
# Objective - When running any of the stress tests, the refresh rate is currently capped to 60hz because of the `ReactiveLowPower` default used when the window is not in focus. Since stress tests should run as fast as possible (and as such vsync is disabled for all of them), it makes sense to always run them in `Continuous` mode. This is especially useful to avoid capturing non-representative frame times when recording a Tracy frame. ## Solution - Always use the `Continuous` update mode in stress tests.
194 lines
6.2 KiB
Rust
194 lines
6.2 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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use std::f64::consts::PI;
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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, Render, RenderApp, RenderSet},
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window::{PresentMode, WindowPlugin, 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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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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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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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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commands.spawn(PbrBundle {
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mesh: meshes.add(
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Mesh::try_from(shape::Icosphere {
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radius: RADIUS,
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subdivisions: 9,
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})
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.unwrap(),
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),
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material: materials.add(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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let mesh = meshes.add(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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// 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(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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// camera
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match std::env::args().nth(1).as_deref() {
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Some("orthographic") => commands.spawn(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(Camera3dBundle::default()),
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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(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, 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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// 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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(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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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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// 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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// 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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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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struct LogVisibleLights;
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impl Plugin for LogVisibleLights {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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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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// 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<GlobalLightMeta>,
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) {
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timer.0.tick(time.delta());
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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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struct PrintingTimer(Timer);
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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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