Bake library AO and lift environment textures
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Phase 4 of the v0.6.0 graphics plan:

- tools/bake_ao.py bakes 256² AO maps for every Blender character/gear/prop
  (Cycles, existing UVs) next to each GLB; Materials.apply_ao() wires the red
  channel into character slots, gear, and props. Compatibility has no SSAO.
- Regenerated brick/concrete/asphalt at 1024² with OpenRouter, derived tangent
  normal maps via tools/make_normal_maps.py, and wired them through
  SurfaceMaterials.textured() without changing UV scales.
- Evaluated Forward+: boots on desktop Vulkan, but the renderer is project-wide
  and Web must stay GL Compatibility; v0.6.0 keeps Compatibility (decision in
  MEMORY/plan). A desktop-only override is deferred.
- Recaptured screenshots; compare 11 good / 0 bad. Fixed marquee text alignment.
- Tests: baked AO maps exist for all 46 assets; prop/character AO material
  checks; headless 222/222, Python 69/69, all smokes pass.
- Version 0.6.0; ADR-0013 accepted; README/architecture/blender-assets/plan and
  TODO/DONE updated.
This commit is contained in:
zwitschi committed 2026-11-01 15:07:27 +01:00
1 parent d8cfddbf89
commit d872034388
78 files changed
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@@ -226,12 +226,23 @@ func test_world_loads_the_blender_library_props() -> bool:
builder.set_night_mode(false)
var dark := builder._lamp_bulb_mats[0].emission_energy_multiplier <= 0.0
var e := TestUtils.check(lit and dark, "night mode drives library emissives")
var ao_ok := false
var detail := root.get_node_or_null("StreetDetail")
if detail != null:
for child in detail.get_children():
if str(child.name).begins_with("Prop_bench"):
for mi in (child as Node3D).find_children("*", "MeshInstance3D", true, false):
for index in (mi as MeshInstance3D).mesh.get_surface_count():
var mat := (mi as MeshInstance3D).get_surface_override_material(index) as StandardMaterial3D
if mat != null and mat.ao_enabled and mat.ao_texture != null:
ao_ok = true
var ao := TestUtils.check(ao_ok, "library prop materials carry the baked AO map")
var triangles := builder.library_triangle_count()
var f := TestUtils.check(triangles > 0
and triangles <= WorldBuilder.LIBRARY_TRIANGLE_BUDGET,
"library prop triangles stay inside the budget (%d)" % triangles)
root.free()
return a and b and c and d and e and f
return a and b and c and d and e and f and ao
func test_world_facade_windows_light_at_night() -> bool:
var root := Node3D.new()