Skip to main content

roxlap_render/
light.rs

1//! Dynamic lighting (stages DL + SL) — runtime sun + point + spot
2//! lights with stylized voxel shadows, on **both** backends (the GPU
3//! shaders since DL, the CPU renderer since CPU.1/CPU.2). See
4//! `PORTING-DYNLIGHT.md` + `PORTING-SPOTLIGHT.md`.
5//!
6//! Lighting is per-frame: a host builds a [`LightRig`] each frame and
7//! hands it to the renderer via [`crate::FrameParams::lights`]. There are
8//! deliberately no stateful lighting setters on [`crate::SceneRenderer`]
9//! (mirroring how sky / fog / side-shades already flow through
10//! [`crate::FrameParams`]). `lights: None` ⇒ exactly the pre-DL render.
11
12/// The sun — a single directional light for the whole scene. World space.
13#[derive(Clone, Copy, Debug, PartialEq)]
14pub struct DirectionalLight {
15    /// Direction the light **travels** (from the sun toward the scene),
16    /// world space. Need not be normalized — the backend normalizes. The
17    /// N·L term uses the negation (the direction *to* the sun).
18    pub direction: [f32; 3],
19    /// Linear RGB, `0..1` (may exceed 1 for extra punch; the output is
20    /// clamped). `[1.0; 3]` is neutral white.
21    pub color: [f32; 3],
22    /// Scalar brightness multiplier on `color`.
23    pub intensity: f32,
24    /// Whether this light casts stylized hard shadows (DL.3). The sun is
25    /// the natural first shadow caster.
26    pub casts_shadow: bool,
27}
28
29impl Default for DirectionalLight {
30    fn default() -> Self {
31        Self {
32            direction: [0.0, 0.0, 1.0],
33            color: [1.0; 3],
34            intensity: 1.0,
35            casts_shadow: false,
36        }
37    }
38}
39
40/// A colored point light. World space, with a hard radius cutoff (it
41/// contributes nothing beyond `radius`).
42#[derive(Clone, Copy, Debug, PartialEq)]
43pub struct PointLight {
44    /// World-space position (voxel units).
45    pub position: [f32; 3],
46    /// Linear RGB, `0..1`.
47    pub color: [f32; 3],
48    /// Scalar brightness multiplier on `color`.
49    pub intensity: f32,
50    /// Hard cutoff distance in world units; past it the light is zero.
51    pub radius: f32,
52    /// Whether this light casts stylized hard shadows (DL.3). Only the
53    /// first few flagged lights actually cast (see the renderer's
54    /// shadow-caster cap); the rest are silently demoted to shadowless
55    /// with a log warning — never truncated.
56    pub casts_shadow: bool,
57}
58
59impl Default for PointLight {
60    fn default() -> Self {
61        Self {
62            position: [0.0; 3],
63            color: [1.0; 3],
64            intensity: 1.0,
65            radius: 32.0,
66            casts_shadow: false,
67        }
68    }
69}
70
71/// A spot (cone) light — a [`PointLight`] with a direction and a soft
72/// angular cutoff, so it lights only a cone. World space. Internally folded
73/// into the point-light path (a point light is the 180°-cone degenerate), so
74/// spots share the point-light count + shadow-caster budgets.
75#[derive(Clone, Copy, Debug, PartialEq)]
76pub struct SpotLight {
77    /// World-space position (voxel units).
78    pub position: [f32; 3],
79    /// Cone **axis** — the direction the light shines **along** (the way the
80    /// light travels). Need not be normalized; the backend normalizes.
81    pub direction: [f32; 3],
82    /// Linear RGB, `0..1`.
83    pub color: [f32; 3],
84    /// Scalar brightness multiplier on `color`.
85    pub intensity: f32,
86    /// Hard cutoff distance in world units; past it the light is zero.
87    pub radius: f32,
88    /// Inner half-angle in **degrees**: within it the cone is at full
89    /// brightness. Clamped to `0..=outer_angle_deg`.
90    pub inner_angle_deg: f32,
91    /// Outer half-angle in **degrees**: past it the cone is zero; between the
92    /// two it soft-falls off (`smoothstep`). `outer == inner` ⇒ a hard edge;
93    /// `>= 180` ⇒ omnidirectional (a plain point light). Clamped to `0..=180`.
94    pub outer_angle_deg: f32,
95    /// Whether this spot casts a stylized hard shadow (shares the
96    /// shadow-caster cap with the sun + point lights; excess demoted with a
97    /// warning, never truncated).
98    pub casts_shadow: bool,
99}
100
101impl Default for SpotLight {
102    fn default() -> Self {
103        Self {
104            position: [0.0; 3],
105            direction: [0.0, 0.0, 1.0],
106            color: [1.0; 3],
107            intensity: 1.0,
108            radius: 32.0,
109            inner_angle_deg: 20.0,
110            outer_angle_deg: 30.0,
111            casts_shadow: false,
112        }
113    }
114}
115
116impl SpotLight {
117    /// The clamped `(inner, outer)` half-angles in degrees (`0 <= inner <=
118    /// outer <= 180`). Shared by both backends so the cone is identical.
119    fn clamped_angles(&self) -> (f32, f32) {
120        let outer = self.outer_angle_deg.clamp(0.0, 180.0);
121        let inner = self.inner_angle_deg.clamp(0.0, outer);
122        (inner, outer)
123    }
124
125    /// The normalized world-space cone axis (travel direction). `[0,0,1]`
126    /// if `direction` is degenerate.
127    pub(crate) fn axis(&self) -> [f32; 3] {
128        let d = self.direction;
129        let len = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
130        if len > 1e-6 {
131            [d[0] / len, d[1] / len, d[2] / len]
132        } else {
133            [0.0, 0.0, 1.0]
134        }
135    }
136
137    /// Cosine of the clamped inner half-angle (`>= cos_outer`).
138    pub(crate) fn cos_inner(&self) -> f32 {
139        self.clamped_angles().0.to_radians().cos()
140    }
141
142    /// Cosine of the clamped outer half-angle. `<= -0.999` (a `>= ~177°`
143    /// cone) makes the shader/CPU skip the cone mask — an omnidirectional
144    /// point light.
145    pub(crate) fn cos_outer(&self) -> f32 {
146        self.clamped_angles().1.to_radians().cos()
147    }
148}
149
150/// The whole per-frame light environment, borrowed into
151/// [`crate::FrameParams`]. GPU-only.
152#[derive(Clone, Copy, Debug)]
153pub struct LightRig<'a> {
154    /// The sun. `None` ⇒ no directional light this frame.
155    pub sun: Option<DirectionalLight>,
156    /// Point lights. The backend caps the count (excess dropped with a
157    /// log warning), so this slice may be longer than the GPU honours.
158    pub points: &'a [PointLight],
159    /// Spot (cone) lights. Folded into the point-light path, so they share
160    /// the point-light count + shadow-caster budgets (points take priority).
161    pub spots: &'a [SpotLight],
162    /// Multiplier applied to the baked ambient byte — the global ambient
163    /// level / tint. `[1.0; 3]` uses the baked byte as-is.
164    pub ambient: [f32; 3],
165    /// Stylized-shadow strength `0..1`: the fraction of a caster's light
166    /// removed in shadow (`1.0` = full black, `0.0` = no visible shadow).
167    pub shadow_strength: f32,
168    /// Shadow-ray origin bias along the surface normal, in voxel units —
169    /// kills self-shadow acne. ~1.5 is a good default.
170    pub shadow_bias_voxels: f32,
171    /// Sun shadow-ray length cap, world units (point-light shadow rays
172    /// stop at the light instead).
173    pub shadow_max_dist: f32,
174    /// DL.6 — **stylized lighting**. `0` ⇒ smooth (physically-ish) diffuse
175    /// (the default). `≥1` ⇒ retro cel look: the sun's key term and each
176    /// point light's diffuse factor quantize to `bands + 1` discrete levels
177    /// (terraced light instead of a smooth gradient), and the banded sun key
178    /// drives a **gradient map** from [`shadow_tint`](Self::shadow_tint)
179    /// (cool, unlit) to the sun's colour (warm, lit) — hue-shifted shadows
180    /// rather than plain darkening. Avoids the "generic Phong" read that
181    /// flattens the voxel/retro identity.
182    pub bands: u32,
183    /// DL.6 — the cool shadow/ambient tint the stylized ramp starts from
184    /// (the unlit end). Multiplied by the baked ambient/AO byte. Ignored
185    /// when `bands == 0` (then [`ambient`](Self::ambient) is used instead).
186    pub shadow_tint: [f32; 3],
187}
188
189impl Default for LightRig<'_> {
190    fn default() -> Self {
191        Self {
192            sun: None,
193            points: &[],
194            spots: &[],
195            ambient: [1.0; 3],
196            shadow_strength: 0.7,
197            shadow_bias_voxels: 1.5,
198            shadow_max_dist: 512.0,
199            bands: 0,
200            shadow_tint: [0.12, 0.14, 0.2],
201        }
202    }
203}
204
205#[cfg(test)]
206mod tests {
207    use super::*;
208
209    #[test]
210    fn spot_angles_convert_and_clamp() {
211        // cos is decreasing in angle ⇒ inner (smaller angle) has the larger
212        // cosine; the two bracket the smoothstep the backends run.
213        let s = SpotLight {
214            inner_angle_deg: 20.0,
215            outer_angle_deg: 30.0,
216            ..SpotLight::default()
217        };
218        assert!(s.cos_inner() > s.cos_outer());
219        assert!((s.cos_inner() - 20.0f32.to_radians().cos()).abs() < 1e-6);
220
221        // inner > outer is clamped to outer ⇒ a hard edge (equal cosines).
222        let hard = SpotLight {
223            inner_angle_deg: 40.0,
224            outer_angle_deg: 25.0,
225            ..SpotLight::default()
226        };
227        assert!((hard.cos_inner() - hard.cos_outer()).abs() < 1e-6);
228
229        // A 180° outer cone reads as an omnidirectional point (mask skipped:
230        // the backends treat `cos_outer <= -0.999` as "not a spot").
231        let wide = SpotLight {
232            outer_angle_deg: 180.0,
233            ..SpotLight::default()
234        };
235        assert!(wide.cos_outer() <= -0.999);
236    }
237
238    #[test]
239    fn spot_axis_normalizes() {
240        let s = SpotLight {
241            direction: [0.0, 0.0, 5.0],
242            ..SpotLight::default()
243        };
244        assert_eq!(s.axis(), [0.0, 0.0, 1.0]);
245        // Degenerate direction falls back to a defined axis.
246        let z = SpotLight {
247            direction: [0.0; 3],
248            ..SpotLight::default()
249        };
250        assert_eq!(z.axis(), [0.0, 0.0, 1.0]);
251    }
252}