Give the gas planet surface its own background shader (#51)
lunar_surface.gdshader recoloured was the whole gas surface backdrop,
so a landed gas giant read as regolith - the crater field never went
away, just changed colour. New gas_surface.gdshader replaces it for
gas profiles only: a nearest-row-wins horizontal band field (same
single-scalar discipline as lunar's nearest-crater field), with
drifting per-row turbulence so the bands ripple instead of reading as
ruled lines. Keeps the exact same uniform interface as lunar
(camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/
base_color/crater_color/highlight_color), so LunarBackground.gd needs
no changes at all.
PlanetSurfaceProfile gains background_shader (default null = keep the
scene's existing lunar shader); PlanetSurfaceController._compose_surface()
swaps the background material's shader in only when a profile names one.
GasSurfaceProfile.tres points at the new shader and retunes its palette
to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres
is untouched, so the rocky surface renders exactly as before.
Precision: every hash input is either an exact integer cell/row index or
a bounded [0,1) local fraction, same split as lunar_surface.gdshader and
Starfield.gd use for the same reason (world coordinates reach the tens of
thousands, where mobile float precision collapses). TIME-based lateral
drift is folded into the lattice coordinate via the same floor/remainder
trick rather than ever being added to a large cell index directly - see
combine_lattice()'s header note.
Tests: new tests/test_surface_profiles.gd (rocky resolves no
background_shader and keeps the lunar shader; gas resolves and applies
its own, different from lunar's). Full suite: 78/78 passed. Screenshot
of the gas surface confirms drifting bands with no craters, rendered
well inside the softpipe performance budget (20 frames in ~2m40s,
against lunar's "minutes per frame" baseline the ticket warns about).
Repo notes for the next agent, confirmed empirically this session:
- Never reference a plain (non-autoload) class_name class by its bare
global name from a -s entry-point test script - `load()` it by path
into a local var instead, same as PlanetSurfaceController.gd and
PlanetSetups.gd already do for exactly this reason. Doing it the
unsafe way here didn't fail to compile - it corrupted something in
the resource-loading state badly enough that an UNRELATED scene's
Rock.tscn lost its script attachment and RockField's rock-spawning
loop exhausted the physics server's entire RID pool. If a test's
crash trace implicates code you never touched, check every bare
global class_name reference in the test first.
- Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely
minutes for a crater-shader scene) at the same time as a
`run_tests.sh` full-suite run starves both for CPU on this device -
kill one before waiting on the other rather than running them
concurrently.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
0582181f26
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7 changed files with 275 additions and 4 deletions
98
tests/test_surface_profiles.gd
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98
tests/test_surface_profiles.gd
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_surface_profiles.gd
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# Forgejo #51: a landed gas giant needs its own background shader instead of
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# lunar_surface.gdshader recoloured (craters reading as regolith, not
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# atmosphere). Verifies:
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# 1. the gas profile resolves a background_shader different from rocky's
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# (rocky's stays null - "keep the scene's existing shader")
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# 2. PlanetSurfaceController._compose_surface() actually swaps the
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# background material's shader when landing on a gas giant
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# 3. landing on a rocky planet leaves the scene's own lunar shader in
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# place - a null background_shader is a no-op, not a forced reset
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#
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# PlanetSurfaceController's _ready() (which calls _compose_surface()) does
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# not fire synchronously inside add_child() for a -s entry-point script -
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# it's deferred to the next frame, same as ResourceReadout's was for #49 -
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# so every read of the composed shader below waits a frame after add_child()
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# rather than checking on the same one.
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var game_state: Node
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var lunar_shader: Shader
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var gas_shader: Shader
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var rocky_shader_after_compose: Shader
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var scene: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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lunar_shader = load("res://lunar_surface.gdshader")
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# Loaded by path into a local, not referenced by its bare global
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# class_name - same load-order hazard PlanetSetups.gd and
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# PlanetSurfaceController.gd already work around: the class_name cache
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# isn't guaranteed warm before an import pass has run.
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var surface_profiles: Script = load("res://PlanetSurfaceProfiles.gd")
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var rocky_profile: Resource = surface_profiles.get_profile("rocky")
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var gas_profile: Resource = surface_profiles.get_profile("gas")
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if rocky_profile.background_shader != null:
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print("TEST_SURFACE_PROFILES: FAIL (rocky profile sets a background_shader - it should stay null)")
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quit(1)
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return
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if gas_profile.background_shader == null:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile has no background_shader set)")
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quit(1)
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return
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gas_shader = gas_profile.background_shader
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if gas_shader == lunar_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile points at the lunar shader, not its own)")
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quit(1)
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return
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game_state.planet_definition_id = "rocky"
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scene = load("res://PlanetSurface.tscn").instantiate()
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root.add_child(scene)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.2:
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return false
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var rocky_bg: ShaderMaterial = scene.get_node("BackgroundLayer/LunarBackground").material
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rocky_shader_after_compose = rocky_bg.shader
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scene.free()
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game_state.planet_definition_id = "gas_giant"
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scene = load("res://PlanetSurface.tscn").instantiate()
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root.add_child(scene)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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var gas_bg: ShaderMaterial = scene.get_node("BackgroundLayer/LunarBackground").material
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scene.free()
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if rocky_shader_after_compose != lunar_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a rocky planet changed the background shader)")
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quit(1)
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return true
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if gas_bg.shader != gas_shader:
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print("TEST_SURFACE_PROFILES: FAIL (landing on a gas giant did not swap in gas_surface.gdshader)")
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quit(1)
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return true
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if gas_bg.shader == lunar_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas surface still uses the lunar shader)")
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quit(1)
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return true
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print("TEST_SURFACE_PROFILES: PASS")
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quit(0)
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return true
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return false
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