Files
gamedev-the-steward/tools/capture_simulation_garden.gd

120 lines
3.4 KiB
GDScript

extends SceneTree
const SCENE_PATH := "res://main.tscn"
const DEBUG_OUTPUT_PATH := "res://docs/baselines/simulation_garden_01_debug.png"
const CINEMATIC_OUTPUT_PATH := "res://docs/baselines/simulation_garden_01_cinematic.png"
const CAPTURE_SIZE := Vector2i(1280, 720)
const WARMUP_FRAMES := 540
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = CAPTURE_SIZE
var scene := load(SCENE_PATH) as PackedScene
if scene == null:
push_error("Could not load %s" % SCENE_PATH)
quit(1)
return
var main_scene := scene.instantiate()
var simulation_manager := main_scene.get_node("SimulationManager")
simulation_manager.debug_logs = false
root.add_child(main_scene)
await process_frame
_apply_capture_camera(main_scene)
for _frame in WARMUP_FRAMES:
await process_frame
_apply_capture_camera(main_scene)
var active_npcs := main_scene.get_node("ActiveNPCs")
var demo_controller := main_scene.get_node("DemoController")
if simulation_manager.npcs.is_empty() or active_npcs.get_child_count() == 0:
push_error("Simulation Garden capture needs active NPCs")
quit(1)
return
if demo_controller.has_method("toggle_debug_overlay"):
if not demo_controller.debug_overlay_visible:
demo_controller.toggle_debug_overlay()
var debug_analysis := _capture(DEBUG_OUTPUT_PATH)
if debug_analysis.is_empty():
quit(1)
return
if demo_controller.has_method("toggle_debug_overlay") and demo_controller.debug_overlay_visible:
demo_controller.toggle_debug_overlay()
await process_frame
for _frame in 30:
await process_frame
var cinematic_analysis := _capture(CINEMATIC_OUTPUT_PATH)
if cinematic_analysis.is_empty():
quit(1)
return
print(
"[TOOL] Saved Simulation Garden captures | debug %s | cinematic %s"
% [debug_analysis, cinematic_analysis]
)
quit(0)
func _capture(output_path: String) -> Dictionary:
var image := root.get_texture().get_image()
if image == null or image.is_empty():
push_error("Simulation Garden capture produced no image")
return {}
var analysis := _analyze_image(image)
if analysis.get("range", 0.0) < 0.05:
push_error("Simulation Garden capture is too uniform: %s" % analysis)
return {}
var error := image.save_png(output_path)
if error != OK:
push_error("Could not save %s: %s" % [output_path, error_string(error)])
return {}
return analysis
func _analyze_image(image: Image) -> Dictionary:
var min_luma := INF
var max_luma := -INF
var total_luma := 0.0
var samples := 0
var step_x = maxi(1, image.get_width() / 64)
var step_y = maxi(1, image.get_height() / 36)
for y in range(0, image.get_height(), step_y):
for x in range(0, image.get_width(), step_x):
var color := image.get_pixel(x, y)
var luma := color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722
min_luma = minf(min_luma, luma)
max_luma = maxf(max_luma, luma)
total_luma += luma
samples += 1
return {
"size": "%sx%s" % [image.get_width(), image.get_height()],
"samples": samples,
"average_luma": total_luma / samples,
"range": max_luma - min_luma,
}
func _apply_capture_camera(main_scene: Node) -> void:
var camera_rig := main_scene.get_node("CameraRig")
if camera_rig.has_method("apply_presentation_preset"):
camera_rig.pitch_degrees = -42.0
camera_rig.apply_presentation_preset(Vector3(-2.0, 1.2, -0.5), 128.0, 0.95)
camera_rig.set_physics_process(false)
var camera := main_scene.get_node("CameraRig/Camera3D") as Camera3D
camera.fov = 62.0