extends Node3D ## Garment preview capture (T-1089 G3/G4 visual QA). ## ## Renders the fitted t-shirt worn on a body with the NEW toon_garment.gdshader: ## RGBA-mask 4-region tints + a logo decal on the UV2 chest channel. This proves ## the shader + region mask + logo pipeline end-to-end WITHOUT editing ## character_visual.gd (which a parallel agent owns) — the garment meshes are ## attached to the CharacterVisual skeleton and the shader is applied here as a ## material_override, exactly the surface the lead's _apply_clothing_shader patch ## will drive at runtime. ## ## Config via env vars (all optional): ## GARMENT_PREVIEW_ITEM default "tshirt_modern" ## GARMENT_PREVIEW_BODY default "average_m" ## GARMENT_PREVIEW_OUT default "/.cache/garment-preview" ## ## Run: godot4 --path client --rendering-driver opengl3 \ ## res://tools/garment_preview/preview_scene.tscn const CLOTHING_DIR := "res://assets/characters/clothing/" const LOGO_PATH := "res://assets/characters/logos/thrds.png" const SHADER_PATH := "res://assets/characters/shaders/toon_garment.gdshader" const VIEWPORT := Vector2i(768, 1024) const BODY_KEY_TO_ENUM := { "average_m": CharacterVisualDescriptor.BodyType.AVERAGE_M, "average_f": CharacterVisualDescriptor.BodyType.AVERAGE_F, "muscular_m": CharacterVisualDescriptor.BodyType.MUSCULAR_M, "muscular_f": CharacterVisualDescriptor.BodyType.MUSCULAR_F, "teen_m": CharacterVisualDescriptor.BodyType.TEEN_M, "teen_f": CharacterVisualDescriptor.BodyType.TEEN_F, } # Modern casual palette: light collar, teal body, charcoal sleeves. const TINT_COLLAR := Color(0.92, 0.93, 0.95) # R region const TINT_BODY := Color(0.15, 0.42, 0.48) # G region const TINT_SLEEVE := Color(0.20, 0.22, 0.26) # B region var _out_dir := "" var _cam: Camera3D = null func _ready() -> void: var item := _env("GARMENT_PREVIEW_ITEM", "tshirt_modern") var body := _env("GARMENT_PREVIEW_BODY", "average_m") _out_dir = _env("GARMENT_PREVIEW_OUT", "/var/mnt/data/projects/settled-reach/.cache/garment-preview") get_window().size = VIEWPORT _setup_stage() _run.call_deferred(item, body) func _env(key: String, fallback: String) -> String: var v := OS.get_environment(key) return v if not v.is_empty() else fallback func _setup_stage() -> void: var light := DirectionalLight3D.new() light.rotation_degrees = Vector3(-38, 28, 0) light.light_energy = 1.3 add_child(light) var env := Environment.new() env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR env.ambient_light_color = Color(0.82, 0.82, 0.86) env.ambient_light_energy = 0.9 env.background_mode = Environment.BG_COLOR env.background_color = Color(0.16, 0.17, 0.20) var we := WorldEnvironment.new() we.environment = env add_child(we) _cam = Camera3D.new() _cam.fov = 45.0 add_child(_cam) # Frame the upper body so the chest logo + region tints read clearly. _cam.position = Vector3(0.0, 1.25, 1.7) _cam.look_at_from_position(_cam.position, Vector3(0.0, 1.15, 0.0), Vector3.UP) func _run(item: String, body: String) -> void: DirAccess.make_dir_recursive_absolute(_out_dir) if not BODY_KEY_TO_ENUM.has(body): push_error("preview: unknown body %s" % body) get_tree().quit(1) return var cv := CharacterVisual.new() add_child(cv) var desc := CharacterVisualDescriptor.new() desc.body_type = BODY_KEY_TO_ENUM[body] desc.head_id = "head_001" desc.hair_id = "buzzed" desc.eyebrow_id = "regular" desc.skin_tone = 3 cv.load_descriptor(desc) var skel := cv.get_skeleton() if skel == null: push_error("preview: no skeleton") get_tree().quit(1) return var meshes := _attach_garment(skel, item, body) print("preview: attached %d garment meshes" % meshes.size()) var shader := load(SHADER_PATH) as Shader var mask := _try_load(CLOTHING_DIR + "%s/reference_mask.png" % item) var logo_path := _env("GARMENT_PREVIEW_LOGO", LOGO_PATH) var logo := _try_load(logo_path) for mi in meshes: _apply_garment_shader(mi, shader, mask, logo) # Freeze on a clean rest-ish pose (idle) so the shirt reads without motion blur. var ap := cv.get_animation_player() if ap != null: var walk := _resolve_clip(ap, "Walk") if not walk.is_empty(): cv.play_animation(walk) ap.pause() ap.seek(ap.current_animation_length * 0.25, true) await get_tree().process_frame # Front + 3/4 + side + back so we can see the logo wherever the chest lands. for yaw in [0, 45, 180, 315]: cv.rotation_degrees.y = float(yaw) await RenderingServer.frame_post_draw await RenderingServer.frame_post_draw var fname := "%s__%s__yaw%03d.png" % [item, body, yaw] get_viewport().get_texture().get_image().save_png(_out_dir.path_join(fname)) print("preview: wrote ", fname) print("preview: DONE") get_tree().quit(0) func _attach_garment(skel: Skeleton3D, item: String, body: String) -> Array: var out: Array = [] var glb := CLOTHING_DIR + "%s/%s.glb" % [item, body] if not ResourceLoader.exists(glb): push_error("preview: garment GLB missing %s" % glb) return out var inst := (load(glb) as PackedScene).instantiate() var stack: Array[Node] = [inst] while not stack.is_empty(): var n: Node = stack.pop_back() for c in n.get_children(): stack.append(c) if n is MeshInstance3D and (n as MeshInstance3D).skin != null: var mi := n as MeshInstance3D mi.get_parent().remove_child(mi) mi.owner = null skel.add_child(mi) out.append(mi) inst.queue_free() return out func _apply_garment_shader(mi: MeshInstance3D, shader: Shader, mask: Texture2D, logo: Texture2D) -> void: if mi.mesh == null or shader == null: return var albedo := _albedo_of(mi) var mat := ShaderMaterial.new() mat.shader = shader if albedo: mat.set_shader_parameter("albedo_tex", albedo) if mask: mat.set_shader_parameter("region_mask", mask) if logo: mat.set_shader_parameter("logo_tex", logo) mat.set_shader_parameter("logo_enabled", 1.0) mat.set_shader_parameter("tint_0", TINT_COLLAR) mat.set_shader_parameter("tint_1", TINT_BODY) mat.set_shader_parameter("tint_2", TINT_SLEEVE) mat.set_shader_parameter("tint_3", Color.WHITE) mat.set_shader_parameter("shadow_strength", 0.2) mi.material_override = mat func _albedo_of(mi: MeshInstance3D) -> Texture2D: for surf in range(mi.mesh.get_surface_count()): var m := mi.mesh.surface_get_material(surf) if m is BaseMaterial3D: return (m as BaseMaterial3D).albedo_texture return null func _try_load(path: String) -> Texture2D: return load(path) as Texture2D if ResourceLoader.exists(path) else null func _resolve_clip(ap: AnimationPlayer, requested: String) -> String: for lib_name in ap.get_animation_library_list(): var lib := ap.get_animation_library(lib_name) for a in lib.get_animation_list(): if str(a).to_lower().contains(requested.to_lower()): return str(a) return ""