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>
1.4 KiB
1.4 KiB
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| light-soft | Light.soft | light | namespace-method | Light.soft | Light.soft(radius) | Soft shadows — an occluder edge fades through a penumbra of this radius. | 7 | Light | soft |
Turns on soft shadows for lights emitted after it. A hard shadow tests a single ray from the light centre to each pixel, so an occluder edge cuts sharply. With radius > 0 the light is treated as a small disk of that radius: each pixel samples visibility from a cross of points across the disk and averages them, so the shadow edge fades through a penumbra instead of a hard line. Light.soft(0) restores hard, single-sample shadows. The setting persists until changed. Deterministic (fixed-point average of integer ray tests).
Parameters:
radius— the light's apparent size in pixels; larger = wider penumbra (0= hard)
program Demo {
property Torch { x: int = 0, y: int = 0 }
model Lamp { Torch }
handler Render phase Update {
Screen.clear(0)
Light.ambient(Color.rgb(24, 24, 32))
Light.clear_occluders()
Light.occlude(96, 40, 6, 40) # a pillar casting a shadow
Light.soft(5) # 5px penumbra
Light.point(60, 60, 90, Color.rgb(255, 240, 200), 1.0)
Screen.show()
}
}