fix(G.3 A7): dungeon lighting — select 8 NEAREST lights, not viewer-in-range (#133)
The active-light selection dropped any point light whose range didn't reach the VIEWER (DistSq > Range^2*slack -> skip). Retail's D3D-style fixed pipeline picks the 8 NEAREST lights and applies the hard range cutoff PER SURFACE in the shader (mesh_modern.frag: if (d < range)). The viewer-range candidacy filter suppressed a torch whenever the player stood outside its range, so a dungeon room with 2227 registered torches lit only the ~1 the player was standing in (activeLights ~= 1, rest of the room at flat 0.2 ambient = the "lighting off" report). Drop the filter; take the nearest 8 regardless of viewer range. Removed the now-unused RangeSlack const; updated the two tests that codified the old filter. Core lighting suite green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 23 additions and 8 deletions
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@ -37,7 +37,6 @@ namespace AcDream.Core.Lighting;
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public sealed class LightManager
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{
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public const int MaxActiveLights = 8; // D3D parity
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private const float RangeSlack = 1.1f; // 10% hysteresis around hard cutoff
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private readonly List<LightSource> _all = new();
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private readonly LightSource?[] _active = new LightSource?[MaxActiveLights];
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@ -109,8 +108,16 @@ public sealed class LightManager
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Vector3 delta = light.WorldPosition - viewerWorldPos;
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light.DistSq = delta.LengthSquared();
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float rangeSq = light.Range * light.Range * RangeSlack * RangeSlack;
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if (light.DistSq > rangeSq) continue;
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// Retail D3D-style fixed-pipeline lighting picks the 8 NEAREST point
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// lights and applies each light's hard range-cutoff PER SURFACE in the
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// shader (mesh_modern.frag: `if (d < range && range > 1e-3)`). The
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// previous viewer-range candidacy filter (skip when DistSq > Range²·slack²)
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// was wrong — it dropped a torch whenever the VIEWER stood outside that
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// torch's range, so a dungeon room with 2227 registered torches lit only
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// the ~1 the player was standing inside (activeLights≈1, the rest of the
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// room at flat 0.2 ambient — the "dungeon lighting off" report). Take the
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// nearest 8 regardless of viewer range; the shader's per-fragment
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// `d < range` does the actual hard cutoff.
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candidates.Add(light);
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}
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@ -60,21 +60,29 @@ public sealed class LightManagerTests
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}
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[Fact]
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public void Tick_DropsLightsOutsideRangeWithSlack()
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public void Tick_SelectsByDistance_RegardlessOfViewerRange()
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{
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// Retail D3D-style: candidacy is distance-only (the nearest 8). A torch
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// lights its OWN surfaces — the shader applies the hard `d < range` cutoff
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// PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing
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// outside the range of is still selected; it lights the wall it sits on.
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// Replaces the old viewer-range candidacy filter that suppressed it, which
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// left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2
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// ambient — the "dungeon lighting off" report (#133 A7).
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var mgr = new LightManager();
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mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // far outside its own range
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mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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Assert.Equal(0, mgr.ActiveCount);
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Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface
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}
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[Fact]
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public void Tick_IncludesLightsNearRangeEdge_WithSlack()
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public void Tick_IncludesNearbyLight()
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{
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var mgr = new LightManager();
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// Light at distance 5.0, range 5.0: distSq=25, rangeSq*1.1^2 = 25*1.21 = 30.25 → included.
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// A nearby point light is selected (distance-only candidacy; the shader
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// applies the per-fragment range cutoff).
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mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
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mgr.Tick(viewerWorldPos: Vector3.Zero);
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