Add 2D lightmap: occlusion shadows and point lights
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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 +1,21 @@
using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
namespace MrGameEng.Lighting;
/// <summary>
/// A point light: an entity with this component plus a <see cref="MrGameEng.Graphics.Transform2D"/>
/// adds light around its world position, attenuating to zero at <see cref="Radius"/> and casting
/// grid-traced shadows behind occluders. Picked up by the lighting system into the lightmap.
/// </summary>
public struct PointLight : IComponent
{
/// <summary>Reach of the light in world units (light fades to zero at this distance).</summary>
public float Radius;
/// <summary>Light tint (reserved for colored lights; intensity currently drives brightness).</summary>
public Color Color;
/// <summary>Peak brightness added at the light's centre (0..1+).</summary>
public float Intensity;
}