Move ModelObjects and LightManager to filament/support.

PiperOrigin-RevId: 931136854
Change-Id: I3ce3b7265c5d3c9a49fa84be46e87a76c6e2c8b5
This commit is contained in:
Haroon Qureshi
2026-06-12 07:17:21 -07:00
committed by Copybara-Service
parent 1ae561407a
commit 01d5be61e3
10 changed files with 22 additions and 22 deletions
@@ -0,0 +1,213 @@
// Copyright 2025 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "render/filament/support/light_manager.h"
#include <memory>
#include <string>
#include <utility>
#include <math/mat4.h>
#include <math/mathfwd.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <mujoco/mujoco.h>
#include "render/filament/mjrfilament_cpp.h"
#include "render/filament/mjrfilament.h"
#include "render/filament/support/filament_util.h"
#include "render/filament/support/model_objects.h"
namespace mujoco {
using filament::math::float3;
using filament::math::float4;
using filament::math::mat3;
using filament::math::mat4;
static UniquePtr<mjrfTexture> CreateFallbackIndirectLightTexture(
mjrfContext* ctx) {
const std::string filename = ResolveFilamentAssetPath("ibl.ktx");
mjResource* resource =
mju_openResource("", filename.c_str(), nullptr, nullptr, 0);
if (!resource) {
mju_error("Failed to open resource: %s", filename.c_str());
}
const void* bytes = nullptr;
const int nbytes = mju_readResource(resource, &bytes);
if (bytes == nullptr || nbytes <= 0) {
mju_error("Failed to read resource: %s", filename.c_str());
}
mjrfTextureConfig config;
mjrf_defaultTextureConfig(&config);
config.width = 1;
config.height = 1;
config.sampler_type = mjTEXTURE_CUBE;
config.format = mjPIXEL_FORMAT_KTX;
config.color_space = mjCOLORSPACE_AUTO;
auto texture = CreateTexture(ctx, config);
mjrfTextureData payload;
mjrf_defaultTextureData(&payload);
payload.bytes = bytes;
payload.nbytes = nbytes;
payload.release = +[](void* user_data) {
mju_closeResource((mjResource*)user_data);
};
payload.user_data = resource;
mjrf_setTextureData(texture.get(), &payload);
return texture;
}
LightManager::LightManager(mjrfContext* ctx, mjrfScene* scene,
ModelObjects* model_objects)
: ctx_(ctx), scene_(scene) {
const mjModel* model = model_objects->GetModel();
default_shadow_map_size_ = ReadElement(
model, "filament.shadows.map_size", default_shadow_map_size_);
default_vsm_blur_width_ = ReadElement(
model, "filament.shadows.vsm_blur_width", default_vsm_blur_width_);
fallback_head_light_intensity_ =
ReadElement(model, "filament.fallback.head_light_intensity",
fallback_head_light_intensity_);
fallback_scene_light_intensity_ =
ReadElement(model, "filament.fallback.scene_light_intensity",
fallback_scene_light_intensity_);
fallback_environment_light_intensity_ =
ReadElement(model, "filament.fallback.environment_light_intensity",
fallback_environment_light_intensity_);
Prepare(model_objects);
}
LightManager::~LightManager() {
for (auto& iter : lights_) {
mjrf_removeLightFromScene(scene_, iter.get());
}
lights_.clear();
if (fallback_ibl_) {
mjrf_removeLightFromScene(scene_, fallback_ibl_.get());
}
fallback_ibl_.reset();
}
void LightManager::Prepare(ModelObjects* model_objects) {
const mjModel* model = model_objects->GetModel();
bool has_image_based_light = false;
float total_light_intensity = 0.0f;
for (int i = 0; i < model->nlight; ++i) {
total_light_intensity += model->light_intensity[i];
if (model->light_type[i] == mjLIGHT_IMAGE) {
mjrfLightParams params;
mjrf_defaultLightParams(&params);
params.type = mjLIGHT_IMAGE;
params.texture = model_objects->GetTexture(model->light_texid[i]);
params.intensity = model->light_intensity[i];
auto light_obj = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_, light_obj.get());
lights_.emplace_back(std::move(light_obj));
has_image_based_light = true;
} else {
mjrfLightParams params;
mjrf_defaultLightParams(&params);
params.color[0] = model->light_diffuse[0];
params.color[1] = model->light_diffuse[1];
params.color[2] = model->light_diffuse[2];
params.type = (mjtLightType)model->light_type[i];
params.cast_shadows = model->light_castshadow[i];
params.bulb_radius = model->light_bulbradius[i];
params.range = model->light_range[i];
params.intensity = model->light_intensity[i];
params.shadow_map_size = default_shadow_map_size_;
params.vsm_blur_width = default_vsm_blur_width_;
if (params.type == mjLIGHT_SPOT) {
params.spot_cone_angle = model->light_cutoff[i];
}
auto light_obj = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_, light_obj.get());
lights_.emplace_back(std::move(light_obj));
}
}
// Add a placeholder (black) headlight as our last light. Going forward, we'll
// assume lights_.back() is always the headlight.
{
mjrfLightParams params;
mjrf_defaultLightParams(&params);
// We break with the spec here slightly and use a spot light for the head
// light instead of a directional params. This is because filament only
// supports a single directional light, and we'd rather allow a scene
// light to be that directional params. It's also a bit odd for a
// directional light to move with the camera.
params.type = mjLIGHT_SPOT;
params.cast_shadows = 0;
params.intensity = 0.0f;
params.spot_cone_angle = 90.0f;
auto light_obj = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_, light_obj.get());
lights_.emplace_back(std::move(light_obj));
}
if (!has_image_based_light && total_light_intensity > 0.0f) {
// Create a black indirect light to ensure that the skybox is
// oriented to respect mujoco's Z-up convention.
mjrfLightParams params;
mjrf_defaultLightParams(&params);
params.type = mjLIGHT_IMAGE;
params.intensity = 10.0f;
fallback_ibl_ = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_, fallback_ibl_.get());
}
// There are no "physical" lights in the scene which means we're likely
// dealing with a "classic renderer" scene. In this case, let's add a
// default environment light and set the light intensity ourselves.
if (total_light_intensity == 0.0f) {
// Create a fallback environment light.
fallback_ibl_texture_ = CreateFallbackIndirectLightTexture(ctx_);
mjrfLightParams params;
mjrf_defaultLightParams(&params);
params.type = mjLIGHT_IMAGE;
params.texture = fallback_ibl_texture_.get();
params.intensity = fallback_environment_light_intensity_;
fallback_ibl_ = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_, fallback_ibl_.get());
// Distribute the fallback scene light intensity among the lights.
const float intensity = fallback_scene_light_intensity_ / lights_.size();
for (auto& light : lights_) {
if (light) {
const bool is_headlight = (light == lights_.back());
mjrf_setLightIntensity(light.get(),
is_headlight ? fallback_head_light_intensity_
: intensity);
}
}
}
mjrf_setSceneSkybox(scene_, model_objects->GetSkyboxTexture());
}
mjrfLight* LightManager::GetLight(int index) {
if (index < 0 || index >= lights_.size()) {
return nullptr;
}
return lights_[index].get();
}
} // namespace mujoco