RFR: 8234920: Add SpotLight to the selection of 3D light types [v19]
Ambarish Rapte
arapte at openjdk.java.net
Wed Jun 2 12:15:36 UTC 2021
On Sun, 30 May 2021 05:05:12 GMT, Nir Lisker <nlisker at openjdk.org> wrote:
>> Added a SpotLight only to the D3D pipeline currently.
>>
>> ### API discussion points
>>
>> - [X] Added `SpotLight` as a subclass of `LightBase`. However, it could also be a subclass of `PointLight` as it's a point light with direction and extra factors. I saw that `scenario.effect.light.SpotLight` extends its respective `PointLight`, but it's not a perfect analogy. In the end, I think it's a questions of whether `PointLight` will be expanded in a way which doesn't not suit `SpotLight`, and I tend to think that the answer is no.
>>
>> - [X] The inner and outer angles are the "diameter angles" as shown [here](https://docs.microsoft.com/en-us/windows/win32/direct3d9/light-typeshttps://docs.microsoft.com/en-us/windows/win32/direct3d9/light-types). I, personally, find it more intuitive that these are the "radius angles", so half these angles, as used in the spotlight factor formula. Do you think I can change this or do you prefer the current definition of the angles?
>>
>> - [x] The current implementation uses an ad-hoc direction property (using a `Point3D`). It crossed my mind that we could use the rotation transforms of the node to control the direction instead, just like we use the translation/layout of the node to get the position (there is an internal Affine3D transform for lights, not sure why `AmbientLight` needs it). Wouldn't that make more sense? When I rotate the light I would expect to see a change in direction.
>>
>> ### Implementation discussion points
>>
>> - [ ] I've gotten advice from a graphics engineer to treat point lights as spot lights with a 360 degrees coverage, which simplifies a few places. We can still try to optimize for a point light by looking at the light parameters: `falloff = 0` and `outerAngle = 180`. These possible optimization exist in `ES2PhongShader.java` and `D3DMeshView.cc`, and in the pixel/fragment shaders in the form of 3 different ways to compute the spotlight factor (the `computeLightN` methods). We need to check which of these give the best results.
>>
>> ## Performance
>>
>> Testing 3 point lights and comparing this branch with `master` using a 1000 division sphere, 200 meshes, and 5000 meshes.
>> Using an AMD RX 470 4GB GPU.
>>
>> In this branch, there is a possible CPU optimization for checking the light type and using precalculated values (in `D3DMeshView.cc` for d3d and `ES2PhongShader.java` for opengl). On the GPU, I tried 3 ways of computing the spotlight factor contributions (`computeSpotlightFactor`, `computeSpotlightFactor2` and `computeSpotlightFactor3`) trying out different branching and shortcuts.
>>
>> ### Results
>> The CPU "optimizations" made no difference, which is understandable considering it will not be the bottleneck. We can remove these if we want to simplify, though maybe if we allow a large number of lights it could make a difference (I doubt it). I don't have a strong preference either way.
>>
>> The sphere 1000 tests always gave max fps (120 on Win and 60 on Ubuntu).
>>
>> **Win 10**
>> Compared with the `master` branch, this patch shows 5-10 fps drop in the mesh 200 test and ~5 in the mesh 5000 test. I repeated the tests on several occasions and got different results in terms of absolute numbers, but the relative performance difference remained more or less the same. Out of the 3 `computeSpotlightFactor` methods, `computeSpotlightFactor3`, which has no "optimizations", gives slightly better performance.
>>
>> **Ubuntu 18**
>> The mesh 200 test always gave 60 fps because it is locked to this fps, so we can't measure the real GPU performance change.
>> The mesh 5000 test shows 2-6 fps drop from master, with `computeSpotlightFactor` > `computeSpotlightFactor2` > `computeSpotlightFactor3` at in terms of performance (~2 fps difference each).
>>
>> **Conclusion**: we can expect a 5 fps drop more or less with 3 point lights. `computeSpotlightFactor3` on d3d and `computeSpotlightFactor` on opengl gave the best performances.
>
> Nir Lisker has updated the pull request incrementally with one additional commit since the last revision:
>
> Updated image and docs
Provided few more suggestions for class doc.
Also I noticed that we are not providing a position property for both Point and Spot light. However as of now it seems not required. Should we consider to add it in future ?
modules/javafx.graphics/src/main/java/javafx/scene/SpotLight.java line 44:
> 42: * A {@code SpotLight} is a {@code PointLight} that radiates light in a cone in a specific direction. The direction is
> 43: * defined by the {@link #directionProperty() direction} vector property relative to the rotation of the
> 44: * {@code SpotLight} that is set with the rotation transforms of the node. For example, if the direction vector is
may be rephrase as -> `The direction is defined by the {@link #directionProperty() direction} vector property of the light. The direction can be rotated by setting a rotation transform on the {@code SpotLight}.`
modules/javafx.graphics/src/main/java/javafx/scene/SpotLight.java line 145:
> 143: * The angle of the spotlight's inner cone (as shown in the class doc image). A point whose angle to the light's
> 144: * origin is less than this angle is not attenuated by the spotlight factor ({@code spot = 1}). At larger angles,
> 145: * the light intensity starts to drop.
The intensity inside inner cone is not attenuated, so the drop in intensity happens only in outer cone. Then the statement `At larger angles, the light intensity starts to drop.` may not be needed here. The drop should be described only with outer angle.
modules/javafx.graphics/src/main/java/javafx/scene/SpotLight.java line 173:
> 171:
> 172: /**
> 173: * The angle of the spotlight's outer cone (as shown in the class doc image). A point whose angle to the light's
Let's include the unit **degrees**
-> `The angle of the spotlight's outer cone, in degrees (as ...`
similar change for innerAngle.
modules/javafx.graphics/src/main/java/javafx/scene/SpotLight.java line 175:
> 173: * The angle of the spotlight's outer cone (as shown in the class doc image). A point whose angle to the light's
> 174: * origin is greater than this angle receive no light ({@code spot = 0}). At smaller angles, the light intensity
> 175: * starts to increase.
1. minor typo: receive -> receives.
2. At smaller angles, the light intensity starts to increase -> I think the statement should be rephrased similar to falloff statement. May be re-use a statement from falloff doc, with minor changes, `A point whose angle to the light's position is greater than the inner angle but less than the outer angle receives partial intensity governed by the falloff factor`
modules/javafx.graphics/src/main/java/javafx/scene/SpotLight.java line 203:
> 201:
> 202: /**
> 203: * The intensity falloff factor of the spotlight's outer cone. A point whose angle to the light's origin is greater
During this doc the position of light is referred using two different words `origin` and `source` ( Line 58, in class doc ). I would recommend to use word `position` uniformly.
modules/javafx.graphics/src/main/resources/com/sun/prism/es2/glsl/main2Lights.frag line 76:
> 74: varying vec4 lightTangentSpaceDirections[3];
> 75:
> 76: // Because pow(0, 0) is undefined (https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-pow),
This is hlsl reference link, may be we should find a similar link for glsl or remove this reference.
-------------
Changes requested by arapte (Reviewer).
PR: https://git.openjdk.java.net/jfx/pull/334
More information about the openjfx-dev
mailing list