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meshlet.rs
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meshlet.rs
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//! Meshlet rendering for dense high-poly scenes (experimental).
// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
#[path = "../helpers/camera_controller.rs"]
mod camera_controller;
use bevy::{
pbr::{
experimental::meshlet::{MeshletMesh3d, MeshletPlugin},
CascadeShadowConfigBuilder, DirectionalLightShadowMap,
},
prelude::*,
render::render_resource::AsBindGroup,
};
use camera_controller::{CameraController, CameraControllerPlugin};
use std::{f32::consts::PI, path::Path, process::ExitCode};
const ASSET_URL: &str =
"https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/8443bbdee0bf517e6c297dede7f6a46ab712ee4c/bunny.meshlet_mesh";
fn main() -> ExitCode {
if !Path::new("./assets/models/bunny.meshlet_mesh").exists() {
eprintln!("ERROR: Asset at path <bevy>/assets/models/bunny.meshlet_mesh is missing. Please download it from {ASSET_URL}");
return ExitCode::FAILURE;
}
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins((
DefaultPlugins,
MeshletPlugin {
cluster_buffer_slots: 8192,
},
MaterialPlugin::<MeshletDebugMaterial>::default(),
CameraControllerPlugin,
))
.add_systems(Startup, setup)
.run();
ExitCode::SUCCESS
}
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>>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Off,
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,
..default()
},
CameraController::default(),
));
commands.spawn((
DirectionalLight {
illuminance: light_consts::lux::FULL_DAYLIGHT,
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: 15.0,
..default()
}
.build(),
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
));
// 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((
MeshletMesh3d(meshlet_mesh_handle.clone()),
MeshMaterial3d(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::default()
.with_scale(Vec3::splat(0.2))
.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
));
}
for x in -2..=2 {
commands.spawn((
MeshletMesh3d(meshlet_mesh_handle.clone()),
MeshMaterial3d(debug_material.clone()),
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)),
));
}
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(standard_materials.add(StandardMaterial {
base_color: Color::WHITE,
perceptual_roughness: 1.0,
..default()
})),
));
}
#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
struct MeshletDebugMaterial {
_dummy: (),
}
impl Material for MeshletDebugMaterial {}