using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Lighting;
///
/// Retail per-vertex static-light burn-in. Ported verbatim from
/// calc_point_light (acclient 0x0059c8b0), the function retail's
/// D3DPolyRender::SetStaticLightingVertexColors (0x0059cfe0) runs over
/// EVERY vertex of an EnvCell mesh × EVERY reaching static light, baking the
/// result into the vertex diffuse colour ONCE (then the rasteriser Gouraud-
/// interpolates it across each triangle and the texture stage modulates it).
///
///
/// This is the faithful answer to the dungeon "spotlight" look (#133 A7): our
/// old per-pixel nearest-8 path lit only the 8 torches nearest the CAMERA and
/// re-ranked them every frame (the sliding crescent). The retail bake sums ALL
/// reaching lights into the vertex once, keyed on light position not camera —
/// uniform, stable, and never blown out (each light is clamped to its own
/// colour, then the vertex sum is clamped to [0,1]).
///
///
/// Constants (decomp-cited, not guessed):
///
/// - static_light_factor = 1.3 (0x00820e24) — folded into
/// by LightInfoLoader, so
/// falloff_eff == light.Range here.
/// - LIGHT_POINT_RANGE = 0.75 (0x007e5430) — the half-Lambert wrap
/// uses 2·LPR = 1.5 as the divisor and (2·LPR − 1) = 0.5 as the
/// distance bias, so even surfaces angled away from a torch receive some light.
///
///
public static class LightBake
{
// calc_point_light literals.
private const float TwoLpr = 1.5f; // LIGHT_POINT_RANGE + LIGHT_POINT_RANGE
private const float WrapBias = 0.5f; // (2 · LIGHT_POINT_RANGE) − 1.0
///
/// Accumulate one static light's contribution into a per-vertex RGB sum,
/// exactly as calc_point_light does. Returns the contribution to ADD
/// (already per-channel clamped to the light's own colour); the caller sums
/// over all reaching lights and clamps the total to [0,1].
///
public static Vector3 PointContribution(
Vector3 vtxWorldPos, Vector3 vtxWorldNormal, LightSource light)
{
// D = light − vertex (FROM vertex TO light), used un-normalised.
float dx = light.WorldPosition.X - vtxWorldPos.X;
float dy = light.WorldPosition.Y - vtxWorldPos.Y;
float dz = light.WorldPosition.Z - vtxWorldPos.Z;
float distsq = dx * dx + dy * dy + dz * dz;
float dist = MathF.Sqrt(distsq);
float falloffEff = light.Range; // = Falloff × static_light_factor(1.3)
if (dist >= falloffEff || falloffEff <= 1e-4f)
return Vector3.Zero;
// Half-Lambert wrap: (1/1.5)·(N·D + 0.5·dist), N un-normalised vertex normal.
float wrap = (1f / TwoLpr) *
(vtxWorldNormal.X * dx + vtxWorldNormal.Y * dy + vtxWorldNormal.Z * dz
+ WrapBias * dist);
if (wrap <= 0f)
return Vector3.Zero;
// norm branch — ported EXACTLY (changes the near-vs-far falloff shape).
float norm = distsq > 1f ? distsq * dist : dist;
float scale = (1f - dist / falloffEff) * light.Intensity * (wrap / norm);
// Per channel: contribution clamped to the light's own colour (a single
// light can never push a channel past its colour — the no-blowout ceiling).
return new Vector3(
MathF.Min(scale * light.ColorLinear.X, light.ColorLinear.X),
MathF.Min(scale * light.ColorLinear.Y, light.ColorLinear.Y),
MathF.Min(scale * light.ColorLinear.Z, light.ColorLinear.Z));
}
///
/// Bake the full per-vertex colour by summing every reaching lit point/spot
/// light, then clamping to [0,1] (the SetStaticLightingVertexColors
/// final clamp). Directional lights are skipped — they are handled by the
/// sun path, not the static burn-in.
///
public static Vector3 ComputeVertexColor(
Vector3 vtxWorldPos, Vector3 vtxWorldNormal, IReadOnlyList reaching)
{
float r = 0f, g = 0f, b = 0f;
for (int i = 0; i < reaching.Count; i++)
{
var light = reaching[i];
if (!light.IsLit || light.Kind == LightKind.Directional) continue;
var c = PointContribution(vtxWorldPos, vtxWorldNormal, light);
r += c.X; g += c.Y; b += c.Z;
}
return new Vector3(
Math.Clamp(r, 0f, 1f),
Math.Clamp(g, 0f, 1f),
Math.Clamp(b, 0f, 1f));
}
}