Commit graph

7 commits

Author SHA1 Message Date
Erik
3b93f91ebe feat(A7): LightBake Core — verified per-vertex static-light burn-in (foundation, not wired)
The faithful fix for the spotty dungeon/house/outdoor lighting is retail's per-vertex
static-light bake (D3DPolyRender::SetStaticLightingVertexColors 0x0059cfe0), NOT a
per-pixel ramp. This lands the GL-free Core: LightBake.PointContribution /
ComputeVertexColor port calc_point_light (0x0059c8b0) VERBATIM — verified against a
clean Ghidra decompile (the BN pseudo-C is x87-mangled): half-Lambert wrap with
LIGHT_POINT_RANGE=0.75 (0x007e5430), the distsq>1 norm branch, the per-channel
min-to-color clamp, and the final [0,1] clamp. static_light_factor=1.3 (0x00820e24)
is already folded into LightSource.Range by LightInfoLoader.

7 conformance tests (hand-derived golden values) green. NOT wired yet — the
integration (a per-vertex colour attribute on the cell mesh + the bake driver keyed
on envCellId + the shader consumption) is the remaining A7 work; see ISSUES.md A7.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:27:45 +02:00
Erik
007e287309 fix(A7): port retail calc_point_light (1-dist/falloff) ramp — kill the "spotlight" hard edge (#133)
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.

Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.

Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
  Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
  false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
  allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
  (per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.

Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 21:48:46 +02:00
Erik
1e70a5a484 fix(G.3 A7): torch range = Falloff x 1.5 (retail rangeAdjust) — wider pools (#133)
Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the hardware light
Range = Falloff * rangeAdjust (1.5, global 0x00820cc4). We used Range = Falloff, so
torches reached only 2/3 of retail -> tight 'candle/spotlight' bubbles in dungeons.
Match retail's reach. Ambient 0.20 confirmed retail-faithful (the 0.30 was CreatureMode,
not world cells). Lighting suite green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 20:58:03 +02:00
Erik
a80061b0c2 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>
2026-06-13 20:35:01 +02:00
Erik
7b9a66c9ea feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring
Register dat-defined LightInfos as runtime LightSources when entities
stream in. Every Setup (0x02xxxxxx) with a non-empty Lights dictionary
gets its per-part lights pulled via LightInfoLoader, which converts
the local Frame + ColorARGB + Intensity + Falloff + ConeAngle fields
into world-space LightSource records owned by the entity id.

Wire the LightingHookSink into the animation-hook router so retail's
SetLightHook animations (ignite-torch, extinguish-lamp) flip the
matching LightSource.IsLit latches. One hook may own multiple lights
(lamp-posts with two LightInfo entries) — the sink maintains an
owner-indexed map so all get toggled together.

Unregister on landblock unload: the streaming controller's
removeTerrain callback grabs the loaded landblock's entity list (new
GpuWorldState.TryGetLandblock helper) and drops every owner from the
sink before the entities disappear — otherwise walking across
landblocks accumulates stale LightSources.

9 new tests (LightingHookSink routing + LightInfoLoader conversion).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:46:49 +02:00
Erik
9957070cab feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
  - 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
  - Ambient RGB + active light count
  - Fog start/end/mode + color + lightning flash scalar
  - Camera world position + day fraction

The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.

Shader changes:
  - mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
    fragment using the retail no-attenuation hard-cutoff model
    (r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
    Additive lightning flash + linear fog layered on top. Saturate
    clamps per-channel to 1.0.
  - terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
    retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
    fog + flash on top of the baked vertex color.
  - mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
    stage can do per-pixel lighting against world-space positions.
  - New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
    with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.

SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.

GameWindow integration:
  - OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
    WorldTime's provider to the dat-accurate keyframes. Seeds to noon
    for offline rendering. Creates the SceneLightingUboBinding and the
    SkyRenderer.
  - OnRender: set clear color from atmosphere fog, tick WeatherSystem,
    spawn/stop rain/snow camera-local emitters on kind change, feed
    sun to LightManager (zero intensity indoors — r13 §13.7), tick
    LightManager against viewer pos, build + upload the UBO, draw
    sky before terrain, draw terrain + static + instanced using the
    shared UBO.

5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:39:48 +02:00
Erik
a28a69af71 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>
2026-04-18 17:09:51 +02:00