docs(plan): A7 Fix D implementation plan — 5 tasks (#140)
Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the captured golden torches; (3) D-1 clamp the point-light sum on its own in mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5) via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B. Concrete code + exact insertion points; visual verification is the acceptance gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md
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docs/superpowers/plans/2026-06-18-a7-fixd-torch-overbright.md
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# A7 Fix D — torch over-brightness on indoor walls — Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Make outdoor objects and indoor cell walls near torches render warm-but-bounded like retail, instead of blowing out warm-white.
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**Architecture:** Two orthogonal fixes. **D-1**: in `mesh_modern.vert`, accumulate point/spot lights into their own sum and clamp it to `[0,1]` BEFORE adding ambient+sun (mirrors retail `SetStaticLightingVertexColors`). **D-2**: `EnvCellRenderer` binds its OWN per-cell point-light set (SSBO 4+5) instead of reading the light set `WbDrawDispatcher` last left bound. A shared `GlobalLightPacker` (Core, pure) packs the global-light SSBO so the two renderers can't drift. `LightBake.cs` is the C# conformance oracle.
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**Tech Stack:** C# .NET 10, Silk.NET OpenGL (bindless + MDI SSBOs), GLSL 460. Tests: xUnit in `tests/AcDream.Core.Tests`.
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**Spec:** [`docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md`](../specs/2026-06-18-a7-fixd-torch-overbright-design.md)
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**Ground-truth golden (live cdb, Holtburg):** wall torches are `LightKind.Point`, `Intensity=100`, `Range = falloff×1.3` (falloff 3–5 → Range 3.9–6.5 m), warm colours `(1.0, 0.588, 0.314)` orange and `(0.980, 0.843, 0.612)` cream. The per-channel cap pins each torch to its colour ⇒ warm, never white.
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**Pre-flight (every task):** worktree is `C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b` (cwd). Build: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`. Core tests: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`. The retail client locks the DLLs — it must be closed before a build.
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---
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## Task 1: Extract `GlobalLightPacker` (shared, pure) + refactor `WbDrawDispatcher`
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Pull the global-light SSBO float packing out of `WbDrawDispatcher.UploadGlobalLights` into a pure Core helper so `EnvCellRenderer` (Task 4) reuses the exact same layout. No behaviour change.
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**Files:**
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- Create: `src/AcDream.Core/Lighting/GlobalLightPacker.cs`
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- Create: `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs`
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- Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1813-1848` (`UploadGlobalLights`)
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- [ ] **Step 1: Write the failing test**
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Create `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs`:
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```csharp
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using System.Numerics;
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using AcDream.Core.Lighting;
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using Xunit;
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namespace AcDream.Core.Tests.Lighting;
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public class GlobalLightPackerTests
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{
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[Fact]
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public void Pack_WritesSixteenFloatsPerLight_InTheExpectedLayout()
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{
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var light = new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = new Vector3(10f, 20f, 30f),
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WorldForward = new Vector3(0f, 0f, 1f),
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ColorLinear = new Vector3(1.0f, 0.588f, 0.314f),
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Intensity = 100f,
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Range = 5.2f,
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ConeAngle = 0f,
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};
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float[] buffer = System.Array.Empty<float>();
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int count = GlobalLightPacker.Pack(new[] { light }, ref buffer);
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Assert.Equal(1, count);
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Assert.True(buffer.Length >= 16);
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// posAndKind
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Assert.Equal(10f, buffer[0]); Assert.Equal(20f, buffer[1]); Assert.Equal(30f, buffer[2]);
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Assert.Equal((float)(int)LightKind.Point, buffer[3]);
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// dirAndRange
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Assert.Equal(0f, buffer[4]); Assert.Equal(0f, buffer[5]); Assert.Equal(1f, buffer[6]);
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Assert.Equal(5.2f, buffer[7]);
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// colorAndIntensity
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Assert.Equal(1.0f, buffer[8]); Assert.Equal(0.588f, buffer[9]); Assert.Equal(0.314f, buffer[10]);
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Assert.Equal(100f, buffer[11]);
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// coneAngleEtc
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Assert.Equal(0f, buffer[12]);
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}
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[Fact]
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public void Pack_NullOrEmpty_ReturnsZero_AndBufferHasAtLeastOneSlot()
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{
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float[] buffer = System.Array.Empty<float>();
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int count = GlobalLightPacker.Pack(null, ref buffer);
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Assert.Equal(0, count);
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Assert.True(buffer.Length >= GlobalLightPacker.FloatsPerLight);
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}
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}
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```
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- [ ] **Step 2: Run the test to verify it fails**
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Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests`
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Expected: FAIL — `GlobalLightPacker` does not exist (compile error).
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- [ ] **Step 3: Implement `GlobalLightPacker`**
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Create `src/AcDream.Core/Lighting/GlobalLightPacker.cs`:
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```csharp
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using System;
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using System.Collections.Generic;
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namespace AcDream.Core.Lighting;
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/// <summary>
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/// Packs a point-light snapshot into the flat float layout the bindless mesh
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/// shader reads at SSBO binding=4 (<c>mesh_modern.vert</c> <c>GlobalLight gLights[]</c>):
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/// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity,
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/// coneAngleEtc. Pure (no GL), so both <c>WbDrawDispatcher</c> and
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/// <c>EnvCellRenderer</c> share ONE layout and cannot drift.
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/// </summary>
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public static class GlobalLightPacker
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{
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public const int FloatsPerLight = 16;
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/// <summary>
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/// Fill <paramref name="buffer"/> (grown + zero-cleared as needed) with the
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/// packed snapshot; returns the light count <c>n</c>. The buffer always has at
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/// least <see cref="FloatsPerLight"/> floats (so a zero-light frame still
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/// uploads a non-empty SSBO). Callers upload <c>max(n,1) * FloatsPerLight</c> floats.
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/// </summary>
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public static int Pack(IReadOnlyList<LightSource>? snapshot, ref float[] buffer)
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{
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int n = snapshot?.Count ?? 0;
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int floatsNeeded = Math.Max(n, 1) * FloatsPerLight;
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if (buffer.Length < floatsNeeded)
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buffer = new float[floatsNeeded + FloatsPerLight * 16];
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Array.Clear(buffer, 0, floatsNeeded);
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for (int i = 0; i < n; i++)
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{
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var L = snapshot![i];
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int o = i * FloatsPerLight;
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buffer[o + 0] = L.WorldPosition.X;
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buffer[o + 1] = L.WorldPosition.Y;
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buffer[o + 2] = L.WorldPosition.Z;
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buffer[o + 3] = (int)L.Kind;
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buffer[o + 4] = L.WorldForward.X;
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buffer[o + 5] = L.WorldForward.Y;
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buffer[o + 6] = L.WorldForward.Z;
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buffer[o + 7] = L.Range;
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buffer[o + 8] = L.ColorLinear.X;
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buffer[o + 9] = L.ColorLinear.Y;
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buffer[o + 10] = L.ColorLinear.Z;
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buffer[o + 11] = L.Intensity;
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buffer[o + 12] = L.ConeAngle;
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}
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return n;
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}
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}
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```
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- [ ] **Step 4: Run the test to verify it passes**
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Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests`
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Expected: PASS (2 tests).
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- [ ] **Step 5: Refactor `WbDrawDispatcher.UploadGlobalLights` to use the packer**
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In `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`, replace the body of `UploadGlobalLights` (1813-1848) with:
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```csharp
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private unsafe void UploadGlobalLights()
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{
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int n = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
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int count = n > 0 ? n : 1; // never zero-size
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fixed (float* gp = _globalLightData)
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UploadSsbo(_globalLightsSsbo, 4, gp,
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count * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float));
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}
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```
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Leave the `_globalLightData` field declaration (line 145) as-is; the packer grows it.
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- [ ] **Step 6: Build and run the full Core test suite**
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Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
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Then: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`
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Expected: build green; all tests pass (no regression — the packing is byte-identical).
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- [ ] **Step 7: Commit**
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```bash
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git add src/AcDream.Core/Lighting/GlobalLightPacker.cs tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs
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git commit -m "refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
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```
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---
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## Task 2: Lock the bake contract — `LightBake` conformance test on golden torches
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`LightBake.cs` already implements the correct retail math (per-light cap + sum + `[0,1]` clamp, skip directional). This test pins the contract the D-1 shader change must mirror, using the captured golden torch values. It PASSES against the existing `LightBake` (this is a characterization/lock test — there is no failing-first step because the C# oracle is already correct; the bug lives in GLSL, which is verified by review in Task 3 + the user's visual check).
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**Files:**
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- Create: `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`
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- [ ] **Step 1: Write the conformance test**
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Create `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`:
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```csharp
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Lighting;
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using Xunit;
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namespace AcDream.Core.Tests.Lighting;
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/// <summary>
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/// Golden conformance for the retail bake (calc_point_light + the [0,1] clamp),
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/// driven by the live-cdb-captured Holtburg wall torches. Pins the contract that
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/// mesh_modern.vert's pointContribution + the new pointAcc clamp (A7 Fix D, D-1)
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/// must mirror line-for-line. See docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md.
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/// </summary>
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public class LightBakeConformanceTests
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{
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private static LightSource OrangeTorch(Vector3 pos) => new()
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{
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Kind = LightKind.Point,
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WorldPosition = pos,
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ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), // captured orange
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Intensity = 100f,
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Range = 4f * 1.3f, // falloff 4 × static_light_factor
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IsLit = true,
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};
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[Theory]
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[InlineData(1f)]
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[InlineData(2f)]
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[InlineData(3f)]
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[InlineData(4f)]
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[InlineData(5f)]
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public void SingleOrangeTorch_IsWarmAndBounded_NeverWhite(float dist)
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{
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// Wall vertex at the origin, normal facing the torch (+X). Torch out along +X.
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var vtx = Vector3.Zero;
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var normal = Vector3.UnitX;
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var torch = OrangeTorch(new Vector3(dist, 0f, 0f));
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var c = LightBake.ComputeVertexColor(vtx, normal, new[] { torch });
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// Every channel bounded to [0,1] — intensity=100 must NOT blow to white.
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Assert.InRange(c.X, 0f, 1f);
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Assert.InRange(c.Y, 0f, 1f);
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Assert.InRange(c.Z, 0f, 1f);
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// Warm hue preserved while lit (R ≥ G ≥ B), matching the torch colour ordering.
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if (c.X > 0f)
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{
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Assert.True(c.X >= c.Y, $"R({c.X}) >= G({c.Y}) at d={dist}");
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Assert.True(c.Y >= c.Z, $"G({c.Y}) >= B({c.Z}) at d={dist}");
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}
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}
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[Fact]
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public void BeyondRange_ContributesNothing()
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{
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var torch = OrangeTorch(new Vector3(100f, 0f, 0f)); // far past Range
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var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, new[] { torch });
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Assert.Equal(Vector3.Zero, c);
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}
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[Fact]
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public void ManyOverlappingIntenseTorches_StillClampToOne()
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{
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// Eight near-white intensity-100 torches all 1.5 m from the vertex: the
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// [0,1] saturate must hold (no overflow past 1.0 per channel).
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var lights = new List<LightSource>();
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for (int i = 0; i < 8; i++)
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lights.Add(new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = new Vector3(1.5f, 0.1f * i, 0f),
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ColorLinear = new Vector3(0.98f, 0.95f, 0.9f),
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Intensity = 100f,
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Range = 5.2f,
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IsLit = true,
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});
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var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, lights);
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Assert.InRange(c.X, 0f, 1f);
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Assert.InRange(c.Y, 0f, 1f);
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Assert.InRange(c.Z, 0f, 1f);
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}
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}
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```
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- [ ] **Step 2: Run the test — verify it PASSES on existing LightBake**
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Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter LightBakeConformanceTests`
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Expected: PASS (7 cases). If any case FAILS, stop — `LightBake` (the oracle) diverges from the expected bake contract and that must be understood before changing the shader. (This is the lock; it should be green.)
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- [ ] **Step 3: Commit**
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```bash
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git add tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs
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git commit -m "test(lighting): lock the bake contract on golden torches (A7 Fix D oracle)
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
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```
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---
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## Task 3: D-1 — clamp the torch sum on its own in `mesh_modern.vert`
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Give point/spot lights their own accumulator and saturate it to `[0,1]` before it joins ambient+sun. Mirrors `LightBake.ComputeVertexColor` (Task 2) and retail `SetStaticLightingVertexColors`. The per-light cap and `pointContribution` are untouched. GLSL is not unit-testable in-process — correctness is the line-for-line match to `LightBake` (cite it) plus the user's visual check.
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**Files:**
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- Modify: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert:183-209` (`accumulateLights`)
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- [ ] **Step 1: Apply the clamp split**
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Replace the body of `accumulateLights` (183-209) with the following. The ambient base and sun loop are byte-identical; only the point loop changes (own accumulator + `min(pointAcc, 1.0)`):
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```glsl
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vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) {
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vec3 lit = uCellAmbient.xyz;
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// SUN / directional — material-lit term (added with ambient, NOT into the
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// torch sum), unchanged from before.
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int activeLights = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= activeLights) break;
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if (int(uLights[i].posAndKind.w) != 0) continue; // directional only
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl;
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}
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// POINT / SPOT torches: their OWN accumulator (A7 Fix D, D-1). Retail's
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// SetStaticLightingVertexColors sums the static point lights from BLACK and
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// clamps the SUM to [0,1] before anything else (it is a baked emissive term),
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// so a few warm intensity-100 torches can't push the whole pixel to white the
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// way folding them into ambient+sun did. Matches LightBake.ComputeVertexColor
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// (tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests). Per-light cap
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// inside pointContribution is unchanged.
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vec3 pointAcc = vec3(0.0);
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int base = instanceIndex * 8;
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for (int k = 0; k < 8; ++k) {
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int gi = instanceLightIdx[base + k];
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if (gi < 0) continue;
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pointAcc += pointContribution(N, worldPos, gLights[gi]);
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}
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lit += min(pointAcc, vec3(1.0)); // clamp the torch sum on its own (retail baked emissive)
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return lit; // frag still does the final min(lit, 1.0)
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}
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```
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(`mesh_modern.frag:92`'s `lit = min(lit, vec3(1.0))` and the lightning bump at `:89` are unchanged — they remain the final pixel clamp.)
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- [ ] **Step 2: Build**
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Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
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Expected: green. (Shaders are loaded at runtime from disk; the build only confirms nothing else broke.)
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- [ ] **Step 3: Review the math against the oracle**
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Confirm by reading both side-by-side that the shader's point path now matches `LightBake`:
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- `mesh_modern.vert` `pointContribution` ↔ `LightBake.PointContribution` (range gate, wrap, norm, per-channel `min(scale·col, col)`) — already equal.
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- new `min(pointAcc, vec3(1.0))` ↔ `LightBake.ComputeVertexColor`'s final `Clamp(·,0,1)` over the point sum.
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No code change expected here — this is the verification step the commit message cites.
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- [ ] **Step 4: Commit**
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```bash
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git add src/AcDream.App/Rendering/Shaders/mesh_modern.vert
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git commit -m "fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140)
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accumulateLights folded ambient+sun+torches into one accumulator clamped only
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in the frag, so a few warm intensity-100 torches blew walls/objects to white.
|
||||
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
|
||||
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
|
||||
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 4: D-2 — `EnvCellRenderer` binds its OWN per-cell light set (SSBO 4+5)
|
||||
|
||||
Stop the cell shell from reading the leaked `WbDrawDispatcher` light set. EnvCellRenderer uploads its own binding-4 global lights (from the frame's `PointSnapshot`, via `GlobalLightPacker`) and a binding-5 per-instance light-set buffer, computing each cell's set with `LightManager.SelectForObject` over the cell's world bounds — mirroring the existing `_cellIdToSlot` per-instance pattern.
|
||||
|
||||
**Files:**
|
||||
- Modify: `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` (fields ~70-110; `AllocateMdiBuffers` 207-236; new setter near 262; `RenderModernMDIInternal` 1007-~1234)
|
||||
- Modify: `src/AcDream.App/Rendering/GameWindow.cs:~7777` (wire the snapshot)
|
||||
|
||||
- [ ] **Step 1: Add fields + the per-frame snapshot setter**
|
||||
|
||||
In `EnvCellRenderer.cs`, near the other scratch-buffer fields (after `_clipSlotBuffer`/`_clipSlotData`, ~line 110), add:
|
||||
|
||||
```csharp
|
||||
// A7 Fix D (D-2): this renderer owns its lighting (self-contained GL state,
|
||||
// like uViewProjection) instead of reading the SSBO 4/5 WbDrawDispatcher last
|
||||
// left bound. binding=4 = global point-light snapshot (same data/indices as the
|
||||
// dispatcher, via GlobalLightPacker); binding=5 = 8 int indices per instance.
|
||||
private uint _globalLightsSsbo; // binding=4
|
||||
private float[] _globalLightData = new float[AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * 16];
|
||||
private uint _instLightSetSsbo; // binding=5
|
||||
private int[] _lightSetData = new int[1024 * AcDream.Core.Lighting.LightManager.MaxLightsPerObject];
|
||||
private System.Collections.Generic.IReadOnlyList<AcDream.Core.Lighting.LightSource>? _pointSnapshot;
|
||||
private readonly System.Collections.Generic.Dictionary<uint, int[]> _cellLightSetCache = new();
|
||||
```
|
||||
|
||||
Near `SetClipRouting` (~262) add the per-frame setter:
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// A7 Fix D (D-2): hand the renderer this frame's point-light snapshot
|
||||
/// (LightManager.PointSnapshot). Call once per frame BEFORE Render, alongside
|
||||
/// the WbDrawDispatcher snapshot wire-in. Indices in the per-cell light sets
|
||||
/// reference this snapshot, which is also uploaded to binding=4 here, so the
|
||||
/// pass is self-contained. Null/empty ⇒ shells receive no point lights.
|
||||
/// </summary>
|
||||
public void SetPointSnapshot(
|
||||
System.Collections.Generic.IReadOnlyList<AcDream.Core.Lighting.LightSource>? snapshot)
|
||||
=> _pointSnapshot = snapshot;
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Generate the two SSBOs in `AllocateMdiBuffers`**
|
||||
|
||||
In `AllocateMdiBuffers` (207-236), before the final `_gl.BindBuffer(... 0)` calls (line 234), add:
|
||||
|
||||
```csharp
|
||||
// A7 Fix D (D-2): binding=4 global lights + binding=5 per-instance light set.
|
||||
_gl.GenBuffers(1, out _globalLightsSsbo);
|
||||
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo);
|
||||
_gl.BufferData(GLEnum.ShaderStorageBuffer,
|
||||
(nuint)(_globalLightData.Length * sizeof(float)), null, GLEnum.DynamicDraw);
|
||||
|
||||
_gl.GenBuffers(1, out _instLightSetSsbo);
|
||||
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo);
|
||||
_gl.BufferData(GLEnum.ShaderStorageBuffer,
|
||||
(nuint)(_modernInstanceCapacity * AcDream.Core.Lighting.LightManager.MaxLightsPerObject * sizeof(int)),
|
||||
null, GLEnum.DynamicDraw);
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Add the per-cell light-set helper**
|
||||
|
||||
Add this private method to `EnvCellRenderer` (e.g. just below `RenderModernMDIInternal`). It returns the cached 8-int set for a cell, computing it once per frame from the cell's world bounds + the snapshot via the static `SelectForObject`:
|
||||
|
||||
```csharp
|
||||
// A7 Fix D (D-2): the up-to-8 point lights reaching a cell, by the cell's world
|
||||
// bounding sphere (camera-independent, like WbDrawDispatcher.ComputeEntityLightSet).
|
||||
// Cached per frame; unused slots are -1 (shader adds no point light there).
|
||||
private int[] GetCellLightSet(uint cellId)
|
||||
{
|
||||
if (_cellLightSetCache.TryGetValue(cellId, out var cached)) return cached;
|
||||
|
||||
var set = new int[AcDream.Core.Lighting.LightManager.MaxLightsPerObject];
|
||||
System.Array.Fill(set, -1);
|
||||
|
||||
var snap = _pointSnapshot;
|
||||
if (snap is { Count: > 0 } &&
|
||||
_landblocks.TryGetValue(cellId & 0xFFFF0000u, out var lb) &&
|
||||
lb.EnvCellBounds.TryGetValue(cellId, out var b))
|
||||
{
|
||||
Vector3 center = (b.Min + b.Max) * 0.5f;
|
||||
float radius = (b.Max - b.Min).Length() * 0.5f;
|
||||
AcDream.Core.Lighting.LightManager.SelectForObject(snap, center, radius, set);
|
||||
}
|
||||
_cellLightSetCache[cellId] = set;
|
||||
return set;
|
||||
}
|
||||
```
|
||||
|
||||
(`WbBoundingBox` has public `Vector3 Min` / `Vector3 Max` — confirmed at `WbFrustum.cs:15-16`.)
|
||||
|
||||
- [ ] **Step 4: Upload binding 4, fill + upload binding 5, and bind both in `RenderModernMDIInternal`**
|
||||
|
||||
(a) At the TOP of `RenderModernMDIInternal` (after the `if (drawCalls.Count == 0 ...) return;` guard, ~1014), clear the per-frame cache:
|
||||
|
||||
```csharp
|
||||
_cellLightSetCache.Clear();
|
||||
```
|
||||
|
||||
(b) Where `_clipSlotData` is filled per instance (1195-1206), add a parallel fill of `_lightSetData` right after it:
|
||||
|
||||
```csharp
|
||||
// A7 Fix D (D-2): per-instance 8-int light set, parallel to the transforms,
|
||||
// keyed on the cell each shell instance belongs to (mirrors _clipSlotData).
|
||||
int lightStride = AcDream.Core.Lighting.LightManager.MaxLightsPerObject;
|
||||
if (_lightSetData.Length < uniqueInstanceCount * lightStride)
|
||||
_lightSetData = new int[System.Math.Max(_lightSetData.Length * 2, uniqueInstanceCount * lightStride)];
|
||||
for (int i = 0; i < uniqueInstanceCount; i++)
|
||||
{
|
||||
int[] cellSet = GetCellLightSet(allInstances[i].CellId);
|
||||
System.Array.Copy(cellSet, 0, _lightSetData, i * lightStride, lightStride);
|
||||
}
|
||||
```
|
||||
|
||||
(c) Where the four buffers are uploaded (the `_clipSlotData` upload ends ~1209-1214), add the binding-4 + binding-5 uploads:
|
||||
|
||||
```csharp
|
||||
// A7 Fix D (D-2): upload binding=4 (global lights) + binding=5 (per-instance set).
|
||||
int lightCount = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData);
|
||||
int glUploadCount = lightCount > 0 ? lightCount : 1;
|
||||
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo);
|
||||
_gl.BufferData(GLEnum.ShaderStorageBuffer,
|
||||
(nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)),
|
||||
null, GLEnum.DynamicDraw);
|
||||
fixed (float* gp = _globalLightData)
|
||||
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
|
||||
(nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), gp);
|
||||
|
||||
_gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo);
|
||||
_gl.BufferData(GLEnum.ShaderStorageBuffer,
|
||||
(nuint)(uniqueInstanceCount * lightStride * sizeof(int)), null, GLEnum.DynamicDraw);
|
||||
fixed (int* lp = _lightSetData)
|
||||
_gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0,
|
||||
(nuint)(uniqueInstanceCount * lightStride * sizeof(int)), lp);
|
||||
```
|
||||
|
||||
(d) In the bind block (1225-1230, after `BindClipRegionBinding2();`), add:
|
||||
|
||||
```csharp
|
||||
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 4, _globalLightsSsbo);
|
||||
_gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 5, _instLightSetSsbo);
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Wire the snapshot from GameWindow**
|
||||
|
||||
In `GameWindow.cs`, immediately after the existing `_wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot);` (line ~7777), add:
|
||||
|
||||
```csharp
|
||||
_envCellRenderer?.SetPointSnapshot(Lighting.PointSnapshot); // A7 Fix D (D-2)
|
||||
```
|
||||
|
||||
- [ ] **Step 6: Dispose the new buffers**
|
||||
|
||||
In `EnvCellRenderer.Dispose` (search for the existing `_gl.DeleteBuffer(...)` cleanup), add:
|
||||
|
||||
```csharp
|
||||
if (_globalLightsSsbo != 0) _gl.DeleteBuffer(_globalLightsSsbo);
|
||||
if (_instLightSetSsbo != 0) _gl.DeleteBuffer(_instLightSetSsbo);
|
||||
```
|
||||
|
||||
- [ ] **Step 7: Build**
|
||||
|
||||
Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
|
||||
Expected: green. Fix any `WbBoundingBox` field-name or namespace mismatches surfaced by the compiler.
|
||||
|
||||
- [ ] **Step 8: Commit**
|
||||
|
||||
```bash
|
||||
git add src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs src/AcDream.App/Rendering/GameWindow.cs
|
||||
git commit -m "fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140)
|
||||
|
||||
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
|
||||
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
|
||||
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
|
||||
per-instance set, computed per cell by LightManager.SelectForObject over the
|
||||
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Task 5: Divergence register — correct AP-35, reconcile the Fix B row
|
||||
|
||||
**Files:**
|
||||
- Modify: `docs/architecture/retail-divergence-register.md` (AP-35 row, line ~134; the Fix B per-object-light-selection row)
|
||||
|
||||
- [ ] **Step 1: Correct AP-35**
|
||||
|
||||
Find the `AP-35` row. It currently describes the point-light path as per-pixel
|
||||
`mesh_modern.frag:52` with the half-Lambert wrap "neither ported". Rewrite the row to
|
||||
reflect reality after Fix A + Fix D D-1:
|
||||
- Path is per-vertex Gouraud in `mesh_modern.vert` (`pointContribution` ~:153, wrap ~:163), not per-pixel `frag`.
|
||||
- The half-Lambert wrap + the `norm` (`distsq·d`) attenuation ARE ported (vert + `LightBake.cs`).
|
||||
- The point-light sum is now clamped to `[0,1]` on its own (D-1), matching `SetStaticLightingVertexColors`.
|
||||
- Update the `file:line` to `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` and cite `LightBake.cs` as the conformance oracle.
|
||||
|
||||
- [ ] **Step 2: Reconcile the Fix B per-object-light-selection row**
|
||||
|
||||
Find the row describing Fix B (per-object 8-light selection by sphere overlap vs
|
||||
retail's per-vertex sum over the full static list — `minimize_object_lighting`
|
||||
0x0054d480). Confirm its wording now covers EnvCell **shells** too (D-2 selects per
|
||||
cell-sphere via the same `SelectForObject`). If it only mentions GfxObjs, extend the
|
||||
"file:line" / description to include `EnvCellRenderer.GetCellLightSet`. Do NOT add a
|
||||
new contradicting row.
|
||||
|
||||
- [ ] **Step 3: Commit**
|
||||
|
||||
```bash
|
||||
git add docs/architecture/retail-divergence-register.md
|
||||
git commit -m "docs(register): correct AP-35 (per-vertex+wrap ported, point sum clamped) — A7 Fix D
|
||||
|
||||
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Final verification (after all tasks)
|
||||
|
||||
- [ ] `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` green.
|
||||
- [ ] `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` green (GlobalLightPacker + LightBakeConformance + no regressions).
|
||||
- [ ] **Visual (user, acceptance gate):** launch the client against live ACE, go to Holtburg. Confirm (a) outdoor objects near torches no longer blow out warm-white, and (b) the meeting-hall walls render warm-but-dim like retail. This is the sign-off the spec requires.
|
||||
- [ ] Update `docs/ISSUES.md` / roadmap if #140 is tracked there (move to Recently closed with the commit SHAs once the user signs off visually).
|
||||
|
||||
## Notes for the implementer
|
||||
|
||||
- **No D3D-FF port.** Do not touch `config_hardware_light`-style `color×intensity / 1/d / Range×1.5` math — it is the wrong oracle for the baked walls (handoff warning).
|
||||
- **No CPU bake.** `LightBake.cs` stays the test oracle only; the runtime path is the in-shader clamp (chosen approach).
|
||||
- **Self-contained GL state.** EnvCellRenderer must bind binding 4 + 5 ITSELF every draw (per `feedback_render_self_contained_gl_state`); do not assume WbDrawDispatcher left them bound — that leak is the bug.
|
||||
- **Don't touch the purple portal** — confirmed correct.
|
||||
Loading…
Add table
Add a link
Reference in a new issue