# A7 Fix D — torch over-brightness on indoor walls — Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Make outdoor objects and indoor cell walls near torches render warm-but-bounded like retail, instead of blowing out warm-white. **Architecture:** Two orthogonal fixes. **D-1**: in `mesh_modern.vert`, accumulate point/spot lights into their own sum and clamp it to `[0,1]` BEFORE adding ambient+sun (mirrors retail `SetStaticLightingVertexColors`). **D-2**: `EnvCellRenderer` binds its OWN per-cell point-light set (SSBO 4+5) instead of reading the light set `WbDrawDispatcher` last left bound. A shared `GlobalLightPacker` (Core, pure) packs the global-light SSBO so the two renderers can't drift. `LightBake.cs` is the C# conformance oracle. **Tech Stack:** C# .NET 10, Silk.NET OpenGL (bindless + MDI SSBOs), GLSL 460. Tests: xUnit in `tests/AcDream.Core.Tests`. **Spec:** [`docs/superpowers/specs/2026-06-18-a7-fixd-torch-overbright-design.md`](../specs/2026-06-18-a7-fixd-torch-overbright-design.md) **Ground-truth golden (live cdb, Holtburg):** wall torches are `LightKind.Point`, `Intensity=100`, `Range = falloff×1.3` (falloff 3–5 → Range 3.9–6.5 m), warm colours `(1.0, 0.588, 0.314)` orange and `(0.980, 0.843, 0.612)` cream. The per-channel cap pins each torch to its colour ⇒ warm, never white. **Pre-flight (every task):** worktree is `C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b` (cwd). Build: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`. Core tests: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj`. The retail client locks the DLLs — it must be closed before a build. --- ## Task 1: Extract `GlobalLightPacker` (shared, pure) + refactor `WbDrawDispatcher` Pull the global-light SSBO float packing out of `WbDrawDispatcher.UploadGlobalLights` into a pure Core helper so `EnvCellRenderer` (Task 4) reuses the exact same layout. No behaviour change. **Files:** - Create: `src/AcDream.Core/Lighting/GlobalLightPacker.cs` - Create: `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs` - Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1813-1848` (`UploadGlobalLights`) - [ ] **Step 1: Write the failing test** Create `tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs`: ```csharp using System.Numerics; using AcDream.Core.Lighting; using Xunit; namespace AcDream.Core.Tests.Lighting; public class GlobalLightPackerTests { [Fact] public void Pack_WritesSixteenFloatsPerLight_InTheExpectedLayout() { var light = new LightSource { Kind = LightKind.Point, WorldPosition = new Vector3(10f, 20f, 30f), WorldForward = new Vector3(0f, 0f, 1f), ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), Intensity = 100f, Range = 5.2f, ConeAngle = 0f, }; float[] buffer = System.Array.Empty(); int count = GlobalLightPacker.Pack(new[] { light }, ref buffer); Assert.Equal(1, count); Assert.True(buffer.Length >= 16); // posAndKind Assert.Equal(10f, buffer[0]); Assert.Equal(20f, buffer[1]); Assert.Equal(30f, buffer[2]); Assert.Equal((float)(int)LightKind.Point, buffer[3]); // dirAndRange Assert.Equal(0f, buffer[4]); Assert.Equal(0f, buffer[5]); Assert.Equal(1f, buffer[6]); Assert.Equal(5.2f, buffer[7]); // colorAndIntensity Assert.Equal(1.0f, buffer[8]); Assert.Equal(0.588f, buffer[9]); Assert.Equal(0.314f, buffer[10]); Assert.Equal(100f, buffer[11]); // coneAngleEtc Assert.Equal(0f, buffer[12]); } [Fact] public void Pack_NullOrEmpty_ReturnsZero_AndBufferHasAtLeastOneSlot() { float[] buffer = System.Array.Empty(); int count = GlobalLightPacker.Pack(null, ref buffer); Assert.Equal(0, count); Assert.True(buffer.Length >= GlobalLightPacker.FloatsPerLight); } } ``` - [ ] **Step 2: Run the test to verify it fails** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests` Expected: FAIL — `GlobalLightPacker` does not exist (compile error). - [ ] **Step 3: Implement `GlobalLightPacker`** Create `src/AcDream.Core/Lighting/GlobalLightPacker.cs`: ```csharp using System; using System.Collections.Generic; namespace AcDream.Core.Lighting; /// /// Packs a point-light snapshot into the flat float layout the bindless mesh /// shader reads at SSBO binding=4 (mesh_modern.vert GlobalLight gLights[]): /// 16 floats (4 vec4) per light — posAndKind, dirAndRange, colorAndIntensity, /// coneAngleEtc. Pure (no GL), so both WbDrawDispatcher and /// EnvCellRenderer share ONE layout and cannot drift. /// public static class GlobalLightPacker { public const int FloatsPerLight = 16; /// /// Fill (grown + zero-cleared as needed) with the /// packed snapshot; returns the light count n. The buffer always has at /// least floats (so a zero-light frame still /// uploads a non-empty SSBO). Callers upload max(n,1) * FloatsPerLight floats. /// public static int Pack(IReadOnlyList? snapshot, ref float[] buffer) { int n = snapshot?.Count ?? 0; int floatsNeeded = Math.Max(n, 1) * FloatsPerLight; if (buffer.Length < floatsNeeded) buffer = new float[floatsNeeded + FloatsPerLight * 16]; Array.Clear(buffer, 0, floatsNeeded); for (int i = 0; i < n; i++) { var L = snapshot![i]; int o = i * FloatsPerLight; buffer[o + 0] = L.WorldPosition.X; buffer[o + 1] = L.WorldPosition.Y; buffer[o + 2] = L.WorldPosition.Z; buffer[o + 3] = (int)L.Kind; buffer[o + 4] = L.WorldForward.X; buffer[o + 5] = L.WorldForward.Y; buffer[o + 6] = L.WorldForward.Z; buffer[o + 7] = L.Range; buffer[o + 8] = L.ColorLinear.X; buffer[o + 9] = L.ColorLinear.Y; buffer[o + 10] = L.ColorLinear.Z; buffer[o + 11] = L.Intensity; buffer[o + 12] = L.ConeAngle; } return n; } } ``` - [ ] **Step 4: Run the test to verify it passes** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter GlobalLightPackerTests` Expected: PASS (2 tests). - [ ] **Step 5: Refactor `WbDrawDispatcher.UploadGlobalLights` to use the packer** In `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`, replace the body of `UploadGlobalLights` (1813-1848) with: ```csharp private unsafe void UploadGlobalLights() { int n = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); int count = n > 0 ? n : 1; // never zero-size fixed (float* gp = _globalLightData) UploadSsbo(_globalLightsSsbo, 4, gp, count * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)); } ``` Leave the `_globalLightData` field declaration (line 145) as-is; the packer grows it. - [ ] **Step 6: Build and run the full Core test suite** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Then: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` Expected: build green; all tests pass (no regression — the packing is byte-identical). - [ ] **Step 7: Commit** ```bash git add src/AcDream.Core/Lighting/GlobalLightPacker.cs tests/AcDream.Core.Tests/Lighting/GlobalLightPackerTests.cs src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs git commit -m "refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep Co-Authored-By: Claude Opus 4.8 (1M context) " ``` --- ## Task 2: Lock the bake contract — `LightBake` conformance test on golden torches `LightBake.cs` already implements the correct retail math (per-light cap + sum + `[0,1]` clamp, skip directional). This test pins the contract the D-1 shader change must mirror, using the captured golden torch values. It PASSES against the existing `LightBake` (this is a characterization/lock test — there is no failing-first step because the C# oracle is already correct; the bug lives in GLSL, which is verified by review in Task 3 + the user's visual check). **Files:** - Create: `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs` - [ ] **Step 1: Write the conformance test** Create `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`: ```csharp using System.Collections.Generic; using System.Numerics; using AcDream.Core.Lighting; using Xunit; namespace AcDream.Core.Tests.Lighting; /// /// Golden conformance for the retail bake (calc_point_light + the [0,1] clamp), /// driven by the live-cdb-captured Holtburg wall torches. Pins the contract that /// mesh_modern.vert's pointContribution + the new pointAcc clamp (A7 Fix D, D-1) /// must mirror line-for-line. See docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md. /// public class LightBakeConformanceTests { private static LightSource OrangeTorch(Vector3 pos) => new() { Kind = LightKind.Point, WorldPosition = pos, ColorLinear = new Vector3(1.0f, 0.588f, 0.314f), // captured orange Intensity = 100f, Range = 4f * 1.3f, // falloff 4 × static_light_factor IsLit = true, }; [Theory] [InlineData(1f)] [InlineData(2f)] [InlineData(3f)] [InlineData(4f)] [InlineData(5f)] public void SingleOrangeTorch_IsWarmAndBounded_NeverWhite(float dist) { // Wall vertex at the origin, normal facing the torch (+X). Torch out along +X. var vtx = Vector3.Zero; var normal = Vector3.UnitX; var torch = OrangeTorch(new Vector3(dist, 0f, 0f)); var c = LightBake.ComputeVertexColor(vtx, normal, new[] { torch }); // Every channel bounded to [0,1] — intensity=100 must NOT blow to white. Assert.InRange(c.X, 0f, 1f); Assert.InRange(c.Y, 0f, 1f); Assert.InRange(c.Z, 0f, 1f); // Warm hue preserved while lit (R ≥ G ≥ B), matching the torch colour ordering. if (c.X > 0f) { Assert.True(c.X >= c.Y, $"R({c.X}) >= G({c.Y}) at d={dist}"); Assert.True(c.Y >= c.Z, $"G({c.Y}) >= B({c.Z}) at d={dist}"); } } [Fact] public void BeyondRange_ContributesNothing() { var torch = OrangeTorch(new Vector3(100f, 0f, 0f)); // far past Range var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, new[] { torch }); Assert.Equal(Vector3.Zero, c); } [Fact] public void ManyOverlappingIntenseTorches_StillClampToOne() { // Eight near-white intensity-100 torches all 1.5 m from the vertex: the // [0,1] saturate must hold (no overflow past 1.0 per channel). var lights = new List(); for (int i = 0; i < 8; i++) lights.Add(new LightSource { Kind = LightKind.Point, WorldPosition = new Vector3(1.5f, 0.1f * i, 0f), ColorLinear = new Vector3(0.98f, 0.95f, 0.9f), Intensity = 100f, Range = 5.2f, IsLit = true, }); var c = LightBake.ComputeVertexColor(Vector3.Zero, Vector3.UnitX, lights); Assert.InRange(c.X, 0f, 1f); Assert.InRange(c.Y, 0f, 1f); Assert.InRange(c.Z, 0f, 1f); } } ``` - [ ] **Step 2: Run the test — verify it PASSES on existing LightBake** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter LightBakeConformanceTests` Expected: PASS (7 cases). If any case FAILS, stop — `LightBake` (the oracle) diverges from the expected bake contract and that must be understood before changing the shader. (This is the lock; it should be green.) - [ ] **Step 3: Commit** ```bash git add tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs git commit -m "test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) Co-Authored-By: Claude Opus 4.8 (1M context) " ``` --- ## Task 3: D-1 — clamp the torch sum on its own in `mesh_modern.vert` Give point/spot lights their own accumulator and saturate it to `[0,1]` before it joins ambient+sun. Mirrors `LightBake.ComputeVertexColor` (Task 2) and retail `SetStaticLightingVertexColors`. The per-light cap and `pointContribution` are untouched. GLSL is not unit-testable in-process — correctness is the line-for-line match to `LightBake` (cite it) plus the user's visual check. **Files:** - Modify: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert:183-209` (`accumulateLights`) - [ ] **Step 1: Apply the clamp split** Replace the body of `accumulateLights` (183-209) with the following. The ambient base and sun loop are byte-identical; only the point loop changes (own accumulator + `min(pointAcc, 1.0)`): ```glsl vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) { vec3 lit = uCellAmbient.xyz; // SUN / directional — material-lit term (added with ambient, NOT into the // torch sum), unchanged from before. int activeLights = int(uCellAmbient.w); for (int i = 0; i < 8; ++i) { if (i >= activeLights) break; if (int(uLights[i].posAndKind.w) != 0) continue; // directional only vec3 Ldir = -uLights[i].dirAndRange.xyz; float ndl = max(0.0, dot(N, Ldir)); lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl; } // POINT / SPOT torches: their OWN accumulator (A7 Fix D, D-1). Retail's // SetStaticLightingVertexColors sums the static point lights from BLACK and // clamps the SUM to [0,1] before anything else (it is a baked emissive term), // so a few warm intensity-100 torches can't push the whole pixel to white the // way folding them into ambient+sun did. Matches LightBake.ComputeVertexColor // (tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests). Per-light cap // inside pointContribution is unchanged. vec3 pointAcc = vec3(0.0); int base = instanceIndex * 8; for (int k = 0; k < 8; ++k) { int gi = instanceLightIdx[base + k]; if (gi < 0) continue; pointAcc += pointContribution(N, worldPos, gLights[gi]); } lit += min(pointAcc, vec3(1.0)); // clamp the torch sum on its own (retail baked emissive) return lit; // frag still does the final min(lit, 1.0) } ``` (`mesh_modern.frag:92`'s `lit = min(lit, vec3(1.0))` and the lightning bump at `:89` are unchanged — they remain the final pixel clamp.) - [ ] **Step 2: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: green. (Shaders are loaded at runtime from disk; the build only confirms nothing else broke.) - [ ] **Step 3: Review the math against the oracle** Confirm by reading both side-by-side that the shader's point path now matches `LightBake`: - `mesh_modern.vert` `pointContribution` ↔ `LightBake.PointContribution` (range gate, wrap, norm, per-channel `min(scale·col, col)`) — already equal. - new `min(pointAcc, vec3(1.0))` ↔ `LightBake.ComputeVertexColor`'s final `Clamp(·,0,1)` over the point sum. No code change expected here — this is the verification step the commit message cites. - [ ] **Step 4: Commit** ```bash git add src/AcDream.App/Rendering/Shaders/mesh_modern.vert git commit -m "fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140) accumulateLights folded ambient+sun+torches into one accumulator clamped only in the frag, so a few warm intensity-100 torches blew walls/objects to white. Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) " ``` --- ## Task 4: D-2 — `EnvCellRenderer` binds its OWN per-cell light set (SSBO 4+5) Stop the cell shell from reading the leaked `WbDrawDispatcher` light set. EnvCellRenderer uploads its own binding-4 global lights (from the frame's `PointSnapshot`, via `GlobalLightPacker`) and a binding-5 per-instance light-set buffer, computing each cell's set with `LightManager.SelectForObject` over the cell's world bounds — mirroring the existing `_cellIdToSlot` per-instance pattern. **Files:** - Modify: `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` (fields ~70-110; `AllocateMdiBuffers` 207-236; new setter near 262; `RenderModernMDIInternal` 1007-~1234) - Modify: `src/AcDream.App/Rendering/GameWindow.cs:~7777` (wire the snapshot) - [ ] **Step 1: Add fields + the per-frame snapshot setter** In `EnvCellRenderer.cs`, near the other scratch-buffer fields (after `_clipSlotBuffer`/`_clipSlotData`, ~line 110), add: ```csharp // A7 Fix D (D-2): this renderer owns its lighting (self-contained GL state, // like uViewProjection) instead of reading the SSBO 4/5 WbDrawDispatcher last // left bound. binding=4 = global point-light snapshot (same data/indices as the // dispatcher, via GlobalLightPacker); binding=5 = 8 int indices per instance. private uint _globalLightsSsbo; // binding=4 private float[] _globalLightData = new float[AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * 16]; private uint _instLightSetSsbo; // binding=5 private int[] _lightSetData = new int[1024 * AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; private System.Collections.Generic.IReadOnlyList? _pointSnapshot; private readonly System.Collections.Generic.Dictionary _cellLightSetCache = new(); ``` Near `SetClipRouting` (~262) add the per-frame setter: ```csharp /// /// A7 Fix D (D-2): hand the renderer this frame's point-light snapshot /// (LightManager.PointSnapshot). Call once per frame BEFORE Render, alongside /// the WbDrawDispatcher snapshot wire-in. Indices in the per-cell light sets /// reference this snapshot, which is also uploaded to binding=4 here, so the /// pass is self-contained. Null/empty ⇒ shells receive no point lights. /// public void SetPointSnapshot( System.Collections.Generic.IReadOnlyList? snapshot) => _pointSnapshot = snapshot; ``` - [ ] **Step 2: Generate the two SSBOs in `AllocateMdiBuffers`** In `AllocateMdiBuffers` (207-236), before the final `_gl.BindBuffer(... 0)` calls (line 234), add: ```csharp // A7 Fix D (D-2): binding=4 global lights + binding=5 per-instance light set. _gl.GenBuffers(1, out _globalLightsSsbo); _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); _gl.BufferData(GLEnum.ShaderStorageBuffer, (nuint)(_globalLightData.Length * sizeof(float)), null, GLEnum.DynamicDraw); _gl.GenBuffers(1, out _instLightSetSsbo); _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); _gl.BufferData(GLEnum.ShaderStorageBuffer, (nuint)(_modernInstanceCapacity * AcDream.Core.Lighting.LightManager.MaxLightsPerObject * sizeof(int)), null, GLEnum.DynamicDraw); ``` - [ ] **Step 3: Add the per-cell light-set helper** Add this private method to `EnvCellRenderer` (e.g. just below `RenderModernMDIInternal`). It returns the cached 8-int set for a cell, computing it once per frame from the cell's world bounds + the snapshot via the static `SelectForObject`: ```csharp // A7 Fix D (D-2): the up-to-8 point lights reaching a cell, by the cell's world // bounding sphere (camera-independent, like WbDrawDispatcher.ComputeEntityLightSet). // Cached per frame; unused slots are -1 (shader adds no point light there). private int[] GetCellLightSet(uint cellId) { if (_cellLightSetCache.TryGetValue(cellId, out var cached)) return cached; var set = new int[AcDream.Core.Lighting.LightManager.MaxLightsPerObject]; System.Array.Fill(set, -1); var snap = _pointSnapshot; if (snap is { Count: > 0 } && _landblocks.TryGetValue(cellId & 0xFFFF0000u, out var lb) && lb.EnvCellBounds.TryGetValue(cellId, out var b)) { Vector3 center = (b.Min + b.Max) * 0.5f; float radius = (b.Max - b.Min).Length() * 0.5f; AcDream.Core.Lighting.LightManager.SelectForObject(snap, center, radius, set); } _cellLightSetCache[cellId] = set; return set; } ``` (`WbBoundingBox` has public `Vector3 Min` / `Vector3 Max` — confirmed at `WbFrustum.cs:15-16`.) - [ ] **Step 4: Upload binding 4, fill + upload binding 5, and bind both in `RenderModernMDIInternal`** (a) At the TOP of `RenderModernMDIInternal` (after the `if (drawCalls.Count == 0 ...) return;` guard, ~1014), clear the per-frame cache: ```csharp _cellLightSetCache.Clear(); ``` (b) Where `_clipSlotData` is filled per instance (1195-1206), add a parallel fill of `_lightSetData` right after it: ```csharp // A7 Fix D (D-2): per-instance 8-int light set, parallel to the transforms, // keyed on the cell each shell instance belongs to (mirrors _clipSlotData). int lightStride = AcDream.Core.Lighting.LightManager.MaxLightsPerObject; if (_lightSetData.Length < uniqueInstanceCount * lightStride) _lightSetData = new int[System.Math.Max(_lightSetData.Length * 2, uniqueInstanceCount * lightStride)]; for (int i = 0; i < uniqueInstanceCount; i++) { int[] cellSet = GetCellLightSet(allInstances[i].CellId); System.Array.Copy(cellSet, 0, _lightSetData, i * lightStride, lightStride); } ``` (c) Where the four buffers are uploaded (the `_clipSlotData` upload ends ~1209-1214), add the binding-4 + binding-5 uploads: ```csharp // A7 Fix D (D-2): upload binding=4 (global lights) + binding=5 (per-instance set). int lightCount = AcDream.Core.Lighting.GlobalLightPacker.Pack(_pointSnapshot, ref _globalLightData); int glUploadCount = lightCount > 0 ? lightCount : 1; _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _globalLightsSsbo); _gl.BufferData(GLEnum.ShaderStorageBuffer, (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), null, GLEnum.DynamicDraw); fixed (float* gp = _globalLightData) _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, (nuint)(glUploadCount * AcDream.Core.Lighting.GlobalLightPacker.FloatsPerLight * sizeof(float)), gp); _gl.BindBuffer(GLEnum.ShaderStorageBuffer, _instLightSetSsbo); _gl.BufferData(GLEnum.ShaderStorageBuffer, (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), null, GLEnum.DynamicDraw); fixed (int* lp = _lightSetData) _gl.BufferSubData(GLEnum.ShaderStorageBuffer, 0, (nuint)(uniqueInstanceCount * lightStride * sizeof(int)), lp); ``` (d) In the bind block (1225-1230, after `BindClipRegionBinding2();`), add: ```csharp _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 4, _globalLightsSsbo); _gl.BindBufferBase(GLEnum.ShaderStorageBuffer, 5, _instLightSetSsbo); ``` - [ ] **Step 5: Wire the snapshot from GameWindow** In `GameWindow.cs`, immediately after the existing `_wbDrawDispatcher?.SetSceneLights(Lighting.PointSnapshot);` (line ~7777), add: ```csharp _envCellRenderer?.SetPointSnapshot(Lighting.PointSnapshot); // A7 Fix D (D-2) ``` - [ ] **Step 6: Dispose the new buffers** In `EnvCellRenderer.Dispose` (search for the existing `_gl.DeleteBuffer(...)` cleanup), add: ```csharp if (_globalLightsSsbo != 0) _gl.DeleteBuffer(_globalLightsSsbo); if (_instLightSetSsbo != 0) _gl.DeleteBuffer(_instLightSetSsbo); ``` - [ ] **Step 7: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: green. Fix any `WbBoundingBox` field-name or namespace mismatches surfaced by the compiler. - [ ] **Step 8: Commit** ```bash git add src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs src/AcDream.App/Rendering/GameWindow.cs git commit -m "fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140) The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5 per-instance set, computed per cell by LightManager.SelectForObject over the cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet). Co-Authored-By: Claude Opus 4.8 (1M context) " ``` --- ## Task 5: Divergence register — correct AP-35, reconcile the Fix B row **Files:** - Modify: `docs/architecture/retail-divergence-register.md` (AP-35 row, line ~134; the Fix B per-object-light-selection row) - [ ] **Step 1: Correct AP-35** Find the `AP-35` row. It currently describes the point-light path as per-pixel `mesh_modern.frag:52` with the half-Lambert wrap "neither ported". Rewrite the row to reflect reality after Fix A + Fix D D-1: - Path is per-vertex Gouraud in `mesh_modern.vert` (`pointContribution` ~:153, wrap ~:163), not per-pixel `frag`. - The half-Lambert wrap + the `norm` (`distsq·d`) attenuation ARE ported (vert + `LightBake.cs`). - The point-light sum is now clamped to `[0,1]` on its own (D-1), matching `SetStaticLightingVertexColors`. - Update the `file:line` to `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` and cite `LightBake.cs` as the conformance oracle. - [ ] **Step 2: Reconcile the Fix B per-object-light-selection row** Find the row describing Fix B (per-object 8-light selection by sphere overlap vs retail's per-vertex sum over the full static list — `minimize_object_lighting` 0x0054d480). Confirm its wording now covers EnvCell **shells** too (D-2 selects per cell-sphere via the same `SelectForObject`). If it only mentions GfxObjs, extend the "file:line" / description to include `EnvCellRenderer.GetCellLightSet`. Do NOT add a new contradicting row. - [ ] **Step 3: Commit** ```bash git add docs/architecture/retail-divergence-register.md git commit -m "docs(register): correct AP-35 (per-vertex+wrap ported, point sum clamped) — A7 Fix D Co-Authored-By: Claude Opus 4.8 (1M context) " ``` --- ## Final verification (after all tasks) - [ ] `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` green. - [ ] `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj` green (GlobalLightPacker + LightBakeConformance + no regressions). - [ ] **Visual (user, acceptance gate):** launch the client against live ACE, go to Holtburg. Confirm (a) outdoor objects near torches no longer blow out warm-white, and (b) the meeting-hall walls render warm-but-dim like retail. This is the sign-off the spec requires. - [ ] Update `docs/ISSUES.md` / roadmap if #140 is tracked there (move to Recently closed with the commit SHAs once the user signs off visually). ## Notes for the implementer - **No D3D-FF port.** Do not touch `config_hardware_light`-style `color×intensity / 1/d / Range×1.5` math — it is the wrong oracle for the baked walls (handoff warning). - **No CPU bake.** `LightBake.cs` stays the test oracle only; the runtime path is the in-shader clamp (chosen approach). - **Self-contained GL state.** EnvCellRenderer must bind binding 4 + 5 ITSELF every draw (per `feedback_render_self_contained_gl_state`); do not assume WbDrawDispatcher left them bound — that leak is the bug. - **Don't touch the purple portal** — confirmed correct.