 f0047899d7
			
		
	
	
		f0047899d7
		
			
		
	
	
	
	
		
			
			# Objective I have an application where I'd like to measure average frame rate over the entire life of the application, and it would be handy if I could just configure this on the existing `FrameTimeDiagnosticsPlugin`. Probably fixes #10948? ## Solution Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because `smoothing_factor` seems to be based on history length, add that too. ## Discussion I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's 1/3 of a second at typical game frame rates. Moreover, the default print interval for `LogDiagnosticsPlugin` is 1 second. So when the two are combined, you are printing the average over the last third of the duration between now and the previous print, which seems a bit wonky. (related: #11429) I'm pretty sure this default value discussed and the current value wasn't totally arbitrary though. Maybe it would be nice for `Diagnostic` to have a `with_max_history_length_and_also_calculate_a_good_default_smoothing_factor` method? And then make an explicit smoothing factor in `FrameTimeDiagnosticsPlugin` optional? Or add a `new(max_history_length: usize)` method to `FrameTimeDiagnosticsPlugin` that sets a reasonable default `smoothing_factor`? edit: This one seems like a no-brainer, doing it. ## Alternatives It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that might not be super interoperable with, for example, third party FPS overlays. Still, might be the right call. ## Testing `cargo run --example many_sprites` (modified to use a custom `max_history_length`) ## Migration Guide `FrameTimeDiagnosticsPlugin` now contains two fields. Use `FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to configure it.
		
			
				
	
	
		
			130 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			130 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders a lot of sprites to allow performance testing.
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| //! See <https://github.com/bevyengine/bevy/pull/1492>
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| //!
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| //! This example sets up many sprites in different sizes, rotations, and scales in the world.
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| //! It also moves the camera over them to see how well frustum culling works.
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| //!
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| //! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
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| //! in multiple batches, reducing performance but useful for testing.
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| 
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| use bevy::{
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|     color::palettes::css::*,
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     prelude::*,
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|     window::{PresentMode, WindowResolution},
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|     winit::{UpdateMode, WinitSettings},
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| };
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| 
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| use rand::Rng;
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| 
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| const CAMERA_SPEED: f32 = 1000.0;
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| 
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| const COLORS: [Color; 3] = [Color::Srgba(BLUE), Color::Srgba(WHITE), Color::Srgba(RED)];
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| 
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| #[derive(Resource)]
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| struct ColorTint(bool);
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ColorTint(
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|             std::env::args().nth(1).unwrap_or_default() == "--colored",
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|         ))
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|         // Since this is also used as a benchmark, we want it to display performance data.
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|         .add_plugins((
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|             LogDiagnosticsPlugin::default(),
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|             FrameTimeDiagnosticsPlugin::default(),
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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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|         ))
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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(
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|             Update,
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|             (print_sprite_count, move_camera.after(print_sprite_count)),
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|         )
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<ColorTint>) {
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|     warn!(include_str!("warning_string.txt"));
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| 
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|     let mut rng = rand::thread_rng();
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| 
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|     let tile_size = Vec2::splat(64.0);
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|     let map_size = Vec2::splat(320.0);
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| 
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|     let half_x = (map_size.x / 2.0) as i32;
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|     let half_y = (map_size.y / 2.0) as i32;
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| 
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|     let sprite_handle = assets.load("branding/icon.png");
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| 
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|     // Spawns the camera
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| 
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|     commands.spawn(Camera2d);
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| 
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|     // Builds and spawns the sprites
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|     let mut sprites = vec![];
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|     for y in -half_y..half_y {
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|         for x in -half_x..half_x {
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|             let position = Vec2::new(x as f32, y as f32);
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|             let translation = (position * tile_size).extend(rng.gen::<f32>());
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|             let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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|             let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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| 
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|             sprites.push((
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|                 Sprite {
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|                     image: sprite_handle.clone(),
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|                     custom_size: Some(tile_size),
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|                     color: if color_tint.0 {
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|                         COLORS[rng.gen_range(0..3)]
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|                     } else {
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|                         Color::WHITE
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|                     },
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|                     ..default()
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|                 },
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|                 Transform {
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|                     translation,
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|                     rotation,
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|                     scale,
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|                 },
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|             ));
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|         }
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|     }
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|     commands.spawn_batch(sprites);
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| }
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| 
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| // System for rotating and translating the camera
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| fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
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|     camera_transform.rotate_z(time.delta_secs() * 0.5);
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|     **camera_transform = **camera_transform
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|         * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
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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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| 
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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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| 
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| // System for printing the number of sprites on every tick of the timer
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| fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
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|     timer.tick(time.delta());
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| 
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|     if timer.just_finished() {
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|         info!("Sprites: {}", sprites.iter().count());
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|     }
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| }
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