|
|
// nearest-neighbor distance. See:
|
|
// http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
|
|
// for details.
|
|
const EPSILON: f64 = 0.36;
|
|
fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
|
|
DVec2::new(
|
|
PI * 2. * (i as f64 / golden_ratio),
|
|
(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
|
|
)
|
|
}
|
|
|
|
fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
|
|
let (sin_theta, cos_theta) = p.x.sin_cos();
|
|
let (sin_phi, cos_phi) = p.y.sin_cos();
|
|
DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
|
|
}
|
|
|
|
// System for rotating the camera
|
|
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
|
|
let mut camera_transform = camera_query.single_mut();
|
|
let delta = time.delta_seconds() * 0.15;
|
|
camera_transform.rotate_z(delta);
|
|
camera_transform.rotate_x(delta);
|
|
}
|
|
|
|
// System for printing the number of meshes on every tick of the timer
|
|
fn print_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
|
|
timer.0.tick(time.delta());
|
|
|
|
if timer.0.just_finished() {
|
|
info!("Lights: {}", lights.iter().len());
|
|
}
|
|
}
|
|
|
|
struct LogVisibleLights;
|
|
|
|
impl Plugin for LogVisibleLights {
|
|
fn build(&self, app: &mut App) {
|
|
let render_app = match app.get_sub_app_mut(RenderApp) {
|
|
Ok(render_app) => render_app,
|
|
Err(_) => return,
|
|
};
|
|
|
|
render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
|
|
}
|
|
}
|
|
|
|
// System for printing the number of meshes on every tick of the timer
|
|
fn print_visible_light_count(
|
|
time: Res<Time>,
|
|
mut timer: Local<PrintingTimer>,
|
|
visible: Query<&ExtractedPointLight>,
|
|
global_light_meta: Res<GlobalLightMeta>,
|
|
) {
|
|
timer.0.tick(time.delta());
|
|
|
|
if timer.0.just_finished() {
|
|
info!(
|
|
"Visible Lights: {}, Rendered Lights: {}",
|
|
visible.iter().len(),
|
|
global_light_meta.entity_to_index.len()
|
|
);
|
|
}
|
|
}
|
|
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
|
|
}
|
|
}
|