bevy/examples/stress_tests/many_cubes.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00

500 lines
18 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},
pbr::NotShadowCaster,
prelude::*,
render::{
batching::NoAutomaticBatching,
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
view::{NoCpuCulling, NoFrustumCulling, NoIndirectDrawing},
},
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use rand::{seq::SliceRandom, Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
#[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_material_data_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,
/// the number of different meshes from which to randomly select. Clamped to at least 1.
#[argh(option, default = "1")]
mesh_count: usize,
/// whether to disable all frustum culling. Stresses queuing and batching as all mesh material entities in the scene are always drawn.
#[argh(switch)]
no_frustum_culling: bool,
/// whether to disable automatic batching. Skips batching resulting in heavy stress on render pass draw command encoding.
#[argh(switch)]
no_automatic_batching: bool,
/// whether to disable indirect drawing.
#[argh(switch)]
no_indirect_drawing: bool,
/// whether to disable CPU culling.
#[argh(switch)]
no_cpu_culling: bool,
/// whether to enable directional light cascaded shadow mapping.
#[argh(switch)]
shadows: bool,
/// animate the cube materials by updating the material from the cpu each frame
#[argh(switch)]
animate_materials: bool,
}
#[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: '{s}', valid options: 'cube', 'sphere'"
)),
}
}
}
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
let mut app = App::new();
app.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::default(),
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Startup, setup)
.add_systems(Update, (move_camera, print_mesh_count));
if args.animate_materials {
app.add_systems(Update, update_materials);
}
app.insert_resource(args).run();
}
const WIDTH: usize = 200;
const HEIGHT: usize = 200;
fn setup(
mut commands: Commands,
args: Res<Args>,
mesh_assets: 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_assets = mesh_assets.into_inner();
let meshes = init_meshes(args, mesh_assets);
let material_textures = init_textures(args, images);
let materials = init_materials(args, &material_textures, material_assets);
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut material_rng = ChaCha8Rng::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);
let (mesh, transform) = meshes.choose(&mut material_rng).unwrap();
commands
.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(materials.choose(&mut material_rng).unwrap().clone()),
Transform::from_translation((radius * unit_sphere_p).as_vec3())
.looking_at(Vec3::ZERO, Vec3::Y)
.mul_transform(*transform),
))
.insert_if(NoFrustumCulling, || args.no_frustum_culling)
.insert_if(NoAutomaticBatching, || args.no_automatic_batching);
}
// camera
let mut camera = commands.spawn(Camera3d::default());
if args.no_indirect_drawing {
camera.insert(NoIndirectDrawing);
}
if args.no_cpu_culling {
camera.insert(NoCpuCulling);
}
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
Mesh3d(mesh_assets.add(Cuboid::from_size(Vec3::splat(radius as f32 * 2.2)))),
MeshMaterial3d(material_assets.add(StandardMaterial::from(Color::WHITE))),
Transform::from_scale(-Vec3::ONE),
NotShadowCaster,
));
}
_ => {
// 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.
let scale = 2.5;
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((
Mesh3d(meshes.choose(&mut material_rng).unwrap().0.clone()),
MeshMaterial3d(materials.choose(&mut material_rng).unwrap().clone()),
Transform::from_xyz((x as f32) * scale, (y as f32) * scale, 0.0),
));
commands.spawn((
Mesh3d(meshes.choose(&mut material_rng).unwrap().0.clone()),
MeshMaterial3d(materials.choose(&mut material_rng).unwrap().clone()),
Transform::from_xyz(
(x as f32) * scale,
HEIGHT as f32 * scale,
(y as f32) * scale,
),
));
commands.spawn((
Mesh3d(meshes.choose(&mut material_rng).unwrap().0.clone()),
MeshMaterial3d(materials.choose(&mut material_rng).unwrap().clone()),
Transform::from_xyz((x as f32) * scale, 0.0, (y as f32) * scale),
));
commands.spawn((
Mesh3d(meshes.choose(&mut material_rng).unwrap().0.clone()),
MeshMaterial3d(materials.choose(&mut material_rng).unwrap().clone()),
Transform::from_xyz(0.0, (x as f32) * scale, (y as f32) * scale),
));
}
}
// camera
let center = 0.5 * scale * Vec3::new(WIDTH as f32, HEIGHT as f32, WIDTH as f32);
commands.spawn((Camera3d::default(), Transform::from_translation(center)));
// Inside-out box around the meshes onto which shadows are cast (though you cannot see them...)
commands.spawn((
Mesh3d(mesh_assets.add(Cuboid::from_size(2.0 * 1.1 * center))),
MeshMaterial3d(material_assets.add(StandardMaterial::from(Color::WHITE))),
Transform::from_scale(-Vec3::ONE).with_translation(center),
NotShadowCaster,
));
}
}
commands.spawn((
DirectionalLight {
shadows_enabled: args.shadows,
..default()
},
Transform::IDENTITY.looking_at(Vec3::new(0.0, -1.0, -1.0), Vec3::Y),
));
}
fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::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.r#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,
RenderAssetUsages::RENDER_WORLD,
))
})
.collect()
}
fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<StandardMaterial>,
) -> Vec<Handle<StandardMaterial>> {
let capacity = if args.vary_material_data_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()
}));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(StandardMaterial {
base_color: Color::srgb_u8(color_rng.r#gen(), color_rng.r#gen(), color_rng.r#gen()),
base_color_texture: textures.choose(&mut texture_rng).cloned(),
..default()
})
})
.take(capacity - materials.len()),
);
materials
}
fn init_meshes(args: &Args, assets: &mut Assets<Mesh>) -> Vec<(Handle<Mesh>, Transform)> {
let capacity = args.mesh_count.max(1);
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut radius_rng = ChaCha8Rng::seed_from_u64(42);
let mut variant = 0;
std::iter::repeat_with(|| {
let radius = radius_rng.gen_range(0.25f32..=0.75f32);
let (handle, transform) = match variant % 15 {
0 => (
assets.add(Cuboid {
half_size: Vec3::splat(radius),
}),
Transform::IDENTITY,
),
1 => (
assets.add(Capsule3d {
radius,
half_length: radius,
}),
Transform::IDENTITY,
),
2 => (
assets.add(Circle { radius }),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
),
3 => {
let mut vertices = [Vec2::ZERO; 3];
let dtheta = std::f32::consts::TAU / 3.0;
for (i, vertex) in vertices.iter_mut().enumerate() {
let (s, c) = ops::sin_cos(i as f32 * dtheta);
*vertex = Vec2::new(c, s) * radius;
}
(
assets.add(Triangle2d { vertices }),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
)
}
4 => (
assets.add(Rectangle {
half_size: Vec2::splat(radius),
}),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
),
v if (5..=8).contains(&v) => (
assets.add(RegularPolygon {
circumcircle: Circle { radius },
sides: v,
}),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
),
9 => (
assets.add(Cylinder {
radius,
half_height: radius,
}),
Transform::IDENTITY,
),
10 => (
assets.add(Ellipse {
half_size: Vec2::new(radius, 0.5 * radius),
}),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
),
11 => (
assets.add(
Plane3d {
normal: Dir3::NEG_Z,
half_size: Vec2::splat(0.5),
}
.mesh()
.size(radius, radius),
),
Transform::IDENTITY,
),
12 => (assets.add(Sphere { radius }), Transform::IDENTITY),
13 => (
assets.add(Torus {
minor_radius: 0.5 * radius,
major_radius: radius,
}),
Transform::IDENTITY.looking_at(Vec3::Y, Vec3::Y),
),
14 => (
assets.add(Capsule2d {
radius,
half_length: radius,
}),
Transform::IDENTITY.looking_at(Vec3::Z, Vec3::Y),
),
_ => unreachable!(),
};
variant += 1;
(handle, transform)
})
.take(capacity)
.collect()
}
// 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),
f64::acos(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)),
)
}
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_transform: Single<&mut Transform, With<Camera>>,
) {
let delta = 0.15
* if args.benchmark {
1.0 / 60.0
} else {
time.delta_secs()
};
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<(&Mesh3d, &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))
}
}
fn update_materials(mut materials: ResMut<Assets<StandardMaterial>>, time: Res<Time>) {
let elapsed = time.elapsed_secs();
for (i, (_, material)) in materials.iter_mut().enumerate() {
let hue = (elapsed + i as f32 * 0.005).rem_euclid(1.0);
// This is much faster than using base_color.set_hue(hue), and in a tight loop it shows.
let color = fast_hue_to_rgb(hue);
material.base_color = Color::linear_rgb(color.x, color.y, color.z);
}
}
#[inline]
fn fast_hue_to_rgb(hue: f32) -> Vec3 {
(hue * 6.0 - vec3(3.0, 2.0, 4.0)).abs() * vec3(1.0, -1.0, -1.0) + vec3(-1.0, 2.0, 2.0)
}