feat(rendering): add Light.* — deterministic 2D light accumulation with hard shadows (#4)
A software light pass over the framebuffer, run in a render phase after drawing the scene: Light.ambient multiplies the scene toward a tint (night/cave mood), Light.point additively accumulates a radial glow with linear falloff clamped per channel, and Light.occlude / Light.clear_occluders cast hard shadows by blocking a light's rays against rectangular occluders. Integer + Q16.16 fixed throughout, so a scene lights identically every run and in a headless render (diffable). Engine in runtime/native/light.ludic, spliced on demand (g_uses_light) like the regex/query runtimes; namespace wired in emit_call.ludic. Ships issue #4 tiers 1 (ambient + additive radial lights) and 2 (hard shadows). Normal-mapped sprites, soft shadows, a day/night directional light, and auto-consuming Light2D/Occluder components are follow-ups (the auto-system hook is tracked by #43). - runtime/native/light.ludic: the light-accumulation engine (isqrt falloff, segment/occluder shadow test, ambient modulate) - examples/library/lighting.ludic: 14 pixel-readback assertions - docs/language/light/: Light.ambient/point/occlude/clear_occluders - tools/x/test.ludic: lighting.ludic in the regression suite Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id: light
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title: Light
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order: 33
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A software 2D light-accumulation pass over the framebuffer, run in a render phase after drawing the scene and before <a href="screen-show"><code>Screen.show</code></a>. <a href="light-ambient"><code>Light.ambient</code></a> multiplies the whole scene toward a tint — the night/cave modulate that darkens everything so lights add mood back on top. <a href="light-point"><code>Light.point</code></a> accumulates a radial glow that falls off with distance and clamps per channel, and <a href="light-occlude"><code>Light.occlude</code></a> registers rectangles that block a light's rays to cast hard shadows (cleared each frame with <a href="light-clear_occluders"><code>Light.clear_occluders</code></a>). Lighting is a rendering concern only — it never touches game state or replays — and it is fully deterministic (integer and Q16.16 fixed), so the same scene lights identically every run and in a headless render, keeping screenshots diffable. Colours are <code>0x00RRGGBB</code>. This is the imperative surface; consuming <code>Light2D</code>/<code>Occluder</code> components automatically, normal-mapped sprites and soft shadows are planned follow-ups. Related: <a href="screen"><code>Screen</code></a>, <a href="color"><code>Color</code></a>, <a href="camera"><code>Camera</code></a>.
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