๐Ÿ“ฆ bevyengine / bevy

๐Ÿ“„ README.md ยท 59 lines
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59# Bistro Example

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)

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.

- Press 1, 2 or 3 for various camera positions.
- Press B for benchmark.
- Press to animate camera along path.

Run with texture compression while caching compressed images to disk for faster startup times:
`cargo run -p bistro --release --features mipmap_generator/compress -- --cache`

```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
```

[Alternate processed files with instancing (glTF files on discord):](https://discord.com/channels/691052431525675048/1237853896471220314/1237859248067575910)

- 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