ludic/docs/language/light/light-height.md
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feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49)
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>
2026-08-31 16:35:41 +03:00

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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()
}
}
```