bevy/examples/stress_tests/many_cubes.rs
Joona Aalto a795de30b4
Use impl Into<A> for Assets::add (#10878)
# 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.
2024-01-08 22:14:43 +00:00

308 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_asset::RenderAssetPersistencePolicy,
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(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,
RenderAssetPersistencePolicy::Unload,
))
})
.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))
}
}