2024-03-25 19:08:27 +00:00
|
|
|
//! Meshlet rendering for dense high-poly scenes (experimental).
|
|
|
|
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
|
|
|
|
|
2024-03-25 19:08:27 +00:00
|
|
|
#[path = "../helpers/camera_controller.rs"]
|
|
|
|
mod camera_controller;
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
pbr::{
|
2024-10-09 21:10:01 +00:00
|
|
|
experimental::meshlet::{MeshletMesh3d, MeshletPlugin},
|
2024-05-27 19:48:18 +00:00
|
|
|
CascadeShadowConfigBuilder, DirectionalLightShadowMap,
|
2024-03-25 19:08:27 +00:00
|
|
|
},
|
|
|
|
prelude::*,
|
|
|
|
render::render_resource::AsBindGroup,
|
|
|
|
};
|
|
|
|
use camera_controller::{CameraController, CameraControllerPlugin};
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
use std::{f32::consts::PI, path::Path, process::ExitCode};
|
2024-03-25 19:08:27 +00:00
|
|
|
|
2024-07-15 15:06:02 +00:00
|
|
|
const ASSET_URL: &str =
|
2024-11-04 15:20:22 +00:00
|
|
|
"https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/defbd9b32072624d40d57de7d345c66a9edf5d0b/bunny.meshlet_mesh";
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
|
|
|
|
fn main() -> ExitCode {
|
|
|
|
if !Path::new("./assets/models/bunny.meshlet_mesh").exists() {
|
2024-04-28 05:30:20 +00:00
|
|
|
eprintln!("ERROR: Asset at path <bevy>/assets/models/bunny.meshlet_mesh is missing. Please download it from {ASSET_URL}");
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
return ExitCode::FAILURE;
|
|
|
|
}
|
2024-03-25 19:08:27 +00:00
|
|
|
|
|
|
|
App::new()
|
|
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
|
|
.add_plugins((
|
|
|
|
DefaultPlugins,
|
Meshlet software raster + start of cleanup (#14623)
# Objective
- Faster meshlet rasterization path for small triangles
- Avoid having to allocate and write out a triangle buffer
- Refactor gpu_scene.rs
## Solution
- Replace the 32bit visbuffer texture with a 64bit visbuffer buffer,
where the left 32 bits encode depth, and the right 32 bits encode the
existing cluster + triangle IDs. Can't use 64bit textures, wgpu/naga
doesn't support atomic ops on textures yet.
- Instead of writing out a buffer of packed cluster + triangle IDs (per
triangle) to raster, the culling pass now writes out a buffer of just
cluster IDs (per cluster, so less memory allocated, cheaper to write
out).
- Clusters for software raster are allocated from the left side
- Clusters for hardware raster are allocated in the same buffer, from
the right side
- The buffer size is fixed at MeshletPlugin build time, and should be
set to a reasonable value for your scene (no warning on overflow, and no
good way to determine what value you need outside of renderdoc - I plan
to fix this in a future PR adding a meshlet stats overlay)
- Currently I don't have a heuristic for software vs hardware raster
selection for each cluster. The existing code is just a placeholder. I
need to profile on a release scene and come up with a heuristic,
probably in a future PR.
- The culling shader is getting pretty hard to follow at this point, but
I don't want to spend time improving it as the entire shader/pass is
getting rewritten/replaced in the near future.
- Software raster is a compute workgroup per-cluster. Each workgroup
loads and transforms the <=64 vertices of the cluster, and then
rasterizes the <=64 triangles of the cluster.
- Two variants are implemented: Scanline for clusters with any larger
triangles (still smaller than hardware is good at), and brute-force for
very very tiny triangles
- Once the shader determines that a pixel should be filled in, it does
an atomicMax() on the visbuffer to store the results, copying how Nanite
works
- On devices with a low max workgroups per dispatch limit, an extra
compute pass is inserted before software raster to convert from a 1d to
2d dispatch (I don't think 3d would ever be necessary).
- I haven't implemented the top-left rule or subpixel precision yet, I'm
leaving that for a future PR since I get usable results without it for
now
- Resources used:
https://kristoffer-dyrkorn.github.io/triangle-rasterizer and chapters
6-8 of
https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index
- Hardware raster now spawns 64*3 vertex invocations per meshlet,
instead of the actual meshlet vertex count. Extra invocations just
early-exit.
- While this is slower than the existing system, hardware draws should
be rare now that software raster is usable, and it saves a ton of memory
using the unified cluster ID buffer. This would be fixed if wgpu had
support for mesh shaders.
- Instead of writing to a color+depth attachment, the hardware raster
pass also does the same atomic visbuffer writes that software raster
uses.
- We have to bind a dummy render target anyways, as wgpu doesn't
currently support render passes without any attachments
- Material IDs are no longer written out during the main rasterization
passes.
- If we had async compute queues, we could overlap the software and
hardware raster passes.
- New material and depth resolve passes run at the end of the visbuffer
node, and write out view depth and material ID depth textures
### Misc changes
- Fixed cluster culling importing, but never actually using the previous
view uniforms when doing occlusion culling
- Fixed incorrectly adding the LOD error twice when building the meshlet
mesh
- Splitup gpu_scene module into meshlet_mesh_manager, instance_manager,
and resource_manager
- resource_manager is still too complex and inefficient (extract and
prepare are way too expensive). I plan on improving this in a future PR,
but for now ResourceManager is mostly a 1:1 port of the leftover
MeshletGpuScene bits.
- Material draw passes have been renamed to the more accurate material
shade pass, as well as some other misc renaming (in the future, these
will be compute shaders even, and not actual draw calls)
---
## Migration Guide
- TBD (ask me at the end of the release for meshlet changes as a whole)
---------
Co-authored-by: vero <email@atlasdostal.com>
2024-08-26 17:54:34 +00:00
|
|
|
MeshletPlugin {
|
|
|
|
cluster_buffer_slots: 8192,
|
|
|
|
},
|
2024-03-25 19:08:27 +00:00
|
|
|
MaterialPlugin::<MeshletDebugMaterial>::default(),
|
|
|
|
CameraControllerPlugin,
|
|
|
|
))
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.run();
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
|
|
|
|
ExitCode::SUCCESS
|
2024-03-25 19:08:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
mut standard_materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
mut debug_materials: ResMut<Assets<MeshletDebugMaterial>>,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
) {
|
|
|
|
commands.spawn((
|
2024-10-05 01:59:52 +00:00
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
Msaa::Off,
|
2024-03-25 19:08:27 +00:00
|
|
|
EnvironmentMapLight {
|
|
|
|
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
|
|
|
|
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
|
|
intensity: 150.0,
|
2024-07-19 15:00:50 +00:00
|
|
|
..default()
|
2024-03-25 19:08:27 +00:00
|
|
|
},
|
|
|
|
CameraController::default(),
|
|
|
|
));
|
|
|
|
|
2024-10-01 03:20:43 +00:00
|
|
|
commands.spawn((
|
|
|
|
DirectionalLight {
|
2024-03-25 19:08:27 +00:00
|
|
|
illuminance: light_consts::lux::FULL_DAYLIGHT,
|
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 03:20:43 +00:00
|
|
|
CascadeShadowConfigBuilder {
|
2024-03-25 19:08:27 +00:00
|
|
|
num_cascades: 1,
|
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.
Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.
Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".
References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html
![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)
![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)
---------
Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
|
|
|
maximum_distance: 15.0,
|
2024-03-25 19:08:27 +00:00
|
|
|
..default()
|
|
|
|
}
|
|
|
|
.build(),
|
2024-10-01 03:20:43 +00:00
|
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
|
|
|
|
));
|
2024-03-25 19:08:27 +00:00
|
|
|
|
|
|
|
// A custom file format storing a [`bevy_render::mesh::Mesh`]
|
|
|
|
// that has been converted to a [`bevy_pbr::meshlet::MeshletMesh`]
|
|
|
|
// using [`bevy_pbr::meshlet::MeshletMesh::from_mesh`], which is
|
|
|
|
// a function only available when the `meshlet_processor` cargo feature is enabled.
|
|
|
|
let meshlet_mesh_handle = asset_server.load("models/bunny.meshlet_mesh");
|
|
|
|
let debug_material = debug_materials.add(MeshletDebugMaterial::default());
|
|
|
|
|
|
|
|
for x in -2..=2 {
|
2024-10-09 21:10:01 +00:00
|
|
|
commands.spawn((
|
|
|
|
MeshletMesh3d(meshlet_mesh_handle.clone()),
|
|
|
|
MeshMaterial3d(standard_materials.add(StandardMaterial {
|
2024-03-25 19:08:27 +00:00
|
|
|
base_color: match x {
|
|
|
|
-2 => Srgba::hex("#dc2626").unwrap().into(),
|
|
|
|
-1 => Srgba::hex("#ea580c").unwrap().into(),
|
|
|
|
0 => Srgba::hex("#facc15").unwrap().into(),
|
|
|
|
1 => Srgba::hex("#16a34a").unwrap().into(),
|
|
|
|
2 => Srgba::hex("#0284c7").unwrap().into(),
|
|
|
|
_ => unreachable!(),
|
|
|
|
},
|
|
|
|
perceptual_roughness: (x + 2) as f32 / 4.0,
|
|
|
|
..default()
|
2024-10-09 15:39:10 +00:00
|
|
|
})),
|
2024-10-09 21:10:01 +00:00
|
|
|
Transform::default()
|
2024-03-25 19:08:27 +00:00
|
|
|
.with_scale(Vec3::splat(0.2))
|
|
|
|
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
|
2024-10-09 21:10:01 +00:00
|
|
|
));
|
2024-03-25 19:08:27 +00:00
|
|
|
}
|
|
|
|
for x in -2..=2 {
|
2024-10-09 21:10:01 +00:00
|
|
|
commands.spawn((
|
|
|
|
MeshletMesh3d(meshlet_mesh_handle.clone()),
|
|
|
|
MeshMaterial3d(debug_material.clone()),
|
|
|
|
Transform::default()
|
2024-03-25 19:08:27 +00:00
|
|
|
.with_scale(Vec3::splat(0.2))
|
|
|
|
.with_rotation(Quat::from_rotation_y(PI))
|
|
|
|
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
|
2024-10-09 21:10:01 +00:00
|
|
|
));
|
2024-03-25 19:08:27 +00:00
|
|
|
}
|
|
|
|
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
|
|
|
|
MeshMaterial3d(standard_materials.add(StandardMaterial {
|
2024-05-27 19:48:18 +00:00
|
|
|
base_color: Color::WHITE,
|
|
|
|
perceptual_roughness: 1.0,
|
2024-03-25 19:08:27 +00:00
|
|
|
..default()
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
})),
|
|
|
|
));
|
2024-03-25 19:08:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
|
|
|
|
struct MeshletDebugMaterial {
|
|
|
|
_dummy: (),
|
|
|
|
}
|
|
|
|
impl Material for MeshletDebugMaterial {}
|