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>
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>
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>