Lighting System Specification (Implemented)
Overview
The lighting system provides configurable illumination for the 3D scene with real-time adjustment capabilities and persistence.
1. Lighting Components
1.1 Directional Light
- Main Light Source: Primary directional illumination
- Configurable Intensity: Adjustable brightness (0.0-1.0 range)
- Configurable Color: RGB color with alpha control
- Direction: Fixed direction (-0.5, -1.8, -1.2 normalized)
- Shadow Casting: Integrated with shadow mapping system
1.2 Ambient Light
- Global Illumination: Uniform scene lighting
- Configurable Intensity: Adjustable brightness (0.0-1.0 range)
- Configurable Color: RGB color with alpha control
- Environmental Effect: Simulates indirect lighting
1.3 Specular Light
- Highlight Control: Adjustable specular intensity
- Configurable Intensity: Adjustable brightness (0.0-1.0 range)
- Configurable Color: RGB color with alpha control
- Material Interaction: Affects shiny surface appearance
2. Shadow System
2.1 Shadow Mapping
- Directional Shadow Light: Single directional shadow source
- Shadow Map Resolution: 8192×8192 texture
- Shadow Coverage: 60° field of view, 300 unit range
- Shadow Quality: Configurable parameters
2.2 Shadow Parameters
- Shadow Bias: Adjustable (default: 365.0)
- Shadow Normal Bias: Adjustable (default: 5620.0)
- PCF Mode: Configurable filter size (default: 1)
- Shadow Dither: Toggle for dithering effect
- CSM Support: Cascaded shadow maps toggle
2.3 Shadow Rendering
- Depth Pass: Separate shadow map generation
- Shadow Sampling: Custom shader integration
- Shadow Blending: Smooth shadow transitions
- Performance: Optimized for real-time interaction
3. Lighting Controls
3.1 UI Integration
- Lighting Panel: Dedicated UI panel for lighting control
- Real-time Sliders: Immediate visual feedback
- Preset Values: Default lighting configurations
- Panel Toggle: Show/hide via toolbar button
3.2 Control Parameters
- Shadow Light Value: 0.0-1.0 range (default: 0.59)
- Shadow Light Alpha: 0.0-1.0 range (default: 0.5)
- Directional Light Value: 0.0-1.0 range (default: 0.73)
- Directional Light Alpha: 0.0-1.0 range (default: 1.0)
- Ambient Light Value: 0.0-1.0 range (default: 0.59)
- Ambient Light Alpha: 0.0-1.0 range (default: 1.0)
- Specular Light Value: 0.0-1.0 range (default: 0.2)
- Specular Light Alpha: 0.0-1.0 range (default: 0.95)
4. Shader Integration
4.1 Custom Shader Pipeline
- GLSL Shaders: Custom vertex and fragment shaders
- Material Support: Diffuse, specular, ambient components
- Lighting Calculations: Per-pixel lighting computations
- Shadow Sampling: Custom shadow map sampling
4.2 Shader Provider
- SketchShaderProvider: Custom shader management
- Uniform Parameters: Light positions, colors, intensities
- Shadow Parameters: Bias, PCF size, dither toggle
- Performance: Optimized shader compilation
4.3 Rendering Pipeline
- Shadow Pass: Depth-only rendering for shadow map
- Main Pass: Full lighting with shadow sampling
- Transparency: Blending for selected elements
- Culling: Front/back face culling optimization
5. Persistence
5.1 Serialization
- JSON Format: Lighting parameters stored in model file
- Default Values: Safe defaults for new models
- Version Compatibility: Backward compatibility handling
- Automatic Migration: Older files get updated values
5.2 File Structure
{
"lighting": {
"shadowLightValue": 0.59,
"shadowLightAlpha": 0.5,
"directionalLightValue": 0.73,
"directionalLightAlpha": 1.0,
"ambientLightValue": 0.59,
"ambientLightAlpha": 1.0,
"specularLightValue": 0.2,
"specularLightAlpha": 0.95
},
"shadows": {
"shadowBias": 365.0,
"shadowNormalBias": 5620.0,
"pcfMode": 1,
"dither": false,
"useCsm": true
}
}
6. User Interaction
6.1 UI Controls
- Sliders: Precise value adjustment
- Toggle Buttons: Shadow enable/disable
- Preset Buttons: Quick lighting configurations
- Real-time Preview: Immediate visual feedback
6.2 Keyboard Shortcuts
- L: Toggle lighting panel visibility
- Shift-L: Reset to default lighting
- Ctrl-L: Cycle through lighting presets
6.3 Visual Feedback
- Light Direction: Visual indicator in scene
- Shadow Coverage: Shadow frustum visualization
- Light Intensity: Color-coded indicators
7.1 Optimization Techniques
- Shadow Map Reuse: Minimize shadow map regeneration
- Light Culling: Only process visible lights
- Shader Optimization: Efficient GLSL code
- Batch Rendering: Minimize draw calls
- 60 FPS Minimum: Smooth interaction requirement
- Shadow Quality: Balanced quality/performance
- Mobile Considerations: Future mobile compatibility
8. Future Enhancements
8.1 Planned Features
- Multiple Lights: Support for additional light sources
- Point Lights: Localized illumination sources
- Spot Lights: Directional localized lighting
- Light Probes: Advanced global illumination
8.2 Advanced Features
- Light Animation: Dynamic lighting effects
- Light Templates: Reusable lighting setups
- Environment Maps: Reflection and refraction
- Volumetric Lighting: Light scattering effects
9. Acceptance Criteria
- Visual Quality: Lighting should provide clear scene illumination
- Performance: Lighting should not impact interaction smoothness
- Shadow Quality: Shadows should be crisp and stable
- UI Responsiveness: Controls should provide immediate feedback
- Persistence: Lighting settings should save/load correctly
10. Implementation Notes
10.1 libGDX Integration
- Environment Class: Manages lighting parameters
- DirectionalLight: Primary light source
- DirectionalShadowLight: Shadow casting light
- Material System: Surface property management
10.2 Rendering Pipeline
- ModelBatch: Efficient model rendering
- DepthShaderProvider: Shadow map generation
- Custom Shaders: Advanced lighting effects
- Blend Attributes: Transparency handling
- Shadow Map Size: Balance quality and performance
- PCF Samples: Adjust for quality vs performance
- Light Count: Limit active lights for mobile
- Shader Complexity: Optimize for target hardware