Fix meshlet materials (#15755)

# Objective

After #15524, there are these bunny-shaped holes in rendering in the
meshlet example!


![broken](https://github.com/user-attachments/assets/9e9f20ec-b820-44df-b961-68a1dee44002)

This is because (1) they're using a raw asset handle instead of
`MeshMaterial3d`, and (2) the system that extracts mesh materials into
the render world has an unnecessary `With<Mesh3d>` filter, which makes
it not account for meshlets.

## Solution

Remove the redundant filter and use `MeshMaterial3d`. The bunnies got
some paint!


![fixed](https://github.com/user-attachments/assets/adb42556-fd4b-4000-8ca8-1356250dd532)
This commit is contained in:
Joona Aalto 2024-10-09 18:39:10 +03:00 committed by GitHub
parent 35edb256ab
commit a2b53d46e7
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
3 changed files with 6 additions and 6 deletions

View file

@ -550,7 +550,7 @@ pub(super) fn clear_material_instances<M: Material>(
fn extract_mesh_materials<M: Material>(
mut material_instances: ResMut<RenderMaterialInstances<M>>,
query: Extract<Query<(Entity, &ViewVisibility, &MeshMaterial3d<M>), With<Mesh3d>>>,
query: Extract<Query<(Entity, &ViewVisibility, &MeshMaterial3d<M>)>>,
) {
for (entity, view_visibility, material) in &query {
if view_visibility.get() {

View file

@ -55,7 +55,7 @@ use self::{
},
visibility_buffer_raster_node::MeshletVisibilityBufferRasterPassNode,
};
use crate::{graph::NodePbr, Material};
use crate::{graph::NodePbr, Material, MeshMaterial3d};
use bevy_app::{App, Plugin, PostUpdate};
use bevy_asset::{load_internal_asset, AssetApp, Handle};
use bevy_core_pipeline::{
@ -288,7 +288,7 @@ impl Plugin for MeshletPlugin {
#[derive(Bundle, Clone)]
pub struct MaterialMeshletMeshBundle<M: Material> {
pub meshlet_mesh: Handle<MeshletMesh>,
pub material: Handle<M>,
pub material: MeshMaterial3d<M>,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// User indication of whether an entity is visible

View file

@ -86,7 +86,7 @@ fn setup(
for x in -2..=2 {
commands.spawn(MaterialMeshletMeshBundle {
meshlet_mesh: meshlet_mesh_handle.clone(),
material: standard_materials.add(StandardMaterial {
material: MeshMaterial3d(standard_materials.add(StandardMaterial {
base_color: match x {
-2 => Srgba::hex("#dc2626").unwrap().into(),
-1 => Srgba::hex("#ea580c").unwrap().into(),
@ -97,7 +97,7 @@ fn setup(
},
perceptual_roughness: (x + 2) as f32 / 4.0,
..default()
}),
})),
transform: Transform::default()
.with_scale(Vec3::splat(0.2))
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
@ -107,7 +107,7 @@ fn setup(
for x in -2..=2 {
commands.spawn(MaterialMeshletMeshBundle {
meshlet_mesh: meshlet_mesh_handle.clone(),
material: debug_material.clone(),
material: debug_material.clone().into(),
transform: Transform::default()
.with_scale(Vec3::splat(0.2))
.with_rotation(Quat::from_rotation_y(PI))