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Fix selection buffer material script #456
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Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Codecov Report
@@ Coverage Diff @@
## ign-rendering4 #456 +/- ##
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+ Coverage 55.83% 55.95% +0.12%
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Files 147 147
Lines 14120 14120
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+ Hits 7884 7901 +17
+ Misses 6236 6219 -17
Continue to review full report at Codecov.
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…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
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Works for me on Bionic 👍
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
* Fix ray query distance calculation (#438) * fix ray query dist calc Signed-off-by: Ian Chen <[email protected]> * disable test Signed-off-by: Ian Chen <[email protected]> * ogre: Add missing required Paging component (#452) Signed-off-by: Silvio <[email protected]> * Fix selection buffer material script (#456) Signed-off-by: Ian Chen <[email protected]> Co-authored-by: Ian Chen <[email protected]> Co-authored-by: Silvio Traversaro <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
…material - This is the same issue as fixed in gazebosim#456 Signed-off-by: Rhys Mainwaring <[email protected]>
- Add parameter "metal" and a member variable useMetalRenderSystem to Ogre2RenderEngine - Modify LoadPlugins to load the Metal render system if enabled - Modify CreateRenderSystem to select the Metal render system - Modify RegisterHlms to load the Metal resources - Add missing Metal shaders for the Terra (from Ogre2) - Add Metal shader for skybox - Update skybox material to support universal shaders - Create subdirectories for GLSL and Metal in media/materials/programs and update Ogre2RenderEngine with new resource locations - Add Metal and unified shaders to each material - Add placeholders for a number of shaders to prevent compile errors when running examples - Minor formatting changes to plain_color, point and skybox Metal shaders. - Port depth_camera_vs and selection_buffer_fs to Metal - The mouse_picker, ogre2_demo and transform_control demos now work correctly. - Shader formatting - replace tabs with whitespace - Port gaussian_noise vertex and pixel shaders from the GLSL counterparts - The ogre2_demo and render_pass examples now work correctly. - Port thermal_camera pixel shader - Correct error in thermal material script - Port thermal_camera pixel shaders from the GLSL counterparts - The thermal_camera examples now runs but further requires testing - Add stubs for the remaining vertex and pixel shaders to port from GLSL - Port heat_signature pixel shader - Initial ports of depth_camera and gpu_rays shaders - On Metal the compositor in Ogre2GpuRay has a pixel format exception - Texture sampling for depth_camera_final_fs.metal is not using the equivalent of OpenGL's texelFetch - Fix fragment program specifier in gaussian noise material - Unified shader had incorrect specifier - Fix depth camera vertex shader not found in selection buffer material - This is the same issue as fixed in gazebosim#456 - Switch to user RGBA format for internal textures in gpu ray sensor - Complete port of gpu rays 1st pass shader - Complete port of the GPU Rays shader - This depends upon the pixel format fix in gazebosim#468 - Add a method to render targets and cameras to retrieve the Metal texture id - These functions provide the Metal equivalent of GLId() and RenderTextureGLId() for OpenGL. - The argument is the address of a pointer to void* as the object required for Metal is an objective-c type id<MTLTexture> which we do not want exposed in the interface - There is a runtime dependency on an upstream change to ogre-next: OGRECave/ogre-next@3b11873 - cherry-pick 8fc230c - Ensure line length limits are adhered to. - Fix inconsistent parameter name in RenderTextureMetalId - Fix an inconsistent parameter name causing a CI failure. - Fix unused parameter warning in RenderTextureMetalId - Fix an unused parameter warning causing a CI failure. Signed-off-by: Rhys Mainwaring <[email protected]>
- Add parameter "metal" and a member variable useMetalRenderSystem to Ogre2RenderEngine - Modify LoadPlugins to load the Metal render system if enabled - Modify CreateRenderSystem to select the Metal render system - Modify RegisterHlms to load the Metal resources - Add missing Metal shaders for the Terra (from Ogre2) - Add Metal shader for skybox - Update skybox material to support universal shaders - Create subdirectories for GLSL and Metal in media/materials/programs and update Ogre2RenderEngine with new resource locations - Add Metal and unified shaders to each material - Add placeholders for a number of shaders to prevent compile errors when running examples - Minor formatting changes to plain_color, point and skybox Metal shaders. - Port depth_camera_vs and selection_buffer_fs to Metal - The mouse_picker, ogre2_demo and transform_control demos now work correctly. - Shader formatting - replace tabs with whitespace - Port gaussian_noise vertex and pixel shaders from the GLSL counterparts - The ogre2_demo and render_pass examples now work correctly. - Port thermal_camera pixel shader - Correct error in thermal material script - Port thermal_camera pixel shaders from the GLSL counterparts - The thermal_camera examples now runs but further requires testing - Add stubs for the remaining vertex and pixel shaders to port from GLSL - Port heat_signature pixel shader - Initial ports of depth_camera and gpu_rays shaders - On Metal the compositor in Ogre2GpuRay has a pixel format exception - Texture sampling for depth_camera_final_fs.metal is not using the equivalent of OpenGL's texelFetch - Fix fragment program specifier in gaussian noise material - Unified shader had incorrect specifier - Fix depth camera vertex shader not found in selection buffer material - This is the same issue as fixed in gazebosim#456 - Switch to user RGBA format for internal textures in gpu ray sensor - Complete port of gpu rays 1st pass shader - Complete port of the GPU Rays shader - This depends upon the pixel format fix in gazebosim#468 - Add a method to render targets and cameras to retrieve the Metal texture id - These functions provide the Metal equivalent of GLId() and RenderTextureGLId() for OpenGL. - The argument is the address of a pointer to void* as the object required for Metal is an objective-c type id<MTLTexture> which we do not want exposed in the interface - There is a runtime dependency on an upstream change to ogre-next: OGRECave/ogre-next@3b11873 - cherry-pick 8fc230c - Ensure line length limits are adhered to. - Fix inconsistent parameter name in RenderTextureMetalId - Fix an inconsistent parameter name causing a CI failure. - Fix unused parameter warning in RenderTextureMetalId - Fix an unused parameter warning causing a CI failure. Signed-off-by: Rhys Mainwaring <[email protected]>
- Add parameter "metal" and a member variable useMetalRenderSystem to Ogre2RenderEngine - Modify LoadPlugins to load the Metal render system if enabled - Modify CreateRenderSystem to select the Metal render system - Modify RegisterHlms to load the Metal resources - Add missing Metal shaders for the Terra (from Ogre2) - Add Metal shader for skybox - Update skybox material to support universal shaders - Create subdirectories for GLSL and Metal in media/materials/programs and update Ogre2RenderEngine with new resource locations - Add Metal and unified shaders to each material - Add placeholders for a number of shaders to prevent compile errors when running examples - Minor formatting changes to plain_color, point and skybox Metal shaders. - Port depth_camera_vs and selection_buffer_fs to Metal - The mouse_picker, ogre2_demo and transform_control demos now work correctly. - Shader formatting - replace tabs with whitespace - Port gaussian_noise vertex and pixel shaders from the GLSL counterparts - The ogre2_demo and render_pass examples now work correctly. - Port thermal_camera pixel shader - Correct error in thermal material script - Port thermal_camera pixel shaders from the GLSL counterparts - The thermal_camera examples now runs but further requires testing - Add stubs for the remaining vertex and pixel shaders to port from GLSL - Port heat_signature pixel shader - Initial ports of depth_camera and gpu_rays shaders - On Metal the compositor in Ogre2GpuRay has a pixel format exception - Texture sampling for depth_camera_final_fs.metal is not using the equivalent of OpenGL's texelFetch - Fix fragment program specifier in gaussian noise material - Unified shader had incorrect specifier - Fix depth camera vertex shader not found in selection buffer material - This is the same issue as fixed in gazebosim#456 - Switch to user RGBA format for internal textures in gpu ray sensor - Complete port of gpu rays 1st pass shader - Complete port of the GPU Rays shader - This depends upon the pixel format fix in gazebosim#468 - Add a method to render targets and cameras to retrieve the Metal texture id - These functions provide the Metal equivalent of GLId() and RenderTextureGLId() for OpenGL. - The argument is the address of a pointer to void* as the object required for Metal is an objective-c type id<MTLTexture> which we do not want exposed in the interface - There is a runtime dependency on an upstream change to ogre-next: OGRECave/ogre-next@3b11873 - cherry-pick 8fc230c - Ensure line length limits are adhered to. - Fix inconsistent parameter name in RenderTextureMetalId - Fix an inconsistent parameter name causing a CI failure. - Fix unused parameter warning in RenderTextureMetalId - Fix an unused parameter warning causing a CI failure. Signed-off-by: Rhys Mainwaring <[email protected]>
* [Metal] enable loading of the Metal render system for ogre2 - Add parameter "metal" and a member variable useMetalRenderSystem to Ogre2RenderEngine - Modify LoadPlugins to load the Metal render system if enabled - Modify CreateRenderSystem to select the Metal render system - Modify RegisterHlms to load the Metal resources - Add missing Metal shaders for the Terra (from Ogre2) Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] enable metal render system for some examples Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] add Metal shader for skybox and update material - Add Metal shader for skybox - Update skybox material to support universal shaders - Create subdirectories for GLSL and Metal in media/materials/programs and update Ogre2RenderEngine with new resource locations Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] add Metal and unified shaders to each material (wip) - Add Metal and unified shaders to each material - Add placeholders for a number of shaders to prevent compile errors when running examples Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] enable metal render system for remaining examples [do not merge] - Note: these changes will need to be modified / reverted before merging Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] update examples to accept optional command line option "metal" - Examples accept an additional command line option metal when specifying the ogre2 render engine. - Pass parameters to the createCamera function. Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix formatting on example ogre2_demo Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] revert changes to example text_geom - This example is for ogre only (not ogre2) Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] update formatting of shaders - Minor formatting changes to plain_color, point and skybox Metal shaders. Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] port depth_camera and selection_buffer shaders - Port depth_camera_vs and selection_buffer_fs to Metal - The mouse_picker, ogre2_demo and transform_control demos now work correctly. Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] shader formatting - replace tabs with whitespace Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] port gaussian_noise shaders - Port gaussian_noise vertex and pixel shaders from the GLSL counterparts - The ogre2_demo and render_pass examples now work correctly. Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] port thermal_camera pixel shader - Correct error in thermal material script - Port thermal_camera pixel shaders from the GLSL counterparts - The thermal_camera examples now runs but further requires testing Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] add placeholders for remaining shaders - Add stubs for the remaining vertex and pixel shaders to port from GLSL Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] port heat_signature pixel shader Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] port depth_camera and gpu_rays shaders [wip] - Initial ports of depth_camera and gpu_rays shaders - This is work in progress: - On Metal the compositor in Ogre2GpuRay has a pixel format exception - Texture sampling for depth_camera_final_fs.metal is not using the equivalent of OpenGL's texelFetch Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] update custom_scene_viewer example to accept optional command line option "metal" Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix fragment program specifier in gaussian noise material - Unified shader had incorrect specifier Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix depth camera vertex shader not found in selection buffer material - This is the same issue as fixed in #456 Signed-off-by: Rhys Mainwaring <[email protected]> * switch to user RGBA format for internal textures in gpu ray sensor Signed-off-by: Ian Chen <[email protected]> * [Metal] complete port of gpu rays 1st pass shader - Complete port of the GPU Rays shader - This depends upon the pixel format fix in #468 Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] update shaders to fix lidar near plane clipping - Update Metal shaders to match changes made in PR #356 - Update CrossPlatformSettings_piece to #define outVs_gl_ClipDistance - Update Ign_piece_vs_any to use cross platform version of gl_ClipDistance Signed-off-by: Rhys Mainwaring <[email protected]> * Fix style for code check - Remove line end whitespace causing CI to fail. Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] incorporate review feedback - Revert debug output in Ogre2RenderEngine - Fix codecheck issue with variable declaration shadows previous local - Revert changes to simple_demo_qml - Move useMetalRenderSystem to Ogre2RenderEnginePrivate Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] introduce enum for graphics interface - Add enum class GraphicsAPI to RenderEngine.hh - Add utils class GraphicsAPIUtils for setting enum from string - Update Ogre2RenderEngine to use GraphicsAPI enum - Update examples to use GraphicsAPI enum Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] refactor enum for graphics interface - Move GraphicsAPI to own file Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix examples - Fix custom_scene_viewer Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix class description - Fix code check - Change GraphicsAPIUtils class documentation - Improve graphics API check in Ogre2RenderEngine Signed-off-by: Rhys Mainwaring <[email protected]> * [Metal] fix codecheck - Fix code check - uninitialised variable warning Signed-off-by: Rhys Mainwaring <[email protected]> Co-authored-by: Ian Chen <[email protected]>
This pull request has been mentioned on Gazebo Community. There might be relevant details there: https://community.gazebosim.org/t/new-ignition-releases-2022-01-10/1228/1 |
- Add parameter "metal" and a member variable useMetalRenderSystem to Ogre2RenderEngine - Modify LoadPlugins to load the Metal render system if enabled - Modify CreateRenderSystem to select the Metal render system - Modify RegisterHlms to load the Metal resources - Add missing Metal shaders for the Terra (from Ogre2) - Add Metal shader for skybox - Update skybox material to support universal shaders - Create subdirectories for GLSL and Metal in media/materials/programs and update Ogre2RenderEngine with new resource locations - Add Metal and unified shaders to each material - Add placeholders for a number of shaders to prevent compile errors when running examples - Minor formatting changes to plain_color, point and skybox Metal shaders. - Port depth_camera_vs and selection_buffer_fs to Metal - The mouse_picker, ogre2_demo and transform_control demos now work correctly. - Shader formatting - replace tabs with whitespace - Port gaussian_noise vertex and pixel shaders from the GLSL counterparts - The ogre2_demo and render_pass examples now work correctly. - Port thermal_camera pixel shader - Correct error in thermal material script - Port thermal_camera pixel shaders from the GLSL counterparts - The thermal_camera examples now runs but further requires testing - Add stubs for the remaining vertex and pixel shaders to port from GLSL - Port heat_signature pixel shader - Initial ports of depth_camera and gpu_rays shaders - On Metal the compositor in Ogre2GpuRay has a pixel format exception - Texture sampling for depth_camera_final_fs.metal is not using the equivalent of OpenGL's texelFetch - Fix fragment program specifier in gaussian noise material - Unified shader had incorrect specifier - Fix depth camera vertex shader not found in selection buffer material - This is the same issue as fixed in gazebosim#456 - Switch to user RGBA format for internal textures in gpu ray sensor - Complete port of gpu rays 1st pass shader - Complete port of the GPU Rays shader - This depends upon the pixel format fix in gazebosim#468 - Add a method to render targets and cameras to retrieve the Metal texture id - These functions provide the Metal equivalent of GLId() and RenderTextureGLId() for OpenGL. - The argument is the address of a pointer to void* as the object required for Metal is an objective-c type id<MTLTexture> which we do not want exposed in the interface - There is a runtime dependency on an upstream change to ogre-next: OGRECave/ogre-next@3b11873 - cherry-pick 8fc230c - Ensure line length limits are adhered to. - Fix inconsistent parameter name in RenderTextureMetalId - Fix an inconsistent parameter name causing a CI failure. - Fix unused parameter warning in RenderTextureMetalId - Fix an unused parameter warning causing a CI failure. Signed-off-by: Rhys Mainwaring <[email protected]>
🦟 Bug fix
Summary
on some machines, ogre would not find the definition of the vertex shader program referred to by the selection_buffer.material script. The vertex program definition was actually specified in a different file. This causes a compiler error to be printed in the ogre2.log:
The fix is to just define a new one in the same file.
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge