//! Shows that multiple instances of a cube are automatically instanced in one draw call //! Try running this example in a graphics profiler and all the cubes should be only a single draw call. //! Also demonstrates how to use `MeshTag` to use external data in a custom material. use bevy::{ prelude::*, reflect::TypePath, render::{ mesh::MeshTag, render_resource::{AsBindGroup, ShaderRef}, }, }; const SHADER_ASSET_PATH: &str = "shaders/automatic_instancing.wgsl"; fn main() { App::new() .add_plugins((DefaultPlugins, MaterialPlugin::::default())) .add_systems(Startup, setup) .add_systems(Update, update) .run(); } /// Sets up an instanced grid of cubes, where each cube is colored based on an image that is /// sampled in the vertex shader. The cubes are then animated in a spiral pattern. /// /// This example demonstrates one use of automatic instancing and how to use `MeshTag` to use /// external data in a custom material. For example, here we use the "index" of each cube to /// determine the texel coordinate to sample from the image in the shader. fn setup( mut commands: Commands, assets: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // We will use this image as our external data for our material to sample from in the vertex shader let image = assets.load("branding/icon.png"); // Our single mesh handle that will be instanced let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01))); // Create the custom material with a reference to our texture // Automatic instancing works with any Material, including the `StandardMaterial`. // This custom material is used to demonstrate the optional `MeshTag` feature. let material_handle = materials.add(CustomMaterial { image: image.clone(), }); // We're hardcoding the image dimensions for simplicity let image_dims = UVec2::new(256, 256); let total_pixels = image_dims.x * image_dims.y; for index in 0..total_pixels { // Get x,y from index - x goes left to right, y goes top to bottom let x = index % image_dims.x; let y = index / image_dims.x; // Convert to centered world coordinates let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0; let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space commands.spawn(( // For automatic instancing to take effect you need to // use the same mesh handle and material handle for each instance Mesh3d(mesh_handle.clone()), MeshMaterial3d(material_handle.clone()), // This is an optional component that can be used to help tie external data to a mesh instance MeshTag(index), Transform::from_xyz(world_x, world_y, 0.0), )); } // Camera commands.spawn(( Camera3d::default(), Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y), )); } // Animate the transform fn update(time: Res