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>
2 KiB
| id | title | order |
|---|---|---|
| light | Light | 33 |
A software 2D light-accumulation pass over the framebuffer, run in a render phase after drawing the scene and before Screen.show. Light.ambient multiplies the whole scene toward a tint — the night/cave modulate that darkens everything so lights add mood back on top. Light.point accumulates a radial glow that falls off with distance and clamps per channel, and Light.occlude registers rectangles that block a light's rays to cast hard shadows (cleared each frame with Light.clear_occluders). Lighting is a rendering concern only — it never touches game state or replays — and it is fully deterministic (integer and Q16.16 fixed), so the same scene lights identically every run and in a headless render, keeping screenshots diffable. Colours are 0x00RRGGBB. Beyond the radial core, the pass carries the render-quality tiers: Light.spot cones, a Light.falloff exponent, Light.soft shadows (penumbra), Light.gel colour cookies, normal-mapped surfaces (Light.normal + Light.height) that shade by facing, and a Light.time_of_day day/night ramp — every one deterministic. This is the imperative surface; the engine also consumes Light2D/Occluder components automatically (a Light2D may carry optional direction/spread/falloff/softness/gel fields). Related: Screen, Color, Camera.