fix #176 #177: the camera-capped light snapshot evicted visible cells' torches — per-cell lighting popped at seams

The probe launch discriminated it: the user reproduced the purple floor
flash while [light] (ambient branch) and [pv-input] (portal flood) read
provably healthy — eliminating the last CPU-side theories and exposing
the one channel the probes could not see: per-cell 8-light set
composition.

BuildPointLightSnapshot kept the MaxGlobalLights=128 point lights
nearest THE CAMERA; the Facility Hub registers 366 fixtures, so 238
were evicted per frame by camera distance. SelectForObject (faithfully
camera-independent, and unit-pinned as such) could only choose from the
surviving 128 — an in-range torch of a visible cell that ranked past
the cap dropped out of that cell's 8-set, so per-cell Gouraud lighting
flipped as the chase boom swung the camera:

- #176: the flipping unit is a CELL -> discontinuity lines at exactly
  cell-seam granularity; a torch-losing floor drops to dim blue-grey
  stone at 0.2 ambient (the perceived purple), camera-angle dependent.
- #177: a stair room whose torches all ranked past the cap rendered at
  bare 0.2 ambient (near-black = 'not visible'); approach re-admitted
  them ('pops into existence'); the sweeping boundary dropped the
  ramp's lights mid-descent ('disappears on the last step'). The
  geometry never vanished - its lights did.

Retail's minimize_object_lighting (0x0054d480) has NO global
camera-nearest pool cap (lights register per cell, insert_light
0x0054d1b0). Fix: MaxGlobalLights 128 -> 1024, a non-biting safety
valve (GlobalLightPacker grows to fit; 64 B/light). Register row AP-85.

TDD pin: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(RED at 128 with a Hub-scale 401-light layout, GREEN at 1024). The
pre-existing camera-independence pin covered the SELECTOR but not the
SNAPSHOT it selects from - the pop re-entered one stage upstream.

Suites: Core 2588 / App 719 / UI 425 / Net 385 green. Pending user gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 21:55:43 +02:00
parent b8e9e204ad
commit 4d25e04d83
5 changed files with 151 additions and 28 deletions

View file

@ -256,4 +256,60 @@ public sealed class LightManagerTests
Assert.Equal(na, nb);
Assert.Equal(a[0], b[0]);
}
/// <summary>
/// #176/#177 (2026-07-06): SelectForObject is camera-independent (the test
/// above), but the SNAPSHOT it selects from was not — BuildPointLightSnapshot
/// kept only the MaxGlobalLights nearest THE CAMERA. In the Facility Hub
/// (366 registered fixtures vs the old cap of 128), an in-range torch of a
/// VISIBLE cell could rank past the cap and be evicted, so the cell's 8-set
/// (and its Gouraud vertex lighting) flipped as the camera moved — per-cell
/// lighting pops at seam granularity (#176's flash), and a whole room's
/// torches vanishing until approach (#177's pop-in). Retail's
/// minimize_object_lighting (0x0054d480) has NO global camera-nearest cap —
/// every registered light reaching the object is a candidate. This pins the
/// end-to-end property: a light in range of an object stays selected no
/// matter where the camera is, at Facility-Hub-scale light counts.
/// </summary>
[Fact]
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
{
var mgr = new LightManager();
// 400 fixtures clustered near the origin (the "camera side" of the
// dungeon) — these fill every low camera-distance rank.
for (int i = 0; i < 400; i++)
mgr.Register(MakePoint(new Vector3(i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1)));
// The target torch: far from the origin-side camera (rank ~401), but
// squarely in range of the target cell around (200, 0, 0).
var torch = MakePoint(new Vector3(198f, 0, 0), range: 15f, ownerId: 0xF00DF00Du);
mgr.Register(torch);
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
// Camera parked at the origin end — the torch must still light the cell.
mgr.BuildPointLightSnapshot(cameraWorldPos: Vector3.Zero);
int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
bool torchSelectedFar = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
// Camera next to the cell — the reference behavior.
mgr.BuildPointLightSnapshot(cameraWorldPos: new Vector3(200f, 0, 0));
int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
bool torchSelectedNear = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
Assert.True(torchSelectedNear, "sanity: the torch reaches the cell when the camera is beside it");
Assert.True(torchSelectedFar,
"an in-range light of a visible cell was evicted by the camera-nearest snapshot cap — " +
"per-cell lighting would pop with camera movement (the #176/#177 mechanism)");
static bool SelectedContains(
System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
Span<int> indices, int count, LightSource target)
{
for (int i = 0; i < count; i++)
if (ReferenceEquals(snapshot[indices[i]], target)) return true;
return false;
}
}
}