mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
6e8d43a037
# Objective - Using bincode to deserialize binary into a MeshletMesh is expensive (~77ms for a 5mb file). ## Solution - Write a custom deserializer using bytemuck's Pod types and slice casting. - Total asset load time has gone from ~102ms to ~12ms. - Change some types I never meant to be public to private and other misc cleanup. ## Testing - Ran the meshlet example and added timing spans to the asset loader. --- ## Changelog - Improved `MeshletMesh` loading speed - The `MeshletMesh` disk format has changed, and `MESHLET_MESH_ASSET_VERSION` has been bumped - `MeshletMesh` fields are now private - Renamed `MeshletMeshSaverLoad` to `MeshletMeshSaverLoader` - The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere` types are now private - Removed `MeshletMeshSaveOrLoadError::SerializationOrDeserialization` - Added `MeshletMeshSaveOrLoadError::WrongFileType` ## Migration Guide - Regenerate your `MeshletMesh` assets, as the disk format has changed, and `MESHLET_MESH_ASSET_VERSION` has been bumped - `MeshletMesh` fields are now private - `MeshletMeshSaverLoad` is now named `MeshletMeshSaverLoader` - The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere` types are now private - `MeshletMeshSaveOrLoadError::SerializationOrDeserialization` has been removed - Added `MeshletMeshSaveOrLoadError::WrongFileType`, match on this variant if you match on `MeshletMeshSaveOrLoadError`
139 lines
4.9 KiB
Rust
139 lines
4.9 KiB
Rust
//! Meshlet rendering for dense high-poly scenes (experimental).
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// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{
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pbr::{
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experimental::meshlet::{MaterialMeshletMeshBundle, MeshletPlugin},
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CascadeShadowConfigBuilder, DirectionalLightShadowMap,
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},
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prelude::*,
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render::render_resource::AsBindGroup,
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};
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use camera_controller::{CameraController, CameraControllerPlugin};
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use std::{f32::consts::PI, path::Path, process::ExitCode};
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const ASSET_URL: &str =
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"https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/b6c712cfc87c65de419f856845401aba336a7bcd/bunny.meshlet_mesh";
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fn main() -> ExitCode {
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if !Path::new("./assets/models/bunny.meshlet_mesh").exists() {
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eprintln!("ERROR: Asset at path <bevy>/assets/models/bunny.meshlet_mesh is missing. Please download it from {ASSET_URL}");
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return ExitCode::FAILURE;
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}
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins((
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DefaultPlugins,
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MeshletPlugin,
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MaterialPlugin::<MeshletDebugMaterial>::default(),
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CameraControllerPlugin,
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))
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.add_systems(Startup, setup)
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.run();
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ExitCode::SUCCESS
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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mut debug_materials: ResMut<Assets<MeshletDebugMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1))
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.looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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},
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CameraController::default(),
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));
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: light_consts::lux::FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 15.0,
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..default()
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}
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.build(),
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI * -0.15,
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PI * -0.15,
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)),
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..default()
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});
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// A custom file format storing a [`bevy_render::mesh::Mesh`]
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// that has been converted to a [`bevy_pbr::meshlet::MeshletMesh`]
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// using [`bevy_pbr::meshlet::MeshletMesh::from_mesh`], which is
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// a function only available when the `meshlet_processor` cargo feature is enabled.
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let meshlet_mesh_handle = asset_server.load("models/bunny.meshlet_mesh");
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let debug_material = debug_materials.add(MeshletDebugMaterial::default());
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: standard_materials.add(StandardMaterial {
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base_color: match x {
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-2 => Srgba::hex("#dc2626").unwrap().into(),
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-1 => Srgba::hex("#ea580c").unwrap().into(),
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0 => Srgba::hex("#facc15").unwrap().into(),
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1 => Srgba::hex("#16a34a").unwrap().into(),
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2 => Srgba::hex("#0284c7").unwrap().into(),
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_ => unreachable!(),
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},
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perceptual_roughness: (x + 2) as f32 / 4.0,
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..default()
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}),
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transform: Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
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..default()
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});
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}
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: debug_material.clone(),
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transform: Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_rotation(Quat::from_rotation_y(PI))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
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..default()
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});
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}
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: standard_materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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}),
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..default()
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});
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}
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#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
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struct MeshletDebugMaterial {
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_dummy: (),
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}
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impl Material for MeshletDebugMaterial {}
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