Commit graph spaceship/tests/test_surface_profiles.gd
Author SHA1 Message Date
Loïc Wisniewski
657ca9d035 Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68)
The crater shader ran on every pixel of a fullscreen rect every frame and
was by far the most expensive thing in the surface scene. Nothing else came
close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid
per-frame queue_redraw() for transform-only changes, and LunarBackground.gd
is a handful of scalar ops.

Three reductions to the field itself:

- 5x5 -> 3x3 neighbour scan. That width was never the geometric answer;
  it was insurance against craters seen clipping at cell boundaries
  on-device, i.e. a crater reaching past its nominal radius because a hash
  returned a value outside [0,1] and extrapolated mix(). Clamping the
  crater CENTRE into its own cell, alongside the radius clamp already
  there, bounds the reach whatever the hash returns - so a crater two cells
  out is >= 1.0 cells away, a normalized distance of >= 2.63, past every
  threshold the shading reacts to (the last saturates at 1.15). The outer
  ring provably cannot change a pixel. This removes the clipping bug's
  cause instead of hiding it behind 16 extra samples.
- One hash42 per cell instead of hash21 twice plus hash22, decorrelating
  on output lanes rather than input offsets.
- Squared distances in the loop, square-rooted twice at the end rather
  than once per sample.

Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms
fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction.

Then the larger change: the field is a fixed function of world position, so
every frame recomputed an identical answer. It is now made periodic (the
cell index is wrapped before hashing, which makes a Worley field tile
exactly rather than merely blend), baked once at load into one tile, and
scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch
per pixel. Two honest costs: the field repeats every 7040 world units, and
a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is
forgiving of both, having no landmarks and being smooth gradients already.

The bake waits a frame and asks the material whether it actually samples a
field_texture, so a gas giant - which swaps in its own background shader
(#51) - does not pay for a 2048-square tile it will never read. Headless
runs skip it entirely, having nothing to rasterize.

tests/test_lunar_field.gd guards the reasoning, since a fragment shader
cannot be asserted on directly: the premises are still in the source, the
worst-case ring-2 geometry stays clear of every threshold independent of
the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points,
the field repeats exactly in both axes, and the miss sentinel still cannot
overflow mediump into +Inf and then NaN.

test_surface_profiles.gd asserted "a rocky landing leaves the background
alone" by naming lunar_surface.gdshader; it now reads the shader from the
scene, which is the property it actually cares about.

PlanetSurface.tscn's edit also carries the planet-name relocation described
in the HUD commit - same scene file, so the two cannot be split.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
Loïc Wisniewski
4606c34439 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>
2026-08-16 09:05:31 +02:00