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Add lightmap demo #471
Add lightmap demo #471
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Signed-off-by: Ian Chen <[email protected]>
I'm not sure exactly where the problem lies, but I get this (followed by maybe a dozen similar errors) when running it:
The files are actually found in
so it seems the username is incorrect as well as the caplitalization/space-vs-underscore of the generated filename |
oops, I've fixed the paths in model.sdf and have updated the model on Fuel |
I think you also need to add Otherwise it's not getting converted to the URL, i.e.
And results in these errors:
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src/Conversions.cc
Outdated
@@ -301,6 +301,14 @@ msgs::Material ignition::gazebo::convert(const sdf::Material &_in) | |||
asFullPath(workflow->EnvironmentMap(), _in.FilePath())); | |||
pbrMsg->set_emissive_map(workflow->EmissiveMap().empty() ? "" : | |||
asFullPath(workflow->EmissiveMap(), _in.FilePath())); | |||
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// todo(anyone) add light_map to material.proto |
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Can we ticket an issue for this?
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ticketed gazebosim/gz-msgs#109
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This was addressed on gazebosim/gz-msgs#111. We could wait until ign-gazebo5
is updated to use ign-msgs7
and use the new field here (gazebo-tooling/release-tools#362)
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sure sounds good
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I think this is unblocked now
Signed-off-by: Ian Chen <[email protected]>
ah good catch, created pull request: gazebosim/gz-fuel-tools#146 |
Signed-off-by: Nate Koenig <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
@@ -218,6 +218,7 @@ TEST(Conversions, Material) | |||
workflow.SetEmissiveMap("emissive_map.png"); | |||
workflow.SetGlossinessMap("dummy_glossiness_map.png"); | |||
workflow.SetSpecularMap("dummy_specular_map.png"); | |||
workflow.SetLightMap("light_map.png", 1u); |
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Is the light_map.png
file suppose to exist?
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No, I think this is just testing that the conversion between SDF and messages works fine, without worrying about resolving the file.
Signed-off-by: Ian Chen <[email protected]>
@@ -218,6 +218,7 @@ TEST(Conversions, Material) | |||
workflow.SetEmissiveMap("emissive_map.png"); | |||
workflow.SetGlossinessMap("dummy_glossiness_map.png"); | |||
workflow.SetSpecularMap("dummy_specular_map.png"); | |||
workflow.SetLightMap("light_map.png", 1u); |
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No, I think this is just testing that the conversion between SDF and messages works fine, without worrying about resolving the file.
Signed-off-by: Ian Chen <[email protected]>
Codecov Report
@@ Coverage Diff @@
## main #471 +/- ##
=======================================
Coverage 77.38% 77.39%
=======================================
Files 213 213
Lines 11954 11958 +4
=======================================
+ Hits 9251 9255 +4
Misses 2703 2703
Continue to review full report at Codecov.
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depends on:
Add lightmap to 1.7 spec and PBR material DOM sdformat#429released in 10.1.0Add support for lightmaps in ogre2 gz-rendering#182Add Lightmap to material gz-common#132released in 3.9.0Fix light map URI in materials gz-fuel-tools#146released in 5.1.1This PR demo's the new lightmap feature added in ign-rendering. It reads a new lightmap parameter from SDF and creates a material with lightmap using the new ign-rendering APIs.
One caveat is in the sdf-to-msgs conversion functions. I didn't add a lightmap field to the material.proto file in ign-msgs as that breaks ABI. So it's temporarily stored to the header. We can consider bumping ign-msgs if this is too much of a hack.
An indoor environment model has been uploaded onto Fuel. To run the demo:
Signed-off-by: Ian Chen [email protected]