# benilla-lighting A dynamic light and shadow system for [benilla](https://github.com/samwhosung/benilla), the Rust + Bevy reimplementation of the 1.12.1 client. This branch is upstream benilla (merged at `fd386e75`) plus the lighting work, the enhanced water module and volumetric fog, and nothing else. It needs no data changes: everything is derived from what a 1.12 install already carries (WMO `MOLT` lights, `MOCV` vertex colour, portals, M2 particle emitters, `Light.dbc`). Everything here is a departure from the reference client's look, so every lane has a live cvar and most can be switched off. Code is tagged `MONKEY ()` with the rationale and the measurements behind each constant. ## What it does | Lane | What you see | Main switch | |---|---|---| | Sun shadows, characters | real silhouettes for units instead of the oval blob | `characterShadows` | | Sun shadows, world | trees, buildings and alpha-tested foliage cast; baked terrain shadows step aside; the static caster cache also refreshes when streamed geometry arrives, so a standing camera picks up late trees (`world_shadow.rs::refresh_streamed_shadows`, independent of volumetric fog) | `worldShadows` | | Dynamic interiors | WMO rooms are lit per fragment by their own fixtures with a soft falloff, gated per room so light does not leak through walls | `interiorLight`, `interiorRoomGate` | | Synthesised lights | torches, braziers, lanterns, campfires and lampposts emit a light in the colour of their flame, with flicker | `fireLightGain`, `fireFlicker` | | Torch shadows | cube-map shadows from point lights onto buildings, models and terrain, with a contact-hardening penumbra and a shadow floor | `interiorShadows`, `exteriorShadows`, `torchShadowStrength`, `interiorShadowSoft` | | Daylight and doorways | calibrated fixtures at doors, windows and open boundaries carry daylight into a room, and doorways between rooms bleed light | `interiorDaylight`, env `WOW_DAYLIGHT`, `WOW_BLEED` | | Terrain in torch shadows | the ground casts into an outdoor fire's cube map, so a hill or bank blocks the fire (settled exterior slots only; `torch_terrain.rs` gathers the resident MCNK chunks inside the cube's 48 yd) | `torchTerrainShadows` (default 0, High 1), env `WOW_TORCH_TERRAIN=0\|1` | | City day floor | `interiorDaylight`'s room floor also reaches Stormwind/Ironforge rooms that the portal graph connects to the sky (an exterior-facing portal, or one hop from one; `district_sky_rooms` in `daylight.rs`); before this no city room could take it | `interiorDaylight` (default 0, suggested High 0.10) | | Spell and firework lights | fire, holy and fel effects light their surroundings for their lifetime; frost, nature, arcane and shadow do not | `spellLightGain`, env `WOW_SPELL_LIGHT=0` | | Moon shadows | at night the same shadow rig re-aims at the moon and casts a faint shadow; dims only the night sky term, never point lights | `moonShadowStrength` | | Ground-effect spells | Flamestrike, Rain of Fire, Consecration, Flare and fire traps light the ground for their duration; frost and nature areas stay dark | `spellLightGain` | | Volumetric fog | near-field haze that converges on the zone fog colour (clear within 10 yd, full by 150 yd; mistier at dawn and in bad weather, faint indoors) and sun/moon light shafts through gaps, sampled from the shadow map; own fullscreen pass after the main pass (`benilla-app/src/volumetric_fog.rs`) | Advanced Graphics → Volumetric Fog (Off/Low/High), cvar `volumetricFog`, env `WOW_VOLFOG=0\|1\|2` | | Sky dithering | a faint screen-space dither in the FFXGlow combine so smooth sky and fog gradients do not band (MONKEY p0; was env-only) | Advanced Graphics → Sky Dithering, cvar `skyDither` 0/1 (default 0, Graphics preset High = 1), env `WOW_DITHER=1` still forces it on; bridge in `benilla-app/src/monkey_gfx.rs` | | HDR emission and bloom | lit WMO windows, additive models/particles and magma can exceed display white; a soft-capped fullscreen halo is added before the faithful FFX clamp | Advanced Graphics → Bloom (Off/Low/High), cvar `bloom`; Off is the unchanged reference image, suggested High preset value 2 | | Sky quality | Enhanced: the five Light.dbc sky stops through a smooth monotone curve in linear light (no bands at the rings), a soft sun glow tinted by sun and fog colour (fades at night and under cloud), a procedural star field with twinkle and a faint Milky Way over the stock `Stars.m2`. High adds domain-warped cloud detail and sun-lit clouds (self-shadow, silver lining; technique from WarcraftXL, see `THIRD-PARTY.md`). Classic is the reference sky unchanged | Advanced Graphics → Sky Quality, cvar `skyQuality` 0 Classic / 1 Enhanced / 2 High, env `WOW_SKY_QUALITY` | | Modern fog | MONKEY (fog): radial distance fog with a gradual exponential curve, a daylight sun lobe, and an end colour shared by the world, WDL hull, sky horizon and volumetric haze. Each zone keeps its authored fog end up to the reference view-distance limit; optional `LightFogBand.dbc` rows provide height, sun and end-fog controls. Interior WMO fog stays classic | Advanced Graphics → Modern Fog, cvar `fogModel` 0 Classic (default) / 1 Modern (High = 1), env `WOW_FOGMODEL=0\|1`; `fog_hook.wgsl`, `lighting/fog_model.rs`, `light/fog_band.rs` | | Rain on surfaces | MONKEY (wet): rain gradually darkens and saturates exposed terrain and models, adds puddles and a sky/sun sheen, and produces rings on exterior Enhanced water. Wetness rises over roughly 90 seconds and dries over roughly four minutes; MONKEY (rainshelter): a camera-centred rain-occlusion map (128² cells of 0.75 yd, filled by vertical collision rays) keeps ground, walls and water under roofs, porches and bridges dry, with a ~1.5 yd drip margin and a soft edge; tree canopies without colliders do not shelter | Advanced Graphics → Wet Surfaces in Rain, cvar `rainSurfaces` 0/1 (default and High 1), env `WOW_RAIN_SURFACES`, `WOW_WETNESS`, `WOW_WET_T`; `weather/wetness.rs`, `weather/shelter.rs`, `wet_hook.wgsl` | | Foliage wind | one weather-fed gust/veer field drives grass and classified tree/bush foliage; grass also parts around the player and nearby units | Advanced Graphics → Foliage Wind, cvar `foliageWind` 0 Off / 1 Grass / 2 Grass + Trees (High = 2), capture override `WOW_FOLIAGE_WIND`; field and benders in `benilla-world/src/wind/`. The wave phase is the CPU-integrated travel (speed integrated over time, wrapped seamlessly), and the waves' spatial term uses the fixed profile heading; the veer turns only the bend. Tree exile copies sway through material marker bit 14 (`FOLIAGE_WIND_MARKER`). Capture offset `WOW_CAPTURE_WIND_T` (s). Known: shadow casters (world-shadow proxies, `torch_depth.wgsl`) do not apply the sway, so leaves sample a static shadow; a future world-camera DepthPrepass must call the same offsets | | Ambient occlusion | soft contact shadows under props, in wall-floor corners and around feet; depth-only SSAO at half resolution (depth-reconstructed normals, 6/12 spiral taps, 4x4 depth-aware blur, bilateral upsample) multiplied into the opaque scene after the opaque pass and before the water copy, so water, particles and UI are untouched; fades out 45-90 yd (Low) / 60-120 yd (High), spares sky and bright pixels; on alpha-tested foliage (a dense window of two-sided depth spikes) the blur widens its depth tolerance and the AO drops 40 %, which removes the leaf grain while planes, silhouettes and contact creases keep full AO (`benilla-app/src/ssao.rs`, `benilla-app/src/shaders/ssao.wgsl`) | Advanced Graphics → Ambient Occlusion (Off/Low/High; default Off, High preset 2), cvar `ambientOcclusion`, env `WOW_AO=0\|1\|2`, `WOW_AO_DEBUG=1..5` diagnostic views (factor, protection, distance, raw occlusion, foliage mask), `WOW_AO_GAIN`/`_RADIUS`/`_BIAS`/`_STRENGTH` tuning | | Lamp fog | MONKEY (lampfog): the fog fullscreen pass selects the nearest resolved exterior and interior point-table sources and analytically integrates their softened inverse-square light over the camera-to-scene-depth ray. A near-field haze floor makes lamps visible inside the ordinary volumetric haze's 10 yd clear zone; it is zero by day, stronger in rain/fog, and deliberately unshadowed. The table colour already includes intensity, flame flicker and `fireLightGain`. Halo output uses destination headroom and stays below 1.0, so a later bloom pass cannot blow it out | Advanced Graphics → Lamp Fog, cvar `lampFog` 0 Off (default, unchanged) / 1 Low (16 lamps) / 2 High (32 lamps; Graphics preset High = 2), env `WOW_LAMPFOG=0\|1\|2`; `benilla-app/src/volumetric_fog.rs` | | City window daylight | MONKEY (fix-daylight/integration): a district WMO's oversized window batch (e.g. the Cathedral of Light's stained-glass walls) is split into window-sized daylight apertures, so the nave takes daylight pane by pane. Applies to WMOs loaded after a change | Advanced Graphics → City Window Daylight, cvar `daylightWindowSplit` 0/1 (default 1, the merged behaviour); `benilla-world/src/lighting/daylight.rs` (`set_window_split`), bridge `benilla-app/src/dynamic_interior.rs` | | Zone skyboxes | the painted sky a zone's `LightParams` names (clear-weather slot, storm slot lerped by the storm blend) for the living, fading in by the Light sphere falloff with the modern client's crossfade (ghost > WMO > zone); extended `LightSkybox.dbc` flags `0x1` day cycle, `0x2` keep sun/moon/stars/clouds, `0x4` fog-colour horizon cone, plus a celestial second model; every skybox now plays its bones, texture transforms, colour and alpha tracks (`benilla-world/src/skybox.rs`, `skybox_anim.rs`, `benilla-formats/src/light/skybox.rs`) | Advanced Graphics → Zone Skyboxes, cvar `zoneSkyboxes` (0 Off default, 1 On; High = 1), env `WOW_ZONE_SKYBOXES=0\|1` | | Night and interior level | global dimming of the night sky term and of interior ambient | `nightGain`, `interiorGain`, `interiorBakeFloor` | `zoneSkyboxes = 0` disables only the added living-player zone slot. WMO and ghost skyboxes are the reference 1.12 slots, so their fidelity fixes remain active in Classic: authored colour and alpha tracks affect the layer, non-white M2 colours reach the mesh, deterministic captures pose at their pinned time, and the batch-order base reserves the lower celestial band and final fog cone. Players reach all of it from **Options -> Advanced Graphics** (a Graphics Preset over everything, a Render Distance slider, a Lighting Quality preset Off / Low / Medium / High / Ultra plus the individual rows; Classic / Off is the original client look). The dev build has a panel for all of it: **Ctrl+Shift+D → Lighting & shadows**, with Dim / Default / Bright presets. ## Graphics Preset MONKEY (presets). The top row of Advanced Graphics, cvar `graphicsQuality`: Classic / Low / Medium / High / Ultra, or Custom when the rows match none of them. The table is `GRAPHICS_PRESETS` in `benilla-app/src/cvars.rs` (one line per governed row); choosing a rung writes each row through the ordinary cvar path, and the label is re-derived every frame, so editing any governed row (or any Lighting Quality member) shows Custom. `lightingQuality` is itself a governed row, so every row the lighting ladder owns (`LIGHTING_PRESETS`: both sun lanes, shadow resolution, the room and torch lanes, moon shadows, `waterQuality`, `volumetricFog`, `bloom`, `sunShafts`, `colorGrading`, `foliageWind`, the fire/spell/lava gains, `nightGain`, `interiorGain`) follows it. | row | Classic | Low | Medium | High | Ultra | |---|---|---|---|---|---| | `lightingQuality` | Off | Low | Medium | High | Ultra | | `farclip` (Render Distance, yd) | 350 | 350 | 477 | 777 | 1497 | | `skyQuality` | 0 | 1 | 1 | 2 | 2 | | `skyDither` | 0 | 1 | 1 | 1 | 1 | | `fogModel` | 0 | 1 | 1 | 1 | 1 | | `rainSurfaces` | 0 | 1 | 1 | 1 | 1 | | `torchTerrainShadows` | 0 | 0 | 0 | 1 | 1 | | `daylightWindowSplit` | 0 | 1 | 1 | 1 | 1 | | `ambientOcclusion` | 0 | 0 | 1 | 2 | 2 | | `zoneSkyboxes` | 0 | 0 | 1 | 1 | 1 | | `lampFog` | 0 | 0 | 1 | 2 | 2 | What the lighting rungs set, beyond Off (everything off, gains 1.0) and High (the registered defaults): Low = character shadows only at a 1024 map, no torch or moon shadows, bloom Low; Medium = both sun lanes, indoor torch shadows (6 resident / 2 moving), moon shadows, bloom Low, no sun shafts or colour grading; Ultra = High with a 4096 sun map, 16 / 8 torch maps, High water and High volumetric fog. No rung decides `shadowDistance` or `interiorShadowSoft`. **Default: High.** A player whose `config.toml` names no `graphicsQuality` is seeded to the High column at startup (`Cvars::seed_graphics_preset`) on every row the file does not carry; the rows' registered defaults stay their per-lane ones (`farclip` the reference's 350), and captures and tests, which never seed, keep them. The Advanced page's Defaults button lands on High too. **Saved presets and new rows** (MONKEY (followups)). On load, `Cvars::reapply_saved_presets` writes the saved `graphicsQuality` rung (and the saved `lightingQuality` rung, else the Graphics rung's) over every governed row the file does NOT carry, so a row registered after the save gets the preset's value, not its registered default. Rows the file carries and session-owned rows stay; `Custom` writes nothing. **Render Distance** is `farclip`, the same cvar as the Graphics page's Terrain Distance (which keeps the stock 177–777 slider). Its clamp (`view::FARCLIP_RANGE`) now reaches `FARCLIP_MAX` = 1497 yd, the 1.12 grid of 60 carried on. Terrain residency (`terrain_stream/window.rs`), the model/WMO and particle walls (`view::within_farclip`) and the art-cache sweep radius (now 7 tiles, `art_scope.rs`) all follow it; at 1497 the residency window is at most 7×7 ADT tiles against 777's 5×5, which is the memory bound. Past 777 only Modern fog (`fog_model::modern_fog_end`) stretches the fog end with it; under Classic fog the zone's fog end still hides the extra reach. The optional enhanced water (Water Quality, refraction, caustics, High reflections, lava glow) is its own module, documented in `WATER.md`. ## Where the code lives - **Shaders**: `crates/benilla-assets/src/shaders/shadow_hook.wgsl` (shared shadow sampling), `fog_hook.wgsl` (MONKEY p0: the ONE distance-fog law — `fog_linear`, `fog_sample`, `apply_fog`; terrain, wow_model, static_gx, liquid, enhanced_water, wow_effect and wdl all call it; classic is bit-identical to the old per-shader copies, and `MonkeyFrame.fog_model` = 1 is the FOG lane's extension point), `monkey_frame.wgsl` (the MonkeyFrame struct), `crates/benilla-assets/src/shaders/emissive_hook.wgsl` (shared opt-in HDR multipliers), `crates/benilla-world/src/shaders/torch_depth.wgsl`, and the lighting lanes inside `static_gx.wgsl`, `wow_model.wgsl` and `terrain.wgsl`. The three receivers mirror each other; the comments say where. - **World** (`crates/benilla-world/src`): `lighting/global_light.rs` (light table packer, lanes, room claims, gains), `lighting/daylight.rs`, `lighting/flicker.rs`, `static_gx/torch_depth.rs` (cube-map cache), `static_gx/shadow.rs`, and the light spawning in `terrain_stream/spawn/`. - **Data rules** (`crates/benilla-formats/src`): `fire_light.rs` (which models emit light, their colour and reach, the spell school rules) and `room_claim.rs` (which rooms a light may light). - **App** (`crates/benilla-app/src`): `torch_shadow.rs` (caster selection), `shadow_core.rs`, `character_shadow.rs`, `world_shadow.rs`, `blob_shadow.rs`, `entities/carried_light.rs`, `entities/spell_fx/lifecycle.rs`, `dynamic_interior.rs`, `debug_panel/lighting_controls.rs`, and the cvars in `cvars.rs` / `video.rs`. - **Sky** (`crates/benilla-world/src`): `sky_fx.rs` (tier, clock, glow inputs), `shaders/sky_fx.wgsl` (gradient curve, glow, stars, cloud noise), the tier branches in `shaders/sky.wgsl` and `shaders/cloud.wgsl`, `clouds/layer.rs` (`update_cloud_fx`); the cvar bridge is `benilla-app/src/sky_quality.rs`. - **Census**: `cargo test -p benilla-world --lib lighting::daylight::census -- --ignored --nocapture` (`WOW_CENSUS_WMO`, `WOW_CENSUS_PLACE=map,tx,ty,uid`) prints, per interior room of a city WMO, whether a daylight fixture, a bleed fixture or neither reaches it, and the sky-room count. - **Wind**: `wind/mod.rs` resolves the WXL-derived shared field and nearest-unit benders; `clutter.rs` authors blade weights/phases; `static_gx` classifies and marks alpha-tested leaf batches. `wind_hook.wgsl` owns the displacement shared by clutter, retained trees and fade twins. - **Tools**: `benilla-extract wmolights [--verts ]`, `wmolamps`, `m2firescan` print the inputs the system works from (groups, batch classes, portals, claims, flame emitters). ## Invariants worth knowing before editing - The shared light buffer's per-frame blob is 8784 bytes and the torch table 6416 bytes; both are mirrored in the shaders and pinned by tests. The blob is 21 header rows (336 B), the 256-slot point-light table (8192 B), then the MONKEY **MonkeyFrame** block (16 rows, 256 B; nothing before it moves). Every `WowLight` mirror (terrain, wow_model, static_gx, liquid, enhanced_water, wow_effect, wdl) declares it as `monkey: monkey_frame::MonkeyFrame` after `points`: | row | x | y | z | w | |---|---|---|---|---| | `fog_a` | height_fog_density | height_fog_height | height_fog_falloff | curve_blend | | `fog_b` | sun_fog r | g | b | sun_fog_strength | | `fog_c` | end_fog r | g | b | end_fog_distance | | `fog_d` | fog_model (0 classic; Modern = scene fog end in yd) | sun_fog_angle | sun direction octahedral x | y | | `wind_a` | dir_x | dir_y | base_heading (rad) | gust | | `wind_b` | travel (yd, wrapped at 4096) | sway_strength | grass_strength | tree_strength | | `wet_a` | rain_rate | wetness | ripple_time_s | snow | | `misc` | bender_count | time_of_day 0..1 | night 0..1 | 0 | | `benders[8]` | world x | world y | world z | radius | MONKEY (rainshelter): the rain-shelter region follows the MonkeyFrame block (row 549: two header rows, then 16384 packed `u32` cells, 65568 B; `weather/shelter.rs`), and the prop-probe region moved up by that much. `terrain`, `wow_model` and `static_gx` mirror it as `shelter_hdr`, `shelter_cfg`, `shelter`; `enhanced_water` reads it through its row view. Positions are Bevy world space (Y up, yards; WoW `(x, y, z)` = Bevy `(-y, z, -x)`), the wind direction is a unit vector in world XZ. Lanes write the `MonkeyFrame` resource (`benilla-world/src/lighting/monkey_frame.rs`); `global_light::pack_monkey_frame` packs it after the point table and fills `time_of_day` / `night` itself. All zero = no visual change. - World lights use upstream's `WorldPointLight`, never Bevy's `PointLight`. - Foliage wind is vertex-only. Tree and leaf shadow meshes stay static; the small mismatch is the accepted first-stage cost/complexity tradeoff. - MONKEY (lampfog): `ResolvedPointLights` is a CPU-only read view of the live, truncated point table; it does not add a row to the shared GPU buffer. Lamp selection is capped at 100 yd and ranks both exterior and interior rows together before the 16/32 nearest limit is applied. - WGSL only fails at pipeline creation, so a shader edit is verified by running a world scene, not by `cargo check`. - Exterior point lights are selected per draw unit (12 slots, ranked against the chunk's box); the cube-map occlusion is evaluated for the nearest three. ## Build ```bash cargo build --release -p benilla ``` Debug tracing: `WOW_TORCH_TRACE=1`, `WOW_POINTS_DUMP=1`, `WOW_SHADOW_TRACE=1`, and the cvar `interiorDebug` 1..4. ## Licence Same as upstream: MIT OR Apache-2.0. Code and techniques taken from other projects (WarcraftXL, by iThorgrim) are credited file by file in [`THIRD-PARTY.md`](THIRD-PARTY.md).