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[Metal] update waves example #555

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merged 1 commit into from
Feb 8, 2022
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@srmainwaring srmainwaring commented Feb 7, 2022

🎉 New feature

This PR adds metal shaders to the waves example.

Enhances #541

Summary

Test it

Run the example using ogre2 and specifying metal as the graphics API:

./waves ogre2 metal

waves-metal-4-textures

For further details on the implementation at see the discussion in #541

Checklist

  • Signed all commits for DCO
  • Added tests
  • Added example and/or tutorial
  • Updated documentation (as needed)
  • Updated migration guide (as needed)
  • codecheck passed (See contributing)
  • All tests passed (See test coverage)
  • While waiting for a review on your PR, please help review another open pull request to support the maintainers

Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining Signed-off-by messages.

@github-actions github-actions bot added the 🌱 garden Ignition Garden label Feb 7, 2022
@srmainwaring srmainwaring marked this pull request as draft February 7, 2022 22:37
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codecov bot commented Feb 7, 2022

Codecov Report

Merging #555 (e47886d) into main (9c8eb2b) will decrease coverage by 0.00%.
The diff coverage is 0.00%.

❗ Current head e47886d differs from pull request most recent head 441b348. Consider uploading reports for the commit 441b348 to get more accurate results

Impacted file tree graph

@@            Coverage Diff             @@
##             main     #555      +/-   ##
==========================================
- Coverage   53.14%   53.13%   -0.01%     
==========================================
  Files         213      213              
  Lines       21216    21218       +2     
==========================================
- Hits        11276    11275       -1     
- Misses       9940     9943       +3     
Impacted Files Coverage Δ
ogre2/src/Ogre2Material.cc 63.83% <0.00%> (-0.24%) ⬇️
...e/ignition/rendering/base/BaseGaussianNoisePass.hh 96.66% <0.00%> (-3.34%) ⬇️

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Looks good to me. Thanks for tidyingup other parts of the code in GlutWindow.cc.

Now that the amplitude of the waves is larger, how about moving the camera higher so it's not covered by the waves?

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Now that the amplitude of the waves is larger, how about moving the camera higher so it's not covered by the waves?

Good idea, I'll do that when I rebase. Just playing around with the shader_param.sdf example - it's working with Metal so I'm part way through converting it to work with the wave shaders. I'll zip the model up and post it if it works.

Add metal shaders to the waves example
- Pass BTN by component to fragment shader
- Disable setting named constant param for textures in Ogre2Material::UpdateShaderParams
- Update camera anti-aliasing
- Increse wave amplitude and raise camera position

Fix issue with cubic textures for custom Metal shaders
- Add the same isLoaded() check applied in OgreTextureUnitState to the Type2D textures

Signed-off-by: Rhys Mainwaring <[email protected]>
@srmainwaring srmainwaring marked this pull request as ready for review February 8, 2022 00:26
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looks good to me!

@iche033 iche033 merged commit d67d20c into gazebosim:main Feb 8, 2022
@iche033 iche033 mentioned this pull request Feb 8, 2022
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@srmainwaring srmainwaring deleted the pr/metal-waves branch February 8, 2022 02:00
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2 participants