ludic/docs/language/light/light-soft.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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---
id: light-soft
name: Light.soft
category: light
kind: namespace-method
tokens: Light.soft
sig: Light.soft(radius)
tip: Soft shadows — an occluder edge fades through a penumbra of this radius.
order: 7
ns: Light
member: 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 <a href="light-occlude"><code>occluder</code></a> edge cuts sharply. With <code>radius > 0</code> 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. <code>Light.soft(0)</code> 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)
```ludic
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()
}
}
```