# 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.
 | 
						|
//! Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights.
 | 
						|
 | 
						|
use std::f64::consts::PI;
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    color::palettes::css::DEEP_PINK,
 | 
						|
    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
 | 
						|
    math::{DVec2, DVec3},
 | 
						|
    pbr::{ExtractedPointLight, GlobalClusterableObjectMeta},
 | 
						|
    prelude::*,
 | 
						|
    render::{camera::ScalingMode, Render, RenderApp, RenderSet},
 | 
						|
    window::{PresentMode, WindowResolution},
 | 
						|
    winit::{UpdateMode, WinitSettings},
 | 
						|
};
 | 
						|
use rand::{thread_rng, Rng};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins((
 | 
						|
            DefaultPlugins.set(WindowPlugin {
 | 
						|
                primary_window: Some(Window {
 | 
						|
                    resolution: WindowResolution::new(1920.0, 1080.0)
 | 
						|
                        .with_scale_factor_override(1.0),
 | 
						|
                    title: "many_lights".into(),
 | 
						|
                    present_mode: PresentMode::AutoNoVsync,
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            FrameTimeDiagnosticsPlugin,
 | 
						|
            LogDiagnosticsPlugin::default(),
 | 
						|
            LogVisibleLights,
 | 
						|
        ))
 | 
						|
        .insert_resource(WinitSettings {
 | 
						|
            focused_mode: UpdateMode::Continuous,
 | 
						|
            unfocused_mode: UpdateMode::Continuous,
 | 
						|
        })
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, (move_camera, print_light_count))
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
    mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
) {
 | 
						|
    warn!(include_str!("warning_string.txt"));
 | 
						|
 | 
						|
    const LIGHT_RADIUS: f32 = 0.3;
 | 
						|
    const LIGHT_INTENSITY: f32 = 1000.0;
 | 
						|
    const RADIUS: f32 = 50.0;
 | 
						|
    const N_LIGHTS: usize = 100_000;
 | 
						|
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(meshes.add(Sphere::new(RADIUS).mesh().ico(9).unwrap())),
 | 
						|
        MeshMaterial3d(materials.add(Color::WHITE)),
 | 
						|
        Transform::from_scale(Vec3::NEG_ONE),
 | 
						|
    ));
 | 
						|
 | 
						|
    let mesh = meshes.add(Cuboid::default());
 | 
						|
    let material = materials.add(StandardMaterial {
 | 
						|
        base_color: DEEP_PINK.into(),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
 | 
						|
    // 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.
 | 
						|
    // NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
 | 
						|
    let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
 | 
						|
 | 
						|
    // Spawn N_LIGHTS many lights
 | 
						|
    commands.spawn_batch((0..N_LIGHTS).map(move |i| {
 | 
						|
        let mut rng = thread_rng();
 | 
						|
 | 
						|
        let spherical_polar_theta_phi = fibonacci_spiral_on_sphere(golden_ratio, i, N_LIGHTS);
 | 
						|
        let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
 | 
						|
 | 
						|
        (
 | 
						|
            PointLight {
 | 
						|
                range: LIGHT_RADIUS,
 | 
						|
                intensity: LIGHT_INTENSITY,
 | 
						|
                color: Color::hsl(rng.gen_range(0.0..360.0), 1.0, 0.5),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()),
 | 
						|
        )
 | 
						|
    }));
 | 
						|
 | 
						|
    // camera
 | 
						|
    match std::env::args().nth(1).as_deref() {
 | 
						|
        Some("orthographic") => commands.spawn((
 | 
						|
            Camera3d::default(),
 | 
						|
            Projection::from(OrthographicProjection {
 | 
						|
                scaling_mode: ScalingMode::FixedHorizontal {
 | 
						|
                    viewport_width: 20.0,
 | 
						|
                },
 | 
						|
                ..OrthographicProjection::default_3d()
 | 
						|
            }),
 | 
						|
        )),
 | 
						|
        _ => commands.spawn(Camera3d::default()),
 | 
						|
    };
 | 
						|
 | 
						|
    // add one cube, the only one with strong handles
 | 
						|
    // also serves as a reference point during rotation
 | 
						|
    commands.spawn((
 | 
						|
        Mesh3d(mesh),
 | 
						|
        MeshMaterial3d(material),
 | 
						|
        Transform {
 | 
						|
            translation: Vec3::new(0.0, RADIUS, 0.0),
 | 
						|
            scale: Vec3::splat(5.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
    ));
 | 
						|
}
 | 
						|
 | 
						|
// 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),
 | 
						|
        ops::acos((1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)) as f32)
 | 
						|
            as f64,
 | 
						|
    )
 | 
						|
}
 | 
						|
 | 
						|
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>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
 | 
						|
    let delta = time.delta_secs() * 0.15;
 | 
						|
    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_light_count(time: Res<Time>, mut timer: Local<PrintingTimer>, lights: Query<&PointLight>) {
 | 
						|
    timer.0.tick(time.delta());
 | 
						|
 | 
						|
    if timer.0.just_finished() {
 | 
						|
        info!("Lights: {}", lights.iter().len());
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
struct LogVisibleLights;
 | 
						|
 | 
						|
impl Plugin for LogVisibleLights {
 | 
						|
    fn build(&self, app: &mut App) {
 | 
						|
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
 | 
						|
            return;
 | 
						|
        };
 | 
						|
 | 
						|
        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// System for printing the number of meshes on every tick of the timer
 | 
						|
fn print_visible_light_count(
 | 
						|
    time: Res<Time>,
 | 
						|
    mut timer: Local<PrintingTimer>,
 | 
						|
    visible: Query<&ExtractedPointLight>,
 | 
						|
    global_light_meta: Res<GlobalClusterableObjectMeta>,
 | 
						|
) {
 | 
						|
    timer.0.tick(time.delta());
 | 
						|
 | 
						|
    if timer.0.just_finished() {
 | 
						|
        info!(
 | 
						|
            "Visible Lights: {}, Rendered Lights: {}",
 | 
						|
            visible.iter().len(),
 | 
						|
            global_light_meta.entity_to_index.len()
 | 
						|
        );
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
struct PrintingTimer(Timer);
 | 
						|
 | 
						|
impl Default for PrintingTimer {
 | 
						|
    fn default() -> Self {
 | 
						|
        Self(Timer::from_seconds(1.0, TimerMode::Repeating))
 | 
						|
    }
 | 
						|
}
 |