Files
tactical-shooter/client/scripts/bake_lighting.gd
T
shawn d631ff784a build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room
  with walls, floor tiles, pillar, beam, doorway, window
- Added WorldEnvironment with ProceduralSky for ambient lighting
- Added DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- Added OmniLight3D (warm interior fill light)
- Added ReflectionProbe for interior specular reflections
  (box projection, room-sized extents)
- Added LightmapGI with balanced quality settings
  (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true)
- Added tool script (kit_demo.gd) that prints bake status in editor
- Added bake_lighting.gd CLI bake script (requires GPU-enabled instance)
- Updated project.godot with reflection atlas and shadow map quality settings

Headless baking note: Godot's standard editor build requires a GPU/display
for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake
Lightmap' on the LightmapGI node to generate the baked lightmap data.
2026-07-01 00:10:19 -04:00

71 lines
2.0 KiB
GDScript

extends Node
func _ready():
print("=== LightmapGI Baked Lighting Baker ===")
print("Opening scene: res://assets/scenes/modular/kit_demo.tscn")
# Load the scene
var scene = ResourceLoader.load("res://assets/scenes/modular/kit_demo.tscn")
if not scene:
print("ERROR: Failed to load scene!")
get_tree().quit(1)
return
var instance = scene.instantiate()
get_tree().root.add_child(instance)
# Find the LightmapGI node
var lightmap = instance.find_child("LightmapGI", true, false)
if not lightmap:
print("ERROR: No LightmapGI node found in scene!")
get_tree().quit(1)
return
if not lightmap is LightmapGI:
print("ERROR: Found node 'LightmapGI' is not a LightmapGI type!")
get_tree().quit(1)
return
print("LightmapGI found. Configuration:")
print(" Bounces: ", lightmap.bounces)
print(" Texel Scale: ", lightmap.texel_scale)
print(" Texel Subdiv: ", lightmap.texel_subdiv)
print(" Max Texture Size: ", lightmap.max_texture_size)
print(" Interior: ", lightmap.interior)
# Start baking
print("")
print("=== Starting LightmapGI bake ===")
print("(This may take a while...)")
# Wait one frame for scene to fully initialize
await get_tree().process_frame
var result = lightmap.bake(instance, null)
if result != OK:
print("ERROR: Lightmap bake failed with error code: ", result)
get_tree().quit(1)
return
print("")
print("=== Lightmap bake successful! ===")
# Save the scene with baked data
print("Saving scene with baked lightmap data...")
var packed = PackedScene.new()
packed.pack(instance)
var save_result = ResourceSaver.save(packed, "res://assets/scenes/modular/kit_demo.tscn")
if save_result != OK:
print("ERROR: Failed to save scene! Error code: ", save_result)
get_tree().quit(1)
return
print("Scene saved successfully!")
print("Baked lighting data is now embedded in kit_demo.tscn")
print("(The LightmapGI node's light_data property contains the baked data)")
print("")
print("=== Done ===")
get_tree().quit(0)