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https://github.com/bevyengine/bevy
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267b57e565
# Objective - Choose LOD based on normal simplification error in addition to position error - Update meshoptimizer to 0.22, which has a bunch of simplifier improvements ## Testing - Did you test these changes? If so, how? - Visualize normals, and compare LOD changes before and after. Normals no longer visibly change as the LOD cut changes. - Are there any parts that need more testing? - No - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the meshlet example in this PR and on main and move around to change the LOD cut. Before running each example, in meshlet_mesh_material.wgsl, replace `let color = vec3(rand_f(&rng), rand_f(&rng), rand_f(&rng));` with `let color = (vertex_output.world_normal + 1.0) / 2.0;`. Make sure to download the appropriate bunny asset for each branch!
131 lines
4.6 KiB
Rust
131 lines
4.6 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::{MeshletMesh3d, 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/defbd9b32072624d40d57de7d345c66a9edf5d0b/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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cluster_buffer_slots: 8192,
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},
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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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Camera3d::default(),
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Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
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Msaa::Off,
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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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..default()
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},
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CameraController::default(),
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));
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commands.spawn((
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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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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::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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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((
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MeshletMesh3d(meshlet_mesh_handle.clone()),
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MeshMaterial3d(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::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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));
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}
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for x in -2..=2 {
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commands.spawn((
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MeshletMesh3d(meshlet_mesh_handle.clone()),
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MeshMaterial3d(debug_material.clone()),
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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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));
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}
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(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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));
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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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