Add a repeatable screenshot capture and compare smoke

Both capture helpers now accept --out=res://docs/screenshots, and
tools/check_screenshots.sh renders the staged set (using xvfb-run when headless)
before running screen_designs.py compare. Record the judge result: 7 match,
4 review, 0 diff. Headless 226/226 and the smoke both pass in a clean worktree.
This commit is contained in:
zwitschi committed 2026-11-01 16:43:10 +01:00
1 parent b39fee6176
commit d96f53c285
6 files changed
+159 -171

No files matched your search

+20 -132
View File
@@ -1,9 +1,10 @@
# TODO
Godot 4.3 prototype. Latest release **v0.6.0** (Blender character/gear/prop library, baked AO, environment lift).
Headless suite **222/222** plus **81** Python tooling tests; the session, PLAN-verb, crowd, emergency,
Headless suite **227/227** plus **86** Python tooling tests; the session, PLAN-verb, crowd, emergency,
timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
pass. Anonymous downloads are enabled on the host.
pass. Anonymous downloads are enabled on the host. The realism pass is adopted (per-phase skyline
panoramas, v2 surface tiles, retuned lighting); see `DONE.md` and `TODO.md` → Realism follow-ups.
The scheduled presentation pass is complete (see `DONE.md`). The next scheduled pass is the
graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md).
@@ -14,13 +15,6 @@ graphics-quality work in [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.
## Visual alignment with rendered mockups
The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
shift review, radial menu, HUD, scene views) describe the intended look of every
screen. This pass reorganizes how generated images are stored, makes the game load
the proposed interface/scene art from disk, and aligns the selection screens, HUD,
and scene visuals with those mockups — verified with
`tools/screen_designs.py compare` + `judge`.
### Storage restructure
- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
@@ -64,8 +58,8 @@ and scene visuals with those mockups — verified with
### Verify against the mockups
- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
## Fix mouse movement bug
@@ -75,128 +69,22 @@ and scene visuals with those mockups — verified with
- [ ] Improve the visual appearance of in-game pop-ups (layout, button style, palette, icons, and text styling).
## Realistic backgrounds, textures and scene references
## Realism follow-ups (v0.6.1 candidates)
Goal: replace the outdated flat skyline backdrop (`assets/textures/skyline.png`, black boxes
with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
measure the in-game result against that target with the screenshot tools. Plan:
[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#realism-pass).
**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
`assets/textures/ai/v2/raw/` (gitignored like the other raw AI folders). Processed game-ready
candidates go to `assets/textures/ai/game_ready/v2/`, a local pool where only the validated picks
are tracked (ADR-0014). Scene references go to `docs/screens/concepts/`, and trial captures and
reports to `docs/screens/realism/<run>/`.
### Step 1 — Tooling (`tools/scene_concepts.py`)
- [x] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
`backdrop` (4:1 skyline panoramas with transparent sky), and `texture` (seamless PBR
surface tiles). Each entry has a name, prompt, role and target path.
- [x] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
`generate_textures.generate_image` (key from the repo `.env`), save raw output, and never
overwrite (`next_free_path`). Print every file written.
- [x] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw
textures into seamless 1024² tiles (`asset_pipeline.make_seamless`) plus a normal map
(`make_normal_maps.normal_map`). Skip outputs that already exist.
- [x] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
`tile` roles) and fail on any bad result.
- [x] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
contrast, colour spread, saturation) next to the matching concept image. Optionally ask a
vision model (`google/gemini-2.5-flash-lite`) for 0–10 realism scores (lighting,
materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON +
Markdown report per run.
- [x] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse
(offline, no network).
### Step 2 — Example 3D scene images
- [x] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
(morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley
(evening, close-up of the door), studio stage door (night arrival), sidewalk material
close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival
wide shot.
- [x] Review the set and record the visual targets each frame sets (sky, haze, material detail,
backdrop depth) in the report.
### Step 3 — Backgrounds (replace the outdated skyline)
- [x] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a
straight-on view, in several variants each.
- [x] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}*.png`,
seamless horizontally for the 3× UV repeat around the backdrop ring. Strips are 2048×1024
(2:1, one UV repeat of the 400×60 m ring is about 133×60 m). 12 candidates, 11 audit
clean; `skyline_day-v3` misses the seam limit by 0.6. Variants 1–2 contain garbled
"Hollywood" lettering, so the prompt now forbids signs. Picks: `skyline_day-v4`,
`skyline_dusk-v3`, `skyline_night-v4`.
### Step 4 — Textures
- [x] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
(studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt,
stone steps, striped awning canvas, and stucco wall.
- [x] Process them into 1024² game-ready tiles plus normal maps in
`assets/textures/ai/game_ready/v2/` and audit them (16 tiles + 16 normals, all good). The
`awning_canvas` seam crossfade smears the stripes at the tile edge; it needs a
stripe-aligned crop.
### Step 5 — In-game trial captures (no game-code change)
- [x] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at
runtime from `--skyline=` / `--brick=` / `--concrete=` / `--asphalt=` user arguments. The
swap finds materials by their current texture, so baseline and candidate frames use the
same camera. Writes to `user://screenshots/realism/<tag>/`.
- [x] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
copy them into `docs/screens/realism/<run>/{baseline,candidate}/`.
### Step 6 — Compare against the realistic target
- [x] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
vision scores, and note which candidate textures/backdrops win. Run
`docs/screens/realism/2026-11-01-v2/` (`report-v2.md`, `sheet.jpg`) gives these mean
judge scores: backdrop 2.6 → 3.6 (v2 day + night skyline) → **4.0** (v2 day + dusk
skyline for the Evening phase), texture detail 1.2 → 1.6–1.75, overall 1.6 → 2.0. Single
scores swing by ±1–2 between runs, so read them as trends. The `characters` score
moved from 3.0 to 1.0 with identical NPCs, which shows the noise.
- [x] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
follow-up tasks below.
### Step 6b — Follow-ups from the 2026-11-01 realism report
- [ ] Fix sidewalk overexposure: the concrete reads near-white in every day shot, while the
concepts keep the ground mid-grey. Lower the albedo tint or the sun energy, or add tonemap
exposure in `Materials.configure_environment`.
- [ ] Make the Evening/Late phases darker and lit by practical lights (marquee, lamps,
windows), and add wet-asphalt roughness at night, as in the rain-night concept.
- [ ] Choose the skyline per phase (day → `skyline_day`, Evening → `skyline_dusk`, Late →
`skyline_night`) and lower the fog density on the backdrop so the night windows show.
- [ ] Raise the backdrop plane (60 m → ~90 m) or use 2 UV repeats so the skyline is not a
thin strip at the horizon.
- [ ] Add facade depth (plinth, cornice, window reveals) and replace the blob trees and shrubs
with denser foliage meshes (Blender library follow-up).
- [ ] Re-cut `awning_canvas` so its stripes align at the tile edge.
- [ ] Capture shots from the Joke Shop and the studio too (add them to `capture_realism.gd` /
`SHOTS`).
### Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)
- [x] Track the validated picks in place (ADR-0014). `game_ready/v2/*` is a gitignored local
pool; `.gitignore` un-ignores the skyline picks and the brick/pavers/asphalt (+ wet) tiles
and their normals. Never replace the existing `game_ready/` files.
- [ ] Point `WorldBuilder.T_SKYLINE` at the chosen v2 skyline (separate day/night textures through
`set_night_mode`), and retune `albedo_color` for the realistic strip.
- [ ] Switch `materials.gd` / `world_builder.gd` surface preloads to the chosen v2 tiles + normal
maps, keeping the current UV scales. Update `test_materials.gd` / `test_world.gd`.
- [ ] Regenerate `docs/screenshots/` with `capture_screenshots.gd`, then run
`screen_designs.py compare` + `judge` and `scene_concepts.py realism`. There must be no
`diff` verdict regressions, and realism scores must not drop.
- [ ] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
- [ ] Fixed ground exposure for the entrance view: it is still ~20 % brighter than the concept.
Either put the entrance in the building's shadow (sun yaw/elevation) or add a slight
per-view exposure so the shaded sidewalk reads mid-grey.
- [ ] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible
beam, but a Compatibility spot light only brightens the near wall. A cheap fake cone (an
additive mesh or a light-shaft quad) would sell it, and the night mockup expects it.
- [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1).
The Blender library has the budgets for one more detail pass (fingers, sleeves, faces).
- [ ] The `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`) currently
fails with a provider "API key not valid" 400; the tool retries once. Re-check before the
next release and either pin a working model or document `--model`.
- [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give
the Joke Shop and studio their own geometry so their concept comparisons are geometric,
not just lighting.
## Future ideas (optional, not scheduled)