fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause bug: EnvCellRenderer.GetCellLightSet derived the landblock key as `cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran and every EnvCell wall received ZERO point lights — torches, lanterns, the viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4. User-confirmed the interiors now look like retail. Three faithful additions that were blocked by the key bug (and only show now): - Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer (0x00452c40) adds a white fill light at the player every frame via add_dynamic_light — the dominant interior fill (no sun indoors). acdream had NO dynamic lights at all. Params from the cdb capture: intensity 2.25, falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate. - Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/ braziers carry Setup.Lights but the dat-static registration never saw CreateObject entities. Register on spawn; unregister on despawn (UnregisterOwner made unconditional). Register row AP-44. - IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0 (a #142 verification miss). Divergence register: AP-44 (weenie light spawn-position, no movement tracking), AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs retail's 40-nearest-to-player budget that pops in on approach — intentional, user-preferred). Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now." Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 185 additions and 7 deletions
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@ -43,6 +43,7 @@ public sealed class LightManager
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private readonly List<LightSource> _all = new();
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private readonly LightSource?[] _active = new LightSource?[MaxActiveLights];
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private int _activeCount;
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private LightSource? _viewerLight; // retail SmartBox::viewer_light (see UpdateViewerLight)
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/// <summary>Current cell ambient state applied to everything.</summary>
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public CellAmbientState CurrentAmbient { get; set; }
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@ -86,6 +87,7 @@ public sealed class LightManager
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_all.Clear();
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Array.Clear(_active);
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_activeCount = 0;
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_viewerLight = null; // re-created + re-registered by the next UpdateViewerLight
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}
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/// <summary>
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@ -212,6 +214,58 @@ public sealed class LightManager
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}
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}
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// ── Viewer light — retail SmartBox::set_viewer (0x00452c40) ──────────────
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// Retail adds a white fill light pinned to the player EVERY frame via
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// Render::add_dynamic_light. It is the dominant INTERIOR fill: the outdoor
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// stage runs useSunlightSet(1) (sun only — dynamics are NOT enabled), but the
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// interior stage runs minimize_envcell_lighting, which enables the dynamic
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// lights, so EnvCell walls + indoor objects are lit by this viewer light while
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// the player is inside. acdream registered NO dynamic lights at all, so
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// interiors had only flat ambient and read dark/cool vs retail's lit rooms.
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//
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// It rides the existing point-light path: registered in _all ⇒ included in
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// BuildPointLightSnapshot ⇒ selected by SelectForObject for nearby cells /
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// objects. The AP-43 indoor gate (WbDrawDispatcher.IndoorObjectReceivesTorches)
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// already restricts per-object point lights to EnvCell-parented objects, and
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// only EnvCellRenderer selects per-cell lights, so the viewer light lights
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// ONLY indoor draws — matching retail's interior-stage-only dynamic enable.
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// Terrain has no point-light path, so it is unaffected.
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//
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// Params from the live cdb capture (reference_retail_ambient_values.md):
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// intensity 2.25, falloff 10, colour white, offset (0,0,2) above the player
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// (SmartBox::set_viewer player branch). Dynamic lights use rangeAdjust 1.5
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// (config_hardware_light 0x0059ad30) ⇒ Range = 10 × 1.5 = 15 m.
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public const float ViewerLightIntensity = 2.25f; // GRV SmartBox.ViewerLightIntensity
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public const float ViewerLightFalloff = 10f; // GRV SmartBox.ViewerLightFalloff
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private const uint ViewerLightOwnerId = 0xFFFFFFFFu; // sentinel; never an entity id
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/// <summary>
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/// Reposition the always-on viewer fill light at the player (offset +2 m up),
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/// registering it on first call. Call once per frame BEFORE
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/// <see cref="BuildPointLightSnapshot"/> / <see cref="Tick"/>. Mirrors retail's
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/// per-frame <c>SmartBox::set_viewer</c> add_dynamic_light; here the light lives
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/// in <c>_all</c> and is repositioned so the existing snapshot + per-object
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/// selection light the cell around the player. Indoor-only via the AP-43 gate
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/// (see the note above).
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/// </summary>
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public void UpdateViewerLight(Vector3 playerWorldPos)
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{
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if (_viewerLight is null)
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{
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_viewerLight = new LightSource
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{
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Kind = LightKind.Point,
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ColorLinear = Vector3.One, // white (1,1,1)
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Intensity = ViewerLightIntensity,
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Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5
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OwnerId = ViewerLightOwnerId,
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IsLit = true,
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};
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_all.Add(_viewerLight);
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}
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_viewerLight.WorldPosition = playerWorldPos + new Vector3(0f, 0f, 2f);
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}
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/// <summary>
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/// Select up to <see cref="MaxLightsPerObject"/> point/spot lights from
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/// <paramref name="snapshot"/> that reach the object sphere
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