bevy/examples/3d/meshlet.rs
JMS55 4f20faaa43
Meshlet rendering (initial feature) (#10164)
# Objective
- Implements a more efficient, GPU-driven
(https://github.com/bevyengine/bevy/issues/1342) rendering pipeline
based on meshlets.
- Meshes are split into small clusters of triangles called meshlets,
each of which acts as a mini index buffer into the larger mesh data.
Meshlets can be compressed, streamed, culled, and batched much more
efficiently than monolithic meshes.


![image](https://github.com/bevyengine/bevy/assets/47158642/cb2aaad0-7a9a-4e14-93b0-15d4e895b26a)

![image](https://github.com/bevyengine/bevy/assets/47158642/7534035b-1eb7-4278-9b99-5322e4401715)

# Misc
* Future work: https://github.com/bevyengine/bevy/issues/11518
* Nanite reference:
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
Two pass occlusion culling explained very well:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501

---------

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>
2024-03-25 19:08:27 +00:00

180 lines
6.2 KiB
Rust

//! Meshlet rendering for dense high-poly scenes (experimental).
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use bevy::{
pbr::{
experimental::meshlet::{MaterialMeshletMeshBundle, MeshletMesh, MeshletPlugin},
CascadeShadowConfigBuilder, DirectionalLightShadowMap,
},
prelude::*,
render::render_resource::AsBindGroup,
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::f32::consts::PI;
// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins((
DefaultPlugins,
MeshletPlugin,
MaterialPlugin::<MeshletDebugMaterial>::default(),
CameraControllerPlugin,
))
.add_systems(Startup, setup)
.add_systems(Update, draw_bounding_spheres)
.run();
}
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>>,
) {
info!("\nMeshlet Controls:\n Space - Toggle bounding spheres");
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: 5.0,
..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()
});
}
#[allow(clippy::too_many_arguments)]
fn draw_bounding_spheres(
query: Query<(&Handle<MeshletMesh>, &Transform), With<Handle<MeshletDebugMaterial>>>,
debug: Query<&MeshletBoundingSpheresDebug>,
camera: Query<&Transform, With<Camera>>,
mut commands: Commands,
meshlets: Res<Assets<MeshletMesh>>,
mut gizmos: Gizmos,
keys: Res<ButtonInput<KeyCode>>,
mut should_draw: Local<bool>,
) {
if keys.just_pressed(KeyCode::Space) {
*should_draw = !*should_draw;
}
match debug.get_single() {
Ok(meshlet_debug) if *should_draw => {
let camera_pos = camera.single().translation;
for circle in &meshlet_debug.circles {
gizmos.circle(
circle.0,
Dir3::new(camera_pos - circle.0).unwrap(),
circle.1,
Color::BLACK,
);
}
}
Err(_) => {
if let Some((handle, transform)) = query.iter().last() {
if let Some(meshlets) = meshlets.get(handle) {
let mut circles = Vec::new();
for bounding_sphere in meshlets.meshlet_bounding_spheres.iter() {
let center = transform.transform_point(bounding_sphere.center);
circles.push((center, transform.scale.x * bounding_sphere.radius));
}
commands.spawn(MeshletBoundingSpheresDebug { circles });
}
}
}
_ => {}
}
}
#[derive(Component)]
struct MeshletBoundingSpheresDebug {
circles: Vec<(Vec3, f32)>,
}
#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
struct MeshletDebugMaterial {
_dummy: (),
}
impl Material for MeshletDebugMaterial {}