mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
f9cc91d5a1
Although we cached hashes of `MeshVertexBufferLayout`, we were paying the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every entity, every frame. This patch changes that logic to place `MeshVertexBufferLayout`s in `Arc`s so that they can be compared and hashed by pointer. This results in a 28% speedup in the `queue_material_meshes` phase of `many_cubes`, with frustum culling disabled. Additionally, this patch contains two minor changes: 1. This commit flattens the specialized mesh pipeline cache to one level of hash tables instead of two. This saves a hash lookup. 2. The example `many_cubes` has been given a `--no-frustum-culling` flag, to aid in benchmarking. See the Tracy profile: <img width="1064" alt="Screenshot 2024-02-29 144406" src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e"> ## Migration guide * Duplicate `MeshVertexBufferLayout`s are now combined into a single object, `MeshVertexBufferLayoutRef`, which contains an atomically-reference-counted pointer to the layout. Code that was using `MeshVertexBufferLayout` may need to be updated to use `MeshVertexBufferLayoutRef` instead.
325 lines
11 KiB
Rust
325 lines
11 KiB
Rust
//! Simple benchmark to test per-entity draw overhead.
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//!
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//! To measure performance realistically, be sure to run this in release mode.
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//! `cargo run --example many_cubes --release`
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//!
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//! By default, this arranges the meshes in a spherical pattern that
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//! distributes the meshes evenly.
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//!
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//! See `cargo run --example many_cubes --release -- --help` for more options.
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use std::{f64::consts::PI, str::FromStr};
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use argh::FromArgs;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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math::{DVec2, DVec3},
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prelude::*,
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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view::NoFrustumCulling,
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},
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window::{PresentMode, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
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#[derive(FromArgs, Resource)]
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/// `many_cubes` stress test
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struct Args {
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/// how the cube instances should be positioned.
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#[argh(option, default = "Layout::Sphere")]
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layout: Layout,
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/// whether to step the camera animation by a fixed amount such that each frame is the same across runs.
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#[argh(switch)]
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benchmark: bool,
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/// whether to vary the material data in each instance.
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#[argh(switch)]
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vary_per_instance: bool,
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/// the number of different textures from which to randomly select the material base color. 0 means no textures.
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#[argh(option, default = "0")]
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material_texture_count: usize,
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/// whether to disable frustum culling, for stress testing purposes
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#[argh(switch)]
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no_frustum_culling: bool,
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}
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#[derive(Default, Clone)]
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enum Layout {
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Cube,
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#[default]
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Sphere,
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}
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impl FromStr for Layout {
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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match s {
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"cube" => Ok(Self::Cube),
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"sphere" => Ok(Self::Sphere),
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_ => Err(format!(
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"Unknown layout value: '{}', valid options: 'cube', 'sphere'",
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s
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)),
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}
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}
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}
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fn main() {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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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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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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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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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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.insert_resource(args)
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.add_systems(Startup, setup)
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.add_systems(Update, (move_camera, print_mesh_count))
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.run();
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}
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const WIDTH: usize = 200;
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const HEIGHT: usize = 200;
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fn setup(
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mut commands: Commands,
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args: Res<Args>,
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mut meshes: ResMut<Assets<Mesh>>,
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material_assets: ResMut<Assets<StandardMaterial>>,
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images: ResMut<Assets<Image>>,
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) {
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warn!(include_str!("warning_string.txt"));
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let args = args.into_inner();
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let images = images.into_inner();
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let material_assets = material_assets.into_inner();
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let mesh = meshes.add(Cuboid::default());
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let material_textures = init_textures(args, images);
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let materials = init_materials(args, &material_textures, material_assets);
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let mut material_rng = StdRng::seed_from_u64(42);
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match args.layout {
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Layout::Sphere => {
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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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const N_POINTS: usize = WIDTH * HEIGHT * 4;
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// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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let radius = WIDTH as f64 * 2.5;
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let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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for i in 0..N_POINTS {
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let spherical_polar_theta_phi =
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fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
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let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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let mut cube = commands.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_translation((radius * unit_sphere_p).as_vec3()),
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..default()
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});
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if args.no_frustum_culling {
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cube.insert(NoFrustumCulling);
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}
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}
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// camera
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commands.spawn(Camera3dBundle::default());
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}
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_ => {
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// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
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// as the number of visible meshes rises and falls depending on the viewing angle.
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for x in 0..WIDTH {
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for y in 0..HEIGHT {
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// introduce spaces to break any kind of moiré pattern
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if x % 10 == 0 || y % 10 == 0 {
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continue;
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}
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// cube
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commands.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz((x as f32) * 2.5, (y as f32) * 2.5, 0.0),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz(
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(x as f32) * 2.5,
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HEIGHT as f32 * 2.5,
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(y as f32) * 2.5,
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),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz((x as f32) * 2.5, 0.0, (y as f32) * 2.5),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: mesh.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz(0.0, (x as f32) * 2.5, (y as f32) * 2.5),
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..default()
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});
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}
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}
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
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..default()
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});
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}
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}
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commands.spawn(DirectionalLightBundle::default());
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}
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fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
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let mut color_rng = StdRng::seed_from_u64(42);
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let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
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.map(|i| if (i % 4) == 3 { 255 } else { color_rng.gen() })
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.collect();
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color_bytes
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.chunks(4)
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.map(|pixel| {
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images.add(Image::new_fill(
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Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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pixel,
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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))
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})
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.collect()
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}
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fn init_materials(
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args: &Args,
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textures: &[Handle<Image>],
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assets: &mut Assets<StandardMaterial>,
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) -> Vec<Handle<StandardMaterial>> {
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let capacity = if args.vary_per_instance {
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match args.layout {
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Layout::Cube => (WIDTH - WIDTH / 10) * (HEIGHT - HEIGHT / 10),
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Layout::Sphere => WIDTH * HEIGHT * 4,
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}
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} else {
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args.material_texture_count
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}
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.max(1);
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let mut materials = Vec::with_capacity(capacity);
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materials.push(assets.add(StandardMaterial {
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base_color: Color::WHITE,
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base_color_texture: textures.first().cloned(),
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..default()
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}));
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let mut color_rng = StdRng::seed_from_u64(42);
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let mut texture_rng = StdRng::seed_from_u64(42);
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materials.extend(
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std::iter::repeat_with(|| {
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assets.add(StandardMaterial {
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base_color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
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base_color_texture: textures.choose(&mut texture_rng).cloned(),
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..default()
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})
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})
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.take(capacity - materials.len()),
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);
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materials
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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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(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
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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(
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time: Res<Time>,
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args: Res<Args>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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let mut camera_transform = camera_query.single_mut();
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let delta = 0.15
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* if args.benchmark {
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1.0 / 60.0
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} else {
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time.delta_seconds()
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};
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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_mesh_count(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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sprites: Query<(&Handle<Mesh>, &ViewVisibility)>,
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) {
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timer.tick(time.delta());
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if timer.just_finished() {
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info!(
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"Meshes: {} - Visible Meshes {}",
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sprites.iter().len(),
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sprites.iter().filter(|(_, vis)| vis.get()).count(),
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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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