
# Objective Fix #8267. Fixes half of #7840. The `ComputedVisibility` component contains two flags: hierarchy visibility, and view visibility (whether its visible to any cameras). Due to the modular and open-ended way that view visibility is computed, it triggers change detection every single frame, even when the value does not change. Since hierarchy visibility is stored in the same component as view visibility, this means that change detection for inherited visibility is completely broken. At the company I work for, this has become a real issue. We are using change detection to only re-render scenes when necessary. The broken state of change detection for computed visibility means that we have to to rely on the non-inherited `Visibility` component for now. This is workable in the early stages of our project, but since we will inevitably want to use the hierarchy, we will have to either: 1. Roll our own solution for computed visibility. 2. Fix the issue for everyone. ## Solution Split the `ComputedVisibility` component into two: `InheritedVisibilty` and `ViewVisibility`. This allows change detection to behave properly for `InheritedVisibility`. View visiblity is still erratic, although it is less useful to be able to detect changes for this flavor of visibility. Overall, this actually simplifies the API. Since the visibility system consists of self-explaining components, it is much easier to document the behavior and usage. This approach is more modular and "ECS-like" -- one could strip out the `ViewVisibility` component entirely if it's not needed, and rely only on inherited visibility. --- ## Changelog - `ComputedVisibility` has been removed in favor of: `InheritedVisibility` and `ViewVisiblity`. ## Migration Guide The `ComputedVisibilty` component has been split into `InheritedVisiblity` and `ViewVisibility`. Replace any usages of `ComputedVisibility::is_visible_in_hierarchy` with `InheritedVisibility::get`, and replace `ComputedVisibility::is_visible_in_view` with `ViewVisibility::get`. ```rust // Before: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, computed_visibility: ComputedVisibility::default(), }); // After: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, inherited_visibility: InheritedVisibility::default(), view_visibility: ViewVisibility::default(), }); ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_hierarchy() { // After: fn my_system(q: Query<&InheritedVisibility>) { for inherited_visibility in &q { if inherited_visibility.get() { ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_view() { // After: fn my_system(q: Query<&ViewVisibility>) { for view_visibility in &q { if view_visibility.get() { ``` ```rust // Before: fn my_system(mut q: Query<&mut ComputedVisibilty>) { for vis in &mut q { vis.set_visible_in_view(); // After: fn my_system(mut q: Query<&mut ViewVisibility>) { for view_visibility in &mut q { view_visibility.set(); ``` --------- Co-authored-by: Robert Swain <robert.swain@gmail.com>
194 lines
6.9 KiB
Rust
194 lines
6.9 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 cubical pattern, where the number of visible meshes
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//! varies with the viewing angle. You can choose to run the demo with a spherical pattern that
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//! distributes the meshes evenly.
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//!
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//! To start the demo using the spherical layout run
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//! `cargo run --example many_cubes --release sphere`
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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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prelude::*,
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window::{PresentMode, WindowPlugin},
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};
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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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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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))
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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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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 WIDTH: usize = 200;
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const HEIGHT: usize = 200;
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let material = materials.add(StandardMaterial {
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base_color: Color::PINK,
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..default()
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});
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match std::env::args().nth(1).as_deref() {
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Some("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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commands.spawn(PbrBundle {
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mesh: mesh.clone_weak(),
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material: material.clone_weak(),
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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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}
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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_weak(),
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material: material.clone_weak(),
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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_weak(),
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material: material.clone_weak(),
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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_weak(),
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material: material.clone_weak(),
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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_weak(),
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material: material.clone_weak(),
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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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// 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, HEIGHT as f32 * 2.5, 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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commands.spawn(DirectionalLightBundle { ..default() });
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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_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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