feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49)
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 18s
ci / build-and-test (push) Successful in 1m21s
commit-lint / conventional-commits (push) Successful in 4s
docs / build-and-deploy (push) Successful in 19s

The remaining lighting tiers from the original proposal, all extending the
deterministic accumulation core (light.ludic) — no new ECS plumbing:

- Light.spot: cone / flashlight lights (direction + spread degrees), with a
  self-contained integer atan2-in-degrees and a feathered edge.
- Light.falloff: a brightness-ramp exponent (1 linear, 2 quadratic, …) via
  repeated fixed multiply.
- Light.soft: soft shadows — an area-sampled light so an occluder edge fades
  through a penumbra instead of a hard cut.
- Light.gel + Light.clear_gel: colour cookies — a light gels from its centre
  colour to a rim colour.
- Light.normal + Light.clear_normals + Light.height: a normal G-buffer so
  surfaces shade by facing (N·L), not distance alone (tier 3).
- Light.time_of_day: a day/night ambient ramp from a single 0..1 value.

The engine lighting system (systems_light.ludic) consumes matching optional
Light2D fields — direction/spread/falloff/softness/gel — each defaulting off so
an older five-field Light2D lights exactly as before. Every tier is integer +
Q16.16 fixed, so scenes light identically on every run and headless.

Worked example + regression: examples/library/light_tiers.ludic (1 1 1 1 1 1 1 1 1).
Nine new docs/language/light pages. Full suite 76 passed, self-host C-free
fixpoint intact, no golden drift.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 16:35:41 +03:00
parent 377b6d1186
commit 382826889f
18 changed files with 7752 additions and 6502 deletions

View file

@ -273,8 +273,17 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
if (ns == "Light") {
if (meth == "ambient") { bare = "light_ambient"; push(labels, "color") }
if (meth == "point") { bare = "light_point"; push(labels, "x"); push(labels, "y"); push(labels, "radius"); push(labels, "color"); push(labels, "energy") }
if (meth == "spot") { bare = "light_spot"; push(labels, "x"); push(labels, "y"); push(labels, "radius"); push(labels, "color"); push(labels, "energy"); push(labels, "direction"); push(labels, "spread") }
if (meth == "occlude") { bare = "light_occlude"; push(labels, "x"); push(labels, "y"); push(labels, "width"); push(labels, "height") }
if (meth == "clear_occluders") { bare = "light_clear_occluders" }
if (meth == "falloff") { bare = "light_set_falloff"; push(labels, "exponent") }
if (meth == "soft") { bare = "light_set_soft"; push(labels, "radius") }
if (meth == "gel") { bare = "light_set_gel"; push(labels, "color") }
if (meth == "clear_gel") { bare = "light_clear_gel" }
if (meth == "height") { bare = "light_set_height"; push(labels, "height") }
if (meth == "normal") { bare = "light_normal_rect"; push(labels, "x"); push(labels, "y"); push(labels, "width"); push(labels, "height"); push(labels, "nx"); push(labels, "ny") }
if (meth == "clear_normals") { bare = "light_clear_normals" }
if (meth == "time_of_day") { bare = "light_time_of_day"; push(labels, "t") }
}
# Query.* — ECS spatial queries over the reflection ABI (runtime/native/query.ludic,
# spliced on demand). `prop` is a property id (World.prop_id); the spatial forms

File diff suppressed because it is too large Load diff