Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/3d/meshlet.rs
6592 views
1
//! Meshlet rendering for dense high-poly scenes (experimental).
2
3
// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
4
5
#[path = "../helpers/camera_controller.rs"]
6
mod camera_controller;
7
8
use bevy::{
9
light::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
10
pbr::experimental::meshlet::{MeshletMesh3d, MeshletPlugin},
11
prelude::*,
12
render::render_resource::AsBindGroup,
13
};
14
use camera_controller::{CameraController, CameraControllerPlugin};
15
use std::f32::consts::PI;
16
17
const ASSET_URL: &str =
18
"https://github.com/bevyengine/bevy_asset_files/raw/9bf88c42b9d06a3634eed633d90ce5fab02c31da/meshlet/bunny.meshlet_mesh";
19
20
fn main() {
21
App::new()
22
.insert_resource(DirectionalLightShadowMap { size: 4096 })
23
.add_plugins((
24
DefaultPlugins,
25
MeshletPlugin {
26
cluster_buffer_slots: 1 << 14,
27
},
28
MaterialPlugin::<MeshletDebugMaterial>::default(),
29
CameraControllerPlugin,
30
))
31
.add_systems(Startup, setup)
32
.run();
33
}
34
35
fn setup(
36
mut commands: Commands,
37
asset_server: Res<AssetServer>,
38
mut standard_materials: ResMut<Assets<StandardMaterial>>,
39
mut debug_materials: ResMut<Assets<MeshletDebugMaterial>>,
40
mut meshes: ResMut<Assets<Mesh>>,
41
) {
42
commands.spawn((
43
Camera3d::default(),
44
Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
45
Msaa::Off,
46
EnvironmentMapLight {
47
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
48
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
49
intensity: 150.0,
50
..default()
51
},
52
CameraController::default(),
53
));
54
55
commands.spawn((
56
DirectionalLight {
57
illuminance: light_consts::lux::FULL_DAYLIGHT,
58
shadows_enabled: true,
59
..default()
60
},
61
CascadeShadowConfigBuilder {
62
num_cascades: 1,
63
maximum_distance: 15.0,
64
..default()
65
}
66
.build(),
67
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
68
));
69
70
// A custom file format storing a [`bevy_mesh::Mesh`]
71
// that has been converted to a [`bevy_pbr::meshlet::MeshletMesh`]
72
// using [`bevy_pbr::meshlet::MeshletMesh::from_mesh`], which is
73
// a function only available when the `meshlet_processor` cargo feature is enabled.
74
let meshlet_mesh_handle = asset_server.load(ASSET_URL);
75
let debug_material = debug_materials.add(MeshletDebugMaterial::default());
76
77
for x in -2..=2 {
78
commands.spawn((
79
MeshletMesh3d(meshlet_mesh_handle.clone()),
80
MeshMaterial3d(standard_materials.add(StandardMaterial {
81
base_color: match x {
82
-2 => Srgba::hex("#dc2626").unwrap().into(),
83
-1 => Srgba::hex("#ea580c").unwrap().into(),
84
0 => Srgba::hex("#facc15").unwrap().into(),
85
1 => Srgba::hex("#16a34a").unwrap().into(),
86
2 => Srgba::hex("#0284c7").unwrap().into(),
87
_ => unreachable!(),
88
},
89
perceptual_roughness: (x + 2) as f32 / 4.0,
90
..default()
91
})),
92
Transform::default()
93
.with_scale(Vec3::splat(0.2))
94
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
95
));
96
}
97
for x in -2..=2 {
98
commands.spawn((
99
MeshletMesh3d(meshlet_mesh_handle.clone()),
100
MeshMaterial3d(debug_material.clone()),
101
Transform::default()
102
.with_scale(Vec3::splat(0.2))
103
.with_rotation(Quat::from_rotation_y(PI))
104
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
105
));
106
}
107
108
commands.spawn((
109
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
110
MeshMaterial3d(standard_materials.add(StandardMaterial {
111
base_color: Color::WHITE,
112
perceptual_roughness: 1.0,
113
..default()
114
})),
115
));
116
}
117
118
#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
119
struct MeshletDebugMaterial {
120
_dummy: (),
121
}
122
123
impl Material for MeshletDebugMaterial {}
124
125