use bevy_asset::{ io::{Reader, Writer}, saver::{AssetSaver, SavedAsset}, Asset, AssetLoader, AsyncReadExt, AsyncWriteExt, LoadContext, }; use bevy_math::Vec3; use bevy_reflect::TypePath; use bevy_tasks::block_on; use bytemuck::{Pod, Zeroable}; use lz4_flex::frame::{FrameDecoder, FrameEncoder}; use std::{ io::{Read, Write}, sync::Arc, }; /// Unique identifier for the [`MeshletMesh`] asset format. const MESHLET_MESH_ASSET_MAGIC: u64 = 1717551717668; /// The current version of the [`MeshletMesh`] asset format. pub const MESHLET_MESH_ASSET_VERSION: u64 = 1; /// A mesh that has been pre-processed into multiple small clusters of triangles called meshlets. /// /// A [`bevy_render::mesh::Mesh`] can be converted to a [`MeshletMesh`] using `MeshletMesh::from_mesh` when the `meshlet_processor` cargo feature is enabled. /// The conversion step is very slow, and is meant to be ran once ahead of time, and not during runtime. This type of mesh is not suitable for /// dynamically generated geometry. /// /// There are restrictions on the [`crate::Material`] functionality that can be used with this type of mesh. /// * Materials have no control over the vertex shader or vertex attributes. /// * Materials must be opaque. Transparent, alpha masked, and transmissive materials are not supported. /// * Materials must use the [`crate::Material::meshlet_mesh_fragment_shader`] method (and similar variants for prepass/deferred shaders) /// which requires certain shader patterns that differ from the regular material shaders. /// * Limited control over [`bevy_render::render_resource::RenderPipelineDescriptor`] attributes. /// /// See also [`super::MaterialMeshletMeshBundle`] and [`super::MeshletPlugin`]. #[derive(Asset, TypePath, Clone)] pub struct MeshletMesh { /// Raw vertex data bytes for the overall mesh. pub(crate) vertex_data: Arc<[u8]>, /// Indices into `vertex_data`. pub(crate) vertex_ids: Arc<[u32]>, /// Indices into `vertex_ids`. pub(crate) indices: Arc<[u8]>, /// The list of meshlets making up this mesh. pub(crate) meshlets: Arc<[Meshlet]>, /// Spherical bounding volumes. pub(crate) bounding_spheres: Arc<[MeshletBoundingSpheres]>, } /// A single meshlet within a [`MeshletMesh`]. #[derive(Copy, Clone, Pod, Zeroable)] #[repr(C)] pub struct Meshlet { /// The offset within the parent mesh's [`MeshletMesh::vertex_ids`] buffer where the indices for this meshlet begin. pub start_vertex_id: u32, /// The offset within the parent mesh's [`MeshletMesh::indices`] buffer where the indices for this meshlet begin. pub start_index_id: u32, /// The amount of vertices in this meshlet. pub vertex_count: u32, /// The amount of triangles in this meshlet. pub triangle_count: u32, } /// Bounding spheres used for culling and choosing level of detail for a [`Meshlet`]. #[derive(Copy, Clone, Pod, Zeroable)] #[repr(C)] pub struct MeshletBoundingSpheres { /// The bounding sphere used for frustum and occlusion culling for this meshlet. pub self_culling: MeshletBoundingSphere, /// The bounding sphere used for determining if this meshlet is at the correct level of detail for a given view. pub self_lod: MeshletBoundingSphere, /// The bounding sphere used for determining if this meshlet's parent is at the correct level of detail for a given view. pub parent_lod: MeshletBoundingSphere, } /// A spherical bounding volume used for a [`Meshlet`]. #[derive(Copy, Clone, Pod, Zeroable)] #[repr(C)] pub struct MeshletBoundingSphere { pub center: Vec3, pub radius: f32, } /// An [`AssetLoader`] and [`AssetSaver`] for `.meshlet_mesh` [`MeshletMesh`] assets. pub struct MeshletMeshSaverLoader; impl AssetSaver for MeshletMeshSaverLoader { type Asset = MeshletMesh; type Settings = (); type OutputLoader = Self; type Error = MeshletMeshSaveOrLoadError; async fn save<'a>( &'a self, writer: &'a mut Writer, asset: SavedAsset<'a, MeshletMesh>, _settings: &'a (), ) -> Result<(), MeshletMeshSaveOrLoadError> { // Write asset magic number writer .write_all(&MESHLET_MESH_ASSET_MAGIC.to_le_bytes()) .await?; // Write asset version writer .write_all(&MESHLET_MESH_ASSET_VERSION.to_le_bytes()) .await?; // Compress and write asset data let mut writer = FrameEncoder::new(AsyncWriteSyncAdapter(writer)); write_slice(&asset.vertex_data, &mut writer)?; write_slice(&asset.vertex_ids, &mut writer)?; write_slice(&asset.indices, &mut writer)?; write_slice(&asset.meshlets, &mut writer)?; write_slice(&asset.bounding_spheres, &mut writer)?; writer.finish()?; Ok(()) } } impl AssetLoader for MeshletMeshSaverLoader { type Asset = MeshletMesh; type Settings = (); type Error = MeshletMeshSaveOrLoadError; async fn load<'a>( &'a self, reader: &'a mut dyn Reader, _settings: &'a (), _load_context: &'a mut LoadContext<'_>, ) -> Result { // Load and check magic number let magic = async_read_u64(reader).await?; if magic != MESHLET_MESH_ASSET_MAGIC { return Err(MeshletMeshSaveOrLoadError::WrongFileType); } // Load and check asset version let version = async_read_u64(reader).await?; if version != MESHLET_MESH_ASSET_VERSION { return Err(MeshletMeshSaveOrLoadError::WrongVersion { found: version }); } // Load and decompress asset data let reader = &mut FrameDecoder::new(AsyncReadSyncAdapter(reader)); let vertex_data = read_slice(reader)?; let vertex_ids = read_slice(reader)?; let indices = read_slice(reader)?; let meshlets = read_slice(reader)?; let bounding_spheres = read_slice(reader)?; Ok(MeshletMesh { vertex_data, vertex_ids, indices, meshlets, bounding_spheres, }) } fn extensions(&self) -> &[&str] { &["meshlet_mesh"] } } #[derive(thiserror::Error, Debug)] pub enum MeshletMeshSaveOrLoadError { #[error("file was not a MeshletMesh asset")] WrongFileType, #[error("expected asset version {MESHLET_MESH_ASSET_VERSION} but found version {found}")] WrongVersion { found: u64 }, #[error("failed to compress or decompress asset data")] CompressionOrDecompression(#[from] lz4_flex::frame::Error), #[error("failed to read or write asset data")] Io(#[from] std::io::Error), } async fn async_read_u64(reader: &mut dyn Reader) -> Result { let mut bytes = [0u8; 8]; reader.read_exact(&mut bytes).await?; Ok(u64::from_le_bytes(bytes)) } fn read_u64(reader: &mut dyn Read) -> Result { let mut bytes = [0u8; 8]; reader.read_exact(&mut bytes)?; Ok(u64::from_le_bytes(bytes)) } fn write_slice( field: &[T], writer: &mut dyn Write, ) -> Result<(), MeshletMeshSaveOrLoadError> { writer.write_all(&(field.len() as u64).to_le_bytes())?; writer.write_all(bytemuck::cast_slice(field))?; Ok(()) } fn read_slice(reader: &mut dyn Read) -> Result, std::io::Error> { let len = read_u64(reader)? as usize; let mut data: Arc<[T]> = std::iter::repeat_with(T::zeroed).take(len).collect(); let slice = Arc::get_mut(&mut data).unwrap(); reader.read_exact(bytemuck::cast_slice_mut(slice))?; Ok(data) } // TODO: Use async for everything and get rid of this adapter struct AsyncWriteSyncAdapter<'a>(&'a mut Writer); impl Write for AsyncWriteSyncAdapter<'_> { fn write(&mut self, buf: &[u8]) -> std::io::Result { block_on(self.0.write(buf)) } fn flush(&mut self) -> std::io::Result<()> { block_on(self.0.flush()) } } // TODO: Use async for everything and get rid of this adapter struct AsyncReadSyncAdapter<'a>(&'a mut dyn Reader); impl Read for AsyncReadSyncAdapter<'_> { fn read(&mut self, buf: &mut [u8]) -> std::io::Result { block_on(self.0.read(buf)) } }