feat(lighting): Phase G.2 LightSource + LightManager (data + selection)

Retail-faithful 8-light cap selection (r13 §12) — the fixed-function
D3D pipeline's "hardware lights" constraint carried over to modern GL
via UBO-per-draw.

Core layer (AcDream.Core/Lighting):
- LightSource: Kind (Directional/Point/Spot), WorldPosition,
  WorldForward, ColorLinear, Intensity, Range (hard cutoff),
  ConeAngle (spot), OwnerId (entity attachment), IsLit latch.
- CellAmbientState: (AmbientColor, SunColor, SunDirection) sourced from
  R12 sky state for outdoor cells or EnvCell dat for indoor cells.
- LightManager: Register/Unregister/UnregisterByOwner/Clear + Tick
  per frame. Selection matches r13 §12.2 exactly:
  1) Skip unlit + directional.
  2) Compute DistSq for every registered point/spot.
  3) Drop lights outside Range² * 1.1 (10% slack prevents pop).
  4) Sort by DistSq ascending; take up to 7 (slot 0 reserved for Sun).
  5) Slot 0 = Sun (Directional); slots 1..7 = nearest in-range.

Tests (9 new):
- Register/Unregister/Idempotent register.
- Tick picks top 8 by distance when 12 registered.
- Range filter drops far lights (5.0 range, 20m away).
- Range slack includes lights at exactly the boundary.
- Sun reserved at slot 0 across ticks.
- Unlit lights excluded; toggling IsLit brings them back.
- UnregisterByOwner removes all owner's lights.
- DistSq updated each tick for viewer movement.

Build green, 596 tests pass (up from 587).

Next: wire LightManager into the shader UBO pass (G.2 second commit)
and feed Sun from WorldTimeService.CurrentSunDirection per frame.

Ref: r13 §10.2 (D3D attenuation = none inside Range + hard cutoff),
§12 (full port plan).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-18 17:09:51 +02:00
parent 6850d716a2
commit a28a69af71
3 changed files with 340 additions and 0 deletions

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using System.Numerics;
using AcDream.Core.Lighting;
using Xunit;
namespace AcDream.Core.Tests.Lighting;
public sealed class LightManagerTests
{
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true)
=> new LightSource
{
Kind = LightKind.Point,
WorldPosition = pos,
Range = range,
IsLit = lit,
OwnerId = ownerId,
};
[Fact]
public void Register_Unregister_TracksList()
{
var mgr = new LightManager();
var a = MakePoint(Vector3.Zero, 5f);
var b = MakePoint(new Vector3(10, 0, 0), 5f);
mgr.Register(a);
mgr.Register(b);
Assert.Equal(2, mgr.RegisteredCount);
mgr.Unregister(a);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void Register_DuplicateInstance_Idempotent()
{
var mgr = new LightManager();
var light = MakePoint(Vector3.Zero, 5f);
mgr.Register(light);
mgr.Register(light);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void Tick_SelectsByDistance_Top8()
{
var mgr = new LightManager();
// 12 lights at varying distances, all with range 100 so none filter out.
for (int i = 0; i < 12; i++)
mgr.Register(MakePoint(new Vector3(i, 0, 0), 100f));
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(8, mgr.ActiveCount);
// Top 8 should be the closest (i=0..7).
foreach (var l in mgr.Active)
{
Assert.NotNull(l);
Assert.True(l!.WorldPosition.X <= 7f);
}
}
[Fact]
public void Tick_DropsLightsOutsideRangeWithSlack()
{
var mgr = new LightManager();
mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // far outside its own range
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(0, mgr.ActiveCount);
}
[Fact]
public void Tick_IncludesLightsNearRangeEdge_WithSlack()
{
var mgr = new LightManager();
// Light at distance 5.0, range 5.0: distSq=25, rangeSq*1.1^2 = 25*1.21 = 30.25 → included.
mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
mgr.Tick(viewerWorldPos: Vector3.Zero);
Assert.Equal(1, mgr.ActiveCount);
}
[Fact]
public void Tick_SunSlot0_PreservedAcrossTicks()
{
var mgr = new LightManager();
var sun = new LightSource { Kind = LightKind.Directional, WorldForward = -Vector3.UnitZ };
mgr.Sun = sun;
mgr.Register(MakePoint(Vector3.Zero, 100f));
mgr.Tick(Vector3.Zero);
Assert.Equal(2, mgr.ActiveCount);
Assert.Same(sun, mgr.Active[0]);
}
[Fact]
public void Tick_UnlitLight_Excluded()
{
var mgr = new LightManager();
var light = MakePoint(Vector3.Zero, 100f, lit: false);
mgr.Register(light);
mgr.Tick(Vector3.Zero);
Assert.Equal(0, mgr.ActiveCount);
// Toggle lit: should now appear.
light.IsLit = true;
mgr.Tick(Vector3.Zero);
Assert.Equal(1, mgr.ActiveCount);
}
[Fact]
public void UnregisterByOwner_RemovesAttachedLights()
{
var mgr = new LightManager();
mgr.Register(MakePoint(Vector3.Zero, 5f, ownerId: 42));
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, ownerId: 42));
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, ownerId: 99));
mgr.UnregisterByOwner(42);
Assert.Equal(1, mgr.RegisteredCount);
}
[Fact]
public void DistSq_UpdatedEachTick()
{
var mgr = new LightManager();
var light = MakePoint(new Vector3(3, 0, 4), 10f); // dist 5
mgr.Register(light);
mgr.Tick(Vector3.Zero);
Assert.Equal(25f, light.DistSq, 2);
mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4
Assert.Equal(16f, light.DistSq, 2);
}
}