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# Objective Right now, all assets in the main world get extracted and prepared in the render world (if the asset's using the RenderAssetPlugin). This is unfortunate for two cases: 1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual `Image` assets that make up the atlas are cloned and prepared individually when there's no reason for them to be. The atlas textures are built on the CPU in the main world. *There can be hundreds of images that get prepared for rendering only not to be used.* 2. If one loads an Image and needs to transform it in a system before rendering it, kind of like the [decompression example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120), there's a price paid for extracting & preparing the asset that's not intended to be rendered yet. ------ * References #10520 * References #1782 ## Solution This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt that the objective with the parameter is so similar in nature to wgpu's [`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html) and [`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html), that it may as well be just like that. ```rust // This asset only needs to be in the main world. Don't extract and prepare it. RenderAssetUsages::MAIN_WORLD // Keep this asset in the main world and RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD // This asset is only needed in the render world. Remove it from the asset server once extracted. RenderAssetUsages::RENDER_WORLD ``` ### Alternate Solution I considered introducing a third field to `RenderAssetPersistencePolicy` enum: ```rust enum RenderAssetPersistencePolicy { /// Keep the asset in the main world after extracting to the render world. Keep, /// Remove the asset from the main world after extracting to the render world. Unload, /// This doesn't need to be in the render world at all. NoExtract, // <----- } ``` Functional, but this seemed like shoehorning. Another option is renaming the enum to something like: ```rust enum RenderAssetExtractionPolicy { /// Extract the asset and keep it in the main world. Extract, /// Remove the asset from the main world after extracting to the render world. ExtractAndUnload, /// This doesn't need to be in the render world at all. NoExtract, } ``` I think this last one could be a good option if the bitflags are too clunky. ## Migration Guide * `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD | RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`) * `RenderAssetPersistencePolicy::Unload` → `RenderAssetUsage::RENDER_WORLD` * For types implementing the `RenderAsset` trait, change `fn persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn asset_usage(&self) -> RenderAssetUsages`. * Change any references to `cpu_persistent_access` (`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`). This applies to `Image`, `Mesh`, and a few other types.
262 lines
9.8 KiB
Rust
262 lines
9.8 KiB
Rust
// ! This example demonstrates how to create a custom mesh,
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// ! assign a custom UV mapping for a custom texture,
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// ! and how to change the UV mapping at run-time.
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use bevy::prelude::*;
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use bevy::render::{
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mesh::{Indices, VertexAttributeValues},
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render_asset::RenderAssetUsages,
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render_resource::PrimitiveTopology,
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};
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// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
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// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them.
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#[derive(Component)]
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struct CustomUV;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, input_handler)
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.run();
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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 materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Import the custom texture.
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let custom_texture_handle: Handle<Image> = asset_server.load("textures/array_texture.png");
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// Create and save a handle to the mesh.
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let cube_mesh_handle: Handle<Mesh> = meshes.add(create_cube_mesh());
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// Render the mesh with the custom texture using a PbrBundle, add the marker.
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commands.spawn((
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PbrBundle {
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mesh: cube_mesh_handle,
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material: materials.add(StandardMaterial {
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base_color_texture: Some(custom_texture_handle),
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..default()
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}),
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..default()
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},
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CustomUV,
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));
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// Transform for the camera and lighting, looking at (0,0,0) (the position of the mesh).
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let camera_and_light_transform =
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Transform::from_xyz(1.8, 1.8, 1.8).looking_at(Vec3::ZERO, Vec3::Y);
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// Camera in 3D space.
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commands.spawn(Camera3dBundle {
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transform: camera_and_light_transform,
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..default()
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});
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// Light up the scene.
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 100_000.0,
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range: 100.0,
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..default()
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},
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transform: camera_and_light_transform,
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..default()
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});
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// Text to describe the controls.
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commands.spawn(
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TextBundle::from_section(
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"Controls:\nSpace: Change UVs\nX/Y/Z: Rotate\nR: Reset orientation",
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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// System to receive input from the user,
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// check out examples/input/ for more examples about user input.
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fn input_handler(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mesh_query: Query<&Handle<Mesh>, With<CustomUV>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut query: Query<&mut Transform, With<CustomUV>>,
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time: Res<Time>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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let mesh_handle = mesh_query.get_single().expect("Query not successful");
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let mesh = meshes.get_mut(mesh_handle).unwrap();
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toggle_texture(mesh);
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}
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if keyboard_input.pressed(KeyCode::KeyX) {
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for mut transform in &mut query {
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transform.rotate_x(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyY) {
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for mut transform in &mut query {
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transform.rotate_y(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyZ) {
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for mut transform in &mut query {
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transform.rotate_z(time.delta_seconds() / 1.2);
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}
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}
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if keyboard_input.pressed(KeyCode::KeyR) {
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for mut transform in &mut query {
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transform.look_to(Vec3::NEG_Z, Vec3::Y);
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}
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}
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}
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#[rustfmt::skip]
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fn create_cube_mesh() -> Mesh {
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// Keep the mesh data accessible in future frames to be able to mutate it in toggle_texture.
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Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD)
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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// Each array is an [x, y, z] coordinate in local space.
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// Meshes always rotate around their local [0, 0, 0] when a rotation is applied to their Transform.
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// By centering our mesh around the origin, rotating the mesh preserves its center of mass.
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vec![
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// top (facing towards +y)
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[-0.5, 0.5, -0.5], // vertex with index 0
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[0.5, 0.5, -0.5], // vertex with index 1
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[0.5, 0.5, 0.5], // etc. until 23
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[-0.5, 0.5, 0.5],
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// bottom (-y)
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[-0.5, -0.5, -0.5],
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[0.5, -0.5, -0.5],
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[0.5, -0.5, 0.5],
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[-0.5, -0.5, 0.5],
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// right (+x)
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[0.5, -0.5, -0.5],
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[0.5, -0.5, 0.5],
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[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
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[0.5, 0.5, -0.5],
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// left (-x)
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[-0.5, -0.5, -0.5],
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[-0.5, -0.5, 0.5],
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[-0.5, 0.5, 0.5],
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[-0.5, 0.5, -0.5],
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// back (+z)
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[-0.5, -0.5, 0.5],
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[-0.5, 0.5, 0.5],
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[0.5, 0.5, 0.5],
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[0.5, -0.5, 0.5],
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// forward (-z)
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[-0.5, -0.5, -0.5],
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[-0.5, 0.5, -0.5],
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[0.5, 0.5, -0.5],
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[0.5, -0.5, -0.5],
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],
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)
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// Set-up UV coordinates to point to the upper (V < 0.5), "dirt+grass" part of the texture.
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// Take a look at the custom image (assets/textures/array_texture.png)
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// so the UV coords will make more sense
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// Note: (0.0, 0.0) = Top-Left in UV mapping, (1.0, 1.0) = Bottom-Right in UV mapping
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_UV_0,
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vec![
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// Assigning the UV coords for the top side.
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[0.0, 0.2], [0.0, 0.0], [1.0, 0.0], [1.0, 0.25],
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// Assigning the UV coords for the bottom side.
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[0.0, 0.45], [0.0, 0.25], [1.0, 0.25], [1.0, 0.45],
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// Assigning the UV coords for the right side.
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[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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// Assigning the UV coords for the left side.
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[1.0, 0.45], [0.0, 0.45], [0.0, 0.2], [1.0, 0.2],
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// Assigning the UV coords for the back side.
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[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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// Assigning the UV coords for the forward side.
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[0.0, 0.45], [0.0, 0.2], [1.0, 0.2], [1.0, 0.45],
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],
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)
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// For meshes with flat shading, normals are orthogonal (pointing out) from the direction of
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// the surface.
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// Normals are required for correct lighting calculations.
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// Each array represents a normalized vector, which length should be equal to 1.0.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_NORMAL,
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vec![
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// Normals for the top side (towards +y)
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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[0.0, 1.0, 0.0],
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// Normals for the bottom side (towards -y)
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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[0.0, -1.0, 0.0],
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// Normals for the right side (towards +x)
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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// Normals for the left side (towards -x)
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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// Normals for the back side (towards +z)
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0, 1.0],
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// Normals for the forward side (towards -z)
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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[0.0, 0.0, -1.0],
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],
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)
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// Create the triangles out of the 24 vertices we created.
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// To construct a square, we need 2 triangles, therefore 12 triangles in total.
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// To construct a triangle, we need the indices of its 3 defined vertices, adding them one
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// by one, in a counter-clockwise order (relative to the position of the viewer, the order
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// should appear counter-clockwise from the front of the triangle, in this case from outside the cube).
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// Read more about how to correctly build a mesh manually in the Bevy documentation of a Mesh,
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// further examples and the implementation of the built-in shapes.
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.with_indices(Some(Indices::U32(vec![
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0,3,1 , 1,3,2, // triangles making up the top (+y) facing side.
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4,5,7 , 5,6,7, // bottom (-y)
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8,11,9 , 9,11,10, // right (+x)
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12,13,15 , 13,14,15, // left (-x)
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16,19,17 , 17,19,18, // back (+z)
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20,21,23 , 21,22,23, // forward (-z)
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])))
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}
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// Function that changes the UV mapping of the mesh, to apply the other texture.
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fn toggle_texture(mesh_to_change: &mut Mesh) {
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// Get a mutable reference to the values of the UV attribute, so we can iterate over it.
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let uv_attribute = mesh_to_change.attribute_mut(Mesh::ATTRIBUTE_UV_0).unwrap();
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// The format of the UV coordinates should be Float32x2.
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let VertexAttributeValues::Float32x2(uv_attribute) = uv_attribute else {
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panic!("Unexpected vertex format, expected Float32x2.");
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};
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// Iterate over the UV coordinates, and change them as we want.
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for uv_coord in uv_attribute.iter_mut() {
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// If the UV coordinate points to the upper, "dirt+grass" part of the texture...
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if (uv_coord[1] + 0.5) < 1.0 {
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// ... point to the equivalent lower, "sand+water" part instead,
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uv_coord[1] += 0.5;
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} else {
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// else, point back to the upper, "dirt+grass" part.
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uv_coord[1] -= 0.5;
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}
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}
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}
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