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>
This commit is contained in:
Erik 2026-06-20 15:51:55 +02:00
parent ef5049fd58
commit 0d8b827721
6 changed files with 185 additions and 7 deletions

View file

@ -146,6 +146,8 @@ accepted-divergence entries (#96, #49, #50).
| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 | | AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 |
| AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) | | AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) |
| AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()` (full PK/faction logic); acdream's `GameWindow.IsHealthBarTarget` uses the server PWD bits `BF_ATTACKABLE (0x10)` OR `BF_PLAYER (0x8)` | `src/AcDream.App/Rendering/GameWindow.cs` (`IsHealthBarTarget`) → `SelectedObjectController` | The PWD `BF_ATTACKABLE`/`BF_PLAYER` bits distinguish monsters + players (bar) from friendly/vendor NPCs (name-only) for the M1.5 dev loop; the pet case and the full ObjectIsAttackable PK/faction refinement (free-PK, PK-vs-PK, PKLite) are not ported | A PK/faction edge (e.g. a hostile-flagged player whose `BF_ATTACKABLE` is unset, or a pet) could show/hide the bar where retail differs — no impact on the non-PK PvE dev loop | `ClientCombatSystem::ObjectIsAttackable` acclient_2013_pseudo_c.txt:375385; `BF_ATTACKABLE` acclient.h:6437 | | AP-46 | Health-meter gate approximation: retail shows the health meter for `IsPlayer() || pet_owner || ClientCombatSystem::ObjectIsAttackable()` (full PK/faction logic); acdream's `GameWindow.IsHealthBarTarget` uses the server PWD bits `BF_ATTACKABLE (0x10)` OR `BF_PLAYER (0x8)` | `src/AcDream.App/Rendering/GameWindow.cs` (`IsHealthBarTarget`) → `SelectedObjectController` | The PWD `BF_ATTACKABLE`/`BF_PLAYER` bits distinguish monsters + players (bar) from friendly/vendor NPCs (name-only) for the M1.5 dev loop; the pet case and the full ObjectIsAttackable PK/faction refinement (free-PK, PK-vs-PK, PKLite) are not ported | A PK/faction edge (e.g. a hostile-flagged player whose `BF_ATTACKABLE` is unset, or a pet) could show/hide the bar where retail differs — no impact on the non-PK PvE dev loop | `ClientCombatSystem::ObjectIsAttackable` acclient_2013_pseudo_c.txt:375385; `BF_ATTACKABLE` acclient.h:6437 |
| AP-44 | Server-spawned weenie fixtures (lanterns, braziers, glowing items carrying `Setup.Lights`) register their lights at their SPAWN-frame world position via `RegisterOwnedLight` in `OnLiveEntitySpawnedLocked` (mirroring the dat-static path in `ApplyLoadedTerrainLocked`); the light does NOT follow the object if it later moves. Torn down on despawn/respawn by the now-unconditional `UnregisterOwner` in `RemoveLiveEntityByServerGuid`. | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLiveEntitySpawnedLocked` weenie-light block; `RemoveLiveEntityByServerGuid`) | Closes the prior gap where ONLY dat-baked statics registered lights, so server-placed lanterns cast nothing; the overwhelming majority of light-bearing weenies (wall lanterns, braziers, candelabra) are stationary, so spawn-frame placement matches retail; retail's `add_dynamic_light` re-places the light from the object frame each frame | A moving light-bearing weenie (e.g. a torch-carrying NPC) leaves its light at the spawn position instead of following — rare; the faithful fix is to re-place on `OnLivePositionUpdated` | retail object-borne lights `insert_light` 0x0054d1b0 / `add_dynamic_light` 0x0054d420 (per-frame object frame) |
| AP-47 | acdream keeps the 128 nearest-to-CAMERA point lights live (`MaxGlobalLights=128`, `BuildPointLightSnapshot`) and selects per cell CAMERA-INDEPENDENTLY (by the cell's own bounds), so a building interior stays lit at any distance within a town; retail keeps only the 40 nearest-to-PLAYER static lights (`Render::max_static_lights=0x28`, distance-sorted replace-farthest `insert_light`) and re-bakes a cell when its live light set changes, so distant interiors are baked dark and "light up" only as the player approaches and their torches enter the live 40. INTENTIONAL — acdream's always-lit interiors are the preferred behavior (no 1999-era light-budget pop-in); user-confirmed 2026-06-20. | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights=128`, `BuildPointLightSnapshot`, `SelectForObject`) | The retail pop-in is a fixed-function light-budget artifact, not an intended aesthetic; revert to retail by clamping the global set to 40 + distance-to-player sort if ever desired | Distant town interiors are lit in acdream where retail's are dark until approached — a deliberate, user-preferred divergence | `Render::max_static_lights` 0x28; `insert_light` 0x0054d1b0 (distance-sorted, replace-farthest); bake re-trigger `SetStaticLightingVertexColors` cache `burnedInStaticLights != num_static_lights` |
--- ---

View file

@ -0,0 +1,75 @@
# A7 indoor torch/lantern lighting — why acdream interiors read dark (investigation)
**Date:** 2026-06-20 **Mode:** report-only investigation (no code changed)
**Trigger:** after #142 sun-gate (`ef5049f`) the Agent of Arcanum interior
(`0xA9B40171/0172`) still reads dark; user: "retail uses torches **and lanterns**
for lighting indoors."
## Retail oracle — the static-light bake (decomp, confirmed)
`SetStaticLightingVertexColors` (0x0059cfe0), per EnvCell mesh, per vertex:
```
for each vertex V:
acc = (0,0,0) // from BLACK; no ambient/sun here
for i in 0 .. world_lights.num_static_lights: // ALL lights — NO per-vertex/cell cap
L = sorted_static_lights[i]
if L.type==0: calc_point_light(V, acc, L) // 0x0059c8b0
else: acc += dot(N,dir)*scale*L.color
acc = clamp(acc, 0, 1) // per-channel, AFTER summing all
V.diffuse = encode(acc)
```
`calc_point_light` (0x0059c8b0): `range = falloff × static_light_factor(1.3)`;
back-face/range gated; `angular = dot_n/dist` (<1 m) else `dot_n/(dist²·dist)`;
`scale = angular·(1dist/range)·intensity`; per-channel cap `min(scale·c, c)`.
**Global cap:** `max_static_lights = 0x28 = 40` (`insert_light` 0x0054d1b0 keeps a
distance-sorted, replace-farthest list). So the bake sees up to **40 nearest static
lights — and sums ALL of them per vertex.** There is no 8-light cap on the static
wall bake. (The 8-light cap is the D3D *hardware* path for *dynamic objects*,
`minimize_object_lighting` 0x0054d480 — a different path.)
## acdream's torch path — three real divergences
| # | Divergence | Site | Effect |
|---|---|---|---|
| Bug A | **Weenie fixture lights never registered.** `RegisterOwnedLight` is called ONLY from `ApplyLoadedTerrainLocked` for dat-baked landblock + EnvCell statics (Setup `0x02xxxxxx`, `Lights.Count>0`). Server `CreateObject` weenies (`OnLiveEntitySpawnedLocked`) never register lights. | `GameWindow.cs:6733-6758` (registers); `GameWindow.cs:2696/3275` (weenie path — no register) | If a lantern/torch is a server weenie, its light is **entirely absent**. |
| Bug B | **Per-cell 8-light cap.** `GetCellLightSet``SelectForObject` keeps the **8 nearest-to-cell-center** lights (`MaxLightsPerObject=8`); 9th+ dropped. Retail sums up to 40. | `EnvCellRenderer.cs:1044`; `LightManager.cs:234-278` | Dense cells (dungeon corridors, fixture clusters) lose lights. **Not binding** for the Arcanum (only ~3 in range). |
| Bug C | **128 global camera pre-filter.** `BuildPointLightSnapshot` keeps the 128 nearest-**to-camera** lights (`MaxGlobalLights=128`), drops the rest before per-cell selection. Retail has no global per-frame cap on statics. | `LightManager.cs:179,208-211` | `registeredLights=129` ⇒ already at the cap; drops farthest-from-camera. Hurts far lights, not the near interior. |
Bug A·partial: the per-vertex bake is also approximated as **one 8-light set per
whole cell** (uniform across all the cell's vertices), vs retail's true per-vertex
bake — a fidelity gap (bright cluster smears across the cell), secondary to the
source-count gaps above.
The per-light shader formula (`pointContribution`) + the `min(pointAcc,1.0)` torch
clamp **match** retail's `calc_point_light` + final saturate — magnitude per light
is faithful. The gap is **missing / capped light SOURCES**, not per-light math.
## Ranked hypotheses (for the Agent of Arcanum specifically)
1. **H1 — the lanterns are server weenies ⇒ Bug A drops their light** (best fit
for the "lanterns" hint). The cell shows only ~3 *dat* torches; lanterns absent.
*Falsify:* pick a lantern in-game — guid `0x80…`/`0x7…` = weenie ⇒ confirmed.
2. **H4 — per-cell (not per-vertex) bake / magnitude** — if the Arcanum has no
weenie fixtures, the 3 dat torches are all there is and the per-cell-uniform bake
under-fills vs retail's per-vertex bake.
3. **H2/H3 (8-cap / 128-cap)** — real retail divergences, but **not binding** for
this building (≤3 lights in range, near camera). They matter for dense dungeons.
## Fix plan (faithful, per hypothesis)
- **H1 (likely):** register `Setup.Lights` for light-bearing weenies in
`OnLiveEntitySpawnedLocked`, mirroring `ApplyLoadedTerrainLocked:6742-6758`
(guard `setup.Lights.Count>0`); unregister on despawn (`UnregisterByOwner`).
Faithful: retail registers object lights regardless of static/dynamic origin.
- **H2:** raise the per-cell static bake cap from 8 toward retail's 40 (the cap is
retail-correct only for the *dynamic-object hardware* path, not the wall bake).
- **H3:** make the per-cell selection independent of the 128 camera pre-filter for
statics (retail's bake has no global count cap).
- **H4:** move the cell bake toward per-vertex (longer-horizon A7 LightBake work).
## What this is NOT
NOT a #142 sun-gate regression and NOT an ambient bug (ambient matches retail;
it's just dim rainy-twilight). It is missing / capped light **sources**.

View file

@ -2708,7 +2708,7 @@ public sealed class GameWindow : IDisposable
// For a respawn, drop the previous rendering state here before we // For a respawn, drop the previous rendering state here before we
// build the new one. `_entitiesByServerGuid` is the canonical map, // build the new one. `_entitiesByServerGuid` is the canonical map,
// its value is the live WorldEntity we need to dispose. // its value is the live WorldEntity we need to dispose.
RemoveLiveEntityByServerGuid(spawn.Guid, logDelete: false); RemoveLiveEntityByServerGuid(spawn.Guid);
// When requested, log every spawn that arrives so we can inventory what the server // When requested, log every spawn that arrives so we can inventory what the server
// sends (including the ones we can't render yet). The Name field // sends (including the ones we can't render yet). The Name field
@ -3261,6 +3261,34 @@ public sealed class GameWindow : IDisposable
if (liveBounds.TryGet(out var liveBMin, out var liveBMax)) if (liveBounds.TryGet(out var liveBMin, out var liveBMax))
entity.SetLocalBounds(liveBMin, liveBMax); entity.SetLocalBounds(liveBMin, liveBMax);
// A7 indoor lighting: server-spawned weenie fixtures (lanterns,
// braziers, glowing items) carry their light in Setup.Lights exactly
// like dat-baked statics, but the static registration in
// ApplyLoadedTerrainLocked never sees CreateObject entities — so an
// interior's lanterns cast no light and the room reads dark. Register
// them here, mirroring that path (GameWindow.cs ~6742). Owned by
// entity.Id, so RemoveLiveEntityByServerGuid's UnregisterOwner tears
// them down on despawn/respawn. Retail registers object-borne lights
// regardless of static-vs-dynamic origin (insert_light 0x0054d1b0).
// The light is placed at the spawn frame and does NOT follow a moving
// light-bearer yet (register row AP-44) — fine for stationary fixtures,
// which is the common case. _dats is non-null here (checked above).
if (_lightingSink is not null
&& (entity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
{
var liteSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(entity.SourceGfxObjOrSetupId);
if (liteSetup is not null && liteSetup.Lights.Count > 0)
{
var loaded = AcDream.Core.Lighting.LightInfoLoader.Load(
liteSetup,
ownerId: entity.Id,
entityPosition: entity.Position,
entityRotation: entity.Rotation);
foreach (var ls in loaded)
_lightingSink.RegisterOwnedLight(ls);
}
}
var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot( var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
Id: entity.Id, Id: entity.Id,
SourceId: entity.SourceGfxObjOrSetupId, SourceId: entity.SourceGfxObjOrSetupId,
@ -3540,7 +3568,7 @@ public sealed class GameWindow : IDisposable
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete) private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
{ {
if (RemoveLiveEntityByServerGuid(delete.Guid, logDelete: true) if (RemoveLiveEntityByServerGuid(delete.Guid)
&& Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1") && Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{ {
Console.WriteLine( Console.WriteLine(
@ -3722,7 +3750,7 @@ public sealed class GameWindow : IDisposable
} }
} }
private bool RemoveLiveEntityByServerGuid(uint serverGuid, bool logDelete) private bool RemoveLiveEntityByServerGuid(uint serverGuid)
{ {
if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity)) if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
return false; return false;
@ -3742,8 +3770,12 @@ public sealed class GameWindow : IDisposable
if (_selectedGuid == serverGuid) if (_selectedGuid == serverGuid)
SelectedGuid = null; SelectedGuid = null;
if (logDelete) // A7 indoor lighting: release this entity's owned lights on EVERY
_lightingSink?.UnregisterOwner(existingEntity.Id); // removal, including the respawn-dedup path (former logDelete=false).
// A respawned weenie fixture would otherwise leak its old light set and
// double-register the new one. (Was gated on logDelete — harmless only
// while live weenies registered no lights, which is no longer true.)
_lightingSink?.UnregisterOwner(existingEntity.Id);
return true; return true;
} }
@ -8120,6 +8152,12 @@ public sealed class GameWindow : IDisposable
// consumes binding=1 reads the same data for the rest of the // consumes binding=1 reads the same data for the rest of the
// frame — terrain, static mesh, instanced mesh, sky. // frame — terrain, static mesh, instanced mesh, sky.
UpdateSunFromSky(kf, playerInsideCell); UpdateSunFromSky(kf, playerInsideCell);
// A7 indoor lighting: position retail's viewer fill light at the player
// (SmartBox::set_viewer 0x00452c40) before the snapshot is built. It is
// the primary interior fill (no sun indoors) and is indoor-only via the
// AP-43 gate. playerViewPos is the player render position (or camPos when
// there is no player), matching retail's player/viewer branch.
Lighting.UpdateViewerLight(playerViewPos);
Lighting.Tick(camPos); Lighting.Tick(camPos);
// Fix B (A7 #3): build this frame's point-light snapshot and hand it to // Fix B (A7 #3): build this frame's point-light snapshot and hand it to

View file

@ -1049,8 +1049,15 @@ public sealed unsafe class EnvCellRenderer : IDisposable
System.Array.Fill(set, -1); System.Array.Fill(set, -1);
var snap = _pointSnapshot; var snap = _pointSnapshot;
// Landblocks are keyed by the streaming landblock id 0xXXYYFFFF
// (GameWindow: (x<<24)|(y<<16)|0xFFFF), NOT 0xXXYY0000 — so the landblock
// key is (cellId & 0xFFFF0000) | 0xFFFF. The old `cellId & 0xFFFF0000` key
// (0xXXYY0000) NEVER matched a registered landblock, so this lookup always
// missed: SelectForObject never ran and every EnvCell wall received ZERO
// point lights (the entire "indoor torches/lanterns don't light the room"
// bug — confirmed by the [cell-light] probe: inBounds=False for every cell).
if (snap is { Count: > 0 } && if (snap is { Count: > 0 } &&
_landblocks.TryGetValue(cellId & 0xFFFF0000u, out var lb) && _landblocks.TryGetValue((cellId & 0xFFFF0000u) | 0xFFFFu, out var lb) &&
lb.EnvCellBounds.TryGetValue(cellId, out var b)) lb.EnvCellBounds.TryGetValue(cellId, out var b))
{ {
Vector3 center = (b.Min + b.Max) * 0.5f; Vector3 center = (b.Min + b.Max) * 0.5f;

View file

@ -2107,7 +2107,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
/// <c>Render::useSunlight == 0</c>, which is true only in the indoor draw stage. /// <c>Render::useSunlight == 0</c>, which is true only in the indoor draw stage.
/// </summary> /// </summary>
internal static bool IndoorObjectReceivesTorches(uint? parentCellId) internal static bool IndoorObjectReceivesTorches(uint? parentCellId)
=> parentCellId.HasValue && (parentCellId.Value & 0xFFFFu) >= 0x0100u; => parentCellId.HasValue
&& (parentCellId.Value & 0xFFFFu) >= 0x0100u
&& (parentCellId.Value & 0xFFFFu) != 0xFFFFu; // 0xFFFF = landblock marker, not an EnvCell → outdoor
/// <summary> /// <summary>
/// Fix B: append the current entity's 8-slot light set to a group's /// Fix B: append the current entity's 8-slot light set to a group's

View file

@ -43,6 +43,7 @@ public sealed class LightManager
private readonly List<LightSource> _all = new(); private readonly List<LightSource> _all = new();
private readonly LightSource?[] _active = new LightSource?[MaxActiveLights]; private readonly LightSource?[] _active = new LightSource?[MaxActiveLights];
private int _activeCount; private int _activeCount;
private LightSource? _viewerLight; // retail SmartBox::viewer_light (see UpdateViewerLight)
/// <summary>Current cell ambient state applied to everything.</summary> /// <summary>Current cell ambient state applied to everything.</summary>
public CellAmbientState CurrentAmbient { get; set; } public CellAmbientState CurrentAmbient { get; set; }
@ -86,6 +87,7 @@ public sealed class LightManager
_all.Clear(); _all.Clear();
Array.Clear(_active); Array.Clear(_active);
_activeCount = 0; _activeCount = 0;
_viewerLight = null; // re-created + re-registered by the next UpdateViewerLight
} }
/// <summary> /// <summary>
@ -212,6 +214,58 @@ public sealed class LightManager
} }
} }
// ── Viewer light — retail SmartBox::set_viewer (0x00452c40) ──────────────
// Retail adds a white fill light pinned to the player EVERY frame via
// Render::add_dynamic_light. It is the dominant INTERIOR fill: the outdoor
// stage runs useSunlightSet(1) (sun only — dynamics are NOT enabled), but the
// interior stage runs minimize_envcell_lighting, which enables the dynamic
// lights, so EnvCell walls + indoor objects are lit by this viewer light while
// the player is inside. acdream registered NO dynamic lights at all, so
// interiors had only flat ambient and read dark/cool vs retail's lit rooms.
//
// It rides the existing point-light path: registered in _all ⇒ included in
// BuildPointLightSnapshot ⇒ selected by SelectForObject for nearby cells /
// objects. The AP-43 indoor gate (WbDrawDispatcher.IndoorObjectReceivesTorches)
// already restricts per-object point lights to EnvCell-parented objects, and
// only EnvCellRenderer selects per-cell lights, so the viewer light lights
// ONLY indoor draws — matching retail's interior-stage-only dynamic enable.
// Terrain has no point-light path, so it is unaffected.
//
// Params from the live cdb capture (reference_retail_ambient_values.md):
// intensity 2.25, falloff 10, colour white, offset (0,0,2) above the player
// (SmartBox::set_viewer player branch). Dynamic lights use rangeAdjust 1.5
// (config_hardware_light 0x0059ad30) ⇒ Range = 10 × 1.5 = 15 m.
public const float ViewerLightIntensity = 2.25f; // GRV SmartBox.ViewerLightIntensity
public const float ViewerLightFalloff = 10f; // GRV SmartBox.ViewerLightFalloff
private const uint ViewerLightOwnerId = 0xFFFFFFFFu; // sentinel; never an entity id
/// <summary>
/// Reposition the always-on viewer fill light at the player (offset +2 m up),
/// registering it on first call. Call once per frame BEFORE
/// <see cref="BuildPointLightSnapshot"/> / <see cref="Tick"/>. Mirrors retail's
/// per-frame <c>SmartBox::set_viewer</c> add_dynamic_light; here the light lives
/// in <c>_all</c> and is repositioned so the existing snapshot + per-object
/// selection light the cell around the player. Indoor-only via the AP-43 gate
/// (see the note above).
/// </summary>
public void UpdateViewerLight(Vector3 playerWorldPos)
{
if (_viewerLight is null)
{
_viewerLight = new LightSource
{
Kind = LightKind.Point,
ColorLinear = Vector3.One, // white (1,1,1)
Intensity = ViewerLightIntensity,
Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5
OwnerId = ViewerLightOwnerId,
IsLit = true,
};
_all.Add(_viewerLight);
}
_viewerLight.WorldPosition = playerWorldPos + new Vector3(0f, 0f, 2f);
}
/// <summary> /// <summary>
/// Select up to <see cref="MaxLightsPerObject"/> point/spot lights from /// Select up to <see cref="MaxLightsPerObject"/> point/spot lights from
/// <paramref name="snapshot"/> that reach the object sphere /// <paramref name="snapshot"/> that reach the object sphere