04c2b32be8
5 Commits
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c7b5bc93c3
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Update derive_more requirement from 1 to 2 (#19671)
Updates the requirements on [derive_more](https://github.com/JelteF/derive_more) to permit the latest version. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/JelteF/derive_more/releases">derive_more's releases</a>.</em></p> <blockquote> <h2>2.0.1</h2> <p><a href="https://docs.rs/derive_more/2.0.1">API docs</a> <a href="https://github.com/JelteF/derive_more/blob/v2.0.1/CHANGELOG.md#201---2025-02-03">Changelog</a></p> </blockquote> </details> <details> <summary>Changelog</summary> <p><em>Sourced from <a href="https://github.com/JelteF/derive_more/blob/master/CHANGELOG.md">derive_more's changelog</a>.</em></p> <blockquote> <h2>2.0.1 - 2025-02-03</h2> <h3>Added</h3> <ul> <li>Add crate metadata for the Rust Playground. This makes sure that the Rust Playground will have all <code>derive_more</code> features available once <a href="https://docs.rs/selectors/latest/selectors"><code>selectors</code></a> crate updates its <code>derive_more</code> version. (<a href="https://redirect.github.com/JelteF/derive_more/pull/445">#445</a>)</li> </ul> <h2>2.0.0 - 2025-02-03</h2> <h3>Breaking changes</h3> <ul> <li><code>use derive_more::SomeTrait</code> now imports macro only. Importing macro with its trait along is possible now via <code>use derive_more::with_trait::SomeTrait</code>. (<a href="https://redirect.github.com/JelteF/derive_more/pull/406">#406</a>)</li> <li>Top-level <code>#[display("...")]</code> attribute on an enum now has defaulting behavior instead of replacing when no wrapping is possible (no <code>_variant</code> placeholder). (<a href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li> </ul> <h3>Fixed</h3> <ul> <li>Associated types of type parameters not being treated as generics in <code>Debug</code> and <code>Display</code> expansions. (<a href="https://redirect.github.com/JelteF/derive_more/pull/399">#399</a>)</li> <li><code>unreachable_code</code> warnings on generated code when <code>!</code> (never type) is used. (<a href="https://redirect.github.com/JelteF/derive_more/pull/404">#404</a>)</li> <li>Ambiguous associated item error when deriving <code>TryFrom</code>, <code>TryInto</code> or <code>FromStr</code> with an associated item called <code>Error</code> or <code>Err</code> respectively. (<a href="https://redirect.github.com/JelteF/derive_more/pull/410">#410</a>)</li> <li>Top-level <code>#[display("...")]</code> attribute on an enum being incorrectly treated as transparent or wrapping. (<a href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li> <li>Omitted raw identifiers in <code>Debug</code> and <code>Display</code> expansions. (<a href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li> <li>Incorrect rendering of raw identifiers as field names in <code>Debug</code> expansions. (<a href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li> <li>Top-level <code>#[display("...")]</code> attribute on an enum not working transparently for directly specified fields. (<a href="https://redirect.github.com/JelteF/derive_more/pull/438">#438</a>)</li> <li>Incorrect dereferencing of unsized fields in <code>Debug</code> and <code>Display</code> expansions. (<a href="https://redirect.github.com/JelteF/derive_more/pull/440">#440</a>)</li> </ul> <h2>0.99.19 - 2025-02-03</h2> <ul> <li>Add crate metadata for the Rust Playground.</li> </ul> <h2>1.0.0 - 2024-08-07</h2> <!-- raw HTML omitted --> </blockquote> <p>... (truncated)</p> </details> <details> <summary>Commits</summary> <ul> <li><a href=" |
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0518eda2ad
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bevy_solari: RIS for Direct Lighting (#19620)
# Objective - Start the realtime direct lighting work for bevy solari ## Solution - Setup all the CPU-side code for the realtime lighting path (minus some parts for the temporal reuse I haven't written yet) - Implement RIS with 32 samples to choose a good random light - Don't sample a disk for the directional light, just treat it as a single point. This is faster and not much worse quality. ## Future - Spatiotemporal reuse (ReSTIR DI) - Denoiser (DLSS-RR) - Light tile optimization for faster light selection - Indirect lighting (ReSTIR GI) ## Testing - Run the solari example to see realtime - Run the solari example with `-- --pathtracer` to see the existing pathtracer --- ## Showcase 1 frame direct lighting:  Accumulated pathtracer output:  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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a466084167
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Bump Version after Release (#19774)
Bump version after release This PR has been auto-generated Fixes #19766 --------- Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> Co-authored-by: François Mockers <mockersf@gmail.com> |
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2915a3b903
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rename GlobalTransform::compute_matrix to to_matrix (#19643)
# Objective - compute_matrix doesn't compute anything, it just puts an Affine3A into a Mat4. the name is inaccurate ## Solution - rename it to conform with to_isometry (which, ironically, does compute a decomposition which is rather expensive) ## Testing - Its a rename. If it compiles, its good to go --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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bab31e3777
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Initial raytraced lighting progress (bevy_solari) (#19058)
# Bevy Solari <img src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76" width="100" /> ## Preface - See release notes. - Please talk to me in #rendering-dev on discord or open a github discussion if you have questions about the long term plan, and keep discussion in this PR limited to the contents of the PR :) ## Connections - Works towards #639, #16408. - Spawned https://github.com/bevyengine/bevy/issues/18993. - Need to fix RT stuff in naga_oil first https://github.com/bevyengine/naga_oil/pull/116. ## This PR After nearly two years, I've revived the raytraced lighting effort I first started in https://github.com/bevyengine/bevy/pull/10000. Unlike that PR, which has realtime techniques, I've limited this PR to: * `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture binding, sampling functions. * `PathtracingPlugin` - A non-realtime path tracer intended to serve as a testbed and reference. ## What's implemented?  * BLAS building on mesh load * Emissive lights * Directional lights with soft shadows * Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials * A reference path tracer with: * Antialiasing * Direct light sampling (next event estimation) with 0/1 MIS weights * Importance-sampled BRDF bounces * Russian roulette ## What's _not_ implemented? * Anything realtime, including a real-time denoiser * Integration with Bevy's rasterized gbuffer * Specular materials * Non-opaque geometry * Any sort of CPU or GPU optimizations * BLAS compaction, proper bindless, and further RT APIs are things that we need wgpu to add * PointLights, SpotLights, or skyboxes / environment lighting * Support for materials other than StandardMaterial (and only a subset of properties are supported) * Skinned/morphed or otherwise animating/deformed meshes * Mipmaps * Adaptive self-intersection ray bias * A good way for developers to detect whether the user's GPU supports RT or not, and fallback to baked lighting. * Documentation and actual finalized APIs (literally everything is subject to change) ## End-user Usage * Have a GPU that supports RT with inline ray queries * Add `SolariPlugin` to your app * Ensure any `Mesh` asset you want to use for raytracing has `enable_raytracing: true` (defaults to true), and that it uses the standard uncompressed position/normal/uv_0/tangent vertex attribute set, triangle list topology, and 32-bit indices. * If you don't want to build a BLAS and use the mesh for RT, set enable_raytracing to false. * Add the `RaytracingMesh3d` component to your entity (separate from `Mesh3d` or `MeshletMesh3d`). ## Testing - Did you test these changes? If so, how? - Ran the solari example. - Are there any parts that need more testing? - Other test scenes probably. Normal mapping would be good to test. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - See the solari.rs example for how to setup raytracing. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - Windows 11, NVIDIA RTX 3080. --------- Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |