Add coherent gobo presentation experiment (FogVolume / Vector Prism / Native Shadow) and fix projector + Visual Settings regressions - #95
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PeramatoG wants to merge 5 commits into
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Motivation
shadow_enabled = false, which produces black/stalelight_projectoroutput in this engine version.peraviz_beam_base_intensity) with a0.0default instead of falling back to held authoritative dimmer state.Description
SpotLight3D.light_projector, enabling shadows only while a projector is active and restoring the previous shadow state on clear; add a reusable shadows-only aperture quad for the native-shadow experiment. (modifiedscripts/fixture_gobo_projector.gd)FogVolumecone, aligns it to Peraviz local-Z, projects the composed gobo texture through the volume, and uses an emission-based, zero-density presentation approximation to avoid cross-light fog coupling. (added/modifiedscripts/fog_volume_gobo_beam_controller.gd,scripts/shaders/fog_volume_gobo_beam.gdshader)Fog Volume Gobo (Experimental),Vector Gobo Prism (Reference), andNative Fog + Shadow Gobo (Experimental), and move deprecated/unused shader parameter writes out of the hot path. (modifiedscripts/beam_renderers/volumetric_beam_renderer.gd,scripts/beam_optics_controller.gd)Beam presentationchoice, renameBeam intensitytoBeam / volume intensity, replace the old quick presets with experiment-oriented presets, and stop using the dead genericBeam qualitycontrol. (modifiedscripts/ui/visual/renderer_settings_panel.gd,scripts/visual_settings_window.gd)normalized_dimmerstored with the beam when recomputingscaled_intensity, and ensure presentation switches clean up previous backend resources (FogVolumes, mask quads) without leaking. (modifiedscripts/load_scene.gd)tests/gdscript/test_gobo_presentation_modes.gd, updateddocs/BEAM_RENDERING_MODES.mdanddocs/release-notes-draft.md)remove_child()beforequeue_free(), guard native-shadow preference per-presentation-mode, and avoid unnecessary vector fallback when no runtime gobo is present. (multiple script changes)Files touched (high level):
scripts/fixture_gobo_projector.gd,scripts/fog_volume_gobo_beam_controller.gd,scripts/beam_renderers/volumetric_beam_renderer.gd,scripts/beam_optics_controller.gd,scripts/load_scene.gd,scripts/ui/visual/renderer_settings_panel.gd,scripts/visual_settings_window.gd,scripts/shaders/fog_volume_gobo_beam.gdshader,tests/gdscript/test_gobo_presentation_modes.gd,docs/BEAM_RENDERING_MODES.md,docs/release-notes-draft.md(commit f2bb610).Testing
tests/check_no_large_files.sh(passed with existing advisory warnings) andtests/check_runtime_architecture.sh(passed).git diff --check(passed) and local static/grep validations to confirm removed dead UI/shader parameters; results OK.tests/gdscript/test_gobo_presentation_modes.gdcovering projector shadow lifecycle, open-slot clearing, native-shadow mask creation, FogVolume ownership, and repeated-mode switching, but headless Godot execution in this environment failed because neithergodotnorgodot4is installed (so the new GDScript test could not be executed here).godot --headless --path . --script tests/gdscript/test_gobo_presentation_modes.gdandgodot4 --headless --path . --script tests/gdscript/test_gobo_presentation_modes.gd, both returned not-found in CI environment.If you want, I can: run the new headless test locally where Godot 4.7 is available, expand the tests to assert additional mode-specific visual/shader parameters, or trim/rename any UI labels before merging.
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