 54006b107b
			
		
	
	
		54006b107b
		
			
		
	
	
	
	
		
			
			# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			137 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Meshlet rendering for dense high-poly scenes (experimental).
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| 
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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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| 
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| #[path = "../helpers/camera_controller.rs"]
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| mod camera_controller;
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| 
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| use bevy::{
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|     pbr::{
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|         experimental::meshlet::{MaterialMeshletMeshBundle, 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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| 
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| const ASSET_URL: &str =
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|     "https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/854eb98353ad94aea1104f355fc24dbe4fda679d/bunny.meshlet_mesh";
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| 
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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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| 
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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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| 
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|     ExitCode::SUCCESS
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| }
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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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|         Camera3dBundle {
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|             transform: Transform::from_translation(Vec3::new(1.8, 0.4, -0.1))
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|                 .looking_at(Vec3::ZERO, Vec3::Y),
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|             msaa: Msaa::Off,
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|             ..default()
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|         },
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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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| 
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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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| 
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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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| 
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|     for x in -2..=2 {
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|         commands.spawn(MaterialMeshletMeshBundle {
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|             meshlet_mesh: meshlet_mesh_handle.clone(),
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|             material: 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: 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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|             ..default()
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|         });
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|     }
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|     for x in -2..=2 {
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|         commands.spawn(MaterialMeshletMeshBundle {
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|             meshlet_mesh: meshlet_mesh_handle.clone(),
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|             material: debug_material.clone(),
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|             transform: 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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|             ..default()
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|         });
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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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| 
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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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