mirror of
https://github.com/bevyengine/bevy
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fa179ba475
# Objective - The `many_lights` example uses a for-loop around `commands.spawn`. - It is generally recommended to use `spawn_batch` instead to lazily spawn entities, because it doesn't massively grow the command queue. ## Solution - Use `spawn_batch` in `many_lights` example. --- ## Discussion - `thread_rng` is called for each light spawned. This is a simple thread-local `Rc` clone, so it should compile down to a copy and an increment + decrement instruction. - I created `golden_ration` outside of the closure and `move`d it in. This should just be a copy and hopefully will get const-evaluated away. Would it be better to just move it into the closure itself? ## Performance Using `spawn_batch` seems to decrease time-to-first-`Update` by 0.1s: 1.3s to 1.2s. <details> <summary>Raw data and how it was collected.</summary> Before: - 2024-02-19T15:18:57.650987Z to 2024-02-19T15:18:58.912244Z : 1.3 - 2024-02-19T15:19:25.277135Z to 2024-02-19T15:19:26.542092Z : 1.3 - 2024-02-19T15:19:46.841460Z to 2024-02-19T15:19:48.137560Z : 1.3 After: - 2024-02-19T15:17:05.749521Z to 2024-02-19T15:17:06.993221Z : 1.2 - 2024-02-19T15:17:38.153049Z to 2024-02-19T15:17:39.393760Z : 1.2 - 2024-02-19T15:18:10.691562Z to 2024-02-19T15:18:11.891430Z : 1.2 To time performance, I tracked the time from the first `Startup` logged message to the first `Update` logged message. ```shell $ cargo run --release --example many_lights Compiling bevy v0.13.0 (/Users/bdeep/dev/bevy/bevy) Finished release [optimized] target(s) in 1.54s Running `target/release/examples/many_lights` # THIS TIME 2024-02-19T15:30:13.429609Z INFO bevy_render::renderer: AdapterInfo { name: "Apple M1", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal } 2024-02-19T15:30:13.566856Z INFO bevy_winit::system: Creating new window "many_lights" (0v1) 2024-02-19T15:30:13.592371Z WARN many_lights: This is a stress test used to push Bevy to its limit and debug performance issues. It is not representative of an actual game. It must be run in release mode using --release or it will be very slow. 2024-02-19T15:30:13.592572Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "MacOS 14.2.1 ", kernel: "23.2.0", cpu: "Apple M1", core_count: "8", memory: "16.0 GiB" } # TO THIS TIME 2024-02-19T15:30:15.429900Z INFO many_lights: Lights: 100000 2024-02-19T15:30:15.430139Z INFO bevy diagnostic: fps : 0.982693 (avg 43.026557) 2024-02-19T15:30:15.430157Z INFO bevy diagnostic: frame_time : 1017.611750ms (avg 149.456476ms) 2024-02-19T15:30:15.430165Z INFO bevy diagnostic: frame_count: 12.000000 (avg 6.000000) ``` </details>
191 lines
6.1 KiB
Rust
191 lines
6.1 KiB
Rust
//! Simple benchmark to test rendering many point lights.
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//! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
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use std::f64::consts::PI;
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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::{ExtractedPointLight, GlobalLightMeta},
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prelude::*,
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render::{camera::ScalingMode, Render, RenderApp, RenderSet},
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window::{PresentMode, WindowPlugin, WindowResolution},
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winit::{UpdateMode, WinitSettings},
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};
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use rand::{thread_rng, Rng};
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fn main() {
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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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resolution: WindowResolution::new(1920.0, 1080.0)
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.with_scale_factor_override(1.0),
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title: "many_lights".into(),
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present_mode: PresentMode::AutoNoVsync,
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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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LogVisibleLights,
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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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.add_systems(Startup, setup)
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.add_systems(Update, (move_camera, print_light_count))
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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warn!(include_str!("warning_string.txt"));
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const LIGHT_RADIUS: f32 = 0.3;
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const LIGHT_INTENSITY: f32 = 1000.0;
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const RADIUS: f32 = 50.0;
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const N_LIGHTS: usize = 100_000;
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap()),
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material: materials.add(LegacyColor::WHITE),
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transform: Transform::from_scale(Vec3::NEG_ONE),
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..default()
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});
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let mesh = meshes.add(Cuboid::default());
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let material = materials.add(StandardMaterial {
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base_color: LegacyColor::PINK,
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..default()
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});
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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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// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
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let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
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// Spawn N_LIGHTS many lights
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commands.spawn_batch((0..N_LIGHTS).map(move |i| {
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let mut rng = thread_rng();
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let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
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let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
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PointLightBundle {
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point_light: PointLight {
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range: LIGHT_RADIUS,
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intensity: LIGHT_INTENSITY,
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color: LegacyColor::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
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..default()
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},
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transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
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..default()
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}
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}));
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// camera
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match std::env::args().nth(1).as_deref() {
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Some("orthographic") => commands.spawn(Camera3dBundle {
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projection: OrthographicProjection {
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scale: 20.0,
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scaling_mode: ScalingMode::FixedHorizontal(1.0),
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..default()
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}
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.into(),
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..default()
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}),
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_ => commands.spawn(Camera3dBundle::default()),
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};
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// add one cube, the only one with strong handles
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// also serves as a reference point during rotation
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commands.spawn(PbrBundle {
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mesh,
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material,
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transform: Transform {
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translation: Vec3::new(0.0, RADIUS, 0.0),
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scale: Vec3::splat(5.0),
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..default()
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},
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..default()
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});
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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(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut();
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let delta = time.delta_seconds() * 0.15;
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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_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!("Lights: {}", lights.iter().len());
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}
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}
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struct LogVisibleLights;
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impl Plugin for LogVisibleLights {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
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}
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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_visible_light_count(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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visible: Query<&ExtractedPointLight>,
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global_light_meta: Res<GlobalLightMeta>,
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) {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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info!(
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"Visible Lights: {}, Rendered Lights: {}",
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visible.iter().len(),
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global_light_meta.entity_to_index.len()
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);
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}
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}
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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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