2020-02-01 20:39:39 +00:00
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use common::{
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terrain::{Block, TerrainGrid},
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vol::{SampleVol, Vox},
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};
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2020-01-20 12:38:58 +00:00
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use criterion::{black_box, criterion_group, criterion_main, Benchmark, Criterion};
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2020-01-09 06:05:20 +00:00
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use std::sync::Arc;
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use vek::*;
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use veloren_voxygen::mesh::Meshable;
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2020-01-20 18:19:06 +00:00
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use world::{sim, World};
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2020-01-09 06:05:20 +00:00
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const CENTER: Vec2<i32> = Vec2 { x: 512, y: 512 };
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const GEN_SIZE: i32 = 4;
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pub fn criterion_benchmark(c: &mut Criterion) {
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// Generate chunks here to test
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let mut terrain = TerrainGrid::new().unwrap();
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2020-02-01 20:39:39 +00:00
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let world = World::generate(42, sim::WorldOpts {
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// NOTE: If this gets too expensive, we can turn it off.
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// TODO: Consider an option to turn off all erosion as well, or even provide altitude
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// directly with a closure.
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seed_elements: true,
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world_file: sim::FileOpts::LoadAsset(sim::DEFAULT_WORLD_MAP.into()),
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..Default::default()
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});
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2020-01-09 06:05:20 +00:00
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(0..GEN_SIZE)
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.flat_map(|x| (0..GEN_SIZE).map(move |y| Vec2::new(x, y)))
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.map(|offset| offset + CENTER)
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.map(|pos| (pos, world.generate_chunk(pos, || false).unwrap()))
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.for_each(|(key, chunk)| {
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terrain.insert(key, Arc::new(chunk.0));
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});
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let sample = |chunk_pos: Vec2<i32>| {
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let chunk_pos = chunk_pos + CENTER;
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2020-02-01 20:39:39 +00:00
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// Find the area of the terrain we want. Because meshing needs to compute things
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// like ambient occlusion and edge elision, we also need the borders of
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// the chunk's neighbours too (hence the `- 1` and `+ 1`).
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2020-01-09 06:05:20 +00:00
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let aabr = Aabr {
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min: chunk_pos.map2(TerrainGrid::chunk_size(), |e, sz| e * sz as i32 - 1),
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max: chunk_pos.map2(TerrainGrid::chunk_size(), |e, sz| (e + 1) * sz as i32 + 1),
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};
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2020-02-01 20:39:39 +00:00
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// Copy out the chunk data we need to perform the meshing. We do this by taking
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// a sample of the terrain that includes both the chunk we want and its
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// neighbours.
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2020-01-09 06:05:20 +00:00
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let volume = terrain.sample(aabr).unwrap();
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// The region to actually mesh
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let min_z = volume
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.iter()
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.fold(std::i32::MAX, |min, (_, chunk)| chunk.get_min_z().min(min));
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let max_z = volume
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.iter()
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.fold(std::i32::MIN, |max, (_, chunk)| chunk.get_max_z().max(max));
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let aabb = Aabb {
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min: Vec3::from(aabr.min) + Vec3::unit_z() * (min_z - 1),
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max: Vec3::from(aabr.max) + Vec3::unit_z() * (max_z + 1),
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};
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(volume, aabb)
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};
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// Test speed of cloning voxel sample into a flat array
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let (volume, range) = sample(Vec2::new(1, 1));
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2020-01-20 12:38:58 +00:00
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c.bench(
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"meshing",
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Benchmark::new("copying 1,1 into flat array", move |b| {
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b.iter(|| {
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let mut flat = vec![Block::empty(); range.size().product() as usize];
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let mut i = 0;
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let mut volume = volume.cached();
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for x in 0..range.size().w {
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for y in 0..range.size().h {
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for z in 0..range.size().d {
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flat[i] = *volume.get(range.min + Vec3::new(x, y, z)).unwrap();
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i += 1;
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}
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2020-01-09 06:05:20 +00:00
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}
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}
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2020-01-20 12:38:58 +00:00
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/*let (w, h, d) = range.size().into_tuple();
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for (chunk_key, chunk) in volume.iter() {
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let chunk_pos = volume.key_pos(chunk_key);
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let min = chunk_pos.map2(
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Vec2::new(range.min.x, range.min.y),
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|cmin: i32, rmin: i32| (rmin - cmin).max(0),
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);
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// Chunk not in area of interest
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if min
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.map2(TerrainGrid::chunk_size(), |m, size| m >= size as i32)
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.reduce_and()
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{
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// TODO: comment after ensuing no panics
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panic!("Shouldn't happen in this case");
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continue;
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}
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let min = min.map(|m| m.min(31));
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// TODO: Don't hardcode 31
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let max = chunk_pos.map2(Vec2::new(range.max.x, range.max.y), |cmin, rmax| {
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(rmax - cmin).min(31)
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});
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if max.map(|m| m < 0).reduce_and() {
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panic!("Shouldn't happen in this case: {:?}", max);
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continue;
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}
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let max = max.map(|m| m.max(0));
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// Add z dims
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let min = Vec3::new(min.x, min.y, range.min.z);
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let max = Vec3::new(max.x, max.y, range.max.z);
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// Offset of chunk in sample being cloned
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let offset = Vec3::new(
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chunk_pos.x - range.min.x,
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chunk_pos.y - range.min.y,
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-range.min.z,
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);
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for (pos, &block) in chunk.vol_iter(min, max) {
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let pos = pos + offset;
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flat[(w * h * pos.z + w * pos.y + pos.x) as usize] = block;
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}
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}*/
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black_box(flat);
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});
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})
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// Lower sample size to save time
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.sample_size(15),
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);
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2020-01-09 06:05:20 +00:00
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for x in 1..GEN_SIZE - 1 {
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for y in 1..GEN_SIZE - 1 {
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let (volume, range) = sample(Vec2::new(x, y));
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2020-01-20 12:38:58 +00:00
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c.bench(
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"meshing",
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Benchmark::new(&format!("Terrain mesh {}, {}", x, y), move |b| {
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b.iter(|| volume.generate_mesh(black_box(range)))
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})
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// Lower sample size to save time
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.sample_size(15),
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);
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2020-01-09 06:05:20 +00:00
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}
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}
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}
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criterion_group!(benches, criterion_benchmark);
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criterion_main!(benches);
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