bevy/examples/3d/generate_custom_mesh.rs
JMS55 44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00

262 lines
9.8 KiB
Rust

// ! This example demonstrates how to create a custom mesh,
// ! assign a custom UV mapping for a custom texture,
// ! and how to change the UV mapping at run-time.
use bevy::prelude::*;
use bevy::render::{
mesh::{Indices, VertexAttributeValues},
render_asset::RenderAssetPersistencePolicy,
render_resource::PrimitiveTopology,
};
// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them.
#[derive(Component)]
struct CustomUV;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, input_handler)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
// Import the custom texture.
let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
// Create and save a handle to the mesh.
let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
// Render the mesh with the custom texture using a PbrBundle, add the marker.
commands.spawn((
PbrBundle {
mesh: cube_mesh_handle,
material: materials.add(StandardMaterial {
base_color_texture: Some(custom_texture_handle),
..default()
}),
..default()
},
CustomUV,
));
// Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
let camera_and_light_transform =
Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
// Camera in 3D space.
commands.spawn(Camera3dBundle {
transform: camera_and_light_transform,
..default()
});
// Light up the scene.
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1000.0,
range: 100.0,
..default()
},
transform: camera_and_light_transform,
..default()
});
// Text to describe the controls.
commands.spawn(
TextBundle::from_section(
"Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
// System to receive input from the user,
// check out examples/input/ for more examples about user input.
fn input_handler(
keyboard_input: Res<ButtonInput<KeyCode>>,
mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
mut meshes: ResMut<Assets<Mesh>>,
mut query: Query<&mut Transform, With<CustomUV>>,
time: Res<Time>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
let mesh_handle = mesh_query.get_single().expect("Query not successful");
let mesh = meshes.get_mut(mesh_handle).unwrap();
toggle_texture(mesh);
}
if keyboard_input.pressed(KeyCode::KeyX) {
for mut transform in &mut query {
transform.rotate_x(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyY) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyZ) {
for mut transform in &mut query {
transform.rotate_z(time.delta_seconds() / 1.2);
}
}
if keyboard_input.pressed(KeyCode::KeyR) {
for mut transform in &mut query {
transform.look_to(Vec3::NEG_Z, Vec3::Y);
}
}
}
#[rustfmt::skip]
fn create_cube_mesh() -> Mesh {
// Keep the mesh data accessible in future frames to be able to mutate it in toggle_texture.
Mesh::new(PrimitiveTopology::TriangleList, RenderAssetPersistencePolicy::Keep)
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
// Each array is an [x, y, z] coordinate in local space.
// Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
// By centering our mesh around the origin, rotating the mesh preserves its center of mass.
vec![
// top (facing towards +y)
[-0.5, 0.5, -0.5], // vertex with index 0
[0.5, 0.5, -0.5], // vertex with index 1
[0.5, 0.5, 0.5], // etc. until 23
[-0.5, 0.5, 0.5],
// bottom (-y)
[-0.5, -0.5, -0.5],
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[-0.5, -0.5, 0.5],
// right (+x)
[0.5, -0.5, -0.5],
[0.5, -0.5, 0.5],
[0.5, 0.5, 0.5], // This vertex is at the same position as vertex with index 2, but they'll have different UV and normal
[0.5, 0.5, -0.5],
// left (-x)
[-0.5, -0.5, -0.5],
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[-0.5, 0.5, -0.5],
// back (+z)
[-0.5, -0.5, 0.5],
[-0.5, 0.5, 0.5],
[0.5, 0.5, 0.5],
[0.5, -0.5, 0.5],
// forward (-z)
[-0.5, -0.5, -0.5],
[-0.5, 0.5, -0.5],
[0.5, 0.5, -0.5],
[0.5, -0.5, -0.5],
],
)
// Set-up UV coordinated to point to the upper (V < 0.5), "dirt+grass" part of the texture.
// Take a look at the custom image (assets/textures/array_texture.png)
// so the UV coords will make more sense
// Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![
// Assigning the UV coords for the top side.
[0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.25],
// Assigning the UV coords for the bottom side.
[0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
// Assigning the UV coords for the right side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
// Assigning the UV coords for the left side.
[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
// Assigning the UV coords for the back side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
// Assigning the UV coords for the forward side.
[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
],
)
// For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
// the surface.
// Normals are required for correct lighting calculations.
// Each array represents a normalized vector, which length should be equal to 1.0.
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![
// Normals for the top side (towards +y)
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
// Normals for the bottom side (towards -y)
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
[0.0, -1.0, 0.0],
// Normals for the right side (towards +x)
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
// Normals for the left side (towards -x)
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
// Normals for the back side (towards +z)
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
[0.0, 0.0, 1.0],
// Normals for the forward side (towards -z)
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, -1.0],
],
)
// Create the triangles out of the 24 vertices we created.
// To construct a square, we need 2 triangles, therefore 12 triangles in total.
// To construct a triangle, we need the indices of its 3 defined vertices, adding them one
// by one, in a counter-clockwise order (relative to the position of the viewer, the order
// should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
// Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
// further examples and the implementation of the built-in shapes.
.with_indices(Some(Indices::U32(vec![
0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
4,5,7 , 5,6,7, // bottom (-y)
8,11,9 , 9,11,10, // right (+x)
12,13,15 , 13,14,15, // left (-x)
16,19,17 , 17,19,18, // back (+z)
20,21,23 , 21,22,23, // forward (-z)
])))
}
// Function that changes the UV mapping of the mesh, to apply the other texture.
fn toggle_texture(mesh_to_change: &mut Mesh) {
// Get a mutable reference to the values of the UV attribute, so we can iterate over it.
let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
// The format of the UV coordinates should be Float32x2.
let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
panic!("Unexpected vertex format, expected Float32x2.");
};
// Iterate over the UV coordinates, and change them as we want.
for uv_coord in uv_attribute.iter_mut() {
// If the UV coordinate points to the upper, "dirt+grass" part of the texture...
if (uv_coord[1] + 0.5) < 1.0 {
// ... point to the equivalent lower, "sand+water" part instead,
uv_coord[1] += 0.5;
} else {
// else, point back to the upper, "dirt+grass" part.
uv_coord[1] -= 0.5;
}
}
}