A software light pass over the framebuffer, run in a render phase after drawing the scene: Light.ambient multiplies the scene toward a tint (night/cave mood), Light.point additively accumulates a radial glow with linear falloff clamped per channel, and Light.occlude / Light.clear_occluders cast hard shadows by blocking a light's rays against rectangular occluders. Integer + Q16.16 fixed throughout, so a scene lights identically every run and in a headless render (diffable). Engine in runtime/native/light.ludic, spliced on demand (g_uses_light) like the regex/query runtimes; namespace wired in emit_call.ludic. Ships issue #4 tiers 1 (ambient + additive radial lights) and 2 (hard shadows). Normal-mapped sprites, soft shadows, a day/night directional light, and auto-consuming Light2D/Occluder components are follow-ups (the auto-system hook is tracked by #43). - runtime/native/light.ludic: the light-accumulation engine (isqrt falloff, segment/occluder shadow test, ambient modulate) - examples/library/lighting.ludic: 14 pixel-readback assertions - docs/language/light/: Light.ambient/point/occlude/clear_occluders - tools/x/test.ludic: lighting.ludic in the regression suite Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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1.1 KiB
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| light-ambient | Light.ambient | light | namespace-method | Light.ambient | Light.ambient(color) | Multiply the whole scene by a tint — the night/cave modulate. | 1 | Light | ambient |
Multiplies every framebuffer pixel by color (a 0x00RRGGBB tint), channel by channel (channel * tint / 255). This is the global modulate that sets mood before any light adds brightness back: a dim blue-grey gives night, a warm brown gives a cave, and 0xFFFFFF is a no-op. Call it once, after drawing the scene and before the Light.point calls that light it back up.
Parameters:
color— the ambient tint,0x00RRGGBB(darker/cooler = a darker scene)
program Demo {
property Tag { v: int = 0 }
model Marker { Tag }
handler Render phase Update {
Screen.clear(Color.rgb(120, 120, 140))
Light.ambient(Color.rgb(48, 48, 72)) # dusk: dim and cool
Light.point(160, 120, 90, Color.Amber, 1.0)
Screen.show()
}
}