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settled-reach/spikes/3dpipeline/scripts/spike/spike_main.gd
T
jpmschweitzerandClaude Opus 4.6 f204bf3372 feat(assets): add 3D pipeline spike — Trellis to Godot with recoloring
Proves the full asset pipeline: concept image → Trellis 3D → Blender
post-process → Godot render with toon shader and recolor masks.

Key findings:
- gltf/embedded_image_handling=3 required (extract mode silently fails)
- Luminance-preserving recolor shader keeps texture detail
- Trellis output quality is sufficient for isometric game assets
- Camera uses pivot-based system with screen-aligned WASD pan

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 23:33:35 +01:00

354 lines
13 KiB
GDScript

extends Node3D
## 3D Toon Shader Prototype — Spike
## Controls:
## Mouse wheel: zoom in/out
## T: toggle camera tilt (top-down ↔ 30° angle)
## WASD: pan camera
## R: randomize all character colors
@onready var camera: Camera3D = $Camera3D
var characters: Array[Node3D] = []
## Camera pivot — the point on the ground the camera orbits around
var camera_pivot := Vector3(6.5, 0.0, 6.5) # center of 14x14 floor
var camera_size_target: float = 14.0
var camera_angle: int = 2 # 0=top-down, 1=45° iso, 2=30° default
var camera_target_rot := Vector3.ZERO
var camera_current_rot := Vector3.ZERO
const ZOOM_MIN: float = 3.0
const ZOOM_MAX: float = 50.0
const ZOOM_SPEED: float = 1.5
const PAN_SPEED: float = 15.0
const TILT_SPEED: float = 3.0
const CAM_DIST: float = 30.0 # distance from pivot (ortho, so just needs to clear geometry)
## Angle presets: [tilt_x, azimuth_y]
const ANGLE_PRESETS := [
Vector3(-90.0, 0.0, 0.0), # top-down
Vector3(-45.0, 45.0, 0.0), # classic isometric
Vector3(-30.0, 45.0, 0.0), # 30° dramatic (default)
]
func _ready() -> void:
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = camera_size_target
camera.near = 0.1
camera.far = 100.0
# Start at the target angle immediately — no lerp on first frame
camera_target_rot = ANGLE_PRESETS[camera_angle]
camera_current_rot = camera_target_rot
_apply_camera()
_build_floor()
_build_characters()
_load_furniture()
print("Spike ready! Controls: scroll=zoom, WASD=pan, T=tilt, R=randomize colors")
func _apply_camera() -> void:
## Position camera at `camera_pivot` + offset derived from rotation angles.
camera.rotation_degrees = camera_current_rot
# Camera looks along local -Z; offset along local +Z to sit behind the target
var basis := Basis.from_euler(camera_current_rot * (PI / 180.0))
camera.position = camera_pivot + basis * Vector3(0, 0, CAM_DIST)
func _process(delta: float) -> void:
# Smooth zoom
camera.size = lerp(camera.size, camera_size_target, 8.0 * delta)
# Smooth angle transition
camera_current_rot = camera_current_rot.lerp(camera_target_rot, TILT_SPEED * delta)
_apply_camera()
# WASD pan — aligned to screen axes, not world axes
var input_dir := Vector2.ZERO
if Input.is_key_pressed(KEY_W): input_dir.y += 1.0
if Input.is_key_pressed(KEY_S): input_dir.y -= 1.0
if Input.is_key_pressed(KEY_A): input_dir.x -= 1.0
if Input.is_key_pressed(KEY_D): input_dir.x += 1.0
if input_dir.length() > 0:
input_dir = input_dir.normalized()
# Project camera's right/up axes onto the XZ ground plane
var cam_right := camera.global_basis.x
var cam_up := camera.global_basis.y
var pan_right := Vector3(cam_right.x, 0, cam_right.z).normalized()
var pan_up := Vector3(cam_up.x, 0, cam_up.z).normalized()
camera_pivot += (pan_right * input_dir.x + pan_up * input_dir.y) * PAN_SPEED * delta
_apply_camera()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
camera_size_target = max(ZOOM_MIN, camera_size_target - ZOOM_SPEED)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
camera_size_target = min(ZOOM_MAX, camera_size_target + ZOOM_SPEED)
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
camera_angle = (camera_angle + 1) % ANGLE_PRESETS.size()
camera_target_rot = ANGLE_PRESETS[camera_angle]
var names := ["top-down (-90°)", "isometric (-45°)", "dramatic (-30°)"]
print("Camera: ", names[camera_angle])
elif event.keycode == KEY_R:
_randomize_colors()
print("Colors randomized!")
func _build_floor() -> void:
for x in range(14):
for z in range(14):
var mi := MeshInstance3D.new()
var quad := PlaneMesh.new()
quad.size = Vector2(0.95, 0.95)
mi.mesh = quad
mi.position = Vector3(float(x), 0.0, float(z))
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
if (x + z) % 2 == 0:
mat.albedo_color = Color(0.35, 0.38, 0.42)
else:
mat.albedo_color = Color(0.28, 0.30, 0.34)
mi.material_override = mat
add_child(mi)
# Walls for spatial reference
for i in range(4):
var wall := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(0.9, 1.5, 0.15)
wall.mesh = box
wall.position = Vector3(float(i) * 3.0 + 1.5, 0.75, 0.0)
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = Color(0.5, 0.45, 0.4)
wall.material_override = mat
add_child(wall)
func _build_characters() -> void:
var skin_tones := [
Color(0.96, 0.80, 0.65), Color(0.82, 0.64, 0.45),
Color(0.62, 0.44, 0.30), Color(0.45, 0.30, 0.20),
Color(0.92, 0.75, 0.58),
]
var hair_colors := [
Color(0.15, 0.10, 0.05), Color(0.55, 0.35, 0.15),
Color(0.85, 0.75, 0.45), Color(0.65, 0.20, 0.15),
Color(0.30, 0.30, 0.35), Color(0.90, 0.85, 0.80),
]
var clothing_colors := [
Color(0.25, 0.35, 0.55), Color(0.55, 0.25, 0.25),
Color(0.30, 0.50, 0.30), Color(0.50, 0.40, 0.25),
Color(0.60, 0.55, 0.50), Color(0.20, 0.20, 0.25),
Color(0.45, 0.25, 0.50),
]
# Fixed positions to avoid furniture overlap
var char_positions := [
Vector3(4, 0, 1),
Vector3(8, 0, 3),
Vector3(10, 0, 10),
Vector3(4, 0, 11),
]
var rng := RandomNumberGenerator.new()
rng.seed = 42
for i in range(4):
var pos: Vector3 = char_positions[i]
var skin: Color = skin_tones[rng.randi() % skin_tones.size()]
var hair: Color = hair_colors[rng.randi() % hair_colors.size()]
var clothing: Color = clothing_colors[rng.randi() % clothing_colors.size()]
_create_character(pos, skin, hair, clothing)
func _create_character(pos: Vector3, skin: Color, hair: Color, clothing: Color) -> void:
var root := Node3D.new()
root.position = pos
# Legs / lower body
var legs := MeshInstance3D.new()
var legs_mesh := CylinderMesh.new()
legs_mesh.top_radius = 0.15
legs_mesh.bottom_radius = 0.12
legs_mesh.height = 0.35
legs.mesh = legs_mesh
legs.position = Vector3(0.0, 0.175, 0.0)
_set_flat_color(legs, clothing.darkened(0.2))
root.add_child(legs)
# Torso / clothing
var torso := MeshInstance3D.new()
var torso_mesh := CylinderMesh.new()
torso_mesh.top_radius = 0.18
torso_mesh.bottom_radius = 0.16
torso_mesh.height = 0.4
torso.mesh = torso_mesh
torso.position = Vector3(0.0, 0.55, 0.0)
_set_flat_color(torso, clothing)
root.add_child(torso)
# Head / skin
var head := MeshInstance3D.new()
var head_mesh := SphereMesh.new()
head_mesh.radius = 0.16
head_mesh.height = 0.32
head.mesh = head_mesh
head.position = Vector3(0.0, 0.91, 0.0)
_set_flat_color(head, skin)
root.add_child(head)
# Hair — slightly larger, offset up
var hair_node := MeshInstance3D.new()
var hair_mesh := SphereMesh.new()
hair_mesh.radius = 0.18
hair_mesh.height = 0.28
hair_node.mesh = hair_mesh
hair_node.position = Vector3(0.0, 1.02, -0.02)
_set_flat_color(hair_node, hair)
root.add_child(hair_node)
add_child(root)
characters.append(root)
func _load_furniture() -> void:
# Three material modes:
# "recolor" = texture + mask, dominant color swappable at runtime
# "fixed" = texture as-is from Trellis, no recoloring
# "flat" = rare: no texture, just a solid color
var items: Array[Dictionary] = [
{"path": "res://models/props/lion_statue.glb", "pos": Vector3(2, 0, 3), "color": Color(0.82, 0.78, 0.68), "mode": "fixed", "scale": 1.5},
{"path": "res://models/furniture/baroque_table.glb", "pos": Vector3(2, 0, 8), "color": Color(0.88, 0.82, 0.72), "mode": "recolor", "scale": 1.5},
{"path": "res://models/furniture/modernist_chair.glb", "pos": Vector3(6, 0, 3), "color": Color(0.85, 0.70, 0.50), "mode": "recolor"},
{"path": "res://models/furniture/modernist_chair.glb", "pos": Vector3(6, 0, 6), "color": Color(0.55, 0.60, 0.75), "mode": "recolor"},
{"path": "res://models/furniture/scifi_desk.glb", "pos": Vector3(6, 0, 9), "color": Color(0.70, 0.72, 0.78), "mode": "recolor", "scale": 2.0},
{"path": "res://models/props/vw_beetle.glb", "pos": Vector3(11, 0, 6), "color": Color(0.85, 0.35, 0.30), "mode": "recolor", "rot_y": 180.0, "scale": 3.0},
]
for item in items:
var scene: PackedScene = load(item["path"] as String)
if scene == null:
print("WARNING: not found: ", item["path"])
continue
var inst: Node3D = scene.instantiate()
inst.position = item["pos"] as Vector3
if item.has("rot_y"):
inst.rotation_degrees.y = item["rot_y"] as float
if item.has("scale"):
var s: float = item["scale"] as float
inst.scale = Vector3(s, s, s)
var mode: String = item.get("mode", "fixed") as String
match mode:
"recolor":
_apply_masked_shader(inst, item["color"] as Color, item["path"] as String)
"fixed":
_apply_textured_fixed(inst)
"flat":
_apply_flat_color(inst, item.get("color", Color(0.7, 0.7, 0.7)) as Color)
add_child(inst)
print(" Placed [%s]: %s" % [mode, (item["path"] as String).get_file()])
var _toon_masked_shader: Shader = preload("res://shaders/spike/toon_masked.gdshader")
func _apply_masked_shader(node: Node, tint: Color, glb_path: String) -> void:
## Masked pipeline: keep Trellis texture, apply recolor mask + tint via shader.
## The mask marks the dominant color region as replaceable.
## Expects a _mask.png sidecar next to the GLB.
var mask_path := glb_path.replace(".glb", "_mask.png")
var mask_tex: Texture2D = null
if ResourceLoader.exists(mask_path):
mask_tex = load(mask_path) as Texture2D
_apply_masked_recursive(node, tint, mask_tex)
func _apply_masked_recursive(node: Node, tint: Color, mask_tex: Texture2D) -> void:
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var mesh: Mesh = mi.mesh
if mesh:
for surf_idx in range(mesh.get_surface_count()):
var existing: Material = mi.get_active_material(surf_idx)
var albedo_tex: Texture2D = _extract_albedo_texture(existing)
var shader_mat := ShaderMaterial.new()
shader_mat.shader = _toon_masked_shader
if albedo_tex:
shader_mat.set_shader_parameter("albedo_tex", albedo_tex)
else:
print(" WARNING: no albedo texture on surface %d of %s (material type: %s)" % [surf_idx, mi.name, existing.get_class() if existing else "null"])
if mask_tex:
shader_mat.set_shader_parameter("recolor_mask", mask_tex)
shader_mat.set_shader_parameter("tint_color", tint)
mi.set_surface_override_material(surf_idx, shader_mat)
for child in node.get_children():
_apply_masked_recursive(child, tint, mask_tex)
func _extract_albedo_texture(mat: Material) -> Texture2D:
## Extract the albedo/base color texture from an imported material.
## Godot's GLTF importer creates StandardMaterial3D — try that first,
## then fall back to checking shader parameters for BaseMaterial3D.
if mat == null:
return null
if mat is StandardMaterial3D:
var tex := (mat as StandardMaterial3D).albedo_texture
if tex:
return tex
if mat is BaseMaterial3D:
var tex := (mat as BaseMaterial3D).albedo_texture
if tex:
return tex
# ShaderMaterial fallback — check common parameter names
if mat is ShaderMaterial:
var sm := mat as ShaderMaterial
for param_name in ["albedo_tex", "albedo_texture", "texture_albedo", "base_color_texture"]:
var val = sm.get_shader_parameter(param_name)
if val is Texture2D:
return val as Texture2D
return null
func _apply_textured_fixed(node: Node) -> void:
## Fixed pipeline: keep Trellis texture as-is, just ensure it renders (unshaded).
## No recoloring — what Trellis baked is the final look.
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var mesh: Mesh = mi.mesh
if mesh:
for surf_idx in range(mesh.get_surface_count()):
var existing: Material = mi.get_active_material(surf_idx)
if existing is StandardMaterial3D:
var fixed_mat: StandardMaterial3D = existing.duplicate() as StandardMaterial3D
fixed_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mi.set_surface_override_material(surf_idx, fixed_mat)
for child in node.get_children():
_apply_textured_fixed(child)
func _apply_flat_color(node: Node, color: Color) -> void:
## Flat pipeline: rare cases — no texture, just a solid unshaded color.
if node is MeshInstance3D:
var mi := node as MeshInstance3D
var mesh: Mesh = mi.mesh
if mesh:
for surf_idx in range(mesh.get_surface_count()):
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = color
mi.set_surface_override_material(surf_idx, mat)
for child in node.get_children():
_apply_flat_color(child, color)
func _set_flat_color(mi: MeshInstance3D, color: Color) -> void:
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = color
mi.material_override = mat
func _randomize_colors() -> void:
var rng := RandomNumberGenerator.new()
rng.randomize()
for character in characters:
for part in character.get_children():
if part is MeshInstance3D and part.material_override is StandardMaterial3D:
part.material_override.albedo_color = Color(
rng.randf_range(0.1, 0.9),
rng.randf_range(0.1, 0.9),
rng.randf_range(0.1, 0.9)
)