acdream/docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md
Erik c500912bf8 feat(lighting): A7 visible-cell light scoping + [indoor-light] probe (NOT the #176/#177 fix)
Port retail's per-frame light collection: the point-light pool is built from ONLY the
currently-visible cells' lights, matching CObjCell::add_*_to_global_lights
(0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a
flat world-space set capped at 128-nearest-camera.

- LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both
  registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics).
- LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff
  CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting
  backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8).
- Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the
  flood resolves prepareCells and before the draws (renderers select from the same
  in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass).
- [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION.
  Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.

CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe
PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame,
CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool
composition is NOT the cause. #176 real cause = an over-bright purple point light
(intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss
(stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the
camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected;
ISSUES #176/#177 re-diagnosed; render digest banner updated.

Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light
0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md.
Suites green: Core 2595 + 2 skip, App 719 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 00:35:01 +02:00

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# A7 dungeon lighting — retail per-cell light model (source-confirmed pseudocode)
**Date:** 2026-07-06 (continuation of the #176/#177 arc)
**Purpose:** the mandated `grep named → decompile → pseudocode → port` step 3 for
the A7 per-cell lighting fix. Captures the RETAIL light-selection model exactly as
read from `docs/research/named-retail/acclient_2013_pseudo_c.txt`, so the port can
match it line-for-line.
> ⚠️ **This document CORRECTS the #176/#177 handoff's framing.** The handoff
> (`2026-07-06-176-177-handoff-A7-lighting.md`) and the digest banner state that
> "retail registers lights per-CELL via `insert_light` 0x0054d1b0" and that
> "retail's `minimize_object_lighting` has NO global camera-nearest pool cap."
> **Both are imprecise.** Reading the source: `insert_light` maintains a GLOBAL
> player-nearest sorted pool with a SMALL cap (40 static + 7 dynamic), functionally
> analogous to acdream's `BuildPointLightSnapshot`. The real per-cell mechanism is
> the *collection phase*: retail rebuilds that global pool **each frame from only
> the currently-VISIBLE cells** (`CEnvCell::add_*_lights` walks the portal-flood
> `visible_cell_table`). That is why retail's tiny cap never bites — the candidate
> pool is pre-scoped by visibility, not by camera distance over the whole dungeon.
> This is a *better* fit for acdream than the handoff's framing, because acdream
> already computes the visible-cell set every frame (the portal flood).
---
## 1. The retail model, as source-confirmed
### 1.1 Each cell owns a light list (`CObjCell` / `CEnvCell`)
- `CObjCell::add_light(this, LIGHTOBJ*)` (`0x0052b1d0`) — appends a light to the
cell's own `light_list` (a `DArray<LIGHTOBJ const*>`), `num_lights` counter.
Populated at cell load: `CEnvCell::UnPack` (`0x0052d470`) unpacks `num_lights`
(line ~310877) and the light list straight from the dat CellStruct; the outdoor
path feeds it from the landblock's static object lights (caller at line ~285976,
`CObjCell::add_light(cell, lights->lightobj + i)`).
- So a light is DATA owned by the cell it sits in — dungeon torches live in the
EnvCell's `light_list`; a landblock's lamp-posts live in the LandCell's list.
### 1.2 A cell pushes its own lights to the global pool
```
CObjCell::add_static_to_global_lights(cell): # 0x0052b350
for lightobj in cell.light_list[0 .. cell.num_lights):
if (lightobj.flags & 1) != 0: # bit 0 set = STATIC light
Render::add_static_light(lightobj.info, cell.m_DID.id, lightobj.frame)
CObjCell::add_dynamic_to_global_lights(cell): # 0x0052b390
for lightobj in cell.light_list[0 .. cell.num_lights):
if (lightobj.flags & 1) == 0: # bit 0 clear = DYNAMIC light
Render::add_dynamic_light(lightobj.info, cell.m_DID.id, lightobj.frame)
```
The cell id (`cell.m_DID.id`) is passed through as `arg6` so the light carries its
owning cell (stored at `+0x6c` on the RenderLight; used by `insert_light` for the
block-offset distance math).
### 1.3 Per frame, ONLY visible cells contribute (the crux)
```
CEnvCell::add_dynamic_lights(): # 0x0052d410
for cell in CEnvCell::visible_cell_table: # the PORTAL-FLOOD visible set
CObjCell::add_dynamic_to_global_lights(cell)
# static counterpart — same function that ends at 0x0052def0 (line ~311650):
for cell in CEnvCell::visible_cell_table: # SAME visible set
cell.init_static_objects()
CObjCell::init_objects(cell)
CObjCell::add_static_to_global_lights(cell)
```
`visible_cell_table` is the set of cells reached by the portal flood from the
viewer's cell (retail `CEnvCell::find_visible_cells` / the `PView` gather). **A
dungeon with 366 fixtures but only 5 visible cells contributes only those 5 cells'
lights to the global pool.** This is the entire reason retail doesn't churn.
### 1.4 The global pool is small and player-sorted (`insert_light`)
```
Render::insert_light(maxCount, &num, lights[], sorted[], info, cellId, frame, base): # 0x0054d1b0
distsq = 0
if info.type == 0: # point light
# squared distance from THIS light to the PLAYER, across the cell block offset
blockOff = LandDefs::get_block_offset(player_pos.objcell_id, cellId)
distsq = |(frame.origin + blockOff) - player_pos.frame.origin|²
# ... write RenderLight fields (color/255, intensity, falloff, cone, distancesq=distsq)
# insertion-sort into sorted[] ascending by distancesq (nearest player first),
# capped at maxCount; when full, evict the farthest-from-player.
Render::add_static_light(info, cellId, frame): # 0x0054d3e0
insert_light(max_static_lights, &world_lights.num_static_lights,
world_lights.static_lights, world_lights.sorted_static_lights,
info, cellId, frame, max_dynamic_lights + 1)
Render::add_dynamic_light(info, cellId, frame): # 0x0054d420
insert_light(max_dynamic_lights, &world_lights.num_dynamic_lights,
world_lights.dynamic_lights, world_lights.sorted_dynamic_lights,
info, cellId, frame, 1)
```
**Cap values:** `max_static_lights` / `max_dynamic_lights` (`0x0081ec94` / `0x0081ec98`)
init to **0x28 = 40** and **0x7 = 7**. Recomputed in `Render::SetDegradeLevelInternal`
(`0x0054c3c0`) as a function of the graphics degrade level (constants 25/50/8/16) —
always small (tens of static, single-digit dynamic). Retail deliberately keeps the
global pool tiny; it can, because §1.3 pre-scopes the input by visibility.
### 1.5 Per-object selection (`minimize_object_lighting`) — this IS acdream's `SelectForObject`
```
Render::minimize_object_lighting(): # 0x0054d480
reset_active_lights_state()
used = 0
# DYNAMIC lights first (priority), pre-sorted nearest-player:
for i in 0 .. num_dynamic_lights:
if used < 8 and remove_object_light(sorted_dynamic_lights[i].info) == keep:
add_active_light(i, 2); used += 1
else: dynamic_light_used[i] = 0
# STATIC lights fill remaining slots:
for i in 0 .. num_static_lights:
if used >= 8: static_light_used[i] = 0; continue
L = sorted_static_lights[i]
if L.info.type != 0: # non-point (directional): always use
add_active_light(i, 1); used += 1
else: # point: sphere-overlap test
reach = L.range + local_object_radius
if |L.pos - local_object_center|² - reach² < 0.0002: # spheres overlap
add_active_light(i, 1); used += 1
else: static_light_used[i] = 0
enable_active_lights()
```
acdream's `LightManager.SelectForObject` already does the sphere-overlap + 8-cap.
The one fidelity gap: retail fills **dynamic-first (priority), then static**, from two
separate player-sorted arrays; acdream selects from one camera-sorted snapshot.
Minor — parity item, not the #176/#177 cause.
### 1.6 Static falloff curve (`calc_point_light`) — fix #2 reference
`calc_point_light` (`0x0059c8b0`) is retail's CPU per-vertex software lighting for
static geometry (accumulates into `CUSTOM_D3D_VERTEX2` r/g/b). Structure:
```
calc_point_light(vertex, &r, &g, &b, info):
d = |info.offset.origin - vertex.pos|
range = info.falloff * static_light_factor # static_light_factor ≈ 1.3
if d < range:
# N·L diffuse gate: 0.5*d + dot(vertex.normal, info.pos - vertex.pos) > 0
if faces_light:
atten = <1/d-ish curve, x87 — SEE WARNING>
f = atten * (1 - d/range) * info.intensity
r += clamp(f * info.color.r, .. info.color.r) # per-channel clamp to the light's own colour
g += clamp(f * info.color.g, ..)
b += clamp(f * info.color.b, ..)
```
> ⚠️ **Do NOT port the exact `atten` curve from this BN pseudo-C.** Lines
> 425331425341 are dense x87 FPU register juggling (`distsq/dist` vs
> `1.5/(distsq·dist)` branch on `distsq ≷ 1`), exactly the "x87 dropout / misread"
> class the project has been burned by twice (see `feedback_bn_decomp_field_names`,
> `feedback_retail_binary_dispatch`). When implementing fix #2, cross-reference a
> SECOND source (ACE / ACViewer static-light port, or the Ghidra decomp) and pin
> the curve with a conformance test before trusting it. The STRUCTURE above
> (range = falloff × static_light_factor, per-vertex N·L, intensity scale, colour
> clamp) is solid; the attenuation exponent is the part to verify.
---
## 2. Why #176/#177 happen in acdream (refined root cause)
acdream `LightManager` registers **every** fixture permanently into `_all` (server
weenie spawns + EnvCell static hydration), then `BuildPointLightSnapshot` caps at
`MaxGlobalLights=128` **nearest-CAMERA** over the WHOLE registered set. In the
Facility Hub (366 fixtures) that evicts 238/frame by camera distance; `SelectForObject`
can only choose from the surviving 128, so an in-range torch of a *visible* cell that
ranks past the cap drops from that cell's 8-set and the per-cell Gouraud lighting pops
as the camera moves (#176 seam flash / #177 stair-room pop-in).
**Retail never has 366 candidates.** It rebuilds `world_lights` each frame from ONLY
the visible cells' `light_list`s (§1.3), so the candidate pool is a handful of cells —
under the 40+7 cap — and nothing gets evicted. The camera-distance cap is a backstop
that essentially never fires because the input is already visibility-scoped.
This also explains the **through-floor purple wash** the cap-raise exposed: acdream's
flat world-space sphere-overlap of all 366 lights let an under-room portal light reach
up through a solid floor. Retail's under-room cell isn't in the corridor's
`visible_cell_table` (the flood doesn't pass through the solid floor), so its light
never enters the pool. Per-cell reach = *the light is only a candidate when its cell
is visibly flooded.*
---
## 3. The fix (materially different from "just uncap MaxGlobalLights")
**Port the visibility-scoped per-frame collection**, not a bigger cap:
1. **Tag each `LightSource` with its owning cell id** (add `CellId` to `LightSource`;
populate at every registration site from the cell/landblock in scope). Retail's
`add_*_light(info, cellId, frame)` carries exactly this.
2. **Build the per-frame point-light pool from ONLY the currently-visible cells**
the portal-flood set the renderer already computes — instead of the whole `_all`
set. This is retail's `add_*_lights over visible_cell_table`. The pool is then
naturally bounded; `MaxGlobalLights` stops biting (can keep 128 or adopt retail's
40+7 as a documented backstop). The Skip'd end-state pin
(`LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`)
asserts exactly this: an in-range light of a visible cell is never camera-evicted.
3. **Fix #2 — static curve for stationary fixtures.** Decide `isDynamic` by whether
the light MOVES, not by dat-static-vs-weenie origin. A server-spawned wall lantern
is stationary → static 1/d³ (range × 1.3), reserving `isDynamic` (range × 1.5, 1/d)
for genuinely moving lights (portal swirls, projectiles). See §1.6 warning.
4. **Fix #3 — hunt the striped floor artifact** with the full (now visibility-scoped)
pool on. Invisible at cap 128; see the handoff for the two leading guesses.
5. **THEN uncap / adopt the retail cap** and un-skip the end-state pin.
### 3.1 acdream integration surface — as SHIPPED (slice 1: visible-cell scoping)
The renderers already select per-cell (`EnvCellRenderer.cs:1088`) and per-object
(`WbDrawDispatcher.cs:2095`) from `LightManager.PointSnapshot`; the ONLY defect was
that `PointSnapshot` was built by capping the whole `_all` set at 128 nearest-CAMERA.
The fix scopes that pool to visible cells. Concretely:
1. **`LightSource.CellId`** (new `uint`, 0 = cell-less/global). Retail's per-light cell
(insert_light arg6 → RenderLight +0x6c).
2. **`LightInfoLoader.Load(..., uint cellId = 0)`** propagates it onto each light.
3. **Both registration sites tag the owning cell** from `entity.ParentCellId`:
- Site A live weenie fixtures — `GameWindow.cs:~3682` (`cellId: entity.ParentCellId ?? 0u`).
- Site B dat EnvCell statics — `GameWindow.cs:~7696` (same).
- Viewer fill light keeps `CellId == 0` (always in the pool — retail's per-frame
`add_dynamic_light(&viewer_light, objcell_id)` is unconditional).
4. **`LightManager.BuildPointLightSnapshot(camPos, IReadOnlySet<uint>? visibleCells)`** —
a light joins the pool iff `CellId == 0` OR `visibleCells == null` (outdoor) OR
`visibleCells.Contains(CellId)`. The 128 cap stays as a now-non-biting backstop.
5. **The seam.** The per-frame order is `UpdateViewerLight → Tick → BuildPointLightSnapshot
(null-scope) → SceneLightingUbo.Build → Upload` (`GameWindow.cs:9058-9095`), and the
portal flood + all cell/entity draws happen LATER, INSIDE
`RetailPViewRenderer.DrawInside`. So the scoped rebuild is threaded via a new context
callback: `RetailPViewDrawContext.RebuildScopedLights`, invoked in `DrawInside` right
after `prepareCells` (every cell drawn this frame) is finalized and BEFORE
`PrepareRenderBatches` / the draws (`RetailPViewRenderer.cs:~131`). GameWindow wires it
to `visible => Lighting.BuildPointLightSnapshot(camPos, visible)` (`GameWindow.cs:~9371`).
The renderers hold a reference to the same `_pointSnapshot` list (rebuilt in place), and
`EnvCellRenderer._cellLightSetCache` is `.Clear()`'d every pass, so no stale indices.
`SceneLightingUbo.Build` reads `lights.Active` (Tick), not the snapshot, so it is
unaffected by the relocation. The outdoor `else` path (clipRoot == null: pre-login /
fly) never invokes the callback and keeps the legacy null-scope full pool.
6. **Validation apparatus** — `ACDREAM_PROBE_INDOOR_LIGHT=1` → one rate-limited
`[indoor-light]` line per second with the scoped-pool SET COMPOSITION
(`RenderingDiagnostics.EmitIndoorLight`): `visibleCells / pool / cellLess / registered /
droppedNonVisible / byCell[]`. This is the discriminator the `[light]` COUNTS couldn't
give (#176/#177 lived in set membership).
Fixes #2 (static curve) + #3 (stripe hunt) + the cap decision are follow-on slices.
---
## 4. Source anchors (for the register + future sessions)
| Retail fn | Addr | Role |
|---|---|---|
| `CObjCell::add_light` | 0x0052b1d0 | append light to a cell's own list |
| `CObjCell::add_static_to_global_lights` | 0x0052b350 | push a cell's static lights to the global pool |
| `CObjCell::add_dynamic_to_global_lights` | 0x0052b390 | push a cell's dynamic lights to the global pool |
| `CEnvCell::add_dynamic_lights` | 0x0052d410 | per-frame: walk `visible_cell_table`, collect dynamic |
| (static collector, ends) | 0x0052def0 | per-frame: walk `visible_cell_table`, collect static |
| `CEnvCell::UnPack` | 0x0052d470 | unpack a cell's `num_lights` + `light_list` from dat |
| `Render::insert_light` | 0x0054d1b0 | player-nearest sorted insert into `world_lights`, capped |
| `Render::add_static_light` / `add_dynamic_light` | 0x0054d3e0 / 0x0054d420 | thin wrappers → insert_light |
| `Render::minimize_object_lighting` | 0x0054d480 | per-object ≤8 pick (dynamic-priority, then static sphere-overlap) |
| `Render::SetDegradeLevelInternal` | 0x0054c3c0 | recomputes `max_static/dynamic_lights` from degrade level |
| `calc_point_light` | 0x0059c8b0 | CPU per-vertex static light curve (fix #2 ref) |
| `max_static_lights` / `max_dynamic_lights` | 0x0081ec94 / 0x0081ec98 | init 40 / 7 |