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asset⌬ modulemoduleprimary: init.luau·originates fromworld c81c13b4-a…

rig

The light slice's one point of contact with the engine. `look.module` decides every number; this file stands the lights that carry them, builds the post chain once, and registers the `light` stage that pushes one frame of the arc per rendered frame.

byclaude-code @ aura·posted 1mo ago
What it does

ashbloom.light.rig

The light slice's one point of contact with the engine. look.module decides every number; this file stands the lights that carry them, builds the post chain once, and registers the light stage that pushes one frame of the arc per rendered frame.

local rig = require("ashbloom.light.rig")
rig.install()          -- stand the rig, register the stage (idempotent)
rig.apply(115)         -- pose the look at one film time
rig.hold(115)          -- freeze it there, whatever the director is doing
rig.hold(-1)           -- hand the arc back to the film
rig.setRack(rows)      -- layer a per-shot depth-of-field rack over this slice's
rig.report(115)        -- what it holds, and the look at that moment

What stands in the scene

entitycomponent
ab_keyLight { kind = "directional" }the ONE shadow-casting directional light. Moon until t = 146, sun after.
ab_fillDirectionalLighta cold parallel fill from the far side, no shadow
ab_ambientLight { kind = "ambient" }the sky's contribution — what actually lights a crater floor at sunrise

A second Light { kind = "directional" } would MOVE the sun rather than join it, and would silently repaint the sky (#9076, #8139). There is exactly one, and a second directional source is the DirectionalLight component, which registers a distant row and is the supported path.

What is driven through a module instead of a component

The atmosphere, the fog, the exposure, the lens, the defocus, the shutter and the debanding are pushed through their system modules, and this world carries NO PhysicalAtmosphere / HeightFog / AutoExposure / LensFx / MotionBlur / DepthOfField / Debanding component. A system driven from both ends has repeatedly ended with one end inert — atmosphere.set is a silent no-op while a PhysicalAtmosphere exists (#10301), and #10260 and #10303 are the same shape. One authoring surface per system, and it is this one.

LensFx.tick and Exposure.tick are advanced by film.FILM_DT, not by the frame's wall-clock delta: grain is a fresh field every frame and adaptation is a rate, and a viewport running above 24 fps must not age the film stock faster than the film.

The post chain

Four effects on the scene layer, so a grade never recolours a UI screen drawn over it (#8768). Each is registered from its builtin .shader asset, which carries its own property schema; per-frame values go through postprocess.setProperty, and only when they have actually moved.

priorityeffect
100ab_bloomsoft-knee bright pass. Threshold stays UNDER 1: the scene resolves to a display-referred target, so a threshold above 1 catches nothing (#6215).
180ab_lutthe movement's colour table, swapped on the movement boundary
200ab_gradethe continuous palette turn — brightness, contrast, saturation, tint
300ab_vignette

The looks

The four tables are rebuilt from look.LUT_GRADES on every install and written with overwrite = true — which is what makes a second install legal at all, since without it every call after the first raises (#8774).

The hold

rig.hold(t) freezes the whole look at one film time whatever the director's clock is doing. It is the authoring lever that lets one movement be judged on the live viewport without the film running out from under the capture, and it is what the carrying component's hold field drives.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Ashbloom — the light rig, and the only place the look reaches the engine. `look.module` decides every number; this file stands the three lights that carry them, builds the post chain once, and registers the `light` stage that pushes one frame of the arc per rendered frame. WHAT STANDS IN THE SCENE ab_key Light { kind = "directional" } — the ONE shadow-casting directional light in the world. It is the moon until t = 146 and the sun after it. A second `Light` of this kind would MOVE the sun rather than join it, and would silently repaint the sky (#9076, #8139), so there is exactly one. ab_fill DirectionalLight — a cold parallel fill from the far side. This component registers a `distant` row and is the supported way to add a second directional light. ab_ambient Light { kind = "ambient" } — the sky's own contribution, which is what actually lights a crater floor at sunrise. WHAT IS DRIVEN THROUGH A MODULE INSTEAD OF A COMPONENT The atmosphere, the fog, the exposure, the lens, the defocus and the shutter are all pushed through their system modules, and this world carries NO `PhysicalAtmosphere` / `HeightFog` / `AutoExposure` / `LensFx` / `MotionBlur` / `DepthOfField` / `Debanding` component. That is deliberate: a system driven from both ends has repeatedly ended with one end inert (`atmosphere.set` is a silent no-op while a PhysicalAtmosphere exists, #10301; the same shape in #10260 and #10303). One authoring surface per system, and it is this one. The atmosphere's sun is stated EXPLICITLY here (`sunDirection` / `sunIntensity`) rather than read off the scene's sun, which is what lets the sky be a night sky while a moon stands in the sun's light row throwing cascaded shadows into the bowl.

LightDirectionalLight

changed(k: string, v: number, eps: number?) → boolean

argtypedescription
kstring
vnumber
epsnumber?

changedStr(k: string, v: string) → boolean

argtypedescription
kstring
vstring

findOrSpawn(name: string, parent: any) → any

THE LIGHTS

argtypedescription
namestring
parentany

standLights( ) → void

installLooks( ) → void

addEffect(name: string, shaderIdentity: string, priority: number) → boolean

THE POST CHAIN Four effects on the `scene` layer, so a grade never recolours a UI screen drawn over it (#8768). Each is registered from its builtin `.shader` asset, which carries its own property schema; the per-frame values go through `postprocess.setProperty`.

argtypedescription
namestring
shaderIdentitystring
prioritynumber

buildChain( ) → void

pushLights(L: any) → void

THE PER-FRAME PUSH

argtypedescription
Lany

pushChain(L: any) → void

argtypedescription
Lany

setRack(rows: { [number]: any }?) → void

Layer a per-shot depth-of-field rack over this slice's own. The camera slice owns the framing, so it owns the right to say where a shot is focused; a row it does not state falls through to `look.RACK`.

argtypedescription
rows{ [number]: any }?`{ [shotNumber] = { focus = <metres>, focusTo = <metres>?, fStop = <n>, maxBlur = <n>? } }`

probeRack( ) → void

The camera slice may publish its rack as `ashbloom.camera.rack`. It is probed for a while after the film starts rather than required outright, so this slice stands on its own before that slice lands and picks the rack up without a restart once it does.

hold(t: number) → number

Freeze the look at one film time, whatever the director's clock is doing, and answer what is held. An AUTHORING lever — it is how a movement gets judged on the live viewport without the film running out from under the capture. `hold(-1)` hands the arc back to the film.

argtypedescription
tnumber

apply(t: number) → void

Pose the whole look at film time `t`. Registered as the `light` stage; safe to call directly to inspect one moment of the arc.

argtypedescription
tnumber

install( ) → void

Stand the rig and register the `light` stage. Idempotent — a hot-reload re-enters here and reuses whatever is already standing.

teardown( ) → void

Drop the stage and release every pass this slice owns.

ready( ) → boolean

Whether this module instance has stood its rig. A hot-reload replaces the module table and answers false here, which is how the carrying component knows to re-install without the scene being reloaded.

report(t: number) → void

What the rig believes it has: which lights it holds, which post effects the chain reports, and the look at `t`. The read that answers "did the light slice land".

argtypedescription
tnumber

Sub-parts

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module · born here
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# film <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# ashbloom.light.look The look of *Ashbloom*, as arithmetic. `look.at(t)` takes film-seconds and answers with one flat table holding every number the rig will push that frame — the key light, the fill, the ambient, the atmosphere, the fog, the exposure, the lens, the bright pass, the grade, the vignette and the shadow config. Nothing here touches the engine. Any moment of the film can be read back without a frame going by: ```lua local look = require("ashbloom.light.look") local L = look.at(115) print(L.movement, L.key.intensity, L.ambient.intensity) --> bloom 0.081 0.011 ``` ## The two inversions The film's light source inverts twice, and both inversions live in this file. **Moon → sun.** There is exactly ONE shadow-casting directional light in the world, `key`. It is the moon through movements I–III and the sun from `t = 146`, which is where the key's own intensity has fallen to about a hundredth of peak — the shadow direction swings while nothing is casting one. The SKY is driven separately (see below), which is what lets a night sky sit over a crater that a moon is throwing cascaded shadows into. **Borrowed light → the garden's own.** `nightGate(t) = 1 - 0.97 * film.glow(t)` multiplies the moon, the fill and the cold ambient. The plants do not add light in movement III, they REPLACE it: at `t = 115` the key sits at 0.081 against a peak of 4.0 and the only thing lighting the geometry is the geometry. ## The sky's own illuminant `atmosphere.sunDirection` / `sunIntensity` / `sunColor` are stated outright rather than read off the scene's sun. Before `film.DAWN` the illuminant is the MOON — the deep blue of a moonlit night is the same Rayleigh scattering as a daytime sky, five magnitudes down, and the moon's true angular radius (0.0047 rad) puts a disc in frame. After it, the illuminant is the sun. The swap lands on the cut into shot 21 with both ends near zero. ## Where the lights stand | | azimuth | elevation | | |---|---|---|---| | moon | 305° | 27° | clears the 19.5° rim by seven degrees, so it rakes | | sun | 55° | `film.sunElevation(t)`, −9° → +14° | over the north-east rim | | fill | 150° | 22° | cold, opposite, casts nothing | Both key sources stand north. The film's bookend wides look south from 92 m up on the north rim; a key from the south would give them a frame of shadowed inner wall. ## The depth-of-field rack `RACK` holds one row per shot — where the lens is focused, in metres, the aperture, and how far the defocus may go. The FOCAL LENGTH is never authored: it is derived from the shot's own vertical fov against a full-frame sensor (`focalFor`), so a lens change by the camera slice moves the defocus with it instead of leaving the two disagreeing. `focusTo` racks focus across a shot. `dofAt(t, override)` layers the camera slice's rack over this one, row by row. ## The four looks `LUT_NAMES` / `LUT_GRADES` are the per-movement colour tables, built through `@builtin::modules.lut` and installed under `/source/ashbloom/light/looks/`. The continuous grade in `at()` does the moment-to-moment work; these carry the character each movement's film stock would have had.
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# ashbloom.camera.rack The lens and the ears of Ashbloom's 25 set-ups. The set-ups themselves are not here. They are data — the `pos` / `look` / `fov` / `ease` keys on each row of `film.SHOTS` — because the cutscene Runtime under `AshbloomDirector` is what poses the camera, and it reads that table directly. This module owns the two things that ride on those set-ups and cannot be expressed as a row in a table. ## The lens `sensorHeight` is full frame, so every shot's focal length falls out of the field of view it was composed at: ``` f = 12 / tan(fov / 2) -- 24° -> 56 mm, 14° -> 98 mm, 68° -> 18 mm ``` which keeps the lens honest through shot 13's 30° → 40° ramp, where a hand-written focal length would drift away from the framing mid-shot. Focus is racked to the subject: the distance from the shot's eye to the point it is looking at, re-evaluated every frame, so a shot that dollies pulls focus as it travels. `RACK[n]` states only what the optics cannot derive — the aperture, where the plane of focus sits along the eye → subject ray, and the blur ceiling: | | shots | f-stop | |---|---|---| | macro | 2, 9, 12, 15, 20, 23 | f/1.4 – f/1.8 | | close | 6, 8, 13, 16, 18, 24 | f/2.0 – f/2.8 | | middle | 3, 10, 11, 19 | f/4 | | wide | 1, 4, 14, 21, 25 | f/5.6 | | very wide | 5, 7, 17, 22 | f/8 | It drives `@builtin::systems.depthOfField.depthOfField` directly rather than through a `DepthOfField` component. The component pushes its fields only when they CHANGE, so the two do not fight; but one authoring surface per system is the rule, and for this system the camera slice is it. ## The ears The scene's single `AudioListener` is re-posed on every cut, so the soundscape turns with the film. It does **not** re-parent to the cutscene camera. That camera is temporary and is despawned when the playback releases its stage, which would take the world's only listener with it. One departure from riding the camera exactly: two set-ups stand a quarter of a kilometre outside the crater, and a listener out there hears no garden. The ears are pulled along the eye → subject ray until they are within 30 m of what the shot is looking at. Close shots are unaffected; the wides hear the bowl they are framing. ## The guards A camera inside the rock renders a flat single-colour frame and every read-back in the engine reports it as correct, so two checks answer for it: ```lua local rack = require("ashbloom.camera.rack") rack.probe(110) -- eye / at / fov / focal length / f-stop at a film time rack.clearances() -- how far each of the 25 eyes clears the crater surface ``` `clearances()` asks `ashbloom.crater.craterGeo.groundY` — the same profile and warp the crater mesh was cut from — at thirteen points across every shot. Under 0.40 m is inside the 34 cm ash mantle. The stage repeats the check on each cut and says so in the log, and it warns once per anchor when a shot anchor moves more than 2 m from where the set-ups were composed. ## Joining in ```lua rack.install() -- registers the "camera" stage at order 15; idempotent ``` `AshbloomCamera.component` calls it, so a freshly loaded world has the lens and the listener without anyone requiring this module by hand.
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module · born here
❒asset
# stages <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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