fix(lighting): #143 — dynamic lights use retail's D3D 1/d attenuation (portal + viewer spread)

The portal swirl's magenta light (and the viewer fill) read as a tight,
concentrated pool vs retail's soft, room-wide tint. Cause: acdream applied its
STATIC dat-bake falloff (1/d^3 distance-cube + range x1.3) to ALL point lights,
including dynamic ones. Retail draws dynamic lights through the D3D hardware
path (config_hardware_light 0x0059ad30): a point light gets Attenuation1=1 =>
att = 1/d (inverse-linear), plain Lambert, range x1.5 (rangeAdjust 0x00820cc4).

Split the two paths by a per-light IsDynamic flag:
- LightSource.IsDynamic; packed into GlobalLight.coneAngleEtc.y (binding=4).
- LightInfoLoader.Load(isDynamic) => range x1.5 + flag (server-object/portal
  lights via the live spawn path); dat-static lights keep x1.3 (default).
- Viewer fill + weenie/portal lights = dynamic; dat torches = static.
- mesh_modern.vert pointContribution: dynamic branch = 1/d att, plain Lambert,
  hard cutoff, no per-light cap (D3D accumulates then saturates via the existing
  min(pointAcc,1)); static branch = the unchanged wrap/norm bake.

This is the portal half of #143 (the magenta light itself now registers + reaches
the walls via the prior weenie-light + landblock-key fix). Refines AP-35: point
lights now split static-bake (1/d^3) vs dynamic-hardware (1/d) by path.

Verified: portal light now range=9 (6x1.5), magenta spreads softly; shader
compiles clean; static torches unchanged (range 5.2/6.5/7.8). User-confirmed the
portal matches retail and the torch-lit interior did not over-brighten.
Core lighting 44/44, App 476 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-20 18:14:57 +02:00
parent 0d8b827721
commit 57c2ab735d
6 changed files with 41 additions and 17 deletions

View file

@ -3283,7 +3283,8 @@ public sealed class GameWindow : IDisposable
liteSetup, liteSetup,
ownerId: entity.Id, ownerId: entity.Id,
entityPosition: entity.Position, entityPosition: entity.Position,
entityRotation: entity.Rotation); entityRotation: entity.Rotation,
isDynamic: true); // #143: server-object lights take the D3D dynamic path (1/d att, range×1.5)
foreach (var ls in loaded) foreach (var ls in loaded)
_lightingSink.RegisterOwnedLight(ls); _lightingSink.RegisterOwnedLight(ls);
} }

View file

@ -165,8 +165,29 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
vec3 toL = L.posAndKind.xyz - worldPos; // D (un-normalised) vec3 toL = L.posAndKind.xyz - worldPos; // D (un-normalised)
float distsq = dot(toL, toL); float distsq = dot(toL, toL);
float d = sqrt(distsq); float d = sqrt(distsq);
float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3 float range = L.dirAndRange.w; // falloff_eff = Falloff × 1.3 (static) / × 1.5 (dynamic)
if (d >= range || range <= 1e-4) return vec3(0.0); if (d >= range || range <= 1e-4) return vec3(0.0);
float intensity = L.colorAndIntensity.w;
vec3 baseCol = L.colorAndIntensity.xyz;
// #143: DYNAMIC lights (viewer fill, portal, server-object lights — flagged by
// coneAngleEtc.y==1 from GlobalLightPacker) use retail's D3D hardware attenuation
// (config_hardware_light 0x0059ad30): a POINT light is given Attenuation1=1 ⇒
// att = 1/d (inverse-LINEAR), plain Lambert N·L, hard range cutoff. That spreads
// softly across the room (the portal tint, the viewer fill) instead of the static
// bake's 1/d³ distance-cube, which makes a tight concentrated pool. No per-light
// cap — D3D accumulates then saturates, which accumulateLights does via min(pointAcc,1).
if (L.coneAngleEtc.y > 0.5) {
vec3 Ldir = toL / max(d, 1e-4);
float ndl = max(0.0, dot(N, Ldir));
if (ndl <= 0.0) return vec3(0.0);
if (kind == 2) { // dynamic spot: hard cos-cone gate
if (dot(-Ldir, L.dirAndRange.xyz) <= cos(L.coneAngleEtc.x * 0.5)) return vec3(0.0);
}
return (intensity * ndl / max(d, 1e-3)) * baseCol; // att = 1/d
}
// ── STATIC dat-baked lights: retail's per-vertex bake (calc_point_light 0x0059c8b0) ──
// A7 Fix D D-3: angular term by lighting path. ENVCELL bake (mode 1) keeps the // A7 Fix D D-3: angular term by lighting path. ENVCELL bake (mode 1) keeps the
// half-Lambert wrap (lights surfaces angled away, retail calc_point_light); OBJECT // half-Lambert wrap (lights surfaces angled away, retail calc_point_light); OBJECT
// mode (0) uses plain Lambert max(0,N·L) so a torch BEHIND a character contributes // mode (0) uses plain Lambert max(0,N·L) so a torch BEHIND a character contributes
@ -177,9 +198,8 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
if (angular <= 0.0) return vec3(0.0); if (angular <= 0.0) return vec3(0.0);
// NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo; // NORM branch (distance-cube): >1 m → distsq·d ≈ inverse-square soft far halo;
// <1 m → just d (dodge the near singularity). "Punchy near, soft far." // <1 m → just d (dodge the near singularity). "Punchy near, soft far."
float norm = (distsq > 1.0) ? (distsq * d) : d; float norm = (distsq > 1.0) ? (distsq * d) : d;
float intensity = L.colorAndIntensity.w; float scale = (1.0 - d / range) * intensity * (angular / norm);
float scale = (1.0 - d / range) * intensity * (angular / norm);
if (kind == 2) { if (kind == 2) {
// Spotlight: hard-edged cos-cone gate layered on the point ramp. // Spotlight: hard-edged cos-cone gate layered on the point ramp.
vec3 Ldir = toL / max(d, 1e-4); vec3 Ldir = toL / max(d, 1e-4);
@ -189,7 +209,6 @@ vec3 pointContribution(vec3 N, vec3 worldPos, GlobalLight L) {
} }
// Per-channel no-blowout cap to the light's OWN colour (un-intensity-scaled): // Per-channel no-blowout cap to the light's OWN colour (un-intensity-scaled):
// a single light can't push a channel past its colour. Summed lit clamped in frag. // a single light can't push a channel past its colour. Summed lit clamped in frag.
vec3 baseCol = L.colorAndIntensity.xyz;
return min(scale * baseCol, baseCol); return min(scale * baseCol, baseCol);
} }

View file

@ -47,8 +47,9 @@ public static class GlobalLightPacker
buffer[o + 9] = L.ColorLinear.Y; buffer[o + 9] = L.ColorLinear.Y;
buffer[o + 10] = L.ColorLinear.Z; buffer[o + 10] = L.ColorLinear.Z;
buffer[o + 11] = L.Intensity; buffer[o + 11] = L.Intensity;
// coneAngleEtc (x cone radians; yzw reserved) // coneAngleEtc (x cone radians; y = #143 dynamic flag; zw reserved)
buffer[o + 12] = L.ConeAngle; buffer[o + 12] = L.ConeAngle;
buffer[o + 13] = L.IsDynamic ? 1f : 0f; // shader: 1/d D3D attenuation vs static 1/d³
} }
return n; return n;
} }

View file

@ -36,7 +36,8 @@ public static class LightInfoLoader
Setup setup, Setup setup,
uint ownerId, uint ownerId,
Vector3 entityPosition, Vector3 entityPosition,
Quaternion entityRotation) Quaternion entityRotation,
bool isDynamic = false)
{ {
var results = new List<LightSource>(); var results = new List<LightSource>();
if (setup?.Lights is null || setup.Lights.Count == 0) return results; if (setup?.Lights is null || setup.Lights.Count == 0) return results;
@ -79,18 +80,17 @@ public static class LightInfoLoader
(info.Color?.Green ?? 255) / 255f, (info.Color?.Green ?? 255) / 255f,
(info.Color?.Blue ?? 255) / 255f), (info.Color?.Blue ?? 255) / 255f),
Intensity = info.Intensity, Intensity = info.Intensity,
// falloff_eff for the per-vertex point-light burn-in (calc_point_light // Range factor by light path (#143). STATIC dat-baked lights use
// 0x0059c8b0) is Falloff * static_light_factor, where static_light_factor // static_light_factor 1.3 (calc_point_light 0x0059c8b0 bake — the path
// is the fixed global 1.3 (0x00820e24). That is the path that lights // that lights dungeon/house WALLS, #133 A7) and the shader's 1/d³ ramp.
// STATIC walls — what the dungeon/house "spotlight" report (#133 A7) is // DYNAMIC lights (server-object/portal lights registered from the live
// about — so we match it, not the D3D-dynamic config_hardware_light // spawn path with isDynamic:true) use config_hardware_light's rangeAdjust
// rangeAdjust (1.5, a different path for moving objects). The shader ramp // 1.5 (0x00820cc4) and the shader's D3D 1/d attenuation — softer, broader.
// (1 - dist/Range) fades to exactly 0 at this Range, eliminating the hard Range = info.Falloff * (isDynamic ? 1.5f : 1.3f),
// disc edge that read as a spotlight.
Range = info.Falloff * 1.3f,
ConeAngle = info.ConeAngle, ConeAngle = info.ConeAngle,
OwnerId = ownerId, OwnerId = ownerId,
IsLit = true, IsLit = true,
IsDynamic = isDynamic,
}; };
results.Add(light); results.Add(light);
} }

View file

@ -260,6 +260,7 @@ public sealed class LightManager
Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5 Range = ViewerLightFalloff * 1.5f, // dynamic rangeAdjust 1.5
OwnerId = ViewerLightOwnerId, OwnerId = ViewerLightOwnerId,
IsLit = true, IsLit = true,
IsDynamic = true, // #143: D3D 1/d attenuation (soft fill, not 1/d³)
}; };
_all.Add(_viewerLight); _all.Add(_viewerLight);
} }

View file

@ -47,6 +47,8 @@ public sealed class LightSource
public float ConeAngle = 0f; // radians, Spot only public float ConeAngle = 0f; // radians, Spot only
public uint OwnerId; // attached entity id; 0 = world-global public uint OwnerId; // attached entity id; 0 = world-global
public bool IsLit = true; // SetLightHook latch public bool IsLit = true; // SetLightHook latch
public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
// false = static dat-baked bake (1/d³, range×1.3)
// Cached each frame by LightManager. // Cached each frame by LightManager.
public float DistSq; public float DistSq;