Quality Gate / Quality Gate (pull_request) Successful in 6m55s
New visual test site under game/world/sites: flat sandy floor at -40 m, calm surface at 0 m, fixed daytime sun ahead of and above the submarine. Light shafts come from a shadow-only surface occluder whose alpha-scissor ripples open only inside a pool a few tens of metres ahead; a subtractive FogVolume cancels the global volumetric fog above the water, and an unshaded ceiling mesh shows the lit underside of the surface inside that pool. A composed world (sunlit_shallows_world.tscn) mounts the submarine, cockpit and camera rig in it, with the projectors kept out of the fog. Cockpit: the porthole glass moves to its own render layer with a rougher material and the porthole fill light excludes that layer, so interior lamps no longer mirror as hard specular points. Quality gate: new integration suite for the site (42 checks), three glass assertions in the foundation suite, and the Input-access architecture rule now matches both path separators so the gate runs on Windows. project.godot raises the volumetric fog froxel grid to 128 so the shafts stay readable. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
137 lines
4.7 KiB
GDScript
137 lines
4.7 KiB
GDScript
class_name CockpitPracticalLighting
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extends Node3D
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const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
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const CockpitMaterialPalette = preload(
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"res://game/presentation/cockpit/cockpit_material_palette.gd"
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)
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const CockpitMeshFactory = preload(
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"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
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)
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const CockpitPressureBulkhead = preload(
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"res://game/presentation/cockpit/cockpit_pressure_bulkhead.gd"
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)
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const CAGE_LAMP_SCENE = preload("res://game/presentation/cockpit/assets/models/cage_lamp.glb")
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## Flange centre of the right-hand lamp, on the flat end cap of the pressure
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## hull beside the porthole (the left lamp mirrors x). The cap is flat there, so
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## the lamp is seated square to it, facing the cabin.
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const LAMP_MOUNT_OFFSET := Vector3(0.636, 1.106, -1.3)
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## Centre of the glass globe in the lamp model: where the light is emitted.
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const LAMP_GLOBE_CENTRE := Vector3(0.0, 0.0, 0.064)
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## Globe emission (1.5 as exported): lower, so the globe does not bloom into a blob.
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const LAMP_GLASS_ENERGY := 1.0
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## Tungsten-like caged lamps: the cabin's main light.
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const WARM_LAMP_COLOR := Color(1.0, 0.66, 0.4)
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const WARM_LAMP_ENERGY := 0.5
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## Same dimming ratio as before when the red emergency light takes over.
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const WARM_LAMP_CRITICAL_ENERGY := 0.23
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## Short range and a steep falloff: each lamp makes a pool on the wall around
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## it and leaves the lower and outer hull dark.
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const WARM_LAMP_RANGE_M := 1.6
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const WARM_LAMP_ATTENUATION := 2.0
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## Cabin parts are centimetre-scale: the default bias detaches their shadows.
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const WARM_LAMP_SHADOW_BIAS := 0.03
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var _materials: CockpitMaterialPalette
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var _warm_lights: Array[OmniLight3D] = []
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var _emergency_light: OmniLight3D
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var _porthole_fill: OmniLight3D
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func _init(materials: CockpitMaterialPalette) -> void:
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_materials = materials
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name = "PracticalLighting"
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_add_caged_lamp(-1.0)
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_add_caged_lamp(1.0)
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_add_fill_light()
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_add_emergency_light()
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func present(alert_level: DiveAlertLevel.Value) -> void:
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_emergency_light.visible = alert_level >= DiveAlertLevel.Value.CRITICAL
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for light: OmniLight3D in _warm_lights:
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light.light_energy = (
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WARM_LAMP_CRITICAL_ENERGY
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if alert_level >= DiveAlertLevel.Value.CRITICAL
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else WARM_LAMP_ENERGY
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)
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func practical_light_count() -> int:
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return _warm_lights.size()
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func _add_caged_lamp(side: float) -> void:
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var root := Node3D.new()
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root.name = "CagedLamp"
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root.position = Vector3(
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side * LAMP_MOUNT_OFFSET.x,
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LAMP_MOUNT_OFFSET.y,
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LAMP_MOUNT_OFFSET.z
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)
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add_child(root)
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var model := CAGE_LAMP_SCENE.instantiate() as Node3D
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model.name = "CageLampModel"
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root.add_child(model)
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# The light sits inside the cage, 3 cm from its bars: casting, the lamp's
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# own body would swallow it.
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CockpitMeshFactory.disable_shadow_casting(model)
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var glass := CockpitMeshFactory.own_surface_material(
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model.find_child("CageLamp_Glass", true, false) as MeshInstance3D
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)
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if glass != null:
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glass.emission_energy_multiplier = LAMP_GLASS_ENERGY
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var light := OmniLight3D.new()
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light.name = "WarmPracticalLight"
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light.position = LAMP_GLOBE_CENTRE
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light.light_color = WARM_LAMP_COLOR
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light.light_energy = WARM_LAMP_ENERGY
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light.omni_range = WARM_LAMP_RANGE_M
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light.omni_attenuation = WARM_LAMP_ATTENUATION
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light.shadow_enabled = true
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light.shadow_bias = WARM_LAMP_SHADOW_BIAS
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root.add_child(light)
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_warm_lights.append(light)
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func _add_fill_light() -> void:
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# The only cool light in the cabin: sea light entering through the porthole,
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# placed just inside the glass so it rims the ring, its bolts and the first
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# band of wall, and reaches the dashboard only from behind.
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var porthole_fill := OmniLight3D.new()
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porthole_fill.name = "PortholeFill"
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porthole_fill.position = Vector3(0.0, 0.47, -1.2)
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porthole_fill.light_color = Color(0.30, 0.56, 0.78)
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porthole_fill.light_energy = 1.0
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porthole_fill.omni_range = 1.1
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porthole_fill.shadow_enabled = false
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# 30 cm behind the glass, it would mirror itself as a hard blue point.
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porthole_fill.light_cull_mask &= ~CockpitPressureBulkhead.PORTHOLE_GLASS_RENDER_LAYER_BIT
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add_child(porthole_fill)
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_porthole_fill = porthole_fill
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func fill_light_ignores_porthole_glass() -> bool:
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return (
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_porthole_fill != null
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and (
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_porthole_fill.light_cull_mask
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& CockpitPressureBulkhead.PORTHOLE_GLASS_RENDER_LAYER_BIT
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) == 0
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)
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func _add_emergency_light() -> void:
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_emergency_light = OmniLight3D.new()
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_emergency_light.name = "EmergencyLight"
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# High and central, so no single dial sits right under it and washes out.
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_emergency_light.position = Vector3(0.0, 1.1, -0.95)
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_emergency_light.light_color = Color(1.0, 0.04, 0.015)
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_emergency_light.light_energy = 1.4
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_emergency_light.omni_range = 2.4
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_emergency_light.visible = false
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add_child(_emergency_light)
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