feat(lighting): A7 visible-cell light scoping + [indoor-light] probe (NOT the #176/#177 fix)
Port retail's per-frame light collection: the point-light pool is built from ONLY the currently-visible cells' lights, matching CObjCell::add_*_to_global_lights (0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a flat world-space set capped at 128-nearest-camera. - LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics). - LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8). - Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the flood resolves prepareCells and before the draws (renderers select from the same in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass). - [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION. Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant. CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame, CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool composition is NOT the cause. #176 real cause = an over-bright purple point light (intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss (stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected; ISSUES #176/#177 re-diagnosed; render digest banner updated. Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light 0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md. Suites green: Core 2595 + 2 skip, App 719 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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10 changed files with 516 additions and 35 deletions
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@ -3684,7 +3684,8 @@ public sealed class GameWindow : IDisposable
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ownerId: entity.Id,
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entityPosition: entity.Position,
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entityRotation: entity.Rotation,
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isDynamic: true); // #143: server-object lights take the D3D dynamic path (1/d att, range×1.5)
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isDynamic: true, // #143: server-object lights take the D3D dynamic path (1/d att, range×1.5)
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cellId: entity.ParentCellId ?? 0u); // A7 #176/#177: scope to the owning cell's visibility
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foreach (var ls in loaded)
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_lightingSink.RegisterOwnedLight(ls);
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}
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@ -7697,7 +7698,8 @@ public sealed class GameWindow : IDisposable
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datSetup,
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ownerId: entity.Id,
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entityPosition: entity.Position,
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entityRotation: entity.Rotation);
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entityRotation: entity.Rotation,
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cellId: entity.ParentCellId ?? 0u); // A7 #176/#177: scope to the owning cell's visibility
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foreach (var ls in loaded)
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_lightingSink.RegisterOwnedLight(ls);
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}
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@ -9368,6 +9370,11 @@ public sealed class GameWindow : IDisposable
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CellLookup = id => _cellVisibility.TryGetCell(id, out var c) ? c : null,
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Camera = camera,
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CameraWorldPosition = camPos,
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// A7 #176/#177: once DrawInside has resolved the visible-cell set,
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// rebuild the point-light pool from ONLY those cells' lights (retail's
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// per-frame add_*_lights over visible_cell_table). The renderers hold a
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// reference to the same PointSnapshot list, rebuilt in place here.
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RebuildScopedLights = visible => Lighting.BuildPointLightSnapshot(camPos, visible),
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Frustum = frustum,
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PlayerLandblockId = playerLb,
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AnimatedEntityIds = animatedIds,
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