use common::{ terrain::{Block, SpriteKind, TerrainGrid}, vol::SampleVol, }; use criterion::{black_box, criterion_group, criterion_main, Criterion}; use std::sync::Arc; use vek::*; use veloren_voxygen::{mesh::terrain::generate_mesh, scene::terrain::BlocksOfInterest}; use world::{sim, World}; const CENTER: Vec2 = Vec2 { x: 512, y: 512 }; const GEN_SIZE: i32 = 4; pub fn criterion_benchmark(c: &mut Criterion) { let pool = rayon::ThreadPoolBuilder::new().build().unwrap(); // Generate chunks here to test let (world, index) = World::generate( sim::DEFAULT_WORLD_SEED, sim::WorldOpts { // NOTE: If this gets too expensive, we can turn it off. // TODO: Consider an option to turn off all erosion as well, or even provide altitude // directly with a closure. seed_elements: true, world_file: sim::FileOpts::LoadAsset(sim::DEFAULT_WORLD_MAP.into()), calendar: None, }, &pool, &|_| {}, ); let mut terrain = TerrainGrid::new( world.sim().map_size_lg(), Arc::new(world.sim().generate_oob_chunk()), ) .unwrap(); let index = index.as_index_ref(); (0..GEN_SIZE) .flat_map(|x| (0..GEN_SIZE).map(move |y| Vec2::new(x, y))) .map(|offset| offset + CENTER) .map(|pos| { ( pos, world .generate_chunk(index, pos, None, || false, None) .unwrap(), ) }) .for_each(|(key, chunk)| { terrain.insert(key, Arc::new(chunk.0)); }); let sample = |chunk_pos: Vec2| { let chunk_pos = chunk_pos + CENTER; // Find the area of the terrain we want. Because meshing needs to compute things // like ambient occlusion and edge elision, we also need the borders of // the chunk's neighbours too (hence the `- 1` and `+ 1`). let aabr = Aabr { min: chunk_pos.map2(TerrainGrid::chunk_size(), |e, sz| e * sz as i32 - 1), max: chunk_pos.map2(TerrainGrid::chunk_size(), |e, sz| (e + 1) * sz as i32 + 1), }; // Copy out the chunk data we need to perform the meshing. We do this by taking // a sample of the terrain that includes both the chunk we want and its // neighbours. let volume = terrain.sample(aabr).unwrap(); // The region to actually mesh let min_z = volume .iter() .fold(i32::MAX, |min, (_, chunk)| chunk.get_min_z().min(min)); let max_z = volume .iter() .fold(i32::MIN, |max, (_, chunk)| chunk.get_max_z().max(max)); let aabb = Aabb { min: Vec3::from(aabr.min) + Vec3::unit_z() * (min_z - 1), max: Vec3::from(aabr.max) + Vec3::unit_z() * (max_z + 1), }; (volume, aabb) }; let mut meshing_benches = c.benchmark_group("meshing"); // Lower sample size to save time meshing_benches.sample_size(15); // Test speed of cloning voxel sample into a flat array let (volume, range) = sample(Vec2::new(1, 1)); meshing_benches.bench_function("copying 1,1 into flat array", move |b| { b.iter(|| { let mut flat = vec![Block::air(SpriteKind::Empty); range.size().product() as usize]; let mut i = 0; let mut volume = volume.cached(); for x in 0..range.size().w { for y in 0..range.size().h { for z in 0..range.size().d { flat[i] = *volume.get(range.min + Vec3::new(x, y, z)).unwrap(); i += 1; } } } /*let (w, h, d) = range.size().into_tuple(); for (chunk_key, chunk) in volume.iter() { let chunk_pos = volume.key_pos(chunk_key); let min = chunk_pos.map2( Vec2::new(range.min.x, range.min.y), |cmin: i32, rmin: i32| (rmin - cmin).max(0), ); // Chunk not in area of interest if min .map2(TerrainGrid::chunk_size(), |m, size| m >= size as i32) .reduce_and() { // TODO: comment after ensuing no panics panic!("Shouldn't happen in this case"); continue; } let min = min.map(|m| m.min(31)); // TODO: Don't hardcode 31 let max = chunk_pos.map2(Vec2::new(range.max.x, range.max.y), |cmin, rmax| { (rmax - cmin).min(31) }); if max.map(|m| m < 0).reduce_and() { panic!("Shouldn't happen in this case: {:?}", max); continue; } let max = max.map(|m| m.max(0)); // Add z dims let min = Vec3::new(min.x, min.y, range.min.z); let max = Vec3::new(max.x, max.y, range.max.z); // Offset of chunk in sample being cloned let offset = Vec3::new( chunk_pos.x - range.min.x, chunk_pos.y - range.min.y, -range.min.z, ); for (pos, &block) in chunk.vol_iter(min, max) { let pos = pos + offset; flat[(w * h * pos.z + w * pos.y + pos.x) as usize] = block; } } */ black_box(flat); }); }); for x in 1..GEN_SIZE - 1 { for y in 1..GEN_SIZE - 1 { let (volume, range) = sample(Vec2::new(x, y)); meshing_benches.bench_function(&format!("Terrain mesh {}, {}", x, y), move |b| { b.iter(|| { generate_mesh( black_box(&volume), black_box((range, Vec2::new(8192, 8192), &BlocksOfInterest::default())), ) }) }); } } } criterion_group!(benches, criterion_benchmark); criterion_main!(benches);