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Expose shadow texture size for directional lighting in SDF #1034

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merged 15 commits into from
Aug 16, 2024

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athenaz2
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@athenaz2 athenaz2 commented Aug 12, 2024

🎉 New feature

Summary

Shadows appear jagged in some scenes. It would be nice for them to look smoother and sharper. Investigated increasing shadow texture size - it seems that as long as there isn't too many lights, it does not have a significant impact on VRAM.

Thus, added ability to set shadow texture size (currently, only for directional lights) within the MinimalScene plugin, and for Ogre2. The default shadow texture size is 2K, but setting it to a higher value (4K, 8K, etc.) allows for sharper shadows.

Currently supporting 1K, 2K, 4K, 8K, and 16K. So in SDF file, the respective values 1024, 2048, 4096, 8192, and 16384. In the future, can look to enable setting shadow texture size for other light types (spot, point lights).

Also, if using OpenGL, ensured that max shadow texture size can use GL_MAX_TEXTURE_SIZE instead of hardcoding it to 8K.

Depot scene from Edifice demo (SDF attached below). Note that scene has 1 directional light (darker shadow) and 1 point light (lighter shadow).

Shadow texture size of 2K for directional light
depot 2k

Shadow texture size of 16K for directional light
depot 16k

Test it

depot_twolights.sdf.txt
shapes.sdf.txt

Modify the param in the SDF.

<shadows>
  <texture_size light_type="directional">8192</texture_size>
</shadows>

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@athenaz2 athenaz2 requested a review from iche033 as a code owner August 12, 2024 23:03
@github-actions github-actions bot added the 🎵 harmonic Gazebo Harmonic label Aug 12, 2024
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Shapes demo (only 1 directional light).

Shadow texture size of 2K for directional light
shapes 2k

Shadow texture size of 8K for directional light
shapes 8k

@@ -15,6 +15,8 @@
*
*/

#include <GL/gl.h>
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you'll need to use ifdef here as the file path is different on different platforms, see

#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#ifndef _WIN32
#include <GL/gl.h>
#endif
#endif

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Added it here - 3b1bc7a

include/gz/rendering/Light.hh Outdated Show resolved Hide resolved
unsigned int _textureSize) = 0;

/// @brief \brief Get the shadow texture size for the given light type.
/// @param _lightType Light type that creates the shadow
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nit: replace @ with \ for consistency with other doxygen comments

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if (_lightType == LightType::LT_DIRECTIONAL)
{
this->dataPtr->dirTexSize = _textureSize;
}
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move this block to the top of the function so that we just return early if it's not a supported light type. Also add an else block with gzwarn msg if user specifies spot or point lights.

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3b1bc7a. I also have a check for it in MinimalScene too

unsigned int Ogre2Scene::ShadowTextureSize(LightType _lightType) const
{
// todo: return based on light type, currently only dir light is supported
if (_lightType)
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you can also make spotPointTexSize a member variable so that you can support returning point and spot light shadow texture size here. The user just won't be able to set them yet.

then you can use switch to check _lightType and return the corresponding texture size.

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//////////////////////////////////////////////////
unsigned int BaseScene::ShadowTextureSize(LightType _lightType) const
{
return this->ShadowTextureSize(_lightType);
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you can just print an error here:

    gzerr << "Shadow texture size not supported by: "
           << this->Engine()->Name() << std::endl;

ogre2 implements this function so the user should not see the error msg since it should call the ShadowTextureSize from the derived class

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unsigned int _textureSize)
{
// If _textureSize exceeds max possible tex size, then use default
if (_textureSize > this->dataPtr->maxTexSize / 2)
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just checking, what's the reason for the divide by 2?

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My maxTexSize is 32K, and I allow texsizes (that are pow of 2 vals) up to 16K. If I set _textureSize to 32K this happens:
depot what happen if go above 16k
The pitch-black shadow here is from the point light. Compared to the images attached to original PR post, the shadow created by directional light is gone. I think this is maybe because the math on atlasResolution went crazy. (doesn't fit within atlas?)

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I see. I tested with 16K max tex size as that's what my machine supports and it works fine. So how about instead of dividing by 2, we set a hard cap on the max tex size to 16K? I remembered and found this comment mentioning the 16K texture size cap as well.

You can do this above when setting this->dataPtr->maxTexSize, e.g.

this->dataPtr->maxTexSize = std::min(glMaxTexSize, 16384u)

and add a todo note mentioning that there are issues with dir shadows when setting to a number larger than 16K.

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Capped maxTexSize to 16K in ddde4d9, added TODO comment in a8a3b65

bool validTexSize = std::find(texSizeOptions.begin(),
texSizeOptions.end(), _textureSize)
!= texSizeOptions.end() ? true : false;
if (!validTexSize)
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instead of generating a list of possible tex size options, I think you can simplify this check to

if (_textureSize >= 1024u && math::isPowerOfTwo(_textureSize)?

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Yeah this is a good idea. 3b1bc7a

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iche033 commented Aug 13, 2024

you'll need to retarget this to main because the changes break ABI

@athenaz2 athenaz2 changed the base branch from gz-rendering8 to main August 13, 2024 16:47
unsigned int _textureSize)
{
// If _textureSize exceeds max possible tex size, then use default
if (_textureSize > this->dataPtr->maxTexSize / 2)
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I see. I tested with 16K max tex size as that's what my machine supports and it works fine. So how about instead of dividing by 2, we set a hard cap on the max tex size to 16K? I remembered and found this comment mentioning the 16K texture size cap as well.

You can do this above when setting this->dataPtr->maxTexSize, e.g.

this->dataPtr->maxTexSize = std::min(glMaxTexSize, 16384u)

and add a todo note mentioning that there are issues with dir shadows when setting to a number larger than 16K.

ogre2/src/Ogre2Scene.cc Outdated Show resolved Hide resolved
enum class GZ_RENDERING_VISIBLE LightType
{
/// \brief No light type specified
EMPTY = 0,
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was there an issue with what you had before, LT_EMPTY?

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Changing LightType to enum class ensures any usage of it is like rendering::LightType::DIRECTIONAL (or other light type values) as opposed to rendering::LT_DIRECTIONAL, so no need for LT_ in the naming anymore.

}

// if _textureSize is an invalid texture size, then use default
if (_textureSize < 1024u || _textureSize > (this->dataPtr->maxTexSize / 2)
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I think it should be fine to set the lower limit to 512?

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athenaz2 and others added 12 commits August 15, 2024 14:49
Signed-off-by: Athena Z <[email protected]>
…exSize can use GL_MAX_TEXTURE_SIZE instead of currently hardcoded val

Signed-off-by: Athena Z <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Co-authored-by: Ian Chen <[email protected]>
Signed-off-by: Athena Z. <[email protected]>
Signed-off-by: Athena Z <[email protected]>
Co-authored-by: Ian Chen <[email protected]>
Signed-off-by: Athena Z. <[email protected]>
Signed-off-by: Athena Z <[email protected]>
@athenaz2 athenaz2 force-pushed the athenaz/texsize_in_sdf branch from a5a6d3a to ddde4d9 Compare August 15, 2024 21:56
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codecov bot commented Aug 15, 2024

Codecov Report

Attention: Patch coverage is 57.40741% with 23 lines in your changes missing coverage. Please review.

Project coverage is 75.63%. Comparing base (e187f52) to head (a8a3b65).
Report is 52 commits behind head on main.

Files Patch % Lines
ogre2/src/Ogre2Scene.cc 70.45% 13 Missing ⚠️
src/base/BaseScene.cc 0.00% 10 Missing ⚠️
Additional details and impacted files
@@            Coverage Diff             @@
##             main    #1034      +/-   ##
==========================================
- Coverage   75.68%   75.63%   -0.06%     
==========================================
  Files         177      177              
  Lines       16959    16998      +39     
==========================================
+ Hits        12835    12856      +21     
- Misses       4124     4142      +18     

☔ View full report in Codecov by Sentry.
📢 Have feedback on the report? Share it here.

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looks good to me!

@iche033 iche033 merged commit 8edd14f into gazebosim:main Aug 16, 2024
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@azeey azeey added beta Targeting beta release of upcoming collection 🏛️ ionic Gazebo Ionic and removed 🎵 harmonic Gazebo Harmonic labels Aug 16, 2024
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