mirror of
https://github.com/bevyengine/bevy
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16531fb3e3
This commit implements opt-in GPU frustum culling, built on top of the infrastructure in https://github.com/bevyengine/bevy/pull/12773. To enable it on a camera, add the `GpuCulling` component to it. To additionally disable CPU frustum culling, add the `NoCpuCulling` component. Note that adding `GpuCulling` without `NoCpuCulling` *currently* does nothing useful. The reason why `GpuCulling` doesn't automatically imply `NoCpuCulling` is that I intend to follow this patch up with GPU two-phase occlusion culling, and CPU frustum culling plus GPU occlusion culling seems like a very commonly-desired mode. Adding the `GpuCulling` component to a view puts that view into *indirect mode*. This mode makes all drawcalls indirect, relying on the mesh preprocessing shader to allocate instances dynamically. In indirect mode, the `PreprocessWorkItem` `output_index` points not to a `MeshUniform` instance slot but instead to a set of `wgpu` `IndirectParameters`, from which it allocates an instance slot dynamically if frustum culling succeeds. Batch building has been updated to allocate and track indirect parameter slots, and the AABBs are now supplied to the GPU as `MeshCullingData`. A small amount of code relating to the frustum culling has been borrowed from meshlets and moved into `maths.wgsl`. Note that standard Bevy frustum culling uses AABBs, while meshlets use bounding spheres; this means that not as much code can be shared as one might think. This patch doesn't provide any way to perform GPU culling on shadow maps, to avoid making this patch bigger than it already is. That can be a followup. ## Changelog ### Added * Frustum culling can now optionally be done on the GPU. To enable it, add the `GpuCulling` component to a camera. * To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
497 lines
18 KiB
Rust
497 lines
18 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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pbr::NotShadowCaster,
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prelude::*,
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render::{
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batching::NoAutomaticBatching,
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat},
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view::{GpuCulling, NoCpuCulling, 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::{seq::SliceRandom, Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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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_material_data_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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/// the number of different meshes from which to randomly select. Clamped to at least 1.
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#[argh(option, default = "1")]
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mesh_count: usize,
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/// whether to disable all frustum culling. Stresses queuing and batching as all mesh material entities in the scene are always drawn.
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#[argh(switch)]
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no_frustum_culling: bool,
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/// whether to disable automatic batching. Skips batching resulting in heavy stress on render pass draw command encoding.
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#[argh(switch)]
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no_automatic_batching: bool,
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/// whether to enable GPU culling.
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#[argh(switch)]
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gpu_culling: bool,
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/// whether to disable CPU culling.
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#[argh(switch)]
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no_cpu_culling: bool,
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/// whether to enable directional light cascaded shadow mapping.
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#[argh(switch)]
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shadows: 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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mesh_assets: 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_assets = mesh_assets.into_inner();
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let meshes = init_meshes(args, mesh_assets);
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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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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut material_rng = ChaCha8Rng::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 (mesh, transform) = meshes.choose(&mut material_rng).unwrap();
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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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.looking_at(Vec3::ZERO, Vec3::Y)
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.mul_transform(*transform),
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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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if args.no_automatic_batching {
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cube.insert(NoAutomaticBatching);
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}
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}
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// camera
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let mut camera = commands.spawn(Camera3dBundle::default());
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if args.gpu_culling {
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camera.insert(GpuCulling);
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}
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if args.no_cpu_culling {
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camera.insert(NoCpuCulling);
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}
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// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
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commands.spawn((
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PbrBundle {
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mesh: mesh_assets.add(Cuboid::from_size(Vec3::splat(radius as f32 * 2.2))),
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material: material_assets.add(StandardMaterial::from(Color::WHITE)),
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transform: Transform::from_scale(-Vec3::ONE),
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..default()
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},
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NotShadowCaster,
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));
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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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let scale = 2.5;
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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: meshes.choose(&mut material_rng).unwrap().0.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz((x as f32) * scale, (y as f32) * scale, 0.0),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: meshes.choose(&mut material_rng).unwrap().0.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) * scale,
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HEIGHT as f32 * scale,
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(y as f32) * scale,
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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: meshes.choose(&mut material_rng).unwrap().0.clone(),
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material: materials.choose(&mut material_rng).unwrap().clone(),
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transform: Transform::from_xyz((x as f32) * scale, 0.0, (y as f32) * scale),
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..default()
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});
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commands.spawn(PbrBundle {
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mesh: meshes.choose(&mut material_rng).unwrap().0.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) * scale, (y as f32) * scale),
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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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let center = 0.5 * scale * Vec3::new(WIDTH as f32, HEIGHT as f32, WIDTH as f32);
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commands.spawn(Camera3dBundle {
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transform: Transform::from_translation(center),
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..default()
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});
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// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
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commands.spawn((
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PbrBundle {
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mesh: mesh_assets.add(Cuboid::from_size(2.0 * 1.1 * center)),
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material: material_assets.add(StandardMaterial::from(Color::WHITE)),
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transform: Transform::from_scale(-Vec3::ONE).with_translation(center),
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..default()
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},
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NotShadowCaster,
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));
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}
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}
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: args.shadows,
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..default()
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},
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transform: Transform::IDENTITY.looking_at(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
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..default()
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});
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}
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fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut color_rng = ChaCha8Rng::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_material_data_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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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut color_rng = ChaCha8Rng::seed_from_u64(42);
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let mut texture_rng = ChaCha8Rng::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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fn init_meshes(args: &Args, assets: &mut Assets<Mesh>) -> Vec<(Handle<Mesh>, Transform)> {
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let capacity = args.mesh_count.max(1);
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut radius_rng = ChaCha8Rng::seed_from_u64(42);
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let mut variant = 0;
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std::iter::repeat_with(|| {
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let radius = radius_rng.gen_range(0.25f32..=0.75f32);
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let (handle, transform) = match variant % 15 {
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0 => (
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assets.add(Cuboid {
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half_size: Vec3::splat(radius),
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}),
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Transform::IDENTITY,
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),
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1 => (
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assets.add(Capsule3d {
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radius,
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half_length: radius,
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}),
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Transform::IDENTITY,
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),
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2 => (
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assets.add(Circle { radius }),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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),
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3 => {
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let mut vertices = [Vec2::ZERO; 3];
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let dtheta = std::f32::consts::TAU / 3.0;
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for (i, vertex) in vertices.iter_mut().enumerate() {
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let (s, c) = (i as f32 * dtheta).sin_cos();
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*vertex = Vec2::new(c, s) * radius;
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}
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(
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assets.add(Triangle2d { vertices }),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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)
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}
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4 => (
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assets.add(Rectangle {
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half_size: Vec2::splat(radius),
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}),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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),
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v if (5..=8).contains(&v) => (
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assets.add(RegularPolygon {
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circumcircle: Circle { radius },
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sides: v,
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}),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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),
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9 => (
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assets.add(Cylinder {
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radius,
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half_height: radius,
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}),
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Transform::IDENTITY,
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),
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10 => (
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assets.add(Ellipse {
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half_size: Vec2::new(radius, 0.5 * radius),
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}),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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),
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11 => (
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assets.add(
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Plane3d {
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normal: Dir3::NEG_Z,
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half_size: Vec2::splat(0.5),
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}
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.mesh()
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.size(radius, radius),
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),
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Transform::IDENTITY,
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),
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12 => (assets.add(Sphere { radius }), Transform::IDENTITY),
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13 => (
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assets.add(Torus {
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minor_radius: 0.5 * radius,
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major_radius: radius,
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}),
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Transform::IDENTITY.looking_at(Vec3::Y, Vec3::Y),
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),
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14 => (
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assets.add(Capsule2d {
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radius,
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half_length: radius,
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}),
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Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
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),
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_ => unreachable!(),
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};
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variant += 1;
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(handle, transform)
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})
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.take(capacity)
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.collect()
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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
|
|
* 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))
|
|
}
|
|
}
|