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125use std::time::{Duration, Instant};
use bevy::{
prelude::*,
render::{RenderApp, RenderStage},
};
use bevy_mod_picking::{
DebugCursorPickingPlugin, DebugEventsPickingPlugin, DefaultPickingPlugins, PickableBundle,
PickingCameraBundle,
};
fn main() {
let mut app = App::new();
app.insert_resource(WindowDescriptor {
vsync: true,
..Default::default()
})
.add_plugins(DefaultPlugins)
.add_plugin(DefaultPickingPlugins)
.add_plugin(DebugCursorPickingPlugin)
.add_plugin(DebugEventsPickingPlugin)
.add_startup_system(setup);
let render_app = app.sub_app(RenderApp);
render_app
.insert_resource(FrameTimer::new(60, Duration::from_micros(500)))
.add_system_to_stage(RenderStage::Render, framerate_exact_limiter)
.add_system_to_stage(RenderStage::Cleanup, framerate_limit_forward_estimator);
app.run();
}
#[derive(Debug)]
struct FrameTimer {
enabled: bool,
framerate_target: u64,
frame_start: Instant,
render_start: Instant,
exact_sleep: Duration,
/// How early should we cut the sleep time by, to make sure we have enough time to render our
/// frame if it takes longer than expected? Increasing this number makes dropped frames less
/// likely, but increases motion-to-photon latency of user input rendered to screen.
safety_margin: Duration,
}
impl FrameTimer {
fn new(framerate_limit: u64, margin: Duration) -> Self {
FrameTimer {
enabled: true,
frame_start: Instant::now(),
render_start: Instant::now(),
exact_sleep: Duration::from_millis(0),
framerate_target: framerate_limit,
safety_margin: margin,
}
}
}
/// How long we *think* we should sleep before starting to render the next frame
fn framerate_limit_forward_estimator(mut timer: ResMut<FrameTimer>) {
let render_end = Instant::now();
let target_frametime = Duration::from_micros(1_000_000 / timer.framerate_target);
let last_frametime = render_end.duration_since(timer.frame_start);
let last_render_time = last_frametime - timer.exact_sleep;
let estimated_cpu_time_needed = last_render_time + timer.safety_margin;
let estimated_sleep_time = target_frametime - target_frametime.min(estimated_cpu_time_needed);
if timer.enabled {
spin_sleep::sleep(estimated_sleep_time);
}
timer.frame_start = Instant::now();
}
fn framerate_exact_limiter(mut timer: ResMut<FrameTimer>) {
let system_start = Instant::now();
let target_frametime = Duration::from_micros(1_000_000 / timer.framerate_target);
let sleep_needed =
target_frametime - target_frametime.min(system_start.duration_since(timer.render_start));
if timer.enabled {
spin_sleep::sleep(sleep_needed);
}
timer.render_start = Instant::now();
timer.exact_sleep = timer.render_start.duration_since(system_start);
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 25.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..Default::default()
})
.insert_bundle(PickableBundle::default());
// cube
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..Default::default()
})
.insert_bundle(PickableBundle::default());
// light
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..Default::default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
// camera
commands
.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..Default::default()
})
.insert_bundle(PickingCameraBundle::default());
}