Files
2025-09-15 15:53:18 +02:00

131 lines
5.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NoiseCompare : MonoBehaviour {
public int iterations = 6;
public Vector2 testRes = new Vector2(2000, 2000);
public Text outputText;
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
//this was used to compare the values from the normal noise function and the gpu version and make sure they match up
void tmpArrayTestTexture() {
NoiseS3D.octaves = 1;
NoiseS3D.seed = 10;
Vector2[] noiseData = new Vector2[100];
for(int t = 0; t < 100; t++) {
noiseData[t] = new Vector2(t, Random.Range(0, 100000));
}
float[] outputNormal = new float[100];
for(int t = 0; t < 100; t++) {
outputNormal[t] = (((float)NoiseS3D.Noise(noiseData[t].x * 0.01, noiseData[t].y * 0.01)) + 1) * 0.5f;
}
float[] outputNoise = NoiseS3D.NoiseArrayGPU(noiseData);
for(int t = 0; t < 100; t++) {
Debug.Log("norm" + t + " = " + outputNormal[t] + " : array" + t + " = " + outputNoise[t]);
}
}
// Use this for initialization
void Start () {
//tmpArrayTestTexture();
//return;
int testCount = (int)(testRes.x * testRes.y);
sw.Start();
for(int i = 0; i < iterations; i++) {
for(int t = 0; t < testCount; t++) {
float noiseValue = Mathf.PerlinNoise(i, t);
}
}
sw.Stop();
Debug.Log("Unity 2D perlin noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "Unity 2D perlin noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
sw.Start();
for(int i = 0; i < iterations; i++) {
for(int t = 0; t < testCount; t++) {
double noiseValue = NoiseS3D.Noise(i, t);
}
}
sw.Stop();
Debug.Log("NoiseS3D 2D noise : " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "NoiseS3D 2D noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
NoiseS3D.octaves = 1;
sw.Start();
for(int i = 0; i < iterations; i++) {
RenderTexture noiseTex = NoiseS3D.GetNoiseRenderTexture((int)testRes.x, (int)testRes.y);
}
sw.Stop();
Debug.Log("NoiseS3D 2D noise RenderTexture on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "NoiseS3D 2D noise RenderTexture on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
NoiseS3D.octaves = 1;
sw.Start();
for(int i = 0; i < iterations; i++) {
Texture2D noiseTex = NoiseS3D.GetNoiseTexture((int)testRes.x, (int)testRes.y);
}
sw.Stop();
Debug.Log("NoiseS3D 2D noise Texture2D on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "NoiseS3D 2D noise Texture2D on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
sw.Stop();
//create this data outside of the timer, otherwise its not fair comparision bc the other tests did not need to create data
Vector2[] noiseData = new Vector2[testCount];
for(int t = 0; t < testCount; t++) {
noiseData[t] = new Vector2(t, Random.Range(0, 100000));
}
sw.Reset();
NoiseS3D.octaves = 1;
sw.Start();
for(int i = 0; i < iterations; i++) {
float[] outputNoise = NoiseS3D.NoiseArrayGPU(noiseData);
}
sw.Stop();
Debug.Log("NoiseS3D 2D noise array on GPU not including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "NoiseS3D 2D noise array on GPU not including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
NoiseS3D.octaves = 1;
sw.Start();
for(int i = 0; i < iterations; i++) {
Vector2[] noiseOutput = new Vector2[testCount];
for(int t = 0; t < testCount; t++) {
noiseOutput[t] = new Vector2(i, t);
}
float[] outputNoise = NoiseS3D.NoiseArrayGPU(noiseOutput);
}
sw.Stop();
Debug.Log("NoiseS3D 2D noise array on GPU including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.");
outputText.text += "NoiseS3D 2D noise array on GPU including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n";
sw.Reset();
}
}