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Expose shadow texture size for directional lighting in SDF #633
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Only recently realized that my PR breaks ABI, so PR is for EDIT - my changes in both gz-gui, gz-rendering work in |
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
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…false; update names of enum vals used Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
@iche033 if you have some bandwidth, would you be able to review this since you already have some context with gazebosim/gz-rendering#1034? |
yep will do |
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just some minor comments on error msgs
@@ -238,6 +239,8 @@ namespace gz::gui::plugins | |||
/// \brief True if sky is enabled; | |||
public: bool skyEnable = false; | |||
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public: unsigned int directionalLightTextureSize = 2048u; |
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add doxygen comment
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Oops. Added here 0bc87f8
@@ -368,6 +371,12 @@ namespace gz::gui::plugins | |||
/// \param[in] _sky True to enable the sky, false otherwise. | |||
public: void SetSkyEnabled(const bool &_sky); | |||
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/// @brief \brief Set the shadow texture size for the given light type. | |||
/// @param _lightType Light type that creates the shadow | |||
/// @param _textureSize Shadow texture size |
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nit: replace @
with \
for consistency
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Co-authored-by: Ian Chen <[email protected]> Signed-off-by: Athena Z. <[email protected]>
Signed-off-by: Athena Z <[email protected]>
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Looks good to me
Just a note that this works for the 3D scene in the GUI. In the future, we may want to extend this functionality to shadows on the server side for sensors.
🎉 New feature
Related to gazebosim/gz-rendering#1034, view that for details.
Summary
Test it
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
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