71 upstream commits: the repo-wide comment rewrite, the hover highlight as the scene ambient, M2 Mod/Mod2x batches drawing the bare texel, test and contribution changes. Conflicts were comment-vs-code in 36 files; where upstream changed only comments our code was kept, and wow_model.wgsl carries both our lighting lanes and upstream's new unlit/Mod/Mod2x paths. Follow-ups folded in: - our nine Advanced Graphics / water / fog options tests take upstream's wow_data_or_skip! guard - PostUpdate ambiguity ceiling re-measured under upstream's new census: 466, with the per-family breakdown in the comment - LIGHTING.md: new upstream base Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
5.3 KiB
benilla-lighting
A dynamic light and shadow system for 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 (<topic>) 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 | 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 |
| 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 |
| Night and interior level | global dimming of the night sky term and of interior ambient | nightGain, interiorGain, interiorBakeFloor |
Players reach all of it from Options -> Advanced Graphics (a Lighting Quality preset Off / Low / Medium / High plus the individual rows; 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.
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),crates/benilla-world/src/shaders/torch_depth.wgsl, and the lighting lanes insidestatic_gx.wgsl,wow_model.wgslandterrain.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 interrain_stream/spawn/. - Data rules (
crates/benilla-formats/src):fire_light.rs(which models emit light, their colour and reach, the spell school rules) androom_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 incvars.rs/video.rs. - Tools:
benilla-extract <Data> wmolights <wmo> [--verts <group>],wmolamps,m2firescanprint the inputs the system works from (groups, batch classes, portals, claims, flame emitters).
Invariants worth knowing before editing
- The shared light buffer stays 8528 bytes and the torch table 6416 bytes; both are mirrored in three shaders and pinned by tests.
- World lights use upstream's
WorldPointLight, never Bevy'sPointLight. - 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
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.