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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docs/language/light/light-ambient.md
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docs/language/light/light-ambient.md
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---
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id: light-ambient
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name: Light.ambient
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category: light
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kind: namespace-method
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tokens: Light.ambient
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sig: Light.ambient(color)
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tip: Multiply the whole scene by a tint — the night/cave modulate.
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order: 1
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ns: Light
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member: ambient
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---
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Multiplies every framebuffer pixel by <code>color</code> (a <code>0x00RRGGBB</code> tint), channel by channel (<code>channel * tint / 255</code>). This is the global modulate that sets mood before any light adds brightness back: a dim blue-grey gives night, a warm brown gives a cave, and <code>0xFFFFFF</code> is a no-op. Call it once, after drawing the scene and before the <a href="light-point"><code>Light.point</code></a> calls that light it back up.
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Parameters:
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- `color` — the ambient tint, `0x00RRGGBB` (darker/cooler = a darker scene)
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```ludic
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program Demo {
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property Tag { v: int = 0 }
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model Marker { Tag }
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handler Render phase Update {
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Screen.clear(Color.rgb(120, 120, 140))
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Light.ambient(Color.rgb(48, 48, 72)) # dusk: dim and cool
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Light.point(160, 120, 90, Color.Amber, 1.0)
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Screen.show()
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}
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}
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```
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