Graphics epic: global illumination (SSAO, local reflections, indirect diffuse)
### Goal
Add a global-illumination solution so indirect light — bounce lighting, contact/ambient
occlusion, local reflections — is computed from the scene itself rather than approximated
by a single distant environment probe.
Today the only indirect term is the IBL ambient added in `subsystems/render/shaders/scene.frag.glsl`:
```glsl
vec3 irradiance = evalSH(N, ubo.env_sh) * intensity; // distant env, 9 SH coefficients
vec3 diffuse_ibl = irradiance * albedo / PI * (1.0 - metallic);
vec3 prefiltered = textureLod(env_prefiltered, R, roughness * max_lod).rgb * intensity;
```
That is a *distant* environment only. It has no notion of the scene occluding itself, so:
- **No occlusion.** Every crevice, every surface under an awning or table, receives the
full hemisphere of sky irradiance. Comparing the Bistro sample against the
[ORCA reference render](https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/Bistro_Exterior_1.png),
this is the single largest perceptual difference — the reference is defined by its
contact darkening. `occlusion_map` cannot rescue this: the Bistro `*_Specular` maps
have an identically-zero red (occlusion) channel across all 633 textures, so there is
no baked AO in the dataset to bind.
- **No bounce.** Light does not carry colour between surfaces: no red spill from the
awnings onto the stucco, no green bounce from the storefront onto the pavement.
- **No local reflection.** `env_prefiltered` is the distant HDRI, so every reflective
surface mirrors the sky regardless of what is actually in front of it. This is why the
Bistro storefront glass shows a blurred HDRI skyline instead of the street and interior
(see #156).
- **Shadowed surfaces get no indirect light of their own** — only the directional light is
shadowed (`shadowFactor`, primary directional, 3x3 PCF); ambient is unshadowed and flat.
### Scope
This is deliberately an umbrella issue: "GI" is several separable techniques, and they do
not have to land together. Rough ordering by cost/benefit for a raster engine:
1. **~~Screen-space ambient occlusion~~ — done.** Shipped as a depth+normal prepass plus a
24-tap hemisphere SSAO with a depth-aware blur (`subsystems/render/{prepass,ssao}.zig`),
modulating the ambient term. Bistro visual-fidelity phase 3.
2. **~~Screen-space reflections~~ — done.** Shipped in `subsystems/render/ssr.zig`, reading the
same prepass and resolving against last frame's composited `hdr_color` via temporal
reprojection, falling back to `env_prefiltered` on miss and roughness-gated in
`scene.frag.glsl`. Phase 5.
3. **~~Reflection probes~~ — done.** Shipped as `ReflectionProbeComponent` +
`subsystems/render/reflection_probes.zig`, baked once into GGX-prefiltered local cubemaps
through the same machinery the global HDRI uses, resolved per submesh and blended ahead of
SSR's env fallback. Design: **ADR-0017**. Phase 6.
4. **Diffuse GI proper — designed, filed as #166.** Decided: **baked irradiance volumes**.
Design in **ADR-0018** (`docs/ADR/ADR-0018-diffuse-gi-irradiance-volumes.md`).
The other three options were ruled out on evidence, not preference:
- *DDGI-style dynamic probes* — needs hardware ray tracing; SDL3 GPU exposes none on any
backend, the same constraint that decided ADR-0017.
- *Lightmaps* — need a second UV set and an atlas. Bistro ships no lightmap UVs and the
importer has no unwrapper; building one is a larger project than the GI itself.
- *Voxel cone tracing* — expensive and aliasing-prone, and adds a voxelization pass to a
renderer already submission-bound at Bistro scale (#158).
This issue tracked the overall direction and the choice of diffuse-GI approach. Both are now
settled; the remaining implementation lives in #166.
### Decisions made
- **Static vs. dynamic** — static. ADR-0017 made the call for reflection probes and ADR-0018
follows it for diffuse: bake-once, editor-side tooling, new versioned asset types.
- **Ray tracing** — unavailable. Confirmed against the vendored `SDL_gpu.h`: no ray-tracing API
on Vulkan, Metal or D3D12.
- **Where it lives** — SSAO/SSR/probes landed in `subsystems/render/`; the irradiance-volume
bake is an editor `TaskManager` job (ADR-0016) producing a new `.irradiance` asset.
### Original open questions (kept for context)
- **Static vs. dynamic.** A bake-based approach (lightmaps / irradiance volumes) is far
cheaper at runtime and fits the current renderer, but needs a bake pipeline in the
editor, a new baked-data asset type, and it forecloses runtime-modified geometry.
- **Ray tracing availability.** SDL3 GPU exposes no ray-tracing API today, which rules
out hardware-RT approaches (DDGI, RTXGI) for now and pushes toward screen-space +
baked techniques.
- **Where it lives.** SSAO/SSR are post-process passes and belong with the existing HDR
pipeline (`subsystems/render/postprocess_pipeline.zig`, #136). Probes/lightmaps need
editor-side bake tooling and new asset types, closer to #16 (Asset Database).
### Prerequisites
- SSAO and SSR both need a **depth + normal prepass** (or a G-buffer). The renderer is
currently forward-only with an HDR colour target; some form of depth/normal buffer is a
shared prerequisite for both, and is the natural first piece of work.
### Related
- #132 Bistro sample — the driving use case and the visual benchmark
- #144 Prefiltered cubemap IBL — the distant-environment specular this would extend
- #136 HDR post-processing pipeline — where screen-space passes would slot in
- ADR-0010 Lighting and shadows
### Scheduling note
Items 1–3 shipped. Item 4 (#166) is scheduled **after** the performance epic #158 — it adds
frame cost to a scene that can't afford it yet, and should land behind one of #160's feature
toggles.
issue
GitLab AI Context
Project: mass4org/mega4/turian
Instance: https://gitlab.com
Before proposing or making any changes, READ each of these files and FOLLOW their guidance:
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Repository: https://gitlab.com/mass4org/mega4/turian
Required tooling — use and recommend these in your workflow:
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