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examples: Add many_lights example for testing many point lights
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use bevy::{ | ||
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, | ||
math::{DVec2, DVec3}, | ||
pbr::{ExtractedPointLight, GlobalLightMeta}, | ||
prelude::*, | ||
render::{RenderApp, RenderStage}, | ||
}; | ||
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fn main() { | ||
App::new() | ||
.insert_resource(WindowDescriptor { | ||
width: 1024.0, | ||
height: 768.0, | ||
title: "many_lights".to_string(), | ||
present_mode: bevy::window::PresentMode::Immediate, | ||
..default() | ||
}) | ||
.add_plugins(DefaultPlugins) | ||
.add_plugin(FrameTimeDiagnosticsPlugin::default()) | ||
.add_plugin(LogDiagnosticsPlugin::default()) | ||
.add_startup_system(setup) | ||
.add_system(move_camera) | ||
.add_system(print_light_count) | ||
.add_plugin(LogVisibleLights) | ||
.run(); | ||
} | ||
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fn setup( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
const LIGHT_RADIUS: f32 = 0.3; | ||
const LIGHT_INTENSITY: f32 = 5.0; | ||
const RADIUS: f32 = 50.0; | ||
const N_LIGHTS: usize = 100_000; | ||
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commands.spawn_bundle(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Icosphere { | ||
radius: RADIUS, | ||
subdivisions: 9, | ||
})), | ||
material: materials.add(StandardMaterial::from(Color::WHITE)), | ||
transform: Transform::from_scale(Vec3::splat(-1.0)), | ||
..default() | ||
}); | ||
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let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 })); | ||
let material = materials.add(StandardMaterial { | ||
base_color: Color::PINK, | ||
..default() | ||
}); | ||
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// 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()); | ||
for i in 0..N_LIGHTS { | ||
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); | ||
commands.spawn_bundle(PointLightBundle { | ||
point_light: PointLight { | ||
range: LIGHT_RADIUS, | ||
intensity: LIGHT_INTENSITY, | ||
..default() | ||
}, | ||
transform: Transform::from_translation((RADIUS as f64 * unit_sphere_p).as_vec3()), | ||
..default() | ||
}); | ||
} | ||
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// camera | ||
commands.spawn_bundle(PerspectiveCameraBundle::default()); | ||
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// add one cube, the only one with strong handles | ||
// also serves as a reference point during rotation | ||
commands.spawn_bundle(PbrBundle { | ||
mesh, | ||
material, | ||
transform: Transform { | ||
translation: Vec3::new(0.0, RADIUS as f32, 0.0), | ||
scale: Vec3::splat(5.0), | ||
..default() | ||
}, | ||
..default() | ||
}); | ||
} | ||
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// 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( | ||
2.0 * std::f64::consts::PI * (i as f64 / golden_ratio), | ||
(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(), | ||
) | ||
} | ||
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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) | ||
} | ||
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// System for rotating the camera | ||
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) { | ||
let mut camera_transform = camera_query.single_mut(); | ||
camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.15)); | ||
camera_transform.rotate(Quat::from_rotation_x(time.delta_seconds() * 0.15)); | ||
} | ||
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// 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()); | ||
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if timer.0.just_finished() { | ||
info!("Lights: {}", lights.iter().len(),); | ||
} | ||
} | ||
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struct LogVisibleLights; | ||
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impl Plugin for LogVisibleLights { | ||
fn build(&self, app: &mut App) { | ||
let render_app = match app.get_sub_app_mut(RenderApp) { | ||
Ok(render_app) => render_app, | ||
Err(_) => return, | ||
}; | ||
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render_app | ||
.add_system_to_stage(RenderStage::Extract, extract_time) | ||
.add_system_to_stage(RenderStage::Prepare, print_visible_light_count); | ||
} | ||
} | ||
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// 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<GlobalLightMeta>, | ||
) { | ||
timer.0.tick(time.delta()); | ||
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if timer.0.just_finished() { | ||
info!( | ||
"Visible Lights: {}, Rendered Lights: {}", | ||
visible.iter().len(), | ||
global_light_meta.entity_to_index.len() | ||
); | ||
} | ||
} | ||
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fn extract_time(mut commands: Commands, time: Res<Time>) { | ||
commands.insert_resource(time.into_inner().clone()); | ||
} | ||
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struct PrintingTimer(Timer); | ||
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impl Default for PrintingTimer { | ||
fn default() -> Self { | ||
Self(Timer::from_seconds(1.0, true)) | ||
} | ||
} |
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