Draw prop models with a single atlas material
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m39s

Each generated prop used one material per part (body, accent, metal...). The
model pipeline now packs a prop's palette into one power-of-two colour atlas plus a
matching metallic/roughness atlas and emits a single material:

- atlas_for(): 8x8 cells per palette role, colours in sRGB, roughness in the G and
  metallic in the B channel of the second atlas; NEAREST sampling keeps cells flat.
- build_glb(): every part merges into one primitive with constant per-vertex atlas
  UVs; the material uses baseColorTexture + metallicRoughnessTexture with factors 1.0.
- audit_glb(): fails unless a prop has exactly one material, both atlas textures,
  two images, and TEXCOORD_0 on every primitive.
- Removed the now-unused sRGB->linear factor helpers; colour travels in the texture.

Verification: headless 181 -> 182 (new "one material per prop scene" test), Python
tooling 53/53 (atlas determinism/size/UV/palette-override tests replace the old
factor tests), model audit OK for all six props, screenshots regenerated and
screen_designs.py compare still 6 good / 0 bad. Version 0.3.1.
This commit is contained in:
zwitschi committed 2026-10-31 23:47:15 +01:00
1 parent 7f92b8861d
commit f2863abeac
32 files changed
+275 -97

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@@ -39,6 +39,35 @@ func test_prop_scenes_instantiate_with_meshes() -> bool:
instance.free()
return TestUtils.check(problems.is_empty(), "every prop scene has geometry (%s)" % str(problems))
func test_prop_scenes_share_one_atlas_material() -> bool:
## All parts of a prop share one material backed by the colour atlas, so a
## prop is a single draw material instead of one per part.
var problems: Array[String] = []
for prop in WorldBuilder.MODEL_PROPS:
var packed := ResourceLoader.load(MODEL_DIR + str(prop) + ".glb") as PackedScene
if packed == null:
problems.append("%s: no scene" % prop)
continue
var instance := packed.instantiate()
var meshes := instance.find_children("*", "MeshInstance3D", true, false)
var materials := {}
var surfaces := 0
for node in meshes:
var mesh: Mesh = (node as MeshInstance3D).mesh
if mesh == null:
continue
for index in mesh.get_surface_count():
surfaces += 1
var material := mesh.surface_get_material(index)
if material != null:
materials[material.get_instance_id()] = true
if surfaces == 0:
problems.append("%s: no surfaces" % prop)
elif materials.size() != 1:
problems.append("%s: %d materials (expected 1)" % [prop, materials.size()])
instance.free()
return TestUtils.check(problems.is_empty(), "one atlas material per prop (%s)" % str(problems))
func test_world_places_generated_props() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)