
# Objective Because of mesh preprocessing, users cannot rely on `@builtin(instance_index)` in order to reference external data, as the instance index is not stable, either from frame to frame or relative to the total spawn order of mesh instances. ## Solution Add a user supplied mesh index that can be used for referencing external data when drawing instanced meshes. Closes #13373 ## Testing Benchmarked `many_cubes` showing no difference in total frame time. ## Showcase https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b --------- Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
105 lines
3.8 KiB
Rust
105 lines
3.8 KiB
Rust
//! Shows that multiple instances of a cube are automatically instanced in one draw call
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//! Try running this example in a graphics profiler and all the cubes should be only a single draw call.
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//! Also demonstrates how to use `MeshTag` to use external data in a custom material.
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use bevy::{
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prelude::*,
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reflect::TypePath,
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render::{
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mesh::MeshTag,
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render_resource::{AsBindGroup, ShaderRef},
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},
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};
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const SHADER_ASSET_PATH: &str = "shaders/automatic_instancing.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
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.add_systems(Startup, setup)
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.add_systems(Update, update)
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.run();
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}
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/// Sets up an instanced grid of cubes, where each cube is colored based on an image that is
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/// sampled in the vertex shader. The cubes are then animated in a spiral pattern.
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///
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/// This example demonstrates one use of automatic instancing and how to use `MeshTag` to use
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/// external data in a custom material. For example, here we use the "index" of each cube to
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/// determine the texel coordinate to sample from the image in the shader.
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fn setup(
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mut commands: Commands,
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assets: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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// We will use this image as our external data for our material to sample from in the vertex shader
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let image = assets.load("branding/icon.png");
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// Our single mesh handle that will be instanced
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let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
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// Create the custom material with a reference to our texture
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// Automatic instancing works with any Material, including the `StandardMaterial`.
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// This custom material is used to demonstrate the optional `MeshTag` feature.
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let material_handle = materials.add(CustomMaterial {
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image: image.clone(),
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});
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// We're hardcoding the image dimensions for simplicity
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let image_dims = UVec2::new(256, 256);
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let total_pixels = image_dims.x * image_dims.y;
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for index in 0..total_pixels {
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// Get x,y from index - x goes left to right, y goes top to bottom
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let x = index % image_dims.x;
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let y = index / image_dims.x;
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// Convert to centered world coordinates
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let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
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let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space
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commands.spawn((
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// For automatic instancing to take effect you need to
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// use the same mesh handle and material handle for each instance
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Mesh3d(mesh_handle.clone()),
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MeshMaterial3d(material_handle.clone()),
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// This is an optional component that can be used to help tie external data to a mesh instance
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MeshTag(index),
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Transform::from_xyz(world_x, world_y, 0.0),
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));
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}
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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// Animate the transform
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fn update(time: Res<Time>, mut transforms: Query<(&mut Transform, &MeshTag)>) {
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for (mut transform, index) in transforms.iter_mut() {
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// Animate the z position based on time using the index to create a spiral
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transform.translation.z = ops::sin(time.elapsed_secs() + index.0 as f32 * 0.01);
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}
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}
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// This struct defines the data that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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struct CustomMaterial {
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#[texture(0)]
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#[sampler(1)]
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image: Handle<Image>,
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}
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impl Material for CustomMaterial {
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fn vertex_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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