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QuaternionEngine/docs/MultiLighting.md
2025-12-20 23:43:34 +09:00

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## Multi-Light System: Punctual Point Lights
Extends the rendering pipeline to support multiple dynamic point lights alongside the existing directional sun light. All lighting calculations use a shared PBR (Cook-Torrance) BRDF implementation.
- Files: `src/scene/vk_scene.h/.cpp`, `src/core/types.h`, `shaders/lighting_common.glsl`
### Data Structures
**CPU-side (C++)**
```cpp
// src/scene/vk_scene.h
struct PointLight {
glm::vec3 position;
float radius; // falloff radius
glm::vec3 color;
float intensity;
};
```
**GPU-side (GLSL)**
```glsl
// shaders/input_structures.glsl
#define MAX_PUNCTUAL_LIGHTS 64
struct GPUPunctualLight {
vec4 position_radius; // xyz: world position, w: radius
vec4 color_intensity; // rgb: color, a: intensity
};
```
The `GPUSceneData` uniform buffer includes:
- `punctualLights[MAX_PUNCTUAL_LIGHTS]`: array of packed light data
- `lightCounts.x`: number of active point lights
### Scene API
`SceneManager` exposes a simple API to manage point lights at runtime:
| Method | Description |
|--------|-------------|
| `addPointLight(const PointLight& light)` | Appends a point light to the scene |
| `clearPointLights()` | Removes all point lights |
| `getPointLights()` | Returns const reference to current lights |
Example usage:
```cpp
SceneManager::PointLight light{};
light.position = glm::vec3(5.0f, 3.0f, 0.0f);
light.radius = 15.0f;
light.color = glm::vec3(1.0f, 0.9f, 0.7f);
light.intensity = 20.0f;
sceneManager->addPointLight(light);
```
### GPU Upload
During `SceneManager::update_scene()`, point lights are packed into `GPUSceneData`:
1. Iterate over `pointLights` vector (capped at `kMaxPunctualLights = 64`)
2. Pack each light into `GPUPunctualLight` format
3. Zero-fill unused array slots
4. Set `lightCounts.x` to active count
This data is uploaded to the per-frame UBO and bound via `DescriptorManager::gpuSceneDataLayout()` at set 0, binding 0.
### Shader Implementation
**lighting_common.glsl**
Shared PBR functions extracted for reuse across all lighting passes:
| Function | Purpose |
|----------|---------|
| `fresnelSchlick()` | Fresnel term (Schlick approximation) |
| `DistributionGGX()` | Normal distribution function (GGX/Trowbridge-Reitz) |
| `GeometrySchlickGGX()` | Geometry term (Schlick-GGX) |
| `GeometrySmith()` | Combined geometry attenuation |
| `evaluate_brdf(N, V, L, albedo, roughness, metallic)` | Full Cook-Torrance BRDF evaluation |
| `eval_point_light(light, pos, N, V, albedo, roughness, metallic)` | Point light contribution with falloff |
**Point Light Falloff**
Uses smooth inverse-square attenuation with radius-based cutoff:
```glsl
float att = 1.0 / max(dist * dist, 0.0001);
float x = clamp(dist / radius, 0.0, 1.0);
float smth = (1.0 - x * x);
smth *= smth;
float falloff = att * smth;
```
This provides physically-based falloff that smoothly reaches zero at the specified radius.
### Render Path Integration
**Deferred Lighting** (`deferred_lighting.frag`, `deferred_lighting_nort.frag`)
```glsl
// Directional sun
vec3 Lsun = normalize(-sceneData.sunlightDirection.xyz);
float sunVis = calcShadowVisibility(pos, N, Lsun);
vec3 sunBRDF = evaluate_brdf(N, V, Lsun, albedo, roughness, metallic);
vec3 direct = sunBRDF * sceneData.sunlightColor.rgb * sceneData.sunlightColor.a * sunVis;
// Accumulate point lights
uint pointCount = sceneData.lightCounts.x;
for (uint i = 0u; i < pointCount; ++i) {
direct += eval_point_light(sceneData.punctualLights[i], pos, N, V, albedo, roughness, metallic);
}
```
**Forward Pass** (`mesh.frag`)
Same accumulation loop, but without shadow visibility (used for transparent objects).
### Ray-Traced Point Light Shadows
When ray tracing is enabled (hybrid mode), the first 4 point lights receive RT shadows:
```glsl
if (sceneData.rtOptions.x == 1u && i < 4u) {
// Cast shadow ray from surface toward light
vec3 toL = light.position_radius.xyz - pos;
// ... rayQueryInitializeEXT / rayQueryProceedEXT ...
if (hit) contrib = vec3(0.0);
}
```
This provides accurate point light shadows without additional shadow maps.
### Performance Considerations
- **Light Count**: Up to 64 point lights supported; practical limit depends on scene complexity
- **Loop Unrolling**: Shader compilers typically unroll small loops; consider dynamic branching for very high light counts
- **Shadow Maps**: Point light shadows use RT only; traditional cubemap shadows are not implemented
- **Bandwidth**: Each light adds 32 bytes to the UBO; full array is 2KB
### Default Lights
`SceneManager::init()` creates two default point lights for testing:
| Light | Position | Radius | Color | Intensity |
|-------|----------|--------|-------|-----------|
| Warm Key | (0, 0, 0) | 25 | (1.0, 0.95, 0.8) | 15 |
| Cool Fill | (-10, 4, 10) | 20 | (0.6, 0.7, 1.0) | 10 |
Call `clearPointLights()` before adding your own lights to remove these defaults.
## Spot Lights
Adds cone-limited spot lights alongside point lights, sharing the same BRDF helpers.
### Data Structures
**CPU-side (C++)**
```cpp
// src/scene/vk_scene.h
struct SpotLight {
WorldVec3 position_world;
glm::vec3 direction; // world-space unit direction (cone axis)
float radius;
glm::vec3 color;
float intensity;
float inner_angle_deg; // cone half-angle (deg)
float outer_angle_deg; // cone half-angle (deg), >= inner
};
```
**GPU-side (GLSL)**
```glsl
// shaders/input_structures.glsl
#define MAX_SPOT_LIGHTS 32
struct GPUSpotLight {
vec4 position_radius; // xyz: position, w: radius
vec4 direction_cos_outer; // xyz: direction (unit), w: cos(outer_angle)
vec4 color_intensity; // rgb: color, a: intensity
vec4 cone; // x: cos(inner_angle), yzw: unused
};
```
The `GPUSceneData` uniform buffer includes:
- `spotLights[MAX_SPOT_LIGHTS]`: array of packed spot lights
- `lightCounts.y`: number of active spot lights
### Shader Implementation
**lighting_common.glsl**
- `eval_spot_light(light, pos, N, V, albedo, roughness, metallic)`:
- Applies the same smooth inverse-square falloff as point lights
- Multiplies by a soft cone attenuation between `outer_angle` and `inner_angle`
### Render Path Integration
- Deferred lighting (`deferred_lighting*.frag`) and forward (`mesh.frag`) both accumulate spot lights:
- `uint spotCount = sceneData.lightCounts.y;`
- `for (uint i = 0u; i < spotCount; ++i) { direct += eval_spot_light(...); }`
### Future Extensions
- Shadow maps for spot lights (single frustum)
- IES profiles / photometric falloff