feat(ecs): Light2D/Occluder/Ambient as auto-consumed components (#47)
The ECS-native shape the 2D lighting follow-up asked for, built on the engine-owned-system hook from #43. A torch is just an entity carrying Light2D, a wall an entity carrying Occluder, and one Ambient entity sets the night tint — the engine runs the whole deterministic light pass at the end of the Render phase (ambient modulate -> carve occluder shadows -> accumulate additive radial lights) and presents. No Light.* calls wired. - runtime/native/systems_light.ludic: esys_light2d, consuming the components through the by-name reflection ABI and reusing the #4 accumulation core (light_ambient / light_occlude / light_point). Reads position from a Position component when present, else the light's own x/y. - Split from systems.ludic so a SpriteAnim/Motion-only game never links the light pass; spliced (with light.ludic) only when Light2D/Occluder declared. - emit_main now boots rt_init like the auto-loop/test runner, so an entry-driven game that renders has its framebuffer allocated (headless: allocate only, no window, byte-identical stdout for non-rendering games). Worked example + regression: examples/library/light_ecs.ludic (32 1 32 1). Full suite 74 passed, self-host C-free fixpoint intact, no golden drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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runtime/native/systems_light.ludic
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runtime/native/systems_light.ludic
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# ============================================================================
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# systems_light.ludic — the engine-owned 2D lighting render system (#47).
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#
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# This is the ECS-native shape the lighting follow-up asked for: a torch is just
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# an entity carrying `Light2D` (and optionally `Position`), a wall is an entity
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# carrying `Occluder`, and the engine runs the whole light pass for you at the
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# end of the Render phase — no `Light.point` / `Light.occlude` calls wired by
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# hand. It reuses the deterministic accumulation core shipped in #4 (light.ludic:
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# light_ambient / light_occlude / light_point), consuming components through the
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# by-name reflection ABI instead of imperative calls.
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#
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# Split from systems.ludic because it links against the light pass (light.ludic):
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# a game that uses SpriteAnim/Motion but no lights must not pull light_point in,
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# so esys_light2d lives in its own file, spliced only when Light2D / Occluder is
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# declared (parse.ludic). It is inserted into the Render phase after the game's
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# own draw handlers (emit_engine_systems_for_phase), so the scene is already on
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# the framebuffer when the light pass runs; it finishes by presenting the frame,
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# so an ECS-lit game leaves Screen.show to the engine.
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#
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# Component contracts:
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# property Ambient { color: int } # optional, one entity
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# property Light2D { x, y, radius, color, intensity } # intensity is 0..100 %
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# property Occluder { x, y, w, h }
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# A Light2D / Occluder reads its position from a `Position { x, y }` component on
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# the same entity when the entity carries one, else from its own x / y fields —
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# so "Position + Light2D" and a self-positioned Light2D both work.
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# ============================================================================
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# read entity `e`'s world x: a `Position { x }` component wins when present, else
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# the component's own x field (fx) on prop `p`. Same idea for y below.
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function esys_pos_x(e: int, p: int, fx: int) -> int {
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let pp = World.prop_id("Position")
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if pp >= 0 {
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if World.has(e, pp) != 0 {
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let f = World.field_id(pp, "x")
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if f >= 0 { return World.get(e, pp, f) }
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}
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}
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if fx >= 0 { return World.get(e, p, fx) }
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return 0
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}
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function esys_pos_y(e: int, p: int, fy: int) -> int {
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let pp = World.prop_id("Position")
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if pp >= 0 {
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if World.has(e, pp) != 0 {
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let f = World.field_id(pp, "y")
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if f >= 0 { return World.get(e, pp, f) }
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}
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}
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if fy >= 0 { return World.get(e, p, fy) }
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return 0
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}
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function esys_light2d() -> void {
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let pl = World.prop_id("Light2D")
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if pl < 0 { return }
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# 1. ambient — a single `Ambient { color }` entity modulates the whole scene
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# toward its tint (night / cave). Absent: the scene keeps its drawn brightness.
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let pa = World.prop_id("Ambient")
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if pa >= 0 {
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let af = World.field_id(pa, "color")
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let ae = World.query_next(pa, 0)
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if ae >= 0 {
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if af >= 0 { light_ambient(World.get(ae, pa, af)) }
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}
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}
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# 2. occluders — re-register every `Occluder` as a shadow caster this frame.
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light_clear_occluders()
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let po = World.prop_id("Occluder")
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if po >= 0 {
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let oxf = World.field_id(po, "x")
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let oyf = World.field_id(po, "y")
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let owf = World.field_id(po, "w")
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let ohf = World.field_id(po, "h")
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var oe = World.query_next(po, 0)
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while oe >= 0 {
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let ox = esys_pos_x(oe, po, oxf)
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let oy = esys_pos_y(oe, po, oyf)
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var ow = 0
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var oh = 0
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if owf >= 0 { ow = World.get(oe, po, owf) }
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if ohf >= 0 { oh = World.get(oe, po, ohf) }
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light_occlude(ox, oy, ow, oh)
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oe = World.query_next(po, oe + 1)
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}
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}
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# 3. lights — additively accumulate each `Light2D` as a radial glow, cut by the
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# occluders registered above (hard shadows).
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let lxf = World.field_id(pl, "x")
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let lyf = World.field_id(pl, "y")
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let lrf = World.field_id(pl, "radius")
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let lcf = World.field_id(pl, "color")
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let lif = World.field_id(pl, "intensity")
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var e = World.query_next(pl, 0)
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while e >= 0 {
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let x = esys_pos_x(e, pl, lxf)
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let y = esys_pos_y(e, pl, lyf)
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var radius = 0
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if lrf >= 0 { radius = World.get(e, pl, lrf) }
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var color = 16777215 # 0xFFFFFF (white) default
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if lcf >= 0 { color = World.get(e, pl, lcf) }
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var energy = fixed(1) # full intensity default
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if lif >= 0 { energy = fixed(World.get(e, pl, lif)) / fixed(100) }
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light_point(x, y, radius, color, energy)
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e = World.query_next(pl, e + 1)
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}
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# 4. present — the engine owns the flip for an ECS-lit frame.
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Screen.show()
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}
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