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			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			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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| 
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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, Extract, RenderApp, RenderStage},
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|     window::PresentMode,
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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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|         .insert_resource(WindowDescriptor {
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|             width: 1024.0,
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|             height: 768.0,
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|             title: "many_lights".to_string(),
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|             present_mode: PresentMode::AutoNoVsync,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(FrameTimeDiagnosticsPlugin::default())
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_startup_system(setup)
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|         .add_system(move_camera)
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|         .add_system(print_light_count)
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|         .add_plugin(LogVisibleLights)
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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 = 5.0;
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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_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Icosphere {
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|             radius: RADIUS,
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|             subdivisions: 9,
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|         })),
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|         material: materials.add(StandardMaterial::from(Color::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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| 
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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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| 
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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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|     let mut rng = thread_rng();
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|     for i in 0..N_LIGHTS {
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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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|         commands.spawn_bundle(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: 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: 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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| 
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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_bundle(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_bundle(Camera3dBundle::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_bundle(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 as f32, 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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| 
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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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|         2.0 * std::f64::consts::PI * (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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| 
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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_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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| 
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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 render_app = match app.get_sub_app_mut(RenderApp) {
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|             Ok(render_app) => render_app,
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|             Err(_) => return,
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|         };
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| 
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|         render_app
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|             .add_system_to_stage(RenderStage::Extract, extract_time)
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|             .add_system_to_stage(RenderStage::Prepare, print_visible_light_count);
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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<ExtractedTime>,
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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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| 
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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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| #[derive(Resource, Deref, DerefMut)]
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| pub struct ExtractedTime(Time);
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| 
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| fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
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|     commands.insert_resource(ExtractedTime(time.clone()));
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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, true))
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|     }
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| }
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