Add 2D lightmap: occlusion shadows and point lights
CI / build-test (push) Successful in 1m14s

Extend the Lighting module with a per-cell lightmap. LightmapBuilder (pure,
tested) fills an ambient base, shades occluder cells, and adds point lights
that attenuate with distance and are blocked by occluders between source and
cell (grid-traced soft shadows). Lightmap holds the grid plus a greyscale
texture (Upload) and a bilinear SampleAt for the simulation; a PointLight
component places lights in the world. LightmapSystem rebuilds the grid a few
times a second (ambient from the day/night cycle with a night floor, occluders
from a game-supplied grid, point lights from the ECS); LightmapRenderSystem
multiplies the lightmap over the world after the sprite flush and under the
HUD. Wired via scene.UseLighting(...), sampled through Lighting.SampleAt. Docs
updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-12 18:40:17 +03:00
co-authored by Claude Opus 4.8
parent d0104df304
commit 79d406a9f4
8 changed files with 524 additions and 3 deletions
@@ -0,0 +1,120 @@
namespace MrGameEng.Lighting;
/// <summary>One point light projected onto the light grid: a cell position, a radius in cells and an intensity.</summary>
public readonly record struct LightSample(int X, int Y, float Radius, float Intensity);
/// <summary>
/// Builds a per-cell light grid (CPU, GPU-free, testable): an ambient base dimmed under occluders,
/// plus point lights that attenuate with distance and are blocked by occluders between the source
/// and the cell (grid-traced shadows). Pure data — a <see cref="Lightmap"/> turns the grid into a
/// texture and the simulation samples it for local light.
/// </summary>
public static class LightmapBuilder
{
/// <summary>How much of the ambient light reaches a cell that is itself an occluder (canopy/shade).</summary>
public const float OccluderShade = 0.35f;
/// <summary>
/// Fills <paramref name="light"/> (length <paramref name="width"/>×<paramref name="height"/>) with
/// ambient light, shading occluder cells, then adds each point light with grid-traced occlusion.
/// Values end clamped to <c>[0, 1]</c>.
/// </summary>
public static void Build(
float[] light,
int width,
int height,
float ambient,
ReadOnlySpan<bool> occluders,
IReadOnlyList<LightSample> lights
)
{
for (var i = 0; i < light.Length; i++)
{
light[i] = occluders[i] ? ambient * OccluderShade : ambient;
}
foreach (var l in lights)
{
if (l.Radius <= 0f || l.Intensity <= 0f)
{
continue;
}
var r = (int)MathF.Ceiling(l.Radius);
var minX = Math.Max(0, l.X - r);
var maxX = Math.Min(width - 1, l.X + r);
var minY = Math.Max(0, l.Y - r);
var maxY = Math.Min(height - 1, l.Y + r);
for (var y = minY; y <= maxY; y++)
{
for (var x = minX; x <= maxX; x++)
{
var dx = x - l.X;
var dy = y - l.Y;
var d = MathF.Sqrt(dx * dx + dy * dy);
if (d > l.Radius)
{
continue;
}
if (!Visible(l.X, l.Y, x, y, occluders, width))
{
continue; // в тени за препятствием
}
light[y * width + x] += l.Intensity * (1f - d / l.Radius);
}
}
}
for (var i = 0; i < light.Length; i++)
{
light[i] = Math.Clamp(light[i], 0f, 1f);
}
}
// Есть ли прямая видимость между клетками: проводим линию (Брезенхем) и проверяем
// промежуточные клетки на окклюдер (концы исключены).
private static bool Visible(
int x0,
int y0,
int x1,
int y1,
ReadOnlySpan<bool> occluders,
int width
)
{
var dx = Math.Abs(x1 - x0);
var dy = Math.Abs(y1 - y0);
var sx = x0 < x1 ? 1 : -1;
var sy = y0 < y1 ? 1 : -1;
var err = dx - dy;
var x = x0;
var y = y0;
while (true)
{
if (x == x1 && y == y1)
{
return true;
}
if ((x != x0 || y != y0) && occluders[y * width + x])
{
return false;
}
var e2 = 2 * err;
if (e2 > -dy)
{
err -= dy;
x += sx;
}
if (e2 < dx)
{
err += dx;
y += sy;
}
}
}
}