acdream/src/AcDream.App
Erik 3268556bd0 feat(app): directional lighting on terrain and static meshes (Phase 3a)
Adds a hardcoded sun direction + ambient + Lambert diffuse to both
terrain.frag and mesh.frag. Both vertex shaders now forward a world-
space normal (computed as mat3(uModel) * aNormal) for the fragment
shader to dot against the sun vector.

Lighting model:
  final_rgb = texture_rgb * (AMBIENT + DIFFUSE * max(0, dot(N, SUN)))
where AMBIENT=0.4, DIFFUSE=0.6, SUN=normalize(0.4,0.3,0.8).

Building walls facing the sun light up, walls in shadow dim to ~40%.
Scenery (trees, bushes, rocks) with real per-vertex normals from SWVertex
shades naturally. Terrain currently uses flat UnitZ normals so every
terrain fragment gets the same contribution — terrain will look a bit
washed out compared to real AC until a Phase 3b pass computes per-vertex
landblock normals from the heightmap.

Non-uniform scale (from scenery's random scale baked into MeshRef
PartTransform) would technically require the inverse-transpose for
correct normals, but scenery uses uniform scale so mat3(uModel) is
good enough. Flagging as a known Phase 3+ concern if nonuniform scale
ever shows up.

Build clean, runtime clean: 1133 entities hydrated, no shader compile
errors, process runs through startup.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 22:22:10 +02:00
..
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(app): directional lighting on terrain and static meshes (Phase 3a) 2026-04-10 22:22:10 +02:00
AcDream.App.csproj feat(app): wire plugin host, ship smoke plugin, log lifecycle 2026-04-10 16:46:25 +02:00
Program.cs feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00