Skip to content

Add many_morph_targets stress test #18536

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 14 commits into
base: main
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
11 changes: 11 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -3011,6 +3011,17 @@ description = "Loads an animated fox model and spawns lots of them. Good for tes
category = "Stress Tests"
wasm = true

[[example]]
name = "many_morph_targets"
path = "examples/stress_tests/many_morph_targets.rs"
doc-scrape-examples = true

[package.metadata.example.many_morph_targets]
name = "Many Morph Targets"
description = "Simple benchmark to test rendering many meshes with animated morph targets."
category = "Stress Tests"
wasm = true

[[example]]
name = "many_glyphs"
path = "examples/stress_tests/many_glyphs.rs"
Expand Down
1 change: 1 addition & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -502,6 +502,7 @@ Example | Description
[Many Gizmos](../examples/stress_tests/many_gizmos.rs) | Test rendering of many gizmos
[Many Glyphs](../examples/stress_tests/many_glyphs.rs) | Simple benchmark to test text rendering.
[Many Lights](../examples/stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights
[Many Morph Targets](../examples/stress_tests/many_morph_targets.rs) | Simple benchmark to test rendering many meshes with animated morph targets.
[Many Sprites](../examples/stress_tests/many_sprites.rs) | Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites.
[Many Text2d](../examples/stress_tests/many_text2d.rs) | Displays many Text2d! Used for performance testing.
[Text Pipeline](../examples/stress_tests/text_pipeline.rs) | Text Pipeline benchmark
Expand Down
253 changes: 253 additions & 0 deletions examples/stress_tests/many_morph_targets.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,253 @@
//! Simple benchmark to test rendering many meshes with animated morph targets.

use argh::FromArgs;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
scene::SceneInstanceReady,
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use core::{f32::consts::PI, str::FromStr};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;

/// Controls the weight values.
#[derive(PartialEq)]
enum ArgWeights {
/// Weights will change over time and be a mix of zero and non-zero.
Animated,

/// Set all the weights to one.
One,

/// Set all the weights to zero, minimizing vertex shader cost.
Zero,

/// Set all the weights to a very small value, so the pixel shader cost
/// should be similar to `Zero` but vertex shader cost the same as `One`.
Tiny,
}

impl FromStr for ArgWeights {
type Err = String;

fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"animated" => Ok(Self::Animated),
"zero" => Ok(Self::Zero),
"one" => Ok(Self::One),
"tiny" => Ok(Self::Tiny),
_ => Err("must be 'animated', 'one', `zero`, or 'tiny'".into()),
}
}
}

/// Controls the camera.
#[derive(PartialEq)]
enum ArgCamera {
/// Keep all the meshes in view and at a reasonable size.
Default,

/// Zoom far out. This is used to reduce pixel shader costs and so emphasize
/// vertex shader costs.
Far,
}

impl FromStr for ArgCamera {
type Err = String;

fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"default" => Ok(Self::Default),
"far" => Ok(Self::Far),
_ => Err("must be 'default' or 'far'".into()),
}
}
}

/// `many_morph_targets` stress test
#[derive(FromArgs, Resource)]
struct Args {
/// number of meshes
#[argh(option, default = "1024")]
count: usize,

/// options: 'animated', 'one', 'zero', 'tiny'
#[argh(option, default = "ArgWeights::Animated")]
weights: ArgWeights,

/// options: 'default', 'far'
#[argh(option, default = "ArgCamera::Default")]
camera: ArgCamera,
}

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();

App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Many Morph Targets".to_string(),
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..Default::default()
}),
FrameTimeDiagnosticsPlugin::default(),
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.insert_resource(AmbientLight {
brightness: 1000.0,
..Default::default()
})
.insert_resource(args)
.add_systems(Startup, setup)
.run();
}

#[derive(Component, Clone)]
struct AnimationToPlay {
graph_handle: Handle<AnimationGraph>,
index: AnimationNodeIndex,
speed: f32,
}

impl AnimationToPlay {
fn with_speed(&self, speed: f32) -> Self {
AnimationToPlay {
speed,
..self.clone()
}
}
}

fn setup(
args: Res<Args>,
asset_server: Res<AssetServer>,
mut graphs: ResMut<Assets<AnimationGraph>>,
mut commands: Commands,
) {
const ASSET_PATH: &str = "models/animated/MorphStressTest.gltf";

let scene = SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(ASSET_PATH)));

let mut rng = ChaCha8Rng::seed_from_u64(856673);

let animations = (0..3)
.map(|gltf_index| {
let (graph, index) = AnimationGraph::from_clip(
asset_server.load(GltfAssetLabel::Animation(gltf_index).from_asset(ASSET_PATH)),
);
AnimationToPlay {
graph_handle: graphs.add(graph),
index,
speed: 1.0,
}
})
.collect::<Vec<_>>();

// Arrange the meshes in a grid.

let count = args.count;
let x_dim = ((count as f32).sqrt().ceil() as usize).max(1);
let y_dim = count.div_ceil(x_dim);

for mesh_index in 0..count {
let animation = animations[mesh_index.rem_euclid(animations.len())].clone();

let x = 2.5 + (5.0 * ((mesh_index.rem_euclid(x_dim) as f32) - ((x_dim as f32) * 0.5)));
let y = -2.2 - (3.0 * ((mesh_index.div_euclid(x_dim) as f32) - ((y_dim as f32) * 0.5)));

// Randomly vary the animation speed so that the number of morph targets
// active on each frame is more likely to be stable.

let animation_speed = rng.r#gen::<f32>() + 0.5;

commands
.spawn((
animation.with_speed(animation_speed),
scene.clone(),
Transform::from_xyz(x, y, 0.0),
))
.observe(play_animation)
.observe(set_weights);
}

commands.spawn((
DirectionalLight::default(),
Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
));

let camera_distance = (x_dim as f32)
* match args.camera {
ArgCamera::Default => 4.0,
ArgCamera::Far => 200.0,
};

commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, camera_distance).looking_at(Vec3::ZERO, Vec3::Y),
));
}

fn play_animation(
trigger: Trigger<SceneInstanceReady>,
mut commands: Commands,
args: Res<Args>,
children: Query<&Children>,
animations_to_play: Query<&AnimationToPlay>,
mut players: Query<&mut AnimationPlayer>,
) {
if args.weights != ArgWeights::Animated {
return;
}

if let Ok(animation_to_play) = animations_to_play.get(trigger.target()) {
for child in children.iter_descendants(trigger.target()) {
if let Ok(mut player) = players.get_mut(child) {
commands
.entity(child)
.insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));

player
.play(animation_to_play.index)
.repeat()
.set_speed(animation_to_play.speed);
}
}
}
}

fn set_weights(
trigger: Trigger<SceneInstanceReady>,
args: Res<Args>,
children: Query<&Children>,
mut weight_components: Query<&mut MorphWeights>,
) {
let weight_value = match args.weights {
ArgWeights::One => Some(1.0),
ArgWeights::Zero => Some(0.0),
ArgWeights::Tiny => Some(0.00001),
_ => None,
};

if let Some(weight_value) = weight_value {
for child in children.iter_descendants(trigger.target()) {
if let Ok(mut weight_component) = weight_components.get_mut(child) {
weight_component.weights_mut().fill(weight_value);
}
}
}
}