Separate Light management into a separate class.

PiperOrigin-RevId: 918508291
Change-Id: I9cadc1b612006a0450f8a2fd9088d56cc2e610a3
This commit is contained in:
Haroon Qureshi
2026-05-20 10:00:30 -07:00
committed by Copybara-Service
parent fa8ac7a516
commit 53b3137a12
5 changed files with 291 additions and 185 deletions
+2
View File
@@ -51,6 +51,8 @@ target_sources(${MUJOCO_FILAMENT_TARGET_NAME}
filament/scene_view.h
filament/texture.cc
filament/texture.h
compat/light_manager.cc
compat/light_manager.h
compat/model_objects.cc
compat/model_objects.h
compat/scene_bridge.cc
@@ -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 "experimental/filament/compat/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 "experimental/filament/compat/model_objects.h"
#include "experimental/filament/filament_util.h"
#include "experimental/filament/render_context_filament_cpp.h"
#include "experimental/filament/render_context_filament.h"
namespace mujoco {
using filament::math::float3;
using filament::math::float4;
using filament::math::mat3;
using filament::math::mat4;
static UniquePtr<mjrTexture> 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());
}
mjrTextureConfig config;
mjr_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);
mjrTextureData payload;
mjr_defaultTextureData(&payload);
payload.bytes = bytes;
payload.nbytes = nbytes;
payload.release_callback = +[](void* user_data) {
mju_closeResource((mjResource*)user_data);
};
payload.user_data = resource;
mjrf_setTextureData(texture.get(), &payload);
return texture;
}
LightManager::LightManager(mjrfContext* ctx, mjrScene* 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) {
mjrLightParams params;
mjr_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 {
mjrLightParams params;
mjr_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.
{
mjrLightParams params;
mjr_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.
mjrLightParams params;
mjr_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_);
mjrLightParams params;
mjr_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());
}
mjrLight* LightManager::GetLight(int index) {
if (index < 0 || index >= lights_.size()) {
return nullptr;
}
return lights_[index].get();
}
} // namespace mujoco
@@ -0,0 +1,56 @@
// 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.
#ifndef MUJOCO_SRC_EXPERIMENTAL_FILAMENT_COMPAT_LIGHT_MANAGER_H_
#define MUJOCO_SRC_EXPERIMENTAL_FILAMENT_COMPAT_LIGHT_MANAGER_H_
#include <vector>
#include "experimental/filament/compat/model_objects.h"
#include "experimental/filament/render_context_filament.h"
#include "experimental/filament/render_context_filament_cpp.h"
namespace mujoco {
// Manages Light entities for an mjrScene using data from an mjvScene.
class LightManager {
public:
LightManager(mjrfContext* ctx, mjrScene* scene, ModelObjects* model_objects);
~LightManager();
// Returns the light with the given index in the mjModel. Note that an extra
// headlight is assigned of the index `nlight`.
mjrLight* GetLight(int index);
LightManager(const LightManager&) = delete;
LightManager& operator=(const LightManager&) = delete;
private:
void Prepare(ModelObjects* model_objects);
mjrfContext* ctx_ = nullptr;
mjrScene* scene_ = nullptr;
UniquePtr<mjrLight> fallback_ibl_{nullptr, nullptr};
UniquePtr<mjrTexture> fallback_ibl_texture_{nullptr, nullptr};
std::vector<UniquePtr<mjrLight>> lights_;
int default_shadow_map_size_ = 2048;
float default_vsm_blur_width_ = 0.0f;
float fallback_head_light_intensity_ = 0.f;
float fallback_scene_light_intensity_ = 80'000.f;
float fallback_environment_light_intensity_ = 5'000.f;
};
} // namespace mujoco
#endif // MUJOCO_SRC_EXPERIMENTAL_FILAMENT_COMPAT_LIGHT_MANAGER_H_
+18 -174
View File
@@ -16,8 +16,6 @@
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include <utility>
#include <math/TMatHelpers.h>
@@ -27,6 +25,7 @@
#include <math/vec3.h>
#include <math/vec4.h>
#include <mujoco/mujoco.h>
#include "experimental/filament/compat/light_manager.h"
#include "experimental/filament/compat/model_objects.h"
#include "experimental/filament/compat/scene_geom_util.h"
#include "experimental/filament/filament_util.h"
@@ -40,43 +39,6 @@ using filament::math::float4;
using filament::math::mat3;
using filament::math::mat4;
static UniquePtr<mjrTexture> 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());
}
mjrTextureConfig config;
mjr_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);
mjrTextureData payload;
mjr_defaultTextureData(&payload);
payload.bytes = bytes;
payload.nbytes = nbytes;
payload.release_callback = +[](void* user_data) {
mju_closeResource((mjResource*)user_data);
};
payload.user_data = resource;
mjrf_setTextureData(texture.get(), &payload);
return texture;
}
SceneBridge::SceneBridge(mjrfContext* ctx, const mjModel* model)
: ctx_(ctx) {
mjrSceneParams params;
@@ -92,32 +54,12 @@ SceneBridge::SceneBridge(mjrfContext* ctx, const mjModel* model)
filament::math::float4(0, 0, 0, 1));
mjrf_setClearColor(ctx_, &clear_color[0]);
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_);
PrepareLights();
light_manager_ =
std::make_unique<LightManager>(ctx_, scene_.get(), model_objects_.get());
}
SceneBridge::~SceneBridge() {
for (auto& iter : lights_) {
mjrf_removeLightFromScene(scene_.get(), iter.get());
}
lights_.clear();
if (fallback_ibl_) {
mjrf_removeLightFromScene(scene_.get(), fallback_ibl_.get());
}
fallback_ibl_.reset();
light_manager_.reset();
for (auto& iter : renderables_) {
mjrf_removeRenderableFromScene(scene_.get(), iter.get());
}
@@ -132,107 +74,6 @@ std::optional<float3> SceneBridge::ClipFromWorld(const float3& pos) const{
return clip_pos.xyz / clip_pos.w;
}
void SceneBridge::PrepareLights() {
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) {
mjrLightParams params;
mjr_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_.get(), light_obj.get());
lights_.emplace_back(std::move(light_obj));
has_image_based_light = true;
} else {
mjrLightParams params;
mjr_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_.get(), 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.
{
mjrLightParams params;
mjr_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_.get(), 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.
mjrLightParams params;
mjr_defaultLightParams(&params);
params.type = mjLIGHT_IMAGE;
params.intensity = 10.0f;
fallback_ibl_ = CreateLight(ctx_, params);
mjrf_addLightToScene(scene_.get(), 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_);
mjrLightParams params;
mjr_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_.get(), 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_.get(), model_objects_->GetSkyboxTexture());
}
mat4 CalculateClipFromWorld(const mjrRect& viewport, const mjrCamera& cam) {
const float3 cam_pos(cam.pos[0], cam.pos[1], cam.pos[2]);
const float3 cam_fwd(cam.forward[0], cam.forward[1], cam.forward[2]);
@@ -295,10 +136,16 @@ void SceneBridge::Update(const mjrRect& viewport, const mjvScene* scene) {
renderables_.push_back(std::move(renderable));
}
mjrLight* headlight = nullptr;
bool headlight_enabled = false;
for (int i = 0; i < scene->nlight; ++i) {
const mjvLight& scene_light = scene->lights[i];
if (scene_light.id < 0 && scene_light.headlight) {
// The headlight, if it exists, is assigned the id `scene->nlight`.
headlight = light_manager_->GetLight(scene->nlight);
if (!headlight) {
continue;
}
// We position the headlight slightly behind the camera to avoid some
// odd clipping issues.
headlight_enabled = true;
@@ -306,24 +153,21 @@ void SceneBridge::Update(const mjrRect& viewport, const mjvScene* scene) {
headpos[1] -= gazedir[1] * 0.05f;
headpos[2] -= gazedir[2] * 0.05f;
// The headlight is always the "back" light.
UniquePtr<mjrLight>& light = lights_.back();
mjrf_setLightColor(light.get(), scene_light.diffuse);
mjrf_setLightTransform(light.get(), headpos, gazedir);
mjrf_setLightColor(headlight, scene_light.diffuse);
mjrf_setLightTransform(headlight, headpos, gazedir);
continue;
} else if (scene_light.id < lights_.size() - 1) {
UniquePtr<mjrLight>& light = lights_[scene_light.id];
if (light) {
mjrf_setLightColor(light.get(), scene_light.diffuse);
mjrf_setLightTransform(light.get(), scene_light.pos, scene_light.dir);
}
} else if (mjrLight* light = light_manager_->GetLight(scene_light.id)) {
mjrf_setLightColor(light, scene_light.diffuse);
mjrf_setLightTransform(light, scene_light.pos, scene_light.dir);
} else {
mju_error("Unexpected light id: %d", scene_light.id);
}
}
// Enable/disable the headlight based on whether or not it's in the scene.
mjrf_setLightEnabled(lights_.back().get(), headlight_enabled);
if (headlight) {
mjrf_setLightEnabled(headlight, headlight_enabled);
}
}
void SceneBridge::UploadMesh(const mjModel* model, int id) {
@@ -18,13 +18,13 @@
#include <functional>
#include <memory>
#include <optional>
#include <string_view>
#include <vector>
#include <math/mat4.h>
#include <math/vec3.h>
#include <mujoco/mjvisualize.h>
#include <mujoco/mujoco.h>
#include "experimental/filament/compat/light_manager.h"
#include "experimental/filament/compat/model_objects.h"
#include "experimental/filament/render_context_filament.h"
#include "experimental/filament/render_context_filament_cpp.h"
@@ -57,8 +57,6 @@ class SceneBridge {
SceneBridge& operator=(const SceneBridge&) = delete;
private:
void PrepareLights();
// Converts a point in world space to clip space, eg. in the range [-1,-1, 0]
// to [1, 1, 1]. Returns std::nullopt if the point is behind the camera.
std::optional<filament::math::float3> ClipFromWorld(
@@ -66,19 +64,12 @@ class SceneBridge {
mjrfContext* ctx_ = nullptr;
std::unique_ptr<ModelObjects> model_objects_;
std::unique_ptr<LightManager> light_manager_;
mjrCamera camera_;
DrawTextAtFn draw_text_callback_;
UniquePtr<mjrScene> scene_{nullptr, nullptr};
UniquePtr<mjrLight> fallback_ibl_{nullptr, nullptr};
UniquePtr<mjrTexture> fallback_ibl_texture_{nullptr, nullptr};
std::vector<UniquePtr<mjrLight>> lights_;
std::vector<UniquePtr<mjrRenderable>> renderables_;
filament::math::mat4 clip_from_world_;
int default_shadow_map_size_ = 2048;
float default_vsm_blur_width_ = 0.0f;
float fallback_head_light_intensity_ = 0.f;
float fallback_scene_light_intensity_ = 80'000.f;
float fallback_environment_light_intensity_ = 5'000.f;
};
} // namespace mujoco