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Large scenes #22409
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219d15c
initial large scene setup
DGriffin91 e2b6159
link to caldera hotel glb on discord
DGriffin91 f3779ea
clippy
DGriffin91 868d67a
clippy
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clippy
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markdown lints
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cargo fmt
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taplo fmt
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more markdown lints
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more clippy
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do doot do clippy doesn't format on --fix
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extra clippy
DGriffin91 4c686df
Update examples/large_scenes/bistro/Cargo.toml
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Update examples/large_scenes/caldera_hotel/Cargo.toml
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Update examples/large_scenes/mipmap_generator/Cargo.toml
DGriffin91 040b200
ignore assets in root .gitignore
DGriffin91 361a99a
Merge remote-tracking branch 'upstream/main' into large_scenes
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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,24 @@ | ||
| [package] | ||
| name = "bistro" | ||
| version = "0.1.0" | ||
| edition = "2024" | ||
| publish = false | ||
| license = "MIT OR Apache-2.0" | ||
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| [dependencies] | ||
| bevy = { path = "../../../", features = [ | ||
| "bevy_camera_controller", | ||
| "free_camera", | ||
| ] } | ||
| mipmap_generator = { path = "../mipmap_generator" } | ||
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| argh = "0.1.12" | ||
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| [features] | ||
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| default = ["debug_text"] | ||
| debug_text = ["bevy/bevy_ui"] | ||
| pbr_transmission_textures = ["bevy/pbr_transmission_textures"] | ||
| pbr_multi_layer_material_textures = ["bevy/pbr_multi_layer_material_textures"] | ||
| pbr_anisotropy_texture = ["bevy/pbr_anisotropy_texture"] | ||
| pbr_specular_textures = ["bevy/pbr_specular_textures"] | ||
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,58 @@ | ||
| # Bistro Example | ||
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| Download Amazon Lumberyard version of bistro [from developer.nvidia.com](<https://developer.nvidia.com/orca/amazon-lumberyard-bistro>) (or see link below for processed glTF files with instancing) | ||
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| Reexport BistroExterior.fbx and BistroInterior_Wine.fbx as GLTF files (in .gltf + .bin + textures format). Move the files into the respective bistro_exterior and bistro_interior_wine folders. | ||
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| - Press 1, 2 or 3 for various camera positions. | ||
| - Press B for benchmark. | ||
| - Press to animate camera along path. | ||
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| Run with texture compression while caching compressed images to disk for faster startup times: | ||
| `cargo run -p bistro --release --features mipmap_generator/compress -- --cache` | ||
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| ```console | ||
| Options: | ||
| --no-gltf-lights disable glTF lights | ||
| --minimal disable bloom, AO, AA, shadows | ||
| --compress compress textures (if they are not already, requires | ||
| compress feature) | ||
| --low-quality-compression | ||
| if low_quality_compression is set, only 0.5 byte/px formats | ||
| will be used (BC1, BC4) unless the alpha channel is in use, | ||
| then BC3 will be used. When low quality is set, compression | ||
| is generally faster than CompressionSpeed::UltraFast and | ||
| CompressionSpeed is ignored. | ||
| --cache compressed texture cache (requires compress feature) | ||
| --count quantity of bistros | ||
| --spin spin the bistros and camera | ||
| --hide-frame-time don't show frame time | ||
| --deferred use deferred shading | ||
| --no-frustum-culling | ||
| disable all frustum culling. Stresses queuing and batching | ||
| as all mesh material entities in the scene are always drawn. | ||
| --no-automatic-batching | ||
| disable automatic batching. Skips batching resulting in | ||
| heavy stress on render pass draw command encoding. | ||
| --no-view-occlusion-culling | ||
| disable gpu occlusion culling for the camera | ||
| --no-shadow-occlusion-culling | ||
| disable gpu occlusion culling for the directional light | ||
| --no-indirect-drawing | ||
| disable indirect drawing. | ||
| --no-cpu-culling disable CPU culling. | ||
| --help, help display usage information | ||
| ``` | ||
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| [Alternate processed files with instancing (glTF files on discord):](https://discord.com/channels/691052431525675048/1237853896471220314/1237859248067575910) | ||
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| - Fixed most of the metallic from fbx issue by using a script that makes everything dielectric unless it has metal in the name of the material | ||
| - Made the plants alpha clip instead of blend | ||
| - Setup the glassware/liquid materials correctly | ||
| - Mesh origins are at individual bounding box center instead of world origin | ||
| - Removed duplicate vertices (There were lots of odd cases, often making one instance not match another that would otherwise exactly match) | ||
| - Made the scene use instances (unique mesh count 3880 -> 1188) | ||
| - Removed 2 cases where duplicated meshes were overlapping | ||
| - Setup some of the interior/exterior lights with actual sources | ||
| - Setup some basic fake GI | ||
| - Use included scene HDRI for IBL |
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