The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
408 lines
18 KiB
Text
408 lines
18 KiB
Text
# ============================================================================
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# light.ludic — 2D light accumulation over the framebuffer, in Ludic.
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#
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# The Light.* namespace (see emit_call.ludic) is a software light pass a game
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# runs in its render phase, after drawing the scene and before Screen.show:
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#
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# Screen.clear(0); draw the world ...
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# Light.ambient(0x303040) # night: multiply the scene down
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# Light.clear_occluders()
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# Light.occlude(wall_x, wall_y, w, h) # geometry that blocks light
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# Light.point(torch_x, torch_y, 90, Color.Amber, 1.0) # add a glow
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# Screen.show()
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#
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# It owns the framebuffer end to end (rt_fb in core.ludic), so lighting is a
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# rendering concern only — it never touches game state, and it is fully
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# deterministic (integer + Q16.16 fixed): the same scene lights identically on
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# every run and in a headless render, so screenshots stay diffable.
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#
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# ludicc splices this file into a game via core.ludic (it reads/writes the
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# framebuffer), so it links only where the renderer does.
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#
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# Tiers shipped here (issue #4 + #49): (1) ambient modulate + additive radial
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# point lights; (2) hard shadows — a light is blocked along any segment crossing
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# a registered rectangular occluder; (3) cone/spot lights (light_spot: direction +
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# spread), a falloff-curve exponent, soft shadows (a penumbra from area sampling),
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# colour-cookie gels (centre → rim), normal-mapped surfaces (light_normal_rect +
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# an N·L buffer), and a day/night ambient ramp (light_time_of_day). Every tier is
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# integer + Q16.16 fixed, so a scene lights identically on every run and headless.
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# The engine also consumes Light2D / Occluder *components* automatically
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# (systems_light.ludic); Light.* is the imperative surface the proposal names.
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# ============================================================================
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# ---- occluder store -------------------------------------------------------
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# Up to 64 rectangular occluders, stored flat as (x, y, w, h) i32 quads. A game
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# clears them each frame (Light.clear_occluders) and re-registers the geometry
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# that should cast shadows this frame.
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var rt_light_occ: words = null # occluder rects: 4 i32 each — x, y, w, h
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var rt_light_occ_n: int = 0 # number of occluders currently stored
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function light_occ_init() -> void {
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if rt_light_occ == null { rt_light_occ = words(64 * 4) }
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}
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# forget every occluder — call once per frame before re-registering geometry.
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function light_clear_occluders() -> void { rt_light_occ_n = 0 }
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# register a rectangular shadow caster (screen space). Silently ignored past 64.
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function light_occlude(x: int, y: int, w: int, h: int) -> void {
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light_occ_init()
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if rt_light_occ_n >= 64 { return }
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let i = rt_light_occ_n * 4
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rt_light_occ[i] = x
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rt_light_occ[i + 1] = y
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rt_light_occ[i + 2] = w
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rt_light_occ[i + 3] = h
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rt_light_occ_n += 1
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}
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# ---- shadow geometry ------------------------------------------------------
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# Orientation of point c relative to the directed segment a->b: 1 = left/ccw,
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# -1 = right/cw, 0 = colinear. Pure integer; screen coordinates keep the cross
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# product well inside i32.
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function light_orient(ax: int, ay: int, bx: int, by: int, cx: int, cy: int) -> int {
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let v = (bx - ax) * (cy - ay) - (by - ay) * (cx - ax)
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if v > 0 { return 1 }
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if v < 0 { return -1 }
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return 0
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}
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# do segments a-b and c-d straddle each other (proper crossing)? Colinear
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# touching is treated as no-cross — negligible for a light pass.
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function light_seg_cross(ax: int, ay: int, bx: int, by: int, cx: int, cy: int, dx: int, dy: int) -> bool {
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let d1 = light_orient(cx, cy, dx, dy, ax, ay)
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let d2 = light_orient(cx, cy, dx, dy, bx, by)
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let d3 = light_orient(ax, ay, bx, by, cx, cy)
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let d4 = light_orient(ax, ay, bx, by, dx, dy)
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if (d1 != d2) and (d3 != d4) { return true }
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return false
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}
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function light_pt_in_rect(px: int, py: int, rx: int, ry: int, rw: int, rh: int) -> bool {
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return (px >= rx) and (py >= ry) and (px < rx + rw) and (py < ry + rh)
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}
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# is the segment from light (lx,ly) to pixel (px,py) blocked by any occluder?
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# A pixel inside an occluder is in shadow; otherwise the ray is blocked if it
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# crosses any of the rectangle's four edges.
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function light_blocked(lx: int, ly: int, px: int, py: int) -> bool {
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var k = 0
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while k < rt_light_occ_n {
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let i = k * 4
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let rx = rt_light_occ[i]
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let ry = rt_light_occ[i + 1]
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let rw = rt_light_occ[i + 2]
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let rh = rt_light_occ[i + 3]
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if light_pt_in_rect(px, py, rx, ry, rw, rh) { return true }
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let x0 = rx
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let y0 = ry
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let x1 = rx + rw
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let y1 = ry + rh
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if light_seg_cross(lx, ly, px, py, x0, y0, x1, y0) { return true } # top
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if light_seg_cross(lx, ly, px, py, x1, y0, x1, y1) { return true } # right
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if light_seg_cross(lx, ly, px, py, x1, y1, x0, y1) { return true } # bottom
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if light_seg_cross(lx, ly, px, py, x0, y1, x0, y0) { return true } # left
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k += 1
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}
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return false
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}
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# integer square root (Newton) — 0..sqrt(n). Deterministic, overflow-safe for
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# any screen-scale radius (unlike a fixed(radius^2) that would wrap past ~181px).
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function light_isqrt(n: int) -> int {
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if n <= 0 { return 0 }
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var x = n
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var y = (x + 1) / 2
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while y < x {
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x = y
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y = (x + n / x) / 2
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}
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return x
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}
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# sqrt of a Q16.16 fixed in [0, ~1] — isqrt(raw) << 8, since sqrt(v/2^16)*2^16 =
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# sqrt(v)*2^8. Used by the normal-map N·L (unit vectors), where inputs are <= 1.
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function light_fsqrt(v: fixed) -> fixed {
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if v <= 0 { return fixed(0) }
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return light_isqrt(as_int(v)) << 8
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}
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# ---- tier controls (globals) ----------------------------------------------
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# Quality knobs the light pass reads. They persist across frames like the
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# occluder store — a game (or the engine ECS system) sets them before emitting a
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# light and they stay until changed, so the simple Light.point call keeps its
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# short signature while spot/soft/falloff/gel ride on this side-band state.
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var rt_light_falloff: int = 1 # brightness ramp exponent: 1 linear, 2 quadratic, 3 cubic…
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var rt_light_soft: int = 0 # penumbra radius in px (0 = hard single-sample shadow)
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var rt_light_gel: int = 0 # outer gel colour 0x00RRGGBB (used only when rt_light_gel_on)
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var rt_light_gel_on: bool = false # gel active? off = a flat single-colour light
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var rt_light_h: int = 64 # virtual light height above the surface, for normal-map N·L
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function light_set_falloff(exp: int) -> void {
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if exp < 1 { rt_light_falloff = 1 } else { rt_light_falloff = exp }
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}
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function light_set_soft(radius: int) -> void { rt_light_soft = radius }
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function light_set_gel(outer: int) -> void { rt_light_gel = outer; rt_light_gel_on = true }
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function light_clear_gel() -> void { rt_light_gel_on = false }
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function light_set_height(h: int) -> void { if h > 0 { rt_light_h = h } }
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# ---- normal buffer --------------------------------------------------------
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# An optional per-pixel surface-normal G-buffer, parallel to the framebuffer.
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# Each entry packs (nx, ny) as two signed bytes biased by 128; 0 means "no normal
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# here" so an unstamped scene lights exactly as before (factor 1). nz is recovered
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# from the unit constraint, so a Light2D shades a surface by the angle it faces,
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# not distance alone (tier 3). Allocated only when a game stamps a normal.
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var rt_light_nrm: words = null
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function light_nrm_init() -> void {
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if rt_light_nrm == null { rt_light_nrm = words(rt_fbw * rt_fbh) }
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}
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# forget every stamped normal — call once per frame before re-stamping surfaces.
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function light_clear_normals() -> void {
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if rt_light_nrm == null { return }
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let n = rt_fbw * rt_fbh
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var i = 0
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while i < n { rt_light_nrm[i] = 0; i += 1 }
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}
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# stamp a rectangular region's surface normal. nx, ny are the normal's x/y as a
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# Q16.16 fixed in [-1, 1] (a flat surface facing the camera is nx = ny = 0); nz is
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# derived. Screen space, clipped to the framebuffer.
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function light_normal_rect(x: int, y: int, w: int, h: int, nx: fixed, ny: fixed) -> void {
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light_nrm_init()
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var nxq = floor(nx * fixed(127)) + 128
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var nyq = floor(ny * fixed(127)) + 128
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if nxq < 0 { nxq = 0 }; if nxq > 255 { nxq = 255 }
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if nyq < 0 { nyq = 0 }; if nyq > 255 { nyq = 255 }
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let packed = 65536 | (nyq << 8) | nxq # bit 16 = "stamped" flag (nonzero even at 128,128)
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var py = y
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while py < y + h {
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if (py >= 0) and (py < rt_fbh) {
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var px = x
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while px < x + w {
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if (px >= 0) and (px < rt_fbw) { rt_light_nrm[py * rt_fbw + px] = packed }
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px += 1
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}
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}
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py += 1
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}
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}
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# ---- angle helpers (integer degrees, self-contained) ----------------------
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# atan(num/den) in degrees for 0 <= num <= den, 0..45. A minimax cubic
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# (Q16.16), max error < ~0.25°, so cone edges are smooth without a trig prelude.
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function light_atan_deg01(num: int, den: int) -> int {
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if den <= 0 { return 0 }
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let t = fixed(num) / fixed(den) # 0..1
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let inner = 0.2447 + 0.0663 * t # 0.2447 + 0.0663 t
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let rad = 0.785398 * t - t * (t - 1.0) * inner
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let deg = rad * 57.2957 # 180/pi
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return floor(deg)
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}
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# atan2(y, x) in whole degrees, 0..359, measured from +x, counter-clockwise. The
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# light's coordinate frame is consistent between direction and pixels, so screen
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# y-down cancels out — a cone points the way its `direction` field says.
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function light_atan2_deg(y: int, x: int) -> int {
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if (x == 0) and (y == 0) { return 0 }
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let ax = abs(x)
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let ay = abs(y)
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var a = 0
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if ax >= ay { a = light_atan_deg01(ay, ax) }
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else { a = 90 - light_atan_deg01(ax, ay) }
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if (x >= 0) and (y >= 0) { return a }
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if (x < 0) and (y >= 0) { return 180 - a }
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if (x < 0) and (y < 0) { return 180 + a }
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return 360 - a
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}
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# smallest absolute difference between two whole-degree angles, 0..180.
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function light_ang_diff(a: int, b: int) -> int {
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var d = a - b
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if d < 0 { d = -d }
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if d > 180 { d = 360 - d }
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return d
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}
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# t^exp for a Q16.16 t in [0,1] and a small integer exponent (repeated fixed
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# multiply) — the falloff curve. exp 1 is the original linear ramp.
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function light_pow_t(t: fixed, exp: int) -> fixed {
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if exp <= 1 { return t }
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var r = t
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var i = 1
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while i < exp { r *= t; i += 1 }
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return r
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}
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# fraction of the light visible at a pixel, 0..1 (Q16.16). A hard light samples
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# only its centre (0 or 1); a soft light (rt_light_soft > 0) samples a small cross
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# on the light disk and averages, so an occluder edge fades through a penumbra
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# instead of cutting sharply (tier 4).
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function light_vis(cx: int, cy: int, px: int, py: int) -> fixed {
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if rt_light_soft <= 0 {
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if light_blocked(cx, cy, px, py) { return fixed(0) }
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return fixed(1)
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}
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let s = rt_light_soft
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var hit = 0
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if not light_blocked(cx, cy, px, py) { hit += 1 }
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if not light_blocked(cx + s, cy, px, py) { hit += 1 }
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if not light_blocked(cx - s, cy, px, py) { hit += 1 }
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if not light_blocked(cx, cy + s, px, py) { hit += 1 }
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if not light_blocked(cx, cy - s, px, py) { hit += 1 }
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return fixed(hit) / fixed(5)
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}
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# Lambert factor at a pixel from the normal G-buffer, 0..1 (Q16.16). Flat / no
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# normal -> 1 (unchanged). Otherwise N·L with L the (normalized) direction from
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# the surface to the light in 3D, the light lifted rt_light_h above the plane.
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function light_normal_factor(cx: int, cy: int, px: int, py: int) -> fixed {
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if rt_light_nrm == null { return fixed(1) }
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let packed = rt_light_nrm[py * rt_fbw + px]
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if packed == 0 { return fixed(1) }
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let nxq = (packed & 255) - 128
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let nyq = ((packed >> 8) & 255) - 128
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let lx = cx - px
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let ly = cy - py
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let lz = rt_light_h
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let lm = light_isqrt(lx * lx + ly * ly + lz * lz)
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if lm <= 0 { return fixed(1) }
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let lxf = fixed(lx) / fixed(lm)
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let lyf = fixed(ly) / fixed(lm)
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let lzf = fixed(lz) / fixed(lm)
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let nxf = fixed(nxq) / fixed(127)
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let nyf = fixed(nyq) / fixed(127)
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var nz2 = fixed(1) - nxf * nxf - nyf * nyf
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if nz2 < 0 { nz2 = fixed(0) }
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let nzf = light_fsqrt(nz2)
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var dot = nxf * lxf + nyf * lyf + nzf * lzf
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if dot < 0 { dot = fixed(0) }
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return dot
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}
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# ---- the light pass -------------------------------------------------------
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# Multiply the whole scene by an ambient tint (0x00RRGGBB): the CanvasModulate
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# that gives a night/cave mood before any light adds brightness back. Ambient
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# 0xFFFFFF is a no-op; darker/colored tints dim and gel the scene.
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function light_ambient(color: int) -> void {
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let ar = (color >> 16) & 255
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let ag = (color >> 8) & 255
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let ab = color & 255
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let n = rt_fbw * rt_fbh
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var i = 0
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while i < n {
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let cur = rt_fb[i]
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let nr = (((cur >> 16) & 255) * ar) / 255
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let ng = (((cur >> 8) & 255) * ag) / 255
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let nb = ((cur & 255) * ab) / 255
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rt_fb[i] = (nr << 16) | (ng << 8) | nb
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i += 1
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}
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}
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# The one light emitter. Additively accumulate a light centred at (cx,cy) with
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# the given radius (px), colour (0x00RRGGBB) and energy (a Q16.16 fixed
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# multiplier; 1.0 is full). It reads the tier-control globals for everything past
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# the basic radial glow:
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# * rt_light_falloff — the brightness ramp exponent (1 linear, 2 quadratic, …).
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# * rt_light_gel — an outer colour: the light gels from `color` at the
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# centre to this at the rim (a colour cookie).
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# * rt_light_soft — a penumbra: soft shadows fade over this radius.
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# * rt_light_nrm — a normal buffer: surfaces shade by facing (N·L).
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# `dir_deg`/`spread_deg` make it a cone: with spread >= 0 a pixel outside the cone
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# gets no light and the last few degrees feather. spread < 0 is omnidirectional.
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# Brightness is clamped per channel at 255; only the bounding box is touched.
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const LIGHT_FEATHER: int = 6 # cone-edge softening, in degrees
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function light_emit(cx: int, cy: int, radius: int, color: int, energy: fixed, dir_deg: int, spread_deg: int) -> void {
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if radius <= 0 { return }
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let lr = (color >> 16) & 255
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let lg = (color >> 8) & 255
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let lb = color & 255
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let gr = (rt_light_gel >> 16) & 255
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let gg = (rt_light_gel >> 8) & 255
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let gb = rt_light_gel & 255
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var py = cy - radius
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while py <= cy + radius {
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if (py >= 0) and (py < rt_fbh) {
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var px = cx - radius
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while px <= cx + radius {
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if (px >= 0) and (px < rt_fbw) {
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let ddx = px - cx
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let ddy = py - cy
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let d = light_isqrt(ddx * ddx + ddy * ddy)
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if d < radius {
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# cone gate: outside the spread contributes nothing; the rim feathers.
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var cone = fixed(1)
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if spread_deg >= 0 {
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let diff = light_ang_diff(light_atan2_deg(ddy, ddx), dir_deg)
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if diff > spread_deg { cone = fixed(0) }
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else {
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let edge = spread_deg - LIGHT_FEATHER
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if diff > edge { cone = fixed(spread_deg - diff) / fixed(LIGHT_FEATHER) }
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}
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}
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if cone > 0 {
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let vis = light_vis(cx, cy, px, py)
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if vis > 0 {
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let t_lin = fixed(radius - d) / fixed(radius) # 1 at centre, 0 at rim
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let atten = light_pow_t(t_lin, rt_light_falloff)
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let nf = light_normal_factor(cx, cy, px, py)
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let k = atten * energy * vis * cone * nf
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# gel: mix the light colour toward the rim colour by (1 - t_lin).
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var cr = lr; var cg = lg; var cb = lb
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if rt_light_gel_on {
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let mix = fixed(1) - t_lin
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cr = lr + floor(fixed(gr - lr) * mix)
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cg = lg + floor(fixed(gg - lg) * mix)
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cb = lb + floor(fixed(gb - lb) * mix)
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}
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let idx = py * rt_fbw + px
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let cur = rt_fb[idx]
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let nr = min(255, ((cur >> 16) & 255) + floor(fixed(cr) * k))
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let ng = min(255, ((cur >> 8) & 255) + floor(fixed(cg) * k))
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let nb = min(255, (cur & 255) + floor(fixed(cb) * k))
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rt_fb[idx] = (nr << 16) | (ng << 8) | nb
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}
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}
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}
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}
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px += 1
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}
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}
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py += 1
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}
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}
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|
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# a radial (omnidirectional) point light — the original short-signature call,
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# now a thin wrapper over light_emit with the cone disabled.
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function light_point(cx: int, cy: int, radius: int, color: int, energy: fixed) -> void {
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light_emit(cx, cy, radius, color, energy, 0, -1)
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}
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|
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# a cone / spot light aimed at `direction` degrees (0 = +x, CCW) with a half-angle
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|
# `spread` in degrees — a flashlight, a lamp cone. Shares every tier control (soft
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|
# shadows, falloff, gel, normals) with the radial form.
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|
function light_spot(cx: int, cy: int, radius: int, color: int, energy: fixed, direction: int, spread: int) -> void {
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light_emit(cx, cy, radius, color, energy, direction, spread)
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|
}
|
|
|
|
# ---- day / night ----------------------------------------------------------
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|
# Set the ambient tint from a time-of-day phase `t` (Q16.16 in [0,1]: 0 midnight,
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|
# 0.25 dawn, 0.5 noon, 0.75 dusk). A cosine-free triangle ramps a deep-blue night
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|
# up to full daylight and back, so a game animates one value and the world's mood
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|
# follows. Deterministic; drives the same light_ambient modulate.
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|
function light_time_of_day(t: fixed) -> void {
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|
# day factor 0..1: 0 at midnight, 1 at noon (triangle over the day).
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|
var day = t * fixed(2) # 0..2 across the day
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|
if day > fixed(1) { day = fixed(2) - day } # fold 0.5..1 back down: peak at noon
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|
if day < 0 { day = fixed(0) }
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# night tint 0x14142a (deep blue) -> day 0xffffff, per channel.
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|
let nr = 20; let ng = 20; let nb = 42
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let dr = 255; let dg = 255; let db = 255
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let r = nr + floor(fixed(dr - nr) * day)
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let g = ng + floor(fixed(dg - ng) * day)
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let b = nb + floor(fixed(db - nb) * day)
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|
light_ambient((r << 16) | (g << 8) | b)
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|
}
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