ludic/docs/language/light/light-height.md
Orkuncakilkaya 382826889f
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 18s
ci / build-and-test (push) Successful in 1m21s
commit-lint / conventional-commits (push) Successful in 4s
docs / build-and-deploy (push) Successful in 19s
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

1.1 KiB

id name category kind tokens sig tip order ns member
light-height Light.height light namespace-method Light.height Light.height(height) Set the virtual height of lights above the surface, for normal-map shading. 12 Light height

Sets how far above the surface plane lights sit, in pixels — the z distance used when shading normal-mapped 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 N·L term, so a scene with no stamped normals is unchanged. The default (64) suits most scenes. Persists until changed.

Parameters:

  • height — the light's height above the plane in pixels (> 0)
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()
  }
}