//! Meshlet rendering for dense high-poly scenes (experimental). // Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets. #[path = "../helpers/camera_controller.rs"] mod camera_controller; use bevy::{ pbr::{ experimental::meshlet::{MaterialMeshletMeshBundle, MeshletPlugin}, CascadeShadowConfigBuilder, DirectionalLightShadowMap, }, prelude::*, render::render_resource::AsBindGroup, }; use camera_controller::{CameraController, CameraControllerPlugin}; use std::{f32::consts::PI, path::Path, process::ExitCode}; const ASSET_URL: &str = "https://github.com/JMS55/bevy_meshlet_asset/blob/bd869887bc5c9c6e74e353f657d342bef84bacd8/bunny.meshlet_mesh"; fn main() -> ExitCode { if !Path::new("./assets/models/bunny.meshlet_mesh").exists() { eprintln!("ERROR: Asset at path /assets/models/bunny.meshlet_mesh is missing. Please download it from {ASSET_URL}"); return ExitCode::FAILURE; } App::new() .insert_resource(DirectionalLightShadowMap { size: 4096 }) .add_plugins(( DefaultPlugins, MeshletPlugin, MaterialPlugin::::default(), CameraControllerPlugin, )) .add_systems(Startup, setup) .run(); ExitCode::SUCCESS } fn setup( mut commands: Commands, asset_server: Res, mut standard_materials: ResMut>, mut debug_materials: ResMut>, mut meshes: ResMut>, ) { commands.spawn(( Camera3dBundle { transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)) .looking_at(Vec3::ZERO, Vec3::Y), ..default() }, 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, }, CameraController::default(), )); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: light_consts::lux::FULL_DAYLIGHT, shadows_enabled: true, ..default() }, cascade_shadow_config: CascadeShadowConfigBuilder { num_cascades: 1, maximum_distance: 15.0, ..default() } .build(), transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15, )), ..default() }); // 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 { commands.spawn(MaterialMeshletMeshBundle { meshlet_mesh: meshlet_mesh_handle.clone(), material: standard_materials.add(StandardMaterial { 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() }), transform: Transform::default() .with_scale(Vec3::splat(0.2)) .with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)), ..default() }); } for x in -2..=2 { commands.spawn(MaterialMeshletMeshBundle { meshlet_mesh: meshlet_mesh_handle.clone(), material: debug_material.clone(), transform: Transform::default() .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)), ..default() }); } commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: standard_materials.add(StandardMaterial { base_color: Color::WHITE, perceptual_roughness: 1.0, ..default() }), ..default() }); } #[derive(Asset, TypePath, AsBindGroup, Clone, Default)] struct MeshletDebugMaterial { _dummy: (), } impl Material for MeshletDebugMaterial {}