fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)

The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-19 23:56:49 +02:00
parent 1e6fbff9bc
commit b7d655bce7
5 changed files with 254 additions and 0 deletions

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@ -131,6 +131,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
| AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) |
| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 |
| AP-37 | Per-object torch (point/spot) lighting is gated on the OBJECT's own cell: an object selects the static wall-torches ONLY when its `ParentCellId` is an EnvCell (`(id & 0xFFFF) >= 0x0100`); outdoor objects (building exterior shells with null ParentCellId, outdoor scenery, outdoor creatures) get the SUN + ambient and NO torches. This is the faithful port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and the outdoor landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, before `LScape::draw`) so outdoor objects are never torch-lit (closes the Holtburg meeting-hall facade torch-flood — A7 Fix D round 2, the dat's intensity-100 `falloff 6` orange torches were washing the exterior shell). **Residual approximation:** the sun/no-sun half is a per-FRAME global keyed on the PLAYER being inside a cell (`UpdateSunFromSky` zeroes the sun when `playerInsideCell`), NOT retail's per-draw-STAGE `useSunlight` toggle. So a mixed-stage frame (standing in a doorway / look-in) lights through-aperture objects with the player's regime, not the object's stage regime | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches` + `ComputeEntityLightSet`); sun half `src/AcDream.App/Rendering/GameWindow.cs:10421` (`UpdateSunFromSky`) | The visible case — player OUTSIDE, looking at an outdoor building/scenery — is now exactly faithful (sun+ambient, no torches); player INSIDE a cell gets torches with the sun globally killed = faithful indoor regime. Cross-aperture mismatch only affects objects seen THROUGH a doorway from the other lighting context | A through-aperture interior object viewed from outside gets the sun (player outside) instead of retail's indoor torches-no-sun; an outdoor object viewed from inside gets no sun (player inside) instead of retail's sunlit outside stage — doorway/look-in frames only, not the standalone outdoor or indoor case | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; outside stage `PView::DrawCells` 0x005a485a (`useSunlightSet(1)`); `minimize_object_lighting` 0x0054d480; `config_hardware_light` Range=falloff×`rangeAdjust`(1.5) 0x0059ad30 |
| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 |
---

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@ -5,6 +5,64 @@
**Status:** checkpointed at user request after pinning the root cause. D-1..D-4 are committed +
correct but **did NOT fix the visible symptom** — they were the wrong subsystem.
---
## ✅ RESOLVED 2026-06-19 (second session) — the "torch REACH" theory was WRONG; real cause = retail does NOT torch-light OUTDOOR objects at all
**The open question is settled, and it overturns this checkpoint's own hypothesis. The fix is NOT
"shorten torch reach" — it is "outdoor objects receive NO torches."**
**Empirical (acdream side, headless dat dump `HoltburgTorchFalloffProbeTests`):** the Holtburg
neighbourhood has **27 static lights, raw dat Falloff ∈ {3,5,6}** — the dominant orange entrance
torch (setup `0x020005D8`, colour `(1,0.588,0.314)`) is **Falloff 6** (17 of 27). acdream reads
this **faithfully**`LightInfoLoader` just copies `info.Falloff`, no stray ×1.5. There is **NO
Falloff-4 torch anywhere in Holtburg**, so the predecessor's "retail orange = falloff 4" could not
be a *different* falloff-4 torch. Both clients read the same dat float → acdream's reach is NOT
inflated. So "acdream 6 vs retail 4" was a red herring.
**Decomp (retail side, read verbatim + corroborated by an independent adversarial workflow
`wf_07289ba4`):** retail's per-object torch binder `minimize_object_lighting` (0x0054d480) is
**gated** in `RenderDeviceD3D::DrawMeshInternal` (0x0059f398) by `if (Render::useSunlight == 0)`.
The OUTDOOR landscape stage runs `Render::useSunlightSet(1)` (`PView::DrawCells` 0x005a485a, right
before `LScape::draw`), so when the building EXTERIOR shell is drawn
(`LScape::draw → DrawBlock 0x005a17c0 → DrawSortCell 0x0059f140 → DrawBuilding 0x0059f2a0 →
CPhysicsPart::Draw → DrawMeshInternal`), torches are **SKIPPED** — the only active light is the
**sun** (`useSunlightSet(1)` enables `add_active_light(0xffffffff, 0)` = sun + ambient only). The
static vertex bake (`SetStaticLightingVertexColors` 0x0059cfe0) is **EnvCell-only** (sole caller
`DrawEnvCell` 0x0059f1f6). **So retail lights outdoor objects with SUN + ambient ONLY — never the
wall torches.** This exactly explains the checkpoint's own isolation result ("object point lights
OFF → building matches retail"): retail's outdoor facade gets ZERO torch energy. (Confirming the
non-bug nature of reach: retail's free-object *hardware* path `config_hardware_light` 0x0059ad30
uses `Range = falloff × rangeAdjust(1.5)` = LONGER than acdream's ×1.3, with `Diffuse = color×100`
and att `1/d` — that would blow the facade WHITE if enabled, which is further proof retail never
enables it outdoors.)
**The three retail lighting regimes (now all mapped):**
1. **EnvCell walls** → static bake (`calc_point_light`, range `falloff×1.3`, wrap, capped), no sun.
→ acdream mode 1 (EnvCell). ✓ already correct.
2. **Indoor objects** (`useSunlight==0`) → torches (hardware, no sun). → acdream mode 0 **indoor**.
3. **Outdoor objects** (`useSunlight==1`) → sun + ambient, **NO torches**. → acdream mode 0 **outdoor**.
acdream's mode-0 path applied sun **AND** torches to ALL objects — wrong for both 2 and 3.
**THE FIX (shipped this session):** in `WbDrawDispatcher.ComputeEntityLightSet`, gate per-object
torch selection on the object being INDOOR (`ParentCellId` is an EnvCell, `(id&0xFFFF)>=0x0100`)
via the pure predicate `IndoorObjectReceivesTorches`. Outdoor objects (building shells — ParentCellId
null; outdoor scenery; outdoor creatures) keep the all-(-1) light set ⇒ sun + ambient only = retail.
The indoor "no sun" half is already handled by the global sun-kill when the player is inside a cell
(`UpdateSunFromSky`, intensity 0). Divergence-register row **AP-37** added (documents the residual:
acdream keys sun/torch on the object's own cell + a per-frame player-inside sun-kill, vs retail's
per-draw-STAGE `useSunlight` — only matters for through-doorway look-ins). Tests:
`WbDrawDispatcherTorchGateTests` (7✓), `HoltburgTorchFalloffProbeTests` (dat dump). Build green;
App 280✓/1skip, Core 1486✓/2skip. **Awaiting the user visual side-by-side at Holtburg before merge.**
**DO-NOT-RETRY (this session's corrections to the checkpoint below):** do NOT shorten torch reach /
change `Falloff×1.3` — acdream reads the dat faithfully and the bake reach is correct for EnvCells.
The building is an OUTDOOR object; retail gives it no torches. The original checkpoint's "tighten reach
to ~5m, keep torches ON" plan (below) is SUPERSEDED — keeping torches ON for the outdoor shell at any
reach is the bug.
---
## TL;DR — what the visible bug actually is (and is NOT)
The user's symptom (Holtburg meeting-hall facade too bright/warm/washed-out + character backs

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@ -2026,6 +2026,26 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
/// a static building's torches stay constant as the viewer moves. Fills
/// <see cref="_currentEntityLightSet"/>; unused slots are -1. On the no-lights
/// path (no snapshot handed in) every slot is -1 ⇒ shader adds no point light.
///
/// <para>
/// A7 Fix D round 2 (2026-06-19): retail lights OUTDOOR objects with the SUN +
/// ambient ONLY — never the static wall torches. The per-object torch step
/// (<c>minimize_object_lighting</c>, 0x0054d480) runs ONLY in the indoor stage:
/// <c>RenderDeviceD3D::DrawMeshInternal</c> (0x0059f398) calls it under
/// <c>if (Render::useSunlight == 0)</c>, and the outdoor landscape stage runs
/// <c>Render::useSunlightSet(1)</c> (<c>PView::DrawCells</c> 0x005a485a, right
/// before <c>LScape::draw</c> which draws buildings/scenery). So a building
/// EXTERIOR shell (<see cref="WorldEntity.IsBuildingShell"/>,
/// <see cref="WorldEntity.ParentCellId"/> = null) and all outdoor scenery /
/// creatures get the sun, not torches. We mirror that: only objects parented to
/// an EnvCell (indoor) select torches; outdoor objects keep the all-(-1) set so
/// the sun path alone lights them. This is what made the Holtburg meeting-hall
/// facade wash out warm — the dat's intensity-100 wall torches (range
/// Falloff×1.3) were flooding the exterior shell that retail never torch-lights.
/// The indoor "no sun" half is already handled by the global sun kill when the
/// player is inside a cell (<c>UpdateSunFromSky</c>). See the divergence register
/// (AP-37) and docs/research/2026-06-19-lighting-a7-fixD-round2-*.
/// </para>
/// </summary>
private void ComputeEntityLightSet(WorldEntity entity)
{
@ -2033,12 +2053,29 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
var snap = _pointSnapshot;
if (snap is null || snap.Count == 0) return;
// Retail useSunlight gate: outdoor objects receive no per-object torches.
if (!IndoorObjectReceivesTorches(entity.ParentCellId)) return;
if (entity.AabbDirty) entity.RefreshAabb();
Vector3 center = (entity.AabbMin + entity.AabbMax) * 0.5f;
float radius = (entity.AabbMax - entity.AabbMin).Length() * 0.5f;
LightManager.SelectForObject(snap, center, radius, _currentEntityLightSet);
}
/// <summary>
/// Retail's <c>useSunlight</c> gate for per-object torch lighting, as a pure
/// predicate. An object receives the static wall torches (the indoor
/// <c>minimize_object_lighting</c> pass) ONLY when it is parented to an EnvCell
/// — an interior cell, by the AC convention <c>(cellId &amp; 0xFFFF) &gt;= 0x0100</c>.
/// Outdoor objects (building shells with null <paramref name="parentCellId"/>,
/// outdoor scenery in a land sub-cell <c>0x0001..0x00FF</c>, outdoor creatures)
/// are sun-lit only and return false. Mirrors
/// <c>RenderDeviceD3D::DrawMeshInternal</c> (0x0059f398): torches enabled iff
/// <c>Render::useSunlight == 0</c>, which is true only in the indoor draw stage.
/// </summary>
internal static bool IndoorObjectReceivesTorches(uint? parentCellId)
=> parentCellId.HasValue && (parentCellId.Value & 0xFFFFu) >= 0x0100u;
/// <summary>
/// Fix B: append the current entity's 8-slot light set to a group's
/// <see cref="InstanceGroup.LightSets"/>, parallel to its Matrices (one

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@ -0,0 +1,42 @@
using AcDream.App.Rendering.Wb;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
/// <summary>
/// A7 Fix D round 2 — pins retail's <c>useSunlight</c> gate for per-object torch
/// lighting (<c>WbDrawDispatcher.IndoorObjectReceivesTorches</c>). Retail enables
/// the static wall-torches on an object ONLY in the indoor stage
/// (<c>DrawMeshInternal</c> 0x0059f398: <c>if (useSunlight == 0) minimize_object_lighting()</c>),
/// so OUTDOOR objects — building exterior shells (null ParentCellId) and outdoor
/// scenery (land sub-cell 0x0001..0x00FF) — get the sun, never torches. Only
/// EnvCell-parented (indoor, low word &gt;= 0x0100) objects receive torches.
/// </summary>
public sealed class WbDrawDispatcherTorchGateTests
{
[Fact]
public void BuildingShell_NullParent_IsOutdoor_NoTorches()
{
// Building exterior shells are top-level landblock stabs with no
// ParentCellId (LandblockLoader sets BuildingShellAnchorCellId, not Parent).
Assert.False(WbDrawDispatcher.IndoorObjectReceivesTorches(null));
}
[Theory]
[InlineData(0xA9B4_0001u)] // outdoor land sub-cell
[InlineData(0xA9B4_0020u)] // outdoor land sub-cell
[InlineData(0xA9B4_0040u)] // last outdoor land sub-cell (0x40)
public void OutdoorLandCell_NoTorches(uint parentCellId)
{
Assert.False(WbDrawDispatcher.IndoorObjectReceivesTorches(parentCellId));
}
[Theory]
[InlineData(0xA9B4_0100u)] // first EnvCell
[InlineData(0xA9B4_0164u)] // interior EnvCell
[InlineData(0x0007_0143u)] // dungeon EnvCell
public void IndoorEnvCell_GetsTorches(uint parentCellId)
{
Assert.True(WbDrawDispatcher.IndoorObjectReceivesTorches(parentCellId));
}
}

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@ -0,0 +1,116 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Lighting;
using DatReaderWriter;
using DatReaderWriter.Options;
using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo;
using DatSetup = DatReaderWriter.DBObjs.Setup;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Conformance;
/// <summary>
/// A7 Fix D round 2 (2026-06-19) — resolve the OPEN torch-REACH question without
/// guessing or a live launch: dump the RAW dat <c>LightInfo.Falloff</c> for every
/// static light in the Holtburg landblocks, via the EXACT production load path
/// (<see cref="LightInfoLoader.Load"/>). The dat is the SAME file retail reads, so
/// these falloffs ARE what retail reads (modulo any load-time transform, settled
/// separately in the decomp). Output-only — no assertions; read the log.
/// </summary>
public sealed class HoltburgTorchFalloffProbeTests
{
private readonly ITestOutputHelper _out;
public HoltburgTorchFalloffProbeTests(ITestOutputHelper output) => _out = output;
[Fact]
public void Dump_Holtburg_StaticLight_Falloffs()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
// The meeting hall sits in the Holtburg town landblocks. Sweep a small
// neighbourhood so we catch every entrance torch the streaming window
// would load around the player at the hall.
uint[] landblocks =
{
0xA9B3u, 0xA9B4u, 0xA9B2u, 0xA9B5u, 0xAAB3u, 0xAAB4u, 0xA8B3u, 0xA8B4u,
};
// Tally every distinct raw Falloff seen (the headline number).
var falloffTally = new SortedDictionary<float, int>();
int totalLights = 0;
foreach (uint lb in landblocks)
{
uint infoId = (lb << 16) | 0xFFFEu;
var info = dats.Get<DatLandBlockInfo>(infoId);
if (info is null) { _out.WriteLine($"=== LB 0x{lb:X4}: LandBlockInfo NULL ==="); continue; }
int buildings = info.Buildings?.Count ?? 0;
int objects = info.Objects?.Count ?? 0;
_out.WriteLine($"=== LB 0x{lb:X4}: Buildings={buildings} Objects={objects} ===");
// Record building-shell origins so we can rank torches by proximity.
var shells = new List<(uint model, Vector3 pos)>();
if (info.Buildings is not null)
{
foreach (var b in info.Buildings)
{
var o = b.Frame.Origin;
shells.Add((b.ModelId, new Vector3(o.X, o.Y, o.Z)));
_out.WriteLine($" BUILDING shell model=0x{b.ModelId:X8} pos=({o.X:F1},{o.Y:F1},{o.Z:F1}) portals={b.Portals?.Count ?? 0}");
}
}
if (info.Objects is null) continue;
foreach (var stab in info.Objects)
{
// Only Setup-sourced stabs (0x02xxxxxx) carry a Lights dictionary —
// identical gate to GameWindow.cs:6399.
if ((stab.Id & 0xFF000000u) != 0x02000000u) continue;
var setup = dats.Get<DatSetup>(stab.Id);
if (setup?.Lights is null || setup.Lights.Count == 0) continue;
var loaded = LightInfoLoader.Load(
setup,
ownerId: 0,
entityPosition: new Vector3(stab.Frame.Origin.X, stab.Frame.Origin.Y, stab.Frame.Origin.Z),
entityRotation: new Quaternion(
stab.Frame.Orientation.X, stab.Frame.Orientation.Y,
stab.Frame.Orientation.Z, stab.Frame.Orientation.W));
foreach (var (kvp, ls) in setup.Lights.Zip(loaded, (k, l) => (k, l)))
{
float rawFalloff = kvp.Value.Falloff;
totalLights++;
falloffTally.TryGetValue(rawFalloff, out int c);
falloffTally[rawFalloff] = c + 1;
// Nearest building shell, for "is this an entrance torch on the hall?".
float nearest = float.MaxValue;
uint nearestModel = 0;
foreach (var (model, spos) in shells)
{
float dd = Vector3.Distance(ls.WorldPosition, spos);
if (dd < nearest) { nearest = dd; nearestModel = model; }
}
_out.WriteLine(
$" LIGHT setup=0x{stab.Id:X8} kind={ls.Kind} " +
$"pos=({ls.WorldPosition.X:F1},{ls.WorldPosition.Y:F1},{ls.WorldPosition.Z:F1}) " +
$"color=({ls.ColorLinear.X:F3},{ls.ColorLinear.Y:F3},{ls.ColorLinear.Z:F3}) " +
$"intensity={ls.Intensity:F1} rawFalloff={rawFalloff:F3} Range={ls.Range:F3} " +
$"cone={ls.ConeAngle:F3} nearestShell=0x{nearestModel:X8}@{(nearest == float.MaxValue ? -1f : nearest):F1}m");
}
}
}
_out.WriteLine($"=== FALLOFF HISTOGRAM (raw dat values across {totalLights} static lights) ===");
foreach (var kv in falloffTally)
_out.WriteLine($" rawFalloff={kv.Key:F3} -> Range(x1.3)={kv.Key * 1.3f:F3}m count={kv.Value}");
}
}