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>
32 lines
1.1 KiB
Markdown
32 lines
1.1 KiB
Markdown
---
|
|
id: light-height
|
|
name: Light.height
|
|
category: light
|
|
kind: namespace-method
|
|
tokens: Light.height
|
|
sig: Light.height(height)
|
|
tip: Set the virtual height of lights above the surface, for normal-map shading.
|
|
order: 12
|
|
ns: Light
|
|
member: height
|
|
---
|
|
|
|
Sets how far above the surface plane lights sit, in pixels — the <code>z</code> distance used when shading <a href="light-normal"><code>normal-mapped</code></a> surfaces. A low height makes light rays graze the surface, so tilted faces contrast sharply; a high height lights everything more head-on. It only affects the <code>N·L</code> term, so a scene with no stamped normals is unchanged. The default (<code>64</code>) suits most scenes. Persists until changed.
|
|
|
|
Parameters:
|
|
- `height` — the light's height above the plane in pixels (`> 0`)
|
|
|
|
```ludic
|
|
program Demo {
|
|
property Wall { x: int = 0, y: int = 0 }
|
|
model Block { Wall }
|
|
handler Render phase Update {
|
|
Screen.clear(0)
|
|
Light.clear_normals()
|
|
Light.height(24) # low, grazing light
|
|
Light.normal(60, 50, 16, 24, 0.7, 0.0)
|
|
Light.point(120, 62, 90, Color.rgb(255, 240, 200), 1.0)
|
|
Screen.show()
|
|
}
|
|
}
|
|
```
|