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Expose lighting setup and individual object lighting manipulation #500
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update resource manager to use new ShaderManager flat shading override for scenes
There's an annoying issue where a |
Codecov Report
@@ Coverage Diff @@
## master #500 +/- ##
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- Coverage 60.41% 60.38% -0.03%
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Files 159 159
Lines 7199 7207 +8
Branches 84 84
==========================================
+ Hits 4349 4352 +3
- Misses 2850 2855 +5
Continue to review full report at Codecov.
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Right, the issue is that I want to be able to pass in |
Yes, I mean |
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Oh and please let me know if the = ResourceKey(...)
default param values work.
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Yay, tests! :)
I'd make the test images smaller, for example just 128x128. While that might be too small for a human eye, I'd say it's more than good enough for a computer. This would otherwise add over half a megabyte to the repo size, and I assume these are far from being the only test images we'll have.
What I'm also doing before commiting PNGs is running pngcrush -ow file.png
on each, it can shrink the files quite a lot compared to what libPNG alone is capable of.
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Looks good to me. Thanks for working on this! 👍
…cebookresearch#500) * update drawables to reference shader manager update resource manager to use new ShaderManager flat shading override for scenes * fix test failure by turning BUILD_DEPRECATED off * format error * more lint errors * address comments * fix test failure by closing sim * try another test fix * change default specularity to no highlights * don't skip multiple sim test * support manipulation of light setup used for individual physics objects * expose light setup selection to simulator * add python bindings for creating and getting light setups * add tests * fix default parameter array to pointer decay issue * review comments * merge issues * add screenshot tests for different lighting configurations * review comments * ignore max pixel difference in tests
Motivation and Context
This PR builds on #489 and allows manipulation of light setups through the simulator.
Fixes #302.
Contributes to #332, #361, #319, #315.
Through the simulator, the user can now:
For changing the setup for an individual entity, we currently have to traverse the subtree of that object and dynamic cast to the
Drawable
feature. There are ways to avoid this (ie. store a set ofDrawable
features) which requires larger code changes and changes to the physics objects memory management, which I can revisit later if wanted.How Has This Been Tested
Types of changes
Checklist