mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
0400ef059b
Substitute calls to `get(0)` with `first()`, improving readability.
304 lines
10 KiB
Rust
304 lines
10 KiB
Rust
//! Simple benchmark to test per-entity draw overhead.
|
|
//!
|
|
//! To measure performance realistically, be sure to run this in release mode.
|
|
//! `cargo run --example many_cubes --release`
|
|
//!
|
|
//! By default, this arranges the meshes in a spherical pattern that
|
|
//! distributes the meshes evenly.
|
|
//!
|
|
//! See `cargo run --example many_cubes --release -- --help` for more options.
|
|
|
|
use std::{f64::consts::PI, str::FromStr};
|
|
|
|
use argh::FromArgs;
|
|
use bevy::{
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
math::{DVec2, DVec3},
|
|
prelude::*,
|
|
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
|
|
window::{PresentMode, WindowPlugin, WindowResolution},
|
|
};
|
|
use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
|
|
|
|
#[derive(FromArgs, Resource)]
|
|
/// `many_cubes` stress test
|
|
struct Args {
|
|
/// how the cube instances should be positioned.
|
|
#[argh(option, default = "Layout::Sphere")]
|
|
layout: Layout,
|
|
|
|
/// whether to step the camera animation by a fixed amount such that each frame is the same across runs.
|
|
#[argh(switch)]
|
|
benchmark: bool,
|
|
|
|
/// 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 base color. 0 means no textures.
|
|
#[argh(option, default = "0")]
|
|
material_texture_count: usize,
|
|
}
|
|
|
|
#[derive(Default, Clone)]
|
|
enum Layout {
|
|
Cube,
|
|
#[default]
|
|
Sphere,
|
|
}
|
|
|
|
impl FromStr for Layout {
|
|
type Err = String;
|
|
|
|
fn from_str(s: &str) -> Result<Self, Self::Err> {
|
|
match s {
|
|
"cube" => Ok(Self::Cube),
|
|
"sphere" => Ok(Self::Sphere),
|
|
_ => Err(format!(
|
|
"Unknown layout value: '{}', valid options: 'cube', 'sphere'",
|
|
s
|
|
)),
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
let args: Args = argh::from_env();
|
|
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
resolution: WindowResolution::new(1920.0, 1080.0)
|
|
.with_scale_factor_override(1.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
FrameTimeDiagnosticsPlugin,
|
|
LogDiagnosticsPlugin::default(),
|
|
))
|
|
.insert_resource(args)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (move_camera, print_mesh_count))
|
|
.run();
|
|
}
|
|
|
|
const WIDTH: usize = 200;
|
|
const HEIGHT: usize = 200;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
args: Res<Args>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
material_assets: ResMut<Assets<StandardMaterial>>,
|
|
images: ResMut<Assets<Image>>,
|
|
) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
let args = args.into_inner();
|
|
let images = images.into_inner();
|
|
let material_assets = material_assets.into_inner();
|
|
|
|
let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
|
|
|
|
let material_textures = init_textures(args, images);
|
|
let materials = init_materials(args, &material_textures, material_assets);
|
|
|
|
let mut material_rng = StdRng::seed_from_u64(42);
|
|
match args.layout {
|
|
Layout::Sphere => {
|
|
// 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.
|
|
const N_POINTS: usize = WIDTH * HEIGHT * 4;
|
|
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
|
|
let radius = WIDTH as f64 * 2.5;
|
|
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
|
|
for i in 0..N_POINTS {
|
|
let spherical_polar_theta_phi =
|
|
fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
|
|
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
|
|
commands.spawn(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.choose(&mut material_rng).unwrap().clone(),
|
|
transform: Transform::from_translation((radius * unit_sphere_p).as_vec3()),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
// camera
|
|
commands.spawn(Camera3dBundle::default());
|
|
}
|
|
_ => {
|
|
// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
|
|
// as the number of visible meshes rises and falls depending on the viewing angle.
|
|
for x in 0..WIDTH {
|
|
for y in 0..HEIGHT {
|
|
// introduce spaces to break any kind of moiré pattern
|
|
if x % 10 == 0 || y % 10 == 0 {
|
|
continue;
|
|
}
|
|
// cube
|
|
commands.spawn(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.choose(&mut material_rng).unwrap().clone(),
|
|
transform: Transform::from_xyz((x as f32) * 2.5, (y as f32) * 2.5, 0.0),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.choose(&mut material_rng).unwrap().clone(),
|
|
transform: Transform::from_xyz(
|
|
(x as f32) * 2.5,
|
|
HEIGHT as f32 * 2.5,
|
|
(y as f32) * 2.5,
|
|
),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.choose(&mut material_rng).unwrap().clone(),
|
|
transform: Transform::from_xyz((x as f32) * 2.5, 0.0, (y as f32) * 2.5),
|
|
..default()
|
|
});
|
|
commands.spawn(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.choose(&mut material_rng).unwrap().clone(),
|
|
transform: Transform::from_xyz(0.0, (x as f32) * 2.5, (y as f32) * 2.5),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
// camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
|
|
commands.spawn(DirectionalLightBundle { ..default() });
|
|
}
|
|
|
|
fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
|
|
.map(|i| if (i % 4) == 3 { 255 } else { color_rng.gen() })
|
|
.collect();
|
|
color_bytes
|
|
.chunks(4)
|
|
.map(|pixel| {
|
|
images.add(Image::new_fill(
|
|
Extent3d {
|
|
width: 1,
|
|
height: 1,
|
|
depth_or_array_layers: 1,
|
|
},
|
|
TextureDimension::D2,
|
|
pixel,
|
|
TextureFormat::Rgba8UnormSrgb,
|
|
))
|
|
})
|
|
.collect()
|
|
}
|
|
|
|
fn init_materials(
|
|
args: &Args,
|
|
textures: &[Handle<Image>],
|
|
assets: &mut Assets<StandardMaterial>,
|
|
) -> Vec<Handle<StandardMaterial>> {
|
|
let capacity = if args.vary_per_instance {
|
|
match args.layout {
|
|
Layout::Cube => (WIDTH - WIDTH / 10) * (HEIGHT - HEIGHT / 10),
|
|
Layout::Sphere => WIDTH * HEIGHT * 4,
|
|
}
|
|
} else {
|
|
args.material_texture_count
|
|
}
|
|
.max(1);
|
|
|
|
let mut materials = Vec::with_capacity(capacity);
|
|
materials.push(assets.add(StandardMaterial {
|
|
base_color: Color::WHITE,
|
|
base_color_texture: textures.first().cloned(),
|
|
..default()
|
|
}));
|
|
|
|
let mut color_rng = StdRng::seed_from_u64(42);
|
|
let mut texture_rng = StdRng::seed_from_u64(42);
|
|
materials.extend(
|
|
std::iter::repeat_with(|| {
|
|
assets.add(StandardMaterial {
|
|
base_color: Color::rgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
|
|
base_color_texture: textures.choose(&mut texture_rng).cloned(),
|
|
..default()
|
|
})
|
|
})
|
|
.take(capacity - materials.len()),
|
|
);
|
|
|
|
materials
|
|
}
|
|
|
|
// 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>,
|
|
args: Res<Args>,
|
|
mut camera_query: Query<&mut Transform, With<Camera>>,
|
|
) {
|
|
let mut camera_transform = camera_query.single_mut();
|
|
let delta = 0.15
|
|
* if args.benchmark {
|
|
1.0 / 60.0
|
|
} else {
|
|
time.delta_seconds()
|
|
};
|
|
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_mesh_count(
|
|
time: Res<Time>,
|
|
mut timer: Local<PrintingTimer>,
|
|
sprites: Query<(&Handle<Mesh>, &ViewVisibility)>,
|
|
) {
|
|
timer.tick(time.delta());
|
|
|
|
if timer.just_finished() {
|
|
info!(
|
|
"Meshes: {} - Visible Meshes {}",
|
|
sprites.iter().len(),
|
|
sprites.iter().filter(|(_, vis)| vis.get()).count(),
|
|
);
|
|
}
|
|
}
|
|
|
|
#[derive(Deref, DerefMut)]
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
|
|
}
|
|
}
|