feat(A7): LightBake Core — verified per-vertex static-light burn-in (foundation, not wired)

The faithful fix for the spotty dungeon/house/outdoor lighting is retail's per-vertex
static-light bake (D3DPolyRender::SetStaticLightingVertexColors 0x0059cfe0), NOT a
per-pixel ramp. This lands the GL-free Core: LightBake.PointContribution /
ComputeVertexColor port calc_point_light (0x0059c8b0) VERBATIM — verified against a
clean Ghidra decompile (the BN pseudo-C is x87-mangled): half-Lambert wrap with
LIGHT_POINT_RANGE=0.75 (0x007e5430), the distsq>1 norm branch, the per-channel
min-to-color clamp, and the final [0,1] clamp. static_light_factor=1.3 (0x00820e24)
is already folded into LightSource.Range by LightInfoLoader.

7 conformance tests (hand-derived golden values) green. NOT wired yet — the
integration (a per-vertex colour attribute on the cell mesh + the bake driver keyed
on envCellId + the shader consumption) is the remaining A7 work; see ISSUES.md A7.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-14 14:27:45 +02:00
parent 3e641339e9
commit 3b93f91ebe
2 changed files with 210 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Lighting;
/// <summary>
/// Retail per-vertex static-light burn-in. Ported verbatim from
/// <c>calc_point_light</c> (acclient 0x0059c8b0), the function retail's
/// <c>D3DPolyRender::SetStaticLightingVertexColors</c> (0x0059cfe0) runs over
/// EVERY vertex of an EnvCell mesh × EVERY reaching static light, baking the
/// result into the vertex diffuse colour ONCE (then the rasteriser Gouraud-
/// interpolates it across each triangle and the texture stage modulates it).
///
/// <para>
/// This is the faithful answer to the dungeon "spotlight" look (#133 A7): our
/// old per-pixel nearest-8 path lit only the 8 torches nearest the CAMERA and
/// re-ranked them every frame (the sliding crescent). The retail bake sums ALL
/// reaching lights into the vertex once, keyed on light position not camera —
/// uniform, stable, and never blown out (each light is clamped to its own
/// colour, then the vertex sum is clamped to [0,1]).
/// </para>
///
/// <para>Constants (decomp-cited, not guessed):</para>
/// <list type="bullet">
/// <item><c>static_light_factor</c> = 1.3 (0x00820e24) — folded into
/// <see cref="LightSource.Range"/> by <c>LightInfoLoader</c>, so
/// <c>falloff_eff == light.Range</c> here.</item>
/// <item><c>LIGHT_POINT_RANGE</c> = 0.75 (0x007e5430) — the half-Lambert wrap
/// uses <c>2·LPR = 1.5</c> as the divisor and <c>(2·LPR 1) = 0.5</c> as the
/// distance bias, so even surfaces angled away from a torch receive some light.</item>
/// </list>
/// </summary>
public static class LightBake
{
// calc_point_light literals.
private const float TwoLpr = 1.5f; // LIGHT_POINT_RANGE + LIGHT_POINT_RANGE
private const float WrapBias = 0.5f; // (2 · LIGHT_POINT_RANGE) 1.0
/// <summary>
/// Accumulate one static light's contribution into a per-vertex RGB sum,
/// exactly as <c>calc_point_light</c> does. Returns the contribution to ADD
/// (already per-channel clamped to the light's own colour); the caller sums
/// over all reaching lights and clamps the total to [0,1].
/// </summary>
public static Vector3 PointContribution(
Vector3 vtxWorldPos, Vector3 vtxWorldNormal, LightSource light)
{
// D = light vertex (FROM vertex TO light), used un-normalised.
float dx = light.WorldPosition.X - vtxWorldPos.X;
float dy = light.WorldPosition.Y - vtxWorldPos.Y;
float dz = light.WorldPosition.Z - vtxWorldPos.Z;
float distsq = dx * dx + dy * dy + dz * dz;
float dist = MathF.Sqrt(distsq);
float falloffEff = light.Range; // = Falloff × static_light_factor(1.3)
if (dist >= falloffEff || falloffEff <= 1e-4f)
return Vector3.Zero;
// Half-Lambert wrap: (1/1.5)·(N·D + 0.5·dist), N un-normalised vertex normal.
float wrap = (1f / TwoLpr) *
(vtxWorldNormal.X * dx + vtxWorldNormal.Y * dy + vtxWorldNormal.Z * dz
+ WrapBias * dist);
if (wrap <= 0f)
return Vector3.Zero;
// norm branch — ported EXACTLY (changes the near-vs-far falloff shape).
float norm = distsq > 1f ? distsq * dist : dist;
float scale = (1f - dist / falloffEff) * light.Intensity * (wrap / norm);
// Per channel: contribution clamped to the light's own colour (a single
// light can never push a channel past its colour — the no-blowout ceiling).
return new Vector3(
MathF.Min(scale * light.ColorLinear.X, light.ColorLinear.X),
MathF.Min(scale * light.ColorLinear.Y, light.ColorLinear.Y),
MathF.Min(scale * light.ColorLinear.Z, light.ColorLinear.Z));
}
/// <summary>
/// Bake the full per-vertex colour by summing every reaching lit point/spot
/// light, then clamping to [0,1] (the <c>SetStaticLightingVertexColors</c>
/// final clamp). Directional lights are skipped — they are handled by the
/// sun path, not the static burn-in.
/// </summary>
public static Vector3 ComputeVertexColor(
Vector3 vtxWorldPos, Vector3 vtxWorldNormal, IReadOnlyList<LightSource> reaching)
{
float r = 0f, g = 0f, b = 0f;
for (int i = 0; i < reaching.Count; i++)
{
var light = reaching[i];
if (!light.IsLit || light.Kind == LightKind.Directional) continue;
var c = PointContribution(vtxWorldPos, vtxWorldNormal, light);
r += c.X; g += c.Y; b += c.Z;
}
return new Vector3(
Math.Clamp(r, 0f, 1f),
Math.Clamp(g, 0f, 1f),
Math.Clamp(b, 0f, 1f));
}
}