build: baked lighting pass on kit_demo test map
Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room: - 2x2 floor tiles, 8 wall segments (including doorway + window) - Pillar at room center, beam overhead, accent panels - West/east walls rotated 90° Y for proper enclosure Lighting infrastructure: - WorldEnvironment with ambient light - DirectionalLight3D (sun key light, 45° angle, shadows enabled) - OmniLight3D (warm interior fill light) - ReflectionProbe (box projection, room-sized extents) - LightmapGI (Quality=High, bounces=3, denoiser=true) - Tool script prints bake status in editor Scripts: - bake_lighting.gd: validates LightmapGI config from CLI - validate_scene.gd: full scene validation (17 checks, all pass) Note: Godot 4.7 removed LightmapGI.bake() from runtime API. Baking must be done in the editor: select LightmapGI node > Bake Lightmap.
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@@ -1,44 +1,44 @@
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@tool
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extends Node3D
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# Auto-bakes the LightmapGI when opened in the Godot editor.
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# Only runs in editor mode — does nothing in exported builds.
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#
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# Manual bake:
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# Open the scene in the Godot editor, select LightmapGI node,
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# click "Bake Lightmap" in the inspector at the top of the node's properties.
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# Provides baked lighting configuration guidance in the editor output panel.
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# LightmapGI baking is editor-only in Godot 4.7 — use the Bake button.
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#
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# This script provides feedback in the editor Output panel.
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@tool
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# To bake:
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# 1. Open this scene in the Godot editor
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# 2. Select the LightmapGI node in the Scene dock
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# 3. Click "Bake Lightmap" in the Inspector toolbar (top of inspector)
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#
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# Or: Scene menu > Bake LightmapGI (Ctrl+Shift+B)
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func _ready():
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if not Engine.is_editor_hint():
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# Not in editor — nothing to do for runtime
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return
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# Check if we have a LightmapGI node
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var lightmap = _find_lightmap_gi()
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if not lightmap:
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push_error("KitDemo: No LightmapGI node found in scene!")
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return
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# Check if already baked
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if lightmap.light_data != null:
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print("KitDemo: Lightmap already baked. To re-bake:")
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print(" Select LightmapGI node → 'Bake Lightmap' button in Inspector")
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print("KitDemo: Lightmap baked ✓")
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print(" To re-bake: Select LightmapGI → 'Bake Lightmap' button")
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return
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# Not baked — offer to bake
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print("KitDemo: LightmapGI found but not baked.")
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print(" To bake: Select LightmapGI → click 'Bake Lightmap' at top of Inspector")
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print(" Or right-click LightmapGI node → 'Bake Lightmap'")
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print("KitDemo: LightmapGI configured but not baked.")
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print(" To bake: Select LightmapGI → 'Bake Lightmap' in Inspector")
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print(" Or: Scene menu → Bake LightmapGI (Ctrl+Shift+B)")
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print("")
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print(" LightmapGI settings:")
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print(" Bounces: ", lightmap.bounces)
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print(" Texel Scale: ", lightmap.texel_scale)
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print(" Texel Subdiv: ", lightmap.texel_subdiv)
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print(" Max Texture Size: ", lightmap.max_texture_size)
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print(" Interior: ", lightmap.interior)
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match lightmap.quality:
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0: print(" Quality: Low")
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1: print(" Quality: Medium")
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2: print(" Quality: High")
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3: print(" Quality: Ultra")
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print(" Bounces: ", lightmap.bounces)
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print(" Texel Scale: ", lightmap.texel_scale)
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print(" Max Texture Size: ", lightmap.max_texture_size)
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print(" Interior: ", lightmap.interior)
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print(" Denoiser: ", lightmap.is_using_denoiser())
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func _find_lightmap_gi() -> LightmapGI:
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=23 format=3]
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[gd_scene load_steps=21 format=3]
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; === External Resources (modular kit pieces) ===
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[ext_resource type="PackedScene" path="res://assets/scenes/modular/wall_straight_01.tscn" id="1"]
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@@ -24,27 +24,14 @@
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; === Script ===
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[ext_resource type="Script" path="res://assets/scenes/modular/kit_demo.gd" id="19"]
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; === Subresources (Sky, Environment for WorldEnvironment) ===
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[sub_resource type="ProceduralSkyMaterial" id="SkyMat"]
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sky_top_color = Color(0.45, 0.55, 0.75)
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sky_horizon_color = Color(0.65, 0.6, 0.8)
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sky_bottom_color = Color(0.35, 0.35, 0.4)
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ground_bottom_color = Color(0.15, 0.15, 0.15)
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sky_energy_multiplier = 0.5
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sky_exposure = 1.0
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[sub_resource type="Sky" id="Sky"]
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sky_material = SubResource("SkyMat")
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; === Subresources ===
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[sub_resource type="Environment" id="Env"]
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background_mode = 2
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background_sky = SubResource("Sky")
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background_sky_custom_fov = 0.0
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background_mode = 0
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tonemap_mode = 0
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glow_enabled = false
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ambient_light_color = Color(0.25, 0.25, 0.3)
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ambient_light_color = Color(0.25, 0.25, 0.3, 1.0)
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ambient_light_energy = 0.4
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ambient_light_sky_contribution = 0.5
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ambient_light_sky_contribution = 0.0
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; === Scene Root ===
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[node name="KitDemo" type="Node3D"]
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@@ -147,7 +134,7 @@ environment = SubResource("Env")
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transform = Transform3D(0.866, 0, -0.5, -0.354, 0.707, -0.612, 0.354, 0.707, 0.612, 0, 5, 0)
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light_energy = 1.2
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light_indirect_energy = 0.8
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light_color = Color(1.0, 0.95, 0.9)
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light_color = Color(1.0, 0.95, 0.9, 1.0)
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shadow_enabled = true
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light_bake_mode = 2
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directional_shadow_max_distance = 30.0
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@@ -161,7 +148,7 @@ directional_shadow_blend_splits = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 2.4, 1.5)
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light_energy = 0.4
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light_indirect_energy = 0.5
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light_color = Color(1.0, 0.85, 0.7)
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light_color = Color(1.0, 0.85, 0.7, 1.0)
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light_bake_mode = 2
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omni_range = 6.0
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omni_attenuation = 0.8
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@@ -178,11 +165,10 @@ max_distance = 10.0
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; --- LightmapGI: baked global illumination ---
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[node name="LightmapGI" type="LightmapGI" parent="."]
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quality = 2
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bounces = 3
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bounce_indirect_energy = 1.0
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texel_scale = 1.0
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texel_subdiv = 4
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max_texture_size = 2048
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use_denoiser = true
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denoiser_strength = 0.0
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interior = true
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@@ -1,70 +1,72 @@
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extends Node
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extends SceneTree
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func _ready():
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print("=== LightmapGI Baked Lighting Baker ===")
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print("Opening scene: res://assets/scenes/modular/kit_demo.tscn")
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# Check LightmapGI config on kit_demo.tscn scene.
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# No bake possible at runtime in Godot 4.7 — LightmapGI baking is editor-only.
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# This script validates that the scene is configured correctly for baking.
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#
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# Usage:
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# xvfb-run godot --display-driver x11 --rendering-driver opengl3 \
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# --audio-driver Dummy --script scripts/bake_lighting.gd
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#
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# Bake from editor:
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# Open kit_demo.tscn in Godot editor, select LightmapGI node,
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# click "Bake Lightmap" in the Inspector toolbar.
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const SCENE_PATH := "res://assets/scenes/modular/kit_demo.tscn"
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func _init():
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print("=== LightmapGI Config Check ===")
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print("Note: Godot 4.7 LightmapGI baking is editor-only.")
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print("This script validates configuration only.")
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print("")
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# Load the scene
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var scene = ResourceLoader.load("res://assets/scenes/modular/kit_demo.tscn")
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var scene = ResourceLoader.load(SCENE_PATH)
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if not scene:
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print("ERROR: Failed to load scene!")
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get_tree().quit(1)
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printerr("ERROR: Failed to load scene!")
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quit(1)
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return
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var instance = scene.instantiate()
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get_tree().root.add_child(instance)
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root.add_child(instance)
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# Find the LightmapGI node
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var lightmap = instance.find_child("LightmapGI", true, false)
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if not lightmap:
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print("ERROR: No LightmapGI node found in scene!")
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get_tree().quit(1)
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var lightmap = _find_node(instance, "LightmapGI")
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if not lightmap or not (lightmap is LightmapGI):
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printerr("ERROR: LightmapGI node not found!")
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quit(1)
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return
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if not lightmap is LightmapGI:
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print("ERROR: Found node 'LightmapGI' is not a LightmapGI type!")
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get_tree().quit(1)
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return
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print("LightmapGI found. Configuration:")
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print("LightmapGI configuration:")
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match lightmap.quality:
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0: print(" Quality: Low")
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1: print(" Quality: Medium")
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2: print(" Quality: High")
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3: print(" Quality: Ultra")
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print(" Bounces: ", lightmap.bounces)
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print(" Texel Scale: ", lightmap.texel_scale)
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print(" Texel Subdiv: ", lightmap.texel_subdiv)
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print(" Max Texture Size: ", lightmap.max_texture_size)
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print(" Interior: ", lightmap.interior)
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# Start baking
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print(" Denoiser: ", lightmap.is_using_denoiser())
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print("")
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print("=== Starting LightmapGI bake ===")
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print("(This may take a while...)")
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# Wait one frame for scene to fully initialize
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await get_tree().process_frame
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var result = lightmap.bake(instance, null)
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if result != OK:
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print("ERROR: Lightmap bake failed with error code: ", result)
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get_tree().quit(1)
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return
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if lightmap.light_data != null:
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print("LightmapGI has baked data!")
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else:
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print("LightmapGI NOT YET BAKED.")
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print("To bake: Open scene in Godot editor > Select LightmapGI >")
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print("click 'Bake Lightmap' button in the Inspector toolbar.")
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print("")
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print("Or use the Godot editor menu: Scene > Bake LightmapGI")
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print("")
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print("=== Lightmap bake successful! ===")
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# Save the scene with baked data
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print("Saving scene with baked lightmap data...")
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var packed = PackedScene.new()
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packed.pack(instance)
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var save_result = ResourceSaver.save(packed, "res://assets/scenes/modular/kit_demo.tscn")
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if save_result != OK:
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print("ERROR: Failed to save scene! Error code: ", save_result)
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get_tree().quit(1)
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return
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print("Scene saved successfully!")
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print("Baked lighting data is now embedded in kit_demo.tscn")
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print("(The LightmapGI node's light_data property contains the baked data)")
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print("")
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print("=== Done ===")
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get_tree().quit(0)
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print("=== Config check complete ===")
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quit(0)
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func _find_node(parent: Node, name: String) -> Node:
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for child in parent.get_children():
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if child.name == name:
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return child
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var found = _find_node(child, name)
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if found:
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return found
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return null
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@@ -0,0 +1,101 @@
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extends SceneTree
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# Validate kit_demo.tscn scene structure.
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# Usage: godot --display-driver x11 --rendering-driver opengl3 --script scripts/validate_scene.gd
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func _init():
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print("=== Validating kit_demo.tscn ===")
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var scene = ResourceLoader.load("res://assets/scenes/modular/kit_demo.tscn")
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if not scene:
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printerr("ERROR: Could not load kit_demo.tscn!")
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quit(1)
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return
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print("Scene loaded successfully.")
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var instance = scene.instantiate()
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if not instance:
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printerr("ERROR: Could not instantiate scene!")
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quit(1)
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return
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root.add_child(instance)
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print("Scene instantiated successfully.")
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print("")
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# Validate key nodes
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var checks = _check_nodes(instance)
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# Print results
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var passed = 0
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var failed = 0
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for check in checks:
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var status = "✓" if check[1] else "✗"
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if check[1]:
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passed += 1
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else:
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failed += 1
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print(" ", status, " ", check[0])
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# General info
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var node_count = _count_nodes(instance)
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print("")
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print("Scene stats:")
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print(" Total nodes: ", node_count)
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print(" Checks passed: ", passed)
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print(" Checks failed: ", failed)
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print("")
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if failed > 0:
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printerr("Validation FAILED — ", failed, " check(s) failed.")
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quit(1)
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else:
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print("Validation PASSED.")
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quit(0)
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func _check_nodes(root_node: Node) -> Array:
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var r = []
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# Built-in lighting nodes
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r.append(["WorldEnvironment (Environment+Sky)", root_node.find_child("WorldEnvironment", true, false) != null])
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r.append(["DirectionalLight3D (SunLight)", root_node.find_child("SunLight", true, false) != null])
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r.append(["OmniLight3D (FillLight)", root_node.find_child("FillLight", true, false) != null])
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r.append(["ReflectionProbe", root_node.find_child("ReflectionProbe", true, false) != null])
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r.append(["LightmapGI", root_node.find_child("LightmapGI", true, false) != null])
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# Lightmap config
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var lm = root_node.find_child("LightmapGI", true, false)
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if lm:
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r.append(["LightmapGI.bounces = 3", lm.bounces == 3])
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r.append(["LightmapGI.interior = true", lm.interior == true])
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r.append(["LightmapGI.use_denoiser = true", lm.use_denoiser == true])
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r.append(["LightmapGI.texel_scale = 1.0", abs(lm.texel_scale - 1.0) < 0.01])
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# Module pieces (floor, walls, pillar, beam, accent panels)
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r.append(["Floor tiles (4 pieces, one ceramic)", _count_instances(root_node, "Floor") >= 4])
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r.append(["Wall segments (8 total)", _count_instances(root_node, "Wall") + _count_instances(root_node, "South") + _count_instances(root_node, "North") + _count_instances(root_node, "East") + _count_instances(root_node, "West") >= 8])
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r.append(["Pillar (center)", root_node.find_child("Pillar", true, false) != null])
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r.append(["Beam (overhead)", root_node.find_child("Beam", true, false) != null])
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r.append(["AccentRed panel", root_node.find_child("AccentRed", true, false) != null])
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r.append(["AccentBlue panel", root_node.find_child("AccentBlue", true, false) != null])
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r.append(["Doorway segment", root_node.find_child("SouthDoorway", true, false) != null])
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r.append(["Window segment", root_node.find_child("NorthWindow", true, false) != null])
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return r
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func _count_nodes(parent: Node) -> int:
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var count = 1
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for child in parent.get_children():
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count += _count_nodes(child)
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return count
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func _count_instances(parent: Node, name_prefix: String) -> int:
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var count = 0
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for child in parent.get_children():
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if child.name.begins_with(name_prefix):
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count += 1
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return count
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