# Indoor lighting regime — HANDOFF (#142 windowed-interior regime, #143 portal dynamic light) **Date:** 2026-06-20 **Base:** `main` @ `31d7ffd` (A7 #140 + all D.5 work; pushed to both remotes) **Milestone:** M1.5 "Indoor world feels right" **Start with: #142 (issue #1).** **Predecessor:** `docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md` (RESOLVED banner — the #140 outdoor fix). Companion: `claude-memory/reference_retail_ambient_values.md`. ## Where we are `#140` (outdoor building over-bright near torches) is **SHIPPED + user-confirmed + merged + pushed.** Real cause: retail lights outdoor objects with SUN + ambient only, never torches (the `useSunlight` gate); fix = gate per-object torch selection on the object being indoor (`IndoorObjectReceivesTorches`, `WbDrawDispatcher.cs`). Register row **AP-43**. At the #140 visual gate the user spotted two INDOOR-lighting gaps (the opposite problem — interiors too DARK / "like outdoors"). Both are this handoff. **Neither is a regression from #140** — that fix only *subtracts* torch light from *outdoor* objects. ## The unifying insight (read this first) acdream's lighting **REGIME** (sun on/off + which ambient) is a **per-FRAME global** keyed on whether the PLAYER is in a sealed cell. Retail's is **per-DRAW-STAGE**: the outdoor stage runs with the sun on, the interior-cell stage runs with the sun off + torches on. `#140` fixed the **torch** half of this mismatch *per-object* (AP-43). **#142 is the SUN + AMBIENT half — i.e. the AP-43 residual, now surfaced as a visible bug.** Finishing #142 lets us delete/narrow AP-43. --- # #142 (issue #1) — windowed-building interiors read "like outdoors" [PRIMARY] ### Symptom (user, 2026-06-19, at the #140 gate) > "Agent of Arcanum house — in retail it is much brighter indoors; when looking into the house it is > lit, same light when you walk in. In acdream it is NOT lit — looking in and when inside it feels the > same like it is outdoors." The **meeting hall** (a more sealed interior) looked OK — the user only flagged its portal (#143), not its walls. That contrast is the key clue (see "the three gaps"). ### Retail mechanism (VERIFIED — read verbatim this session) `PView::DrawCells` (0x005a4840) draws a frame in two ordered stages: 1. **Outside stage:** `useSunlightSet(1)` (0x005a485a) → `LScape::draw` → outdoor terrain/buildings/ objects, **sun on, torches skipped** (the #140 mechanism). 2. **Interior stage:** `useSunlightSet(0)` (0x005a49f3) → `restore_all_lighting` → loop over **every** EnvCell in `cell_draw_list` → `DrawEnvCell` (0x0059f170): walls baked (`SetStaticLightingVertexColors` 0x0059cfe0), objects torch-lit (`minimize_object_lighting` 0x0054d480, enabled because `useSunlight==0` per `DrawMeshInternal` 0x0059f398), **NO sun.** 3. `useSunlightSet(1)` (0x005a4b5d) restores outdoor mode at the very end. `useSunlightSet(arg)` (0x0054d450): sets `useSunlight=arg`; `arg==1` enables the SUN as the active hardware light, `arg==0` enables none (sun off). **KEY FACT:** `cell_draw_list` holds ALL visible EnvCells — windowed (`SeenOutside`) **and** sealed. Retail draws every interior in the `useSunlight==0` stage. The regime is **per-stage, never per- building / per-SeenOutside.** So retail torch-lights *every* building interior, including windowed ones and look-ins viewed from outside. ### acdream current state (per-FRAME global) — current line refs (@31d7ffd) - `GameWindow.cs:8061` `playerSeenOutside = playerRoot?.SeenOutside ?? true` — the PLAYER cell's flag. - `GameWindow.cs:8107` `playerInsideCell = playerRoot is not null && !playerSeenOutside`. - `GameWindow.cs:8122` `UpdateSunFromSky(kf, playerInsideCell)` → (`:10786`) sets the **global** sun + ambient: inside → sun `Intensity=0` + flat `(0.2,0.2,0.2)` ambient; outside → keyframe sun + outdoor ambient. - That ambient is uploaded ONCE per frame to the SceneLighting UBO (`CurrentAmbient.AmbientColor`, `:8171`) and read by BOTH mode-0 (objects) and mode-1 (EnvCell shells) in `mesh_modern.vert`. - **Torches are ALREADY per-cell** (AP-43: `IndoorObjectReceivesTorches` `WbDrawDispatcher.cs:2076`, used at `:2057`; plus `EnvCellRenderer` `SelectForObject`) — independent of `playerInsideCell`. So the torch half is fine; **only the SUN + AMBIENT are still per-frame-global.** ### The three gaps (all one root: per-frame-global vs per-stage) 1. **Player OUTSIDE, looking INTO any building (look-in):** `playerSeenOutside=true` → outdoor regime → the look-in interior gets sun + outdoor ambient. Retail draws look-in cells in the `useSunlight=0` stage (torch-lit). → "when looking in, not lit." 2. **Player INSIDE a WINDOWED building** (`SeenOutside=true` cells, e.g. Agent of Arcanum): `playerInsideCell=false` → outdoor regime → interior gets sun + outdoor ambient. Retail: `useSunlight=0`, torch-lit. → "when inside, feels like outdoors." 3. **Player INSIDE a SEALED building / dungeon** (`SeenOutside=false`): `playerInsideCell=true` → indoor regime → MATCHES retail. ✓ (the meeting hall + dungeons — why they looked right.) ### Cheap validation FIRST (before any code) - **Confirm the windowed-vs-sealed split is the discriminator.** Verify the Agent of Arcanum is a WINDOWED building (its EnvCells' `SeenOutside=true`) and the meeting hall is sealed. Dat flag: `EnvCellFlags.SeenOutside` (hydrated to `ObjCell.SeenOutside`; see `EnvCell.cs` / `PhysicsDataCache.cs`). We did NOT pin the Agent of Arcanum's landblock this session — either have the user point at it in game (`[B.4b] pick` line names clicked objects), or extend `HoltburgTorchFalloffProbeTests` to dump `SeenOutside` per EnvCell across the Holtburg landblocks and find the windowed buildings. - **`ACDREAM_PROBE_LIGHT=1`** ([light] line logs `insideCell` / ambient / sun) while standing inside the Agent of Arcanum vs the meeting hall — confirms each gets the regime predicted above. ### Fix direction (BRAINSTORM this — it is a design fork, not a mechanical port) Make the SUN + AMBIENT **per-draw-context**, mirroring AP-43's per-object torch decision. The renderer is batched bindless-MDI, so a per-stage global won't work across mixed batches — per-object is the natural fit (exact same reasoning that put AP-43 per-object; see the #140 explanation). An object/cell is "indoor" iff its `ParentCellId` is an EnvCell (reuse `IndoorObjectReceivesTorches`). Then: - **Indoor draws** (mode-1 EnvCell shells; mode-0 objects with EnvCell `ParentCellId`): SKIP the sun + use the **indoor** ambient (flat `(0.2,0.2,0.2)` / retail indoor). (mode-1 already skips the sun; it just needs the indoor ambient. mode-0 indoor objects currently ADD the sun — gate it off.) - **Outdoor draws:** sun + outdoor ambient (as today). Open design questions for the brainstorm: - The shader needs BOTH ambients (indoor + outdoor) + a per-instance "indoor" selector. Options: (a) add an `indoorAmbient` to the SceneLighting UBO + a per-instance indoor bit (a tiny SSBO like the light-set, or pack into an existing per-instance field); (b) add a third `uLightingMode` (e.g. `2 = indoor object`: no sun, indoor ambient, torches); (c) compute both and select. - `UpdateSunFromSky` must stop branching on `playerInsideCell` and instead provide BOTH regimes every frame (outdoor sun + outdoor ambient AND the indoor flat ambient), so the shader picks per object. - **Verify retail's indoor ambient** (the `restore_all_lighting` path + the per-EnvCell ambient): is it the flat `(0.2,0.2,0.2)` we use, or the cell's own authored ambient? Cross-check before locking it. **This work RESOLVES the AP-43 residual** (regime becomes per-draw → no doorway/look-in mismatch). Update/delete AP-43 in the same commit. ### Files - `GameWindow.cs`: `:8061`/`:8107` (`playerInsideCell`), `:8122` + `:10786` `UpdateSunFromSky` (the regime source), `:8171` (ambient → UBO). - `src/AcDream.App/Rendering/Shaders/mesh_modern.vert`: `accumulateLights` (sun loop under `if (uLightingMode==0)` ~`:193`; ambient `uCellAmbient.xyz` ~`:188`). The sun gate + ambient selection live here. - `WbDrawDispatcher.cs`: `IndoorObjectReceivesTorches` (`:2076`) — the indoor predicate to reuse; `ComputeEntityLightSet` (`:2057`). - `EnvCellRenderer.cs`: mode-1 draws (`uLightingMode=1`) — need the indoor ambient. - `LightManager` / the SceneLighting UBO layout (`GlobalLightPacker` is the binding-4 helper) — where a second ambient + the indoor selector would go. --- # #143 (issue #2) — portal swirl doesn't light the room [SECONDARY] ### Symptom Inside the meeting hall, retail's portal swirl visibly tints/lights the room; acdream's portal lights nothing. ### Retail mechanism The portal swirl is a **DYNAMIC** light. `add_dynamic_light` (0x0054d420) → `insert_light` (0x0054d1b0) → `world_lights.dynamic_lights`. `minimize_envcell_lighting` (0x0054c170) enables the cell's DYNAMIC subset (class 2) as hardware lights → tints the EnvCell walls; `minimize_object_lighting` (0x0054d480) enables dynamics for objects in the cell too. **Captured params** (predecessor cdb, `tools/cdb/a7-fixd-*.cdb`): the Holtburg portal dynamic light = `intensity=100, falloff=6, color=(0.784, 0, 0.784)` (magenta/purple). ### acdream gap acdream registers ONLY static `Setup.Lights` (`GameWindow.cs` ~`:6404` `RegisterOwnedLight`). It registers **no dynamic lights** — the portal entity casts no light. (`GpuWorldState.cs:101` even mentions "unregistering dynamic lights" but none are ever registered.) ### Fix approach Register a dynamic `LightSource` for portal-swirl entities at their world position with the retail params (or read the portal model's own dat `Setup.Lights` if it carries one — check the portal GfxObj/ Setup first). It then flows through the existing point-light path (`LightManager.PointSnapshot` → `SelectForObject` → shader), lighting nearby EnvCell walls + indoor objects. It is a POINT light, lives INSIDE a cell → it must light via the indoor path (the EnvCell bake `SelectForObject` already picks any registered point light near a cell, so registering it may "just work" once it has a `LightSource`). Find where portal swirls spawn in acdream (the particle/portal emitter spawn path) and attach the light there; unregister on despawn (`UnregisterByOwner`). Keep it OUT of the AP-43 outdoor-object gate (it's indoor). Decomp anchors: `add_dynamic_light` 0x0054d420, `minimize_envcell_lighting` 0x0054c170, `insert_light` 0x0054d1b0. --- ## Decomp anchors (quick reference) `useSunlightSet` 0x0054d450 · `useSunlight` gate `DrawMeshInternal` 0x0059f398 · `PView::DrawCells` 0x005a4840 (`useSunlightSet(1)` 0x005a485a / `useSunlightSet(0)` 0x005a49f3 / `useSunlightSet(1)` 0x005a4b5d) · `DrawEnvCell` 0x0059f170 · `SetStaticLightingVertexColors` 0x0059cfe0 · `calc_point_light` 0x0059c8b0 (range = falloff × `static_light_factor` 1.3 @ 0x00820e24) · `minimize_object_lighting` 0x0054d480 · `minimize_envcell_lighting` 0x0054c170 · `add_dynamic_light` 0x0054d420 · `insert_light` 0x0054d1b0 · `config_hardware_light` 0x0059ad30 (`rangeAdjust` 1.5 @ 0x00820cc4 — the dynamic/object hardware path). ## DO-NOT-RETRY / gotchas - The OUTDOOR torch gate (#140 / AP-43) is correct + user-confirmed — don't touch it. - Don't shorten `Falloff × 1.3` — acdream reads the dat falloffs faithfully (the reach is correct). - The regime is a per-FRAME global; the fix is to make sun+ambient **per-DRAW** (per-object/cell), mirroring AP-43's torch decision — **NOT** to split into separate render passes (fights the batched MDI; the per-object route is why AP-43 exists). - Line numbers above are @`31d7ffd` and WILL drift — re-grep `playerInsideCell` / `UpdateSunFromSky` / `IndoorObjectReceivesTorches` before editing. ## Verification (the acceptance gate) Visual side-by-side vs retail at the **Agent of Arcanum** (looking IN from outside + walking IN) and the **meeting-hall portal**. Expected after #142: interiors are torch-lit/warm both looking-in and inside; windowed buildings no longer "feel like outdoors." After #143: the portal swirl tints the room. ## Pointers - Register: **AP-43** (`docs/architecture/retail-divergence-register.md`) — the residual this work resolves. - `claude-memory/reference_retail_ambient_values.md` — cdb values incl. the portal dynamic-light capture + the indoor/outdoor ambient numbers. - `claude-memory/project_render_pipeline_digest.md` — per-cell light + look-in (#124) + flap context. - #140 CHECKPOINT (above) — the full outdoor-torch story + the verified `useSunlight` decomp.