feat(art): add storybook meadow and woodland villagers

This commit is contained in:
Rijad Zuzo
2026-09-05 18:56:44 +02:00
parent 6aae41d36f
commit da3bed67a0
60 changed files with 1222 additions and 373 deletions
+171
View File
@@ -0,0 +1,171 @@
extends SceneTree
## Reproducible native-renderer character and runtime camera review.
const OUTPUT := "res://docs/baselines/"
const CAPTURE_SIZE := Vector2i(1600, 900)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = CAPTURE_SIZE
if OS.get_cmdline_user_args().has("--cast"):
await _capture_cast()
else:
await _capture_world()
quit(0)
func _capture_world() -> void:
var main := load("res://main.tscn").instantiate() as Node3D
main.get_node("SimulationManager").set("debug_logs", false)
root.add_child(main)
await process_frame
var manager := main.get_node("SimulationManager")
manager.set_process(false)
var cycle := main.get_node("JajceWorld/DayNightCycle")
cycle.set_process(false)
cycle.call("_apply_light_rotation", 0.40)
cycle.call("_apply_environment", 0.40)
var demo := main.get_node("DemoController")
if demo.get("debug_overlay_visible"):
demo.call("toggle_debug_overlay")
for child in main.get_children():
if child is CanvasLayer:
child.hide()
var rig := main.get_node("CameraRig") as Node3D
rig.set_physics_process(false)
rig.set_process_unhandled_input(false)
var player := main.get_node("Player") as CharacterBody3D
for _frame in 30:
await process_frame
player.set_physics_process(false)
var camera := root.get_camera_3d()
camera.reparent(main)
camera.global_position = player.global_position + Vector3(7.5, 5.5, 10.5)
camera.look_at(player.global_position + Vector3(0, 1.1, 0))
camera.fov = 48.0
for _frame in 90:
await process_frame
await _save("storybook_gameplay.png")
camera.global_position = Vector3(38, 24, 44)
camera.look_at(Vector3(-4, 3, 0))
camera.fov = 53.0
for _frame in 60:
await process_frame
await _save("storybook_valley.png")
var world := main.get_node("JajceWorld") as JajceWorld
var samples: Array[Dictionary] = []
for quality in [
JajceWorld.PresentationQuality.HIGH,
JajceWorld.PresentationQuality.BALANCED,
JajceWorld.PresentationQuality.LOW
]:
world.apply_presentation_quality(quality)
for _frame in 60:
await process_frame
var frame_times: Array[float] = []
for _frame in 120:
var start := Time.get_ticks_usec()
await process_frame
frame_times.append(float(Time.get_ticks_usec() - start) / 1000.0)
frame_times.sort()
(
samples
. append(
{
"profile": world.get_active_presentation_quality_name(),
"frame_wall_p50_ms": frame_times[60],
"frame_wall_p95_ms": frame_times[114],
"draw_calls":
Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME),
"primitives":
Performance.get_monitor(Performance.RENDER_TOTAL_PRIMITIVES_IN_FRAME),
"objects": Performance.get_monitor(Performance.RENDER_TOTAL_OBJECTS_IN_FRAME),
"active_npcs": main.get_node("ActiveNPCs").get_child_count(),
}
)
)
var file := FileAccess.open(OUTPUT + "storybook_render_metrics.json", FileAccess.WRITE)
(
file
. store_string(
(
(
JSON
. stringify(
{
"renderer": RenderingServer.get_current_rendering_driver_name(),
"resolution": "1600x900",
"workload":
"Paused static valley; wall-frame latency includes vsync, not isolated GPU time",
"samples": samples
},
"\t"
)
)
+ "\n"
)
)
)
func _capture_cast() -> void:
var stage := Node3D.new()
root.add_child(stage)
var environment := WorldEnvironment.new()
environment.environment = Environment.new()
var env := environment.environment
env.background_mode = Environment.BG_COLOR
env.background_color = Color("d8e3d5")
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color("bbd2d3")
env.ambient_light_energy = 0.65
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
stage.add_child(environment)
var light := DirectionalLight3D.new()
light.rotation_degrees = Vector3(-42, -32, 0)
light.light_color = Color("fff0cd")
light.light_energy = 1.3
light.shadow_enabled = true
stage.add_child(light)
var floor_mesh := MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(200, 200)
var material := StandardMaterial3D.new()
material.albedo_color = Color("bdcbb5")
material.roughness = 1.0
plane.material = material
floor_mesh.mesh = plane
stage.add_child(floor_mesh)
for index in 4:
var actor := load("res://player/PlayerVisual.tscn").instantiate() as Node3D
stage.add_child(actor)
actor.set_process(false)
AnimalAppearance.apply_to(actor, index)
actor.get_node("Sword").hide()
actor.position = Vector3((float(index) - 1.5) * 2.0, 0, 0)
actor.rotation_degrees.y = -12.0 + float(index) * 5.0
var camera := Camera3D.new()
stage.add_child(camera)
camera.position = Vector3(2.2, 3.1, 10.5)
camera.look_at(Vector3(0, 1.25, 0))
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = 6.2
camera.current = true
for _frame in 60:
await process_frame
await _save("storybook_cast.png")
stage.queue_free()
await process_frame
func _save(filename: String) -> void:
await RenderingServer.frame_post_draw
var capture := root.get_texture().get_image()
assert(not capture.is_empty())
var error := capture.save_png(OUTPUT + filename)
assert(error == OK)
print("[TOOL] Saved " + OUTPUT + filename)