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[Merged by Bors] - Spotlights #4715
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…engine#4602) - noticed a few Vec3 and Vec2 that could be const - Declared them as const - It seems to make a tiny improvement in example `many_light`, but given that the change is not complex at all it could still be worth it
Yey! Adding support for spotlights is long overdue. 😄 Two initial comments before I look into this in detail:
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It seems that perhaps the bartwronski culling method could be faster. Cool. I need to read more about it. Shame we have to dig up all the aabb code though. :) |
updated shadows to use a dedicated path for spotlights, rather than reusing the point light shadow path (which used 6 passes for each face).
app.2022-05-14.10-53-26.mp4. |
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This is pretty much LGTM. A few comments.
crates/bevy_pbr/src/render/light.rs
Outdated
// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian | ||
// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower | ||
// for details. | ||
intensity: point_light.intensity / (4.0 * std::f32::consts::PI), |
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I think filament suggests a different intensity unit for spotlights to enable specifying a consistent brightness even if you change the radius. The above constant factor was for point lights.
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yes, they use I = Phi / pi for spotlights, as opposed to I = Phi / (4*pi) for point lights (assuming we don't want intensity to vary with radius edit:angle, which i don't think we do).
i'm happy to change that, but i don't see why they make spotlights 4x brighter than the equivalent intensity point lights by default. i also am pretty sure that This new formulation can also be considered physically based if the spot's reflector is replaced with a matte, diffuse mask that absorbs light perfectly
is flat-out wrong if the factor is not the same as for point lights..?
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Right, phi / pi is what we should use for spotlights, if it does indeed make the apparent intensity of the light be consistent across inner/outer radius changes.
I think the 4x brighter is them saying that a spotlight will cover roughly 1/4 a sphere worth of solid angle and that all the luminous power is directed in the cone of the spotlight so it is indeed brighter for the same luminous power. And yes, in that case I agree with you that it would rather mean that the spotlight's reflector is perfect such that all energy is reflected out in the direction of the spotlight's cone. If it were matte and perfectly absorbent, then I agree it should have the same factor, intuitively. I haven't done the maths though.
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as discussed, kept as 4pi for PoLS when toggling, added comment
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Yeah, we think it is more user-friendly if the mapping from luminous power (rate of energy radiation from the light source) to luminous intensity (rate of energy radiation per unit angle) is the same for point and spot lights as then you can change the type and the brightness will be the same. The counter argument could be if people have calibrated spot light power values or something and this doesn't behave properly. I'm fine to try this and then iterate if it turns out people don't like it.
Co-authored-by: Robert Swain <robert.swain@gmail.com>
I'd like us to add support for loading spot lights from gltf, which should be a pretty small change, but it can be in a separate PR. Also, while fiddling with code, I got caught out by |
I have a gltf file with a point and spot light if anyone wants to try that out. I've tested it and it works. |
@@ -589,27 +612,122 @@ fn cluster_space_light_aabb( | |||
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const NDC_MIN: Vec2 = const_vec2!([-1.0, -1.0]); | |||
const NDC_MAX: Vec2 = const_vec2!([1.0, 1.0]); | |||
fn screen_to_view(screen_size: Vec2, inverse_projection: Mat4, screen: Vec2, ndc_z: f32) -> Vec4 { |
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As a note for @cart - all the code for calculating cluster aabbs below is just resurrected from before. In my opinion no need to check it so closely.
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bors r+ |
# Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
# Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
# Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
# Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
Objective
add spotlight support
Solution / Changelog
PointLight
struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation.GpuPointLight
struct (60 bytes -> 80 bytes) inpbr/render/lights.rs
andmesh_view_bind_group.wgsl
pbr.wgsl
assign_lights_to_clusters
spotlight
demo - probably not justified but so reviewers can see it more easilynotes
increasing the size of the GpuPointLight struct on my machine reduces the FPS of
many_lights -- sphere
from ~150fps to 140fps.i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small.
the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light.