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Reintroduce light intensity scale factor removed in THREE r165 after WebGLRenderer.useLegacyLights deprecation (fix #5556, #5546) #5577

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@dmarcos dmarcos commented Sep 17, 2024

Is this good? @vincentfretin @mrxz

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dmarcos commented Sep 18, 2024

Colors of the hello world look same as before after applying the intensity scale factor

@@ -20,7 +20,7 @@ module.exports.Component = registerComponent('light', {
color: {type: 'color', if: {type: ['ambient', 'directional', 'hemisphere', 'point', 'spot']}},
envMap: {default: '', if: {type: ['probe']}},
groundColor: {type: 'color', if: {type: ['hemisphere']}},
decay: {default: 1, if: {type: ['point', 'spot']}},
decay: {default: 2, if: {type: ['point', 'spot']}},
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Why did you change decay?

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This is @mrxz suggestion in #5546 (comment)

// Lights intensity had an implicit scaleFactor of PI now removed.
// It's reintroduced here since it's easier to think about integers vs multiples of PI.
var intensityScaleFactor = Math.PI;
var intensity = data.intensity * intensityScaleFactor;
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It shouldn't change the intensity for scene that used renderer="physicallyCorrectLights: true" already.

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Not sure I understand the comment. Without the factor scene is dark. What should we do?

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We have aframe experiences with renderer="physicallyCorrectLights:true" and light intensity that was carefully set, those scenes are not dark, we don't want the intensity to change for those.

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We could keep the physicallyCorrectLights property on renderer just to add a condition in the light component. But we should remove the lines

if (!data.physicallyCorrectLights) {
renderer.useLegacyLights = !data.physicallyCorrectLights;
}
and modify the tests.

#5546 for context.

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dmarcos commented Sep 18, 2024

We could keep the physicallyCorrectLights property on renderer just to add a condition in the light component. But we should remove the lines

if (!data.physicallyCorrectLights) {
renderer.useLegacyLights = !data.physicallyCorrectLights;
}

and modify the tests.
#5546 for context.

I think should be fine to remove the physicallyCorrectLights property in the renderer?

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mrxz commented Oct 16, 2024

As @vincentfretin pointed out, there are already scenes that have physicallyCorrectLights enabled and should not have their intensities scaled. If we get rid of the property on renderer, then there won't be a way to distinguish the two.

Besides that, applying the scaling only in the light component will miss lights created in other ways. Components might directly create lights or a glTF file might include them. Even the reflection component manually sets light intensities, which would need to be updated as well (reflection.js#L20).

Instead of this PR, I think we should either:

  1. Follow Three.js and deprecate the "legacy lights" entirely. The default light setup and things like the environment-component can be updated. Document what users need to do to upgrade their scenes.
  2. Retain the old behaviour by re-introducing useLegacyLights in super-three. This ensures that everything behaves like before, instead of only the light component.

Personally not a fan of diverging from Three.js, but forcing upgrading users to make changes with no way to opt-out is also far from ideal.

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3 participants