mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
a795de30b4
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it.
188 lines
6 KiB
Rust
188 lines
6 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(Color::WHITE),
|
|
transform: Transform::from_scale(Vec3::NEG_ONE),
|
|
..default()
|
|
});
|
|
|
|
let mesh = meshes.add(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 Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
|
|
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))
|
|
}
|
|
}
|