//! 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. use bevy::{ camera_controller::free_camera::{FreeCamera, FreeCameraPlugin}, light::{CascadeShadowConfigBuilder, DirectionalLightShadowMap}, pbr::experimental::meshlet::{MeshletMesh3d, MeshletPlugin}, prelude::*, render::render_resource::AsBindGroup, }; use std::f32::consts::PI; const ASSET_URL: &str = "https://github.com/bevyengine/bevy_asset_files/raw/6dccaef517bde74d1969734703709aead7211dbc/meshlet/bunny.meshlet_mesh"; fn main() { App::new() .insert_resource(DirectionalLightShadowMap { size: 4096 }) .add_plugins(( DefaultPlugins, MeshletPlugin { cluster_buffer_slots: 1 << 14, }, MaterialPlugin::::default(), FreeCameraPlugin, )) .add_systems(Startup, setup) .add_systems(Update, bunny_wiggler) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut standard_materials: ResMut>, mut debug_materials: ResMut>, mut meshes: ResMut>, ) { 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() }, FreeCamera::default(), )); commands.spawn(( DirectionalLight { illuminance: light_consts::lux::FULL_DAYLIGHT, shadow_maps_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_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(ASSET_URL); let debug_material = debug_materials.add(MeshletDebugMaterial::default()); for x in -2..=2 { let mut bunny = 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)), )); if x == 1 { bunny.insert(BunnyWiggler); } } 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(Component)] struct BunnyWiggler; fn bunny_wiggler(mut bunny: Query<&mut Transform, With>, time: Res