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>
108 lines
4.1 KiB
GDScript
108 lines
4.1 KiB
GDScript
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 scene_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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# Whatever PlanetSurface.tscn itself ships with, read from the scene
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# rather than named by path. The property under test is "a null
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# background_shader leaves the scene's own background alone" - naming a
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# specific file here instead made this fail the moment the lunar
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# background changed implementation (#68 swapped the per-pixel
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# procedural shader for a baked, tiled one), which is a change this test
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# has no business having an opinion about.
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var packed: PackedScene = load("res://PlanetSurface.tscn")
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var probe: Node = packed.instantiate()
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scene_shader = probe.get_node("BackgroundLayer/LunarBackground").material.shader
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probe.free()
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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 == scene_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas profile points at the scene's own 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 != scene_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 == scene_shader:
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print("TEST_SURFACE_PROFILES: FAIL (gas surface still uses the scene's own lunar background)")
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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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