Add light softness: spotlight edge softness for physically-based rendering.

The new spotlight attribute softness (real in [0, 1], default 0) is the
fraction of the cone, measured inward from the cutoff, over which
intensity falls to zero. It is used by physically-based lighting models;
the Phong model's corresponding knob remains exponent.

The filament renderer previously hardcoded the inner cone angle to 0,
making the entire beam penumbra: the shader attenuates by the squared
smoothstep ((cos(theta) - cos(outer)) / (cos(inner) - cos(outer)))^2, so
a cutoff-25 spot delivered its rated candela only exactly on-axis and
about a third of it averaged over the light pool, with the deficit
shrinking as the cutoff widens. The inner angle is now
(1 - softness) * cutoff, so at the default the light delivers its full
intensity everywhere inside the cone and illuminance follows E = I/d^2
independent of the cutoff. Setting softness to 1 reproduces the previous
appearance exactly (verified bit-identical), which is the migration path
for models tuned against the old behavior.

The filament light type also changes from FOCUSED_SPOT to SPOT. With
intensity given in candela and the cone set at build time the two types
produce identical output (FOCUSED_SPOT's power-conserving rescale only
applies when the cone changes after the intensity is set), but SPOT
guarantees that candela never rescales with cone angle should the cone
ever become runtime-editable.

Verified with headless renders under a linear tone mapper against an
equal-candela point light at cutoffs 25/45/80: softness 0 gives
spot/point luminance ratio 1.000 at all sampled angles inside the cone;
softness 0.2 is flat over the inner 80% of the cone; softness 1 matches
the previous renderer with zero linear-pixel difference. XML round-trip
and the [0, 1] compile-time check verified. Introspect and wasm bindings
regenerated.

PiperOrigin-RevId: 959334706
Change-Id: I0f0729781899880de1729ea9b3d8c055d715a025
This commit is contained in:
Yuval Tassa
2026-08-04 18:11:03 -07:00
committed by Copybara-Service
parent 92261d9095
commit f9a00bd5b5
27 changed files with 118 additions and 15 deletions
+1
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@@ -532,6 +532,7 @@ typedef struct mjModel_ {
mjtNum* light_dir0; // global direction in qpos0 (nlight x 3)
float* light_attenuation; // OpenGL attenuation (quadratic model) (nlight x 3)
float* light_cutoff; // OpenGL cutoff (nlight x 1)
float* light_softness; // spotlight edge softness (nlight x 1)
float* light_exponent; // OpenGL exponent (nlight x 1)
float* light_ambient; // ambient rgb (alpha=1) (nlight x 3)
float* light_diffuse; // diffuse rgb (alpha=1) (nlight x 3)
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@@ -261,6 +261,7 @@ typedef struct mjrfLightParams_ {
mjtBool cast_shadows; // if true, cast shadows
float range; // effective range of light, in meters
float spot_cone_angle; // spot light cone angle, in degrees
float spot_softness; // spot light edge softness, fraction of cone angle in [0, 1]
int shadow_map_size; // size of shadow map texture, 0 to use default size
float bulb_radius; // bulb radius, used for soft shadows
float vsm_blur_width; // variance shadow map blur width
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@@ -455,6 +455,7 @@ typedef struct mjsLight_ { // light specification
float range; // range of effectiveness
float attenuation[3]; // OpenGL attenuation (quadratic model)
float cutoff; // OpenGL cutoff
float softness; // spotlight edge softness
float exponent; // OpenGL exponent
float ambient[3]; // ambient color
float diffuse[3]; // diffuse color
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@@ -258,6 +258,7 @@
X ( float, range, 1 ) \
XVEC( float, attenuation, 3 ) \
X ( float, cutoff, 1 ) \
X ( float, softness, 1 ) \
X ( float, exponent, 1 ) \
XVEC( float, ambient, 3 ) \
XVEC( float, diffuse, 3 ) \
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@@ -277,6 +277,7 @@ typedef struct mjvLight_ { // OpenGL light
float bulbradius; // bulb radius for soft shadows
float intensity; // intensity, in candelas
float range; // range of effectiveness
float softness; // spotlight edge softness
} mjvLight;
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@@ -439,6 +439,7 @@
X ( mjtNum, light_dir0, nlight, 3 ) \
X ( float, light_attenuation, nlight, 3 ) \
X ( float, light_cutoff, nlight, 1 ) \
X ( float, light_softness, nlight, 1 ) \
X ( float, light_exponent, nlight, 1 ) \
X ( float, light_ambient, nlight, 3 ) \
X ( float, light_diffuse, nlight, 3 ) \