merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D, GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack (D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md. Conflict resolved: both lineages used #140 for different issues. Kept main's #140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to #141 (note added; this branch's commits/spec still reference #140 — immutable). The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D). Build + full suite green on the merged tree (2,713 passed / 4 skipped). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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27 changed files with 2327 additions and 103 deletions
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@ -8121,6 +8121,17 @@ public sealed class GameWindow : IDisposable
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// frame — terrain, static mesh, instanced mesh, sky.
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UpdateSunFromSky(kf, playerInsideCell);
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Lighting.Tick(camPos);
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// Fix B (A7 #3): build this frame's point-light snapshot and hand it to
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// the entity dispatcher for per-OBJECT light selection
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// (minimize_object_lighting). Replaces the single global nearest-8-to-
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// camera UBO set for point/spot lights so a wall's torches stay tied to
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// the wall as the camera moves. The SUN + ambient still flow through the
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// SceneLighting UBO built below (binding=1) — terrain/sky read those.
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Lighting.BuildPointLightSnapshot(camPos);
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_wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot);
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_envCellRenderer?.SetPointSnapshot(Lighting.PointSnapshot); // A7 Fix D (D-2)
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var ubo = AcDream.Core.Lighting.SceneLightingUbo.Build(
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Lighting, in atmo, camPos, (float)WorldTime.DayFraction);
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