 2bd328220b
			
		
	
	
		2bd328220b
		
			
		
	
	
	
	
		
			
			# Objective Fixes #15791. As raised in #11022, scaling orthographic cameras is confusing! In Bevy 0.14, there were multiple completely redundant ways to do this, and no clear guidance on which to use. As a result, #15075 removed the `scale` field from `OrthographicProjection` completely, solving the redundancy issue. However, this resulted in an unintuitive API and a painful migration, as discussed in #15791. Users simply want to change a single parameter to zoom, rather than deal with the irrelevant details of how the camera is being scaled. ## Solution This PR reverts #15075, and takes an alternate, more nuanced approach to the redundancy problem. `ScalingMode::WindowSize` was by far the biggest offender. This was the default variant, and stored a float that was *fully* redundant to setting `scale`. All of the other variants contained meaningful semantic information and had an intuitive scale. I could have made these unitless, storing an aspect ratio, but this would have been a worse API and resulted in a pointlessly painful migration. In the course of this work I've also: - improved the documentation to explain that you should just set `scale` to zoom cameras - swapped to named fields for all of the variants in `ScalingMode` for more clarity about the parameter meanings - substantially improved the `projection_zoom` example - removed the footgunny `Mul` and `Div` impls for `ScalingMode`, especially since these no longer have the intended effect on `ScalingMode::WindowSize`. - removed a rounding step because this is now redundant 🎉 ## Testing I've tested these changes as part of my work in the `projection_zoom` example, and things seem to work fine. ## Migration Guide `ScalingMode` has been refactored for clarity, especially on how to zoom orthographic cameras and their projections: - `ScalingMode::WindowSize` no longer stores a float, and acts as if its value was 1. Divide your camera's scale by any previous value to achieve identical results. - `ScalingMode::FixedVertical` and `FixedHorizontal` now use named fields. --------- Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
		
			
				
	
	
		
			190 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			190 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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| 
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| use std::f64::consts::PI;
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| 
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| use bevy::{
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|     color::palettes::css::DEEP_PINK,
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     math::{DVec2, DVec3},
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|     pbr::{ExtractedPointLight, GlobalClusterableObjectMeta},
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|     prelude::*,
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|     render::{camera::ScalingMode, Render, RenderApp, RenderSet},
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|     window::{PresentMode, 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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| 
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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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| 
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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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| 
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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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| 
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap())),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_scale(Vec3::NEG_ONE),
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|     ));
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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: DEEP_PINK.into(),
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|         ..default()
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|     });
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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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| 
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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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| 
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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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| 
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|         (
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|             PointLight {
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|                 range: LIGHT_RADIUS,
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|                 intensity: LIGHT_INTENSITY,
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|                 color: Color::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::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
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|         )
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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((
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|             Camera3d::default(),
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|             Projection::from(OrthographicProjection {
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|                 scaling_mode: ScalingMode::FixedHorizontal {
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|                     viewport_width: 20.0,
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|                 },
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|                 ..OrthographicProjection::default_3d()
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|             }),
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|         )),
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|         _ => commands.spawn(Camera3d::default()),
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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((
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|         Mesh3d(mesh),
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|         MeshMaterial3d(material),
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|         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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|     ));
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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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|         ops::acos((1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)) as f32)
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|             as f64,
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|     )
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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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| 
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| // System for rotating the camera
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| fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
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|     let delta = time.delta_secs() * 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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| 
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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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| 
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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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| 
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| struct LogVisibleLights;
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| 
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| impl Plugin for LogVisibleLights {
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|     fn build(&self, app: &mut App) {
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|         let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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|             return;
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|         };
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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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| 
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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<GlobalClusterableObjectMeta>,
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| ) {
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|     timer.0.tick(time.delta());
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| 
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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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| 
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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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