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.
59 lines
1.7 KiB
Python
59 lines
1.7 KiB
Python
#!/usr/bin/env python3
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"""Derive tangent-space normal maps from albedo textures (Pillow only).
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python3 tools/make_normal_maps.py assets/textures/ai/game_ready/brick_facade.png ...
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Writes <stem>_normal.png next to each input. The height signal is the
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luminance, so mortar/aggregate recesses catch the light; edges wrap for tiling.
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"""
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import sys
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from pathlib import Path
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from PIL import Image
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STRENGTH = 2.0
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def normal_map(source: Path) -> Path:
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image = Image.open(source).convert("L")
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width, height = image.size
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pixels = list(image.getdata())
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out = bytearray(width * height * 3)
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def lum(x: int, y: int) -> float:
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return pixels[(y % height) * width + (x % width)]
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for y in range(height):
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row = y * width
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for x in range(width):
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dx = (lum(x + 1, y) - lum(x - 1, y)) / 255.0
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dy = (lum(x, y + 1) - lum(x, y - 1)) / 255.0
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nx = -dx * STRENGTH
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ny = -dy * STRENGTH
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nz = 1.0
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length = (nx * nx + ny * ny + nz * nz) ** 0.5
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offset = (row + x) * 3
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out[offset] = int((nx / length * 0.5 + 0.5) * 255)
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out[offset + 1] = int((ny / length * 0.5 + 0.5) * 255)
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out[offset + 2] = int((nz / length * 0.5 + 0.5) * 255)
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normal = Image.frombytes("RGB", (width, height), bytes(out))
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target = source.with_name(source.stem + "_normal.png")
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normal.save(target)
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print(f"wrote {target}")
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return target
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def main(argv=None) -> int:
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paths = [Path(p) for p in (argv if argv is not None else sys.argv[1:])]
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if not paths:
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print(__doc__, file=sys.stderr)
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return 2
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for path in paths:
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normal_map(path)
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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