Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s

A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-12 22:41:14 +02:00
1 parent 6141d07d4f
commit 42cafa7543
62 files changed
+1682 -144

No files matched your search

+2 -2
View File
@@ -42,8 +42,8 @@ export class ApplyOverrideToAssetCommand extends ObjectEditCommand {
protected override apply(ref: ObjectRef, project: Project): void {
const asset = requireAsset(project, ref.object.assetId);
requirePropDef(asset, this.key);
const value = resolveSceneObjectProps(asset, ref.object)[this.key];
requirePropDef(project, asset, this.key, ref.object);
const value = resolveSceneObjectProps(project, asset, ref.object)[this.key];
this.asset = asset;
this.previousAssetValue = asset.props[this.key];
asset.props[this.key] = value!;
+7 -5
View File
@@ -36,6 +36,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
return { ...base, type: 'animation', frames: [] };
case 'statemachine':
return { ...base, type: 'statemachine', graph: createEmptyGraph() };
case 'shader':
return { ...base, type: 'shader', graph: createEmptyGraph() };
}
}
@@ -57,7 +59,7 @@ export class CreateAssetCommand implements Command {
execute(project: Project): void {
for (const [key, value] of Object.entries(this.props))
this.asset.props[key] = coerceValue(requirePropDef(this.asset, key), value);
this.asset.props[key] = coerceValue(requirePropDef(project, this.asset, key), value);
project.assets.push(this.asset);
this.previousActiveScene = project.activeSceneId;
if (this.asset.type === 'scene' && !project.activeSceneId) project.activeSceneId = this.asset.id;
@@ -195,8 +197,8 @@ export class SetAssetPropertyCommand extends AssetPropertyCommand {
super(assetId, key, `Set ${key}`);
}
protected override computeNext(asset: Asset): PropertyValue {
return coerceValue(requirePropDef(asset, this.key), this.value);
protected override computeNext(asset: Asset, project: Project): PropertyValue {
return coerceValue(requirePropDef(project, asset, this.key), this.value);
}
}
@@ -205,8 +207,8 @@ export class ResetAssetPropertyCommand extends AssetPropertyCommand {
super(assetId, key, `Reset ${key}`);
}
protected override computeNext(asset: Asset): PropertyValue {
return requirePropDef(asset, this.key).default;
protected override computeNext(asset: Asset, project: Project): PropertyValue {
return requirePropDef(project, asset, this.key).default;
}
}
+1 -1
View File
@@ -37,7 +37,7 @@ export class AddColliderCommand implements Command {
this.assetId,
);
if (targetAsset.type === 'sprite') {
const props = resolveSceneObjectProps(targetAsset, target);
const props = resolveSceneObjectProps(project, targetAsset, target);
asset.props.width = Number(props.width);
asset.props.height = Number(props.height);
}
+10 -3
View File
@@ -13,7 +13,7 @@ import {
type Project,
} from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { propDef, type PropertyDef } from '../properties/PropertySchema';
import { type PropertyDef, schemaForAsset, schemaForObject } from '../properties/PropertySchema';
import { CommandError } from './Command';
export function requireAsset(project: Project, assetId: string): Asset {
@@ -91,8 +91,15 @@ export function requireNodeDef(type: string): NodeDef {
return def;
}
export function requirePropDef(asset: Asset, key: string): PropertyDef {
const def = propDef(asset, key);
/** The row `key` names on the asset – or, given the placed object, on that object (its shader's rows). */
export function requirePropDef(
project: Project,
asset: Asset,
key: string,
object?: SceneObject,
): PropertyDef {
const schema = object ? schemaForObject(project, asset, object) : schemaForAsset(project, asset);
const def = schema.find((d) => d.key === key);
if (!def) throw new CommandError(`Property "${key}" is not defined for ${asset.type}`);
return def;
}
+4 -1
View File
@@ -189,7 +189,10 @@ export class SetOverrideCommand extends OverrideCommand {
}
protected override nextValue(object: SceneObject, project: Project): PropertyValue {
return coerceValue(requirePropDef(requireAsset(project, object.assetId), this.key), this.value);
return coerceValue(
requirePropDef(project, requireAsset(project, object.assetId), this.key, object),
this.value,
);
}
}
+6 -2
View File
@@ -3,8 +3,12 @@ import { type DeclaredPortKind, KIND } from '../properties/kinds';
export type { DeclaredPortKind } from '../properties/kinds';
/** `exec` carries control flow, the others values; `any` accepts every value type. */
export type PortType = 'exec' | 'number' | 'boolean' | 'string' | 'object' | 'list' | 'struct' | 'any';
/**
* `exec` carries control flow, the others values; `any` accepts every value type. `vec3` is a
* colour inside a shader graph, where the values are GLSL and no behavior node ever sees one.
*/
export type PortType =
'exec' | 'number' | 'boolean' | 'string' | 'object' | 'list' | 'struct' | 'vec3' | 'any';
export interface PortRef {
node: string;
+8 -3
View File
@@ -16,8 +16,11 @@ export interface PortDef {
field?: PropertyDef;
}
/** `state` is the one category no behavior graph offers: its nodes are the states of a state machine. */
export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action' | 'state';
/**
* `state` and `shader` are the categories no behavior graph offers: their nodes are the states of
* a state machine and the GLSL of a shader asset.
*/
export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader';
/**
* How a loop node asks for one of its exec outputs to be run repeatedly: `port` carries the body,
@@ -134,13 +137,15 @@ export function hasExecInput(def: NodeDef): boolean {
/**
* Data inputs that may carry an inline value while unconnected. An object is a live handle and a
* struct is assembled from its parts, so neither has a value that could be typed on one line.
* struct is assembled from its parts, so neither has a value that could be typed on one line; a
* shader colour has one only where the node gives it a colour field.
*/
export function inlineInputs(def: NodeDef): PortDef[] {
return def.inputs.filter(isInlinePort);
}
function isInlinePort(port: PortDef): boolean {
if (port.type === 'vec3') return port.field !== undefined;
return port.type !== 'exec' && port.type !== 'object' && port.type !== 'struct';
}
+4 -1
View File
@@ -88,6 +88,7 @@ import { RunBehavior } from './flow/RunBehavior';
import { Sequence } from './flow/Sequence';
import { SetState } from './flow/SetState';
import { StateBranch } from './flow/StateBranch';
import { SHADER_NODES } from '../../shader/nodes';
import { State } from '../stateMachine';
import { Variables } from './variable/Variables';
@@ -187,5 +188,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
];
for (const def of BUILT_IN_NODES) registerNode(def);
// Registered so a machine's graph loads and draws, but not built in: no behavior graph offers it.
// Registered so a machine's or a shader's graph loads and draws, but not built in: no behavior
// graph offers them.
registerNode(State);
for (const def of SHADER_NODES) registerNode(def);
+13 -3
View File
@@ -91,6 +91,15 @@ export interface StateMachineAsset extends AssetBase {
graph: Graph;
}
/**
* The graph is GLSL in nodes: `Property` nodes declare the sprite rows, the `Output` node ends
* the fragment (see `core/shader/compile.ts`). A sprite wears it through its `shader` property.
*/
export interface ShaderAsset extends AssetBase {
type: 'shader';
graph: Graph;
}
export type Asset =
| SpriteAsset
| CameraAsset
@@ -101,13 +110,14 @@ export type Asset =
| ContainerAsset
| TextureAsset
| AnimationAsset
| StateMachineAsset;
| StateMachineAsset
| ShaderAsset;
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
export type GraphAsset = BehaviorAsset | StateMachineAsset;
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset;
export function isGraphAsset(asset: Asset): asset is GraphAsset {
return asset.type === 'behavior' || asset.type === 'statemachine';
return asset.type === 'behavior' || asset.type === 'statemachine' || asset.type === 'shader';
}
export function isSceneAsset(asset: Asset): asset is SceneAsset {
+17 -4
View File
@@ -9,6 +9,7 @@ export const ASSET_TYPES = [
'texture',
'animation',
'statemachine',
'shader',
] as const;
export type AssetType = (typeof ASSET_TYPES)[number];
@@ -24,16 +25,28 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
texture: 'Texture',
animation: 'Animation',
statemachine: 'State machine',
shader: 'Shader',
};
/**
* Textures and animations are not placeable: they are pictures a sprite wears through `texture`.
* A state machine is not either: a behavior refers to it by id.
* Textures and animations are not placeable: they are pictures a sprite wears through `texture`,
* as a shader is worn through `shader`. A state machine is not either: a behavior refers to it by id.
*/
export type PlaceableAssetType = Exclude<AssetType, 'scene' | 'texture' | 'animation' | 'statemachine'>;
export type PlaceableAssetType = Exclude<
AssetType,
'scene' | 'texture' | 'animation' | 'statemachine' | 'shader'
>;
const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'scene',
'texture',
'animation',
'statemachine',
'shader',
]);
export function isPlaceableType(type: AssetType): type is PlaceableAssetType {
return type !== 'scene' && type !== 'texture' && type !== 'animation' && type !== 'statemachine';
return !NOT_PLACEABLE.has(type);
}
export function isAssetType(value: unknown): value is AssetType {
+1 -1
View File
@@ -12,7 +12,7 @@ export function graphLookup(project: Project): GraphLookup {
behavior: (assetId) => {
const asset = findAssetOf(project, assetId, 'behavior');
if (!asset) return null;
return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(project, asset) };
},
machine: (assetId) => {
const asset = findAssetOf(project, assetId, 'statemachine');
+1 -1
View File
@@ -48,7 +48,7 @@ export function findPropertyUsages(project: Project, ids: string | readonly stri
const refKeys = new Map<string, string[]>();
const matches = (value: unknown): boolean => typeof value === 'string' && wanted.has(value);
for (const asset of project.assets) {
const keys = schemaForAsset(asset)
const keys = schemaForAsset(project, asset)
.filter((def) => isKindWith('reference', def.kind))
.map((def) => def.key);
refKeys.set(asset.id, keys);
+42 -7
View File
@@ -19,7 +19,10 @@ import {
type ValueOf,
type VariableKind,
} from './kinds';
import { findAssetOf, type Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { flatListOf, listItemOf } from './listItems';
import { SHADER_KEY, shaderOf, shaderParamDefs } from './shaders';
/**
* What a kind's definition carries beyond key, label and default. `decimals` belongs only on
@@ -124,6 +127,8 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
// The fill while there is no picture, and a tint multiplier once there is one: white = no tint.
{ key: 'color', label: 'Color', kind: 'color', default: 0xffffff },
{ key: 'texture', label: 'Texture', kind: 'texture', default: '' },
// The shader's own parameters follow this row – see `schemaForAsset`. Empty is no shader at all.
{ key: SHADER_KEY, label: 'Shader', kind: 'asset', default: '', assetTypes: ['shader'] },
],
// The picture itself is intrinsic data on the asset (see TextureAsset), not a property.
texture: [
@@ -157,6 +162,8 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
behavior: [{ key: 'runInEditor', label: 'Run in editor', kind: 'boolean', default: false }],
// The states are the asset's graph (see StateMachineAsset), not a property.
statemachine: [],
// The nodes are the asset's graph (see ShaderAsset); its parameters are rows of the sprites wearing it.
shader: [],
collider: [
{
key: 'shape',
@@ -204,15 +211,43 @@ export function schemaFor(type: AssetType): PropertySchema {
return FULL_SCHEMAS[type];
}
/** The type schema, for behaviors followed by their declared variables. */
export function schemaForAsset(asset: Asset): PropertySchema {
return asset.type === 'behavior'
? [...FULL_SCHEMAS.behavior, ...asset.variables]
: FULL_SCHEMAS[asset.type];
/**
* The type schema, for behaviors followed by their declared variables, for sprites by the
* parameters of the shader asset their bag names – which is why the project is needed.
*/
export function schemaForAsset(project: Project, asset: Asset): PropertySchema {
return schemaForBag(project, asset, asset.props);
}
export function propDef(asset: Asset, key: string): PropertyDef | undefined {
return schemaForAsset(asset).find((d) => d.key === key);
/** A placed object's rows: a sprite overriding its shader has that shader's parameters. */
export function schemaForObject(project: Project, asset: Asset, object: SceneObject): PropertySchema {
const shader = object.overrides[SHADER_KEY];
return schemaForBag(project, asset, shader === undefined ? asset.props : { [SHADER_KEY]: shader });
}
function schemaForBag(project: Project, asset: Asset, bag: PropertyBag): PropertySchema {
if (asset.type === 'behavior') return [...FULL_SCHEMAS.behavior, ...asset.variables];
if (asset.type === 'sprite') return [...FULL_SCHEMAS.sprite, ...shaderParamRows(project, shaderOf(bag))];
return FULL_SCHEMAS[asset.type];
}
/** The rows a shader asset adds to the sprites wearing it; a dangling id adds none. */
export function shaderParamRows(project: Project, shaderId: string): PropertyDef[] {
const shader = shaderId ? findAssetOf(project, shaderId, 'shader') : undefined;
return shader ? shaderParamDefs(shader.graph) : [];
}
/** The parameters of every shader in the project, one row per name – what a sprite *may* have. */
export function allShaderParamRows(project: Project): PropertyDef[] {
const rows = new Map<string, PropertyDef>();
for (const asset of project.assets)
if (asset.type === 'shader')
for (const row of shaderParamDefs(asset.graph)) if (!rows.has(row.key)) rows.set(row.key, row);
return [...rows.values()];
}
export function propDef(project: Project, asset: Asset, key: string): PropertyDef | undefined {
return schemaForAsset(project, asset).find((d) => d.key === key);
}
/** A fresh bag of the type's default values (callers may mutate it). */
+8 -7
View File
@@ -3,20 +3,20 @@ import { ancestorIdsOf, type ObjectTree } from '../model/hierarchy';
import { instanceTargetOf, isEmptyEdit, resolveObjects } from '../model/instance';
import { findAsset, type Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { type PropertySchema, schemaFor, schemaForAsset } from './PropertySchema';
import { type PropertySchema, schemaFor, schemaForAsset, schemaForObject } from './PropertySchema';
import { deviatesFromAsset, isModified } from './resolve';
/**
* The rows the asset inspector marks as modified. A behavior's variables are left out: their
* default is declared on the variable itself, so the asset value cannot differ from it.
*/
export function markedAssetSchema(asset: Asset): PropertySchema {
return asset.type === 'behavior' ? schemaFor('behavior') : schemaForAsset(asset);
export function markedAssetSchema(project: Project, asset: Asset): PropertySchema {
return asset.type === 'behavior' ? schemaFor('behavior') : schemaForAsset(project, asset);
}
/** Whether any asset property the inspector would mark gold differs from its default. */
export function assetDeviates(asset: Asset): boolean {
return markedAssetSchema(asset).some((def) => isModified(asset, def.key));
export function assetDeviates(project: Project, asset: Asset): boolean {
return markedAssetSchema(project, asset).some((def) => isModified(project, asset, def.key));
}
/**
@@ -33,8 +33,9 @@ export function objectDeviates(project: Project, holder: ObjectTree, object: Sce
}
if (object.editorOffset.x !== 0 || object.editorOffset.y !== 0) return true;
const asset = findAsset(project, object.assetId);
return (
asset !== undefined && schemaForAsset(asset).some((def) => deviatesFromAsset(object, asset, def.key))
if (!asset) return false;
return schemaForObject(project, asset, object).some((def) =>
deviatesFromAsset(project, object, asset, def.key),
);
}
+1 -1
View File
@@ -16,6 +16,6 @@ export function runsInEditor(props: PropertyBag): boolean {
export function hasEditorRun(project: Project, holder: ObjectTree): boolean {
return resolveObjects(project, holder).some((object) => {
const asset = findAsset(project, object.assetId);
return asset?.type === 'behavior' && runsInEditor(resolveSceneObjectProps(asset, object));
return asset?.type === 'behavior' && runsInEditor(resolveSceneObjectProps(project, asset, object));
});
}
+30 -18
View File
@@ -1,48 +1,60 @@
import type { Asset } from '../model/Asset';
import { type PropertyBag, type PropertyValue, sameValue } from '../model/Properties';
import type { Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { propDef, schemaForAsset } from './PropertySchema';
import { propDef, schemaForAsset, schemaForObject } from './PropertySchema';
/**
* Schema defaults filled with the asset's own values. Keys unknown to the schema are ignored, so
* stale data never leaks into the editor.
*/
export function resolveAssetProps(asset: Asset): PropertyBag {
const bag: PropertyBag = {};
for (const def of schemaForAsset(asset)) {
const own = asset.props[def.key];
bag[def.key] = own !== undefined ? own : def.default;
}
return bag;
export function resolveAssetProps(project: Project, asset: Asset): PropertyBag {
return valuesOver(schemaForAsset(project, asset), asset.props);
}
/** The only place where overrides are merged onto asset values. */
export function resolveSceneObjectProps(asset: Asset, object: SceneObject): PropertyBag {
const bag = resolveAssetProps(asset);
for (const def of schemaForAsset(asset)) {
/**
* The only place where overrides are merged onto asset values. The rows are the object's: a
* sprite overriding its shader has that shader's parameters, not the asset's.
*/
export function resolveSceneObjectProps(project: Project, asset: Asset, object: SceneObject): PropertyBag {
const schema = schemaForObject(project, asset, object);
const bag = valuesOver(schema, asset.props);
for (const def of schema) {
const override = object.overrides[def.key];
if (override !== undefined) bag[def.key] = override;
}
return bag;
}
function valuesOver(
schema: readonly { key: string; default: PropertyValue }[],
values: PropertyBag,
): PropertyBag {
const bag: PropertyBag = {};
for (const def of schema) {
const own = values[def.key];
bag[def.key] = own !== undefined ? own : def.default;
}
return bag;
}
/** Whether the asset's own value differs from the schema default – the asset-level override. */
export function isModified(asset: Asset, key: string): boolean {
const def = propDef(asset, key);
export function isModified(project: Project, asset: Asset, key: string): boolean {
const def = propDef(project, asset, key);
if (!def) return false;
const own = asset.props[key];
return own !== undefined && !sameValue(own, def.default);
}
/** The value the object would have without its override for `key`. */
export function inheritedValue(asset: Asset, key: string): PropertyValue | undefined {
return resolveAssetProps(asset)[key];
export function inheritedValue(project: Project, asset: Asset, key: string): PropertyValue | undefined {
return resolveAssetProps(project, asset)[key];
}
/** An override that happens to carry the asset's own value does not count as a deviation. */
export function deviatesFromAsset(object: SceneObject, asset: Asset, key: string): boolean {
export function deviatesFromAsset(project: Project, object: SceneObject, asset: Asset, key: string): boolean {
const own = object.overrides[key];
return own !== undefined && !sameValue(own, inheritedValue(asset, key));
return own !== undefined && !sameValue(own, inheritedValue(project, asset, key));
}
/**
+82
View File
@@ -0,0 +1,82 @@
import type { Graph, GraphNode } from '../graph/Graph';
import { type PropertyBag, textOf } from '../model/Properties';
import { type FlatDef, isValidFieldName } from './PropertySchema';
/** The sprite property naming the shader asset it wears; `''` is no shader and no render pass. */
export const SHADER_KEY = 'shader';
/**
* The node of a shader graph that declares a parameter: its `name` is a sprite property and a
* GLSL uniform, `default`/`min`/`max` are the row the inspector shows.
*/
export const SHADER_PROPERTY = 'ShaderProperty';
export const PROPERTY_NAME_PARAM = 'name';
export const PROPERTY_DEFAULT_PARAM = 'default';
export const PROPERTY_MIN_PARAM = 'min';
export const PROPERTY_MAX_PARAM = 'max';
export function shaderOf(bag: PropertyBag): string {
return textOf(bag[SHADER_KEY]);
}
export function isPropertyNode(node: GraphNode): boolean {
return node.type === SHADER_PROPERTY;
}
export function propertyName(node: GraphNode): string {
return textOf(node.params[PROPERTY_NAME_PARAM] ?? '');
}
/** A property's name is a bag key and a uniform, so it has to be an identifier. */
export function isValidPropertyName(name: string): boolean {
return isValidFieldName(name);
}
/**
* The properties a shader graph declares, in node order: one number row per `Property` node with
* a valid name. A second node with the same name declares nothing new – both read one uniform.
*/
export function shaderParamDefs(graph: Graph): FlatDef<'number'>[] {
const rows: FlatDef<'number'>[] = [];
const seen = new Set<string>();
for (const node of graph.nodes) {
if (!isPropertyNode(node)) continue;
const name = propertyName(node);
if (!isValidPropertyName(name) || seen.has(name)) continue;
seen.add(name);
rows.push(propertyRow(name, node.params));
}
return rows;
}
function propertyRow(name: string, params: PropertyBag): FlatDef<'number'> {
const min = numberParam(params, PROPERTY_MIN_PARAM, 0);
const max = numberParam(params, PROPERTY_MAX_PARAM, 1);
const row: FlatDef<'number'> = {
key: name,
label: name,
kind: 'number',
default: numberParam(params, PROPERTY_DEFAULT_PARAM, 0),
min,
step: niceStep(max > min ? max - min : 1),
};
// A max at or below the min would pin the value; treated as "no max" instead.
return max > min ? { ...row, max } : row;
}
function numberParam(params: PropertyBag, key: string, fallback: number): number {
const n = Number(params[key]);
return Number.isFinite(n) ? n : fallback;
}
/** A twentieth of the range's power of ten: 0.05 for 0-4, 0.05 for 0-1, 5 for 0-100. */
function niceStep(range: number): number {
return 10 ** Math.floor(Math.log10(range)) / 20;
}
/** What a property placed from the palette is called: `value`, then `value2`, `value3` … */
export function nextPropertyName(graph: Graph): string {
const taken = new Set(graph.nodes.filter(isPropertyNode).map(propertyName));
if (!taken.has('value')) return 'value';
for (let n = 2; ; n++) if (!taken.has(`value${n}`)) return `value${n}`;
}
+143
View File
@@ -0,0 +1,143 @@
import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph';
import { nodeDef, type PortDef } from '../graph/NodeRegistry';
import { colorOf } from '../model/Properties';
import { isPropertyNode, isValidPropertyName, propertyName, shaderParamDefs } from '../properties/shaders';
import {
asVec3,
type Expr,
floatLiteral,
isShaderNodeDef,
SHADER_OUTPUT,
TEXEL_COLOR,
uniformName,
vec3Literal,
} from './nodes';
export interface ShaderUniform {
name: string;
default: number;
}
export interface CompiledShader {
fragment: string;
uniforms: ShaderUniform[];
}
export interface ShaderBuild {
/** Null while the graph has a problem – the sprite then draws without a filter. */
compiled: CompiledShader | null;
/** Per node id, what keeps the graph from compiling. */
problems: Record<string, string>;
/** One line for the tab: empty once compiled. */
reason: string;
}
/**
* A shader graph to a Pixi filter fragment: every node reachable from the Output becomes one
* local per output, in dependency order, and every Property a float uniform. Pixi hands a filter
* premultiplied pixels, so the prelude unpremultiplies and the epilogue multiplies back.
*/
export function compileShader(graph: Graph): ShaderBuild {
const problems: Record<string, string> = {};
const problem = (node: GraphNode, text: string) => {
if (!(node.id in problems)) problems[node.id] = text;
};
const names = new Set<string>();
for (const node of graph.nodes) {
if (!isPropertyNode(node)) continue;
const name = propertyName(node);
if (!isValidPropertyName(name)) problem(node, 'Name must be one word: letters, digits, _');
else if (names.has(name)) problem(node, `Another property is named "${name}"`);
names.add(name);
}
const lines: string[] = [];
const emitted = new Map<string, Record<string, Expr>>();
const visiting = new Set<string>();
let count = 0;
const emitNode = (node: GraphNode): Record<string, Expr> | null => {
const done = emitted.get(node.id);
if (done) return done;
if (visiting.has(node.id)) {
problem(node, 'Feeds itself');
return null;
}
const def = nodeDef(node.type);
if (!def || !isShaderNodeDef(def)) {
problem(node, 'Not a shader node');
return null;
}
visiting.add(node.id);
const inputs: Record<string, Expr> = {};
let complete = true;
for (const port of def.inputs) {
const expr = input(node, port);
if (expr) inputs[port.key] = expr;
else complete = false;
}
visiting.delete(node.id);
if (!complete) return null;
const outputs: Record<string, Expr> = {};
for (const [key, expr] of Object.entries(def.emit(inputs, node.params))) {
const local = `n${count++}_${key}`;
lines.push(`${expr.type} ${local} = ${expr.code};`);
outputs[key] = { code: local, type: expr.type };
}
emitted.set(node.id, outputs);
return outputs;
};
/** What feeds an input: the edge's source, the typed-in value, or – with nothing to type – the texel. */
const input = (node: GraphNode, port: PortDef): Expr | null => {
const edge = edgesInto(graph, node.id, port.key)[0];
if (edge) {
const source = findNode(graph, edge.from.node);
const outputs = source && emitNode(source);
const expr = outputs?.[edge.from.port];
if (!expr) return null;
return conform(node, port, expr);
}
const typed = node.params[port.key] ?? port.default;
if (port.field?.kind === 'color')
return { code: vec3Literal(colorOf(typed ?? 0xffffff, 0xffffff)), type: 'vec3' };
if (port.field) return { code: floatLiteral(Number(typed ?? 0)), type: 'float' };
return TEXEL_COLOR;
};
const conform = (node: GraphNode, port: PortDef, expr: Expr): Expr | null => {
if (port.type === 'number' && expr.type === 'vec3') {
problem(node, `"${port.key}" needs a number, not a colour`);
return null;
}
if (port.type === 'vec3' && expr.type === 'float') return { code: asVec3(expr), type: 'vec3' };
return expr;
};
const output = graph.nodes.find((n) => n.type === SHADER_OUTPUT);
if (!output) return { compiled: null, problems, reason: 'No Output node' };
const outputDef = nodeDef(SHADER_OUTPUT)!;
const color = input(output, outputDef.inputs[0]!);
const first = graph.nodes.find((n) => n.id in problems);
if (first || !color)
return { compiled: null, problems, reason: first ? problems[first.id]! : 'Cannot compile' };
const uniforms = shaderParamDefs(graph).map((row) => ({ name: row.key, default: row.default }));
const fragment = [
'in vec2 vTextureCoord;',
'out vec4 finalColor;',
'uniform sampler2D uTexture;',
...uniforms.map((u) => `uniform float ${uniformName(u.name)};`),
'void main()',
'{',
' vec4 texel = texture(uTexture, vTextureCoord);',
` vec3 ${TEXEL_COLOR.code} = texel.a > 0.0 ? texel.rgb / texel.a : texel.rgb;`,
...lines.map((line) => ` ${line}`),
` finalColor = vec4(clamp(${color.code}, 0.0, 1.0) * texel.a, texel.a);`,
'}',
'',
].join('\n');
return { compiled: { fragment, uniforms }, problems, reason: '' };
}
+217
View File
@@ -0,0 +1,217 @@
import type { NodeDef, PortDef } from '../graph/NodeRegistry';
import { type PropertyBag, textOf } from '../model/Properties';
import { flatDef } from '../properties/PropertySchema';
import {
PROPERTY_DEFAULT_PARAM,
PROPERTY_MAX_PARAM,
PROPERTY_MIN_PARAM,
PROPERTY_NAME_PARAM,
propertyName,
SHADER_PROPERTY,
} from '../properties/shaders';
export type GlslType = 'float' | 'vec3';
/** A GLSL expression and what it evaluates to. */
export interface Expr {
code: string;
type: GlslType;
}
/**
* A node of a shader graph. It never runs: `emit` writes the GLSL of its outputs from the GLSL of
* its inputs. An input typed `number` arrives as a float, one typed `vec3` as a vec3 (a float is
* broadcast), one typed `any` as whatever feeds it.
*/
export interface ShaderNodeDef extends NodeDef {
category: 'shader';
emit(inputs: Record<string, Expr>, params: PropertyBag): Record<string, Expr>;
}
export function isShaderNodeDef(def: NodeDef): def is ShaderNodeDef {
return def.category === 'shader' && 'emit' in def;
}
export const SHADER_TEXTURE_COLOR = 'ShaderTextureColor';
export const SHADER_OUTPUT = 'ShaderOutput';
export const SHADER_COLOR = 'ShaderColor';
/** What the fragment prelude binds: the texel's straight (unpremultiplied) colour. */
export const TEXEL_COLOR: Expr = { code: 'rgb', type: 'vec3' };
const NUMBER_STEP = 0.05;
const vec3Port = (key: string): PortDef => ({ key, label: key, type: 'vec3' });
/** A number input with an inline value, so a constant needs no node of its own. */
const floatIn = (key: string, value: number): PortDef => ({
key,
label: key,
type: 'number',
default: value,
field: { key, label: key, kind: 'number', default: value, step: NUMBER_STEP },
});
/** An input taking a number or a colour; typed in, it is a number. */
const anyIn = (key: string, value: number): PortDef => ({ ...floatIn(key, value), type: 'any' });
const anyOut = (key: string): PortDef => ({ key, label: key, type: 'any' });
export const asVec3 = (e: Expr): string => (e.type === 'vec3' ? e.code : `vec3(${e.code})`);
/** Two operands lifted to one type: a colour on either side makes the result a colour. */
function lifted(a: Expr, b: Expr): { a: string; b: string; type: GlslType } {
if (a.type === 'vec3' || b.type === 'vec3') return { a: asVec3(a), b: asVec3(b), type: 'vec3' };
return { a: a.code, b: b.code, type: 'float' };
}
function arithmetic(
type: string,
label: string,
op: string,
description: string,
bDefault: number,
): ShaderNodeDef {
return {
type,
label,
category: 'shader',
description,
inputs: [anyIn('a', bDefault === 1 ? 1 : 0), anyIn('b', bDefault)],
outputs: [anyOut('result')],
params: [],
emit: ({ a, b }) => {
const l = lifted(a!, b!);
return { result: { code: `(${l.a} ${op} ${l.b})`, type: l.type } };
},
};
}
export const ShaderTextureColor: ShaderNodeDef = {
type: SHADER_TEXTURE_COLOR,
label: 'Texture color',
category: 'shader',
description: "The sprite's own pixel, before the shader: its texture tinted by its color.",
inputs: [],
outputs: [vec3Port('color')],
params: [],
emit: () => ({ color: TEXEL_COLOR }),
};
/** The one node the compiler starts from; an unconnected color leaves the pixel as it is. */
export const ShaderOutput: ShaderNodeDef = {
type: SHADER_OUTPUT,
label: 'Output',
category: 'shader',
description: 'The colour the sprite is drawn with. Its alpha stays the texture’s.',
inputs: [vec3Port('color')],
outputs: [],
params: [],
emit: () => ({}),
};
/** `name` is the sprite property and the uniform; the numbers are the row the inspector shows. */
export const ShaderProperty: ShaderNodeDef = {
type: SHADER_PROPERTY,
label: 'Property',
category: 'shader',
description: 'A number the sprite sets: a property row below the Shader dropdown, and a value here.',
inputs: [],
outputs: [{ key: 'value', label: 'value', type: 'number' }],
params: [
flatDef(PROPERTY_NAME_PARAM, 'text', { label: 'Name', value: 'value' }),
{ key: PROPERTY_DEFAULT_PARAM, label: 'Default', kind: 'number', default: 0, step: NUMBER_STEP },
{ key: PROPERTY_MIN_PARAM, label: 'Min', kind: 'number', default: 0, step: NUMBER_STEP },
{ key: PROPERTY_MAX_PARAM, label: 'Max', kind: 'number', default: 1, step: NUMBER_STEP },
],
derivePorts: ({ node }) => ({ label: propertyName(node) || ShaderProperty.label }),
emit: (_inputs, params) => ({
value: { code: uniformName(textOf(params[PROPERTY_NAME_PARAM] ?? '')), type: 'float' },
}),
};
export function uniformName(property: string): string {
return `u_${property}`;
}
export const ShaderColor: ShaderNodeDef = {
type: SHADER_COLOR,
label: 'Color',
category: 'shader',
description: 'A constant colour.',
inputs: [],
outputs: [vec3Port('color')],
params: [flatDef('value', 'color', { label: 'Value', value: 0xffffff })],
emit: (_inputs, params) => ({
color: { code: vec3Literal(Number(params.value ?? 0xffffff)), type: 'vec3' },
}),
};
export const ShaderAdd = arithmetic('ShaderAdd', 'Add', '+', 'a + b, per channel for colours.', 0);
export const ShaderSubtract = arithmetic(
'ShaderSubtract',
'Subtract',
'-',
'a - b, per channel for colours.',
0,
);
export const ShaderMultiply = arithmetic(
'ShaderMultiply',
'Multiply',
'*',
'a × b, per channel for colours.',
1,
);
export const ShaderDivide = arithmetic('ShaderDivide', 'Divide', '/', 'a / b, per channel for colours.', 1);
export const ShaderMix: ShaderNodeDef = {
type: 'ShaderMix',
label: 'Mix',
category: 'shader',
description: 'Blends from a to b: t = 0 is a, t = 1 is b, beyond that it extrapolates.',
inputs: [anyIn('a', 0), anyIn('b', 1), floatIn('t', 0.5)],
outputs: [anyOut('result')],
params: [],
emit: ({ a, b, t }) => {
const l = lifted(a!, b!);
return { result: { code: `mix(${l.a}, ${l.b}, ${t!.code})`, type: l.type } };
},
};
export const ShaderLuminance: ShaderNodeDef = {
type: 'ShaderLuminance',
label: 'Luminance',
category: 'shader',
description: 'How bright a colour is (Rec. 709 weights), as one number.',
inputs: [vec3Port('color')],
outputs: [{ key: 'value', label: 'value', type: 'number' }],
params: [],
emit: ({ color }) => ({
value: { code: `dot(${color!.code}, vec3(0.2126, 0.7152, 0.0722))`, type: 'float' },
}),
};
/** Every node a shader graph offers. Registered by `graph/nodes`, offered by no behavior palette. */
export const SHADER_NODES: readonly ShaderNodeDef[] = [
ShaderTextureColor,
ShaderOutput,
ShaderProperty,
ShaderColor,
ShaderAdd,
ShaderSubtract,
ShaderMultiply,
ShaderDivide,
ShaderMix,
ShaderLuminance,
];
/** A GLSL float literal: always with a decimal point, so `1` does not become an int. */
export function floatLiteral(n: number): string {
if (!Number.isFinite(n)) return '0.0';
return Number.isInteger(n) ? n.toFixed(1) : String(n);
}
export function vec3Literal(packed: number): string {
const channel = (shift: number) => ((packed >> shift) & 0xff) / 255;
return `vec3(${channel(16).toFixed(4)}, ${channel(8).toFixed(4)}, ${channel(0).toFixed(4)})`;
}
+33 -8
View File
@@ -8,9 +8,11 @@ import {
type GraphNode,
isValidPortName,
fixedPortKeys,
type NodeDef,
nodeDef,
STATE,
} from '../graph';
import { isShaderNodeDef } from '../shader/nodes';
import type { Asset, TextureFrame } from '../model/Asset';
import { isAssetType } from '../model/AssetTypes';
import { emptyEdit, type InstanceEdit, isEmptyEdit } from '../model/instance';
@@ -45,6 +47,7 @@ import {
type StructFieldDef,
variableDef,
} from '../properties/PropertySchema';
import { SHADER_KEY, shaderParamDefs } from '../properties/shaders';
/**
* Turns untrusted JSON (server file, import) into a well-formed Project: unknown keys are dropped,
@@ -57,16 +60,33 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
// Pass 1: asset ids and their effective schemas, needed to coerce overrides in pass 2.
const schemas = new Map<string, PropertySchema>();
const variables = new Map<string, PropertyDef[]>();
const rawProps = new Map<string, Record<string, unknown>>();
const shaderGraphs = new Map<string, Graph>();
const shaderRows = new Map<string, PropertyDef[]>();
for (const a of rawAssets) {
if (typeof a.id !== 'string' || !a.id || !isAssetType(a.type)) continue;
rawProps.set(a.id, asRecord(a.props));
if (a.type === 'behavior') {
const vars = normalizeVariables(a.variables);
variables.set(a.id, vars);
schemas.set(a.id, [...COMMON_PROPS, ...vars]);
} else {
if (a.type === 'shader') {
const graph = normalizeGraph(a.graph, isShaderNodeDef);
shaderGraphs.set(a.id, graph);
shaderRows.set(a.id, shaderParamDefs(graph));
}
schemas.set(a.id, schemaFor(a.type));
}
}
/** A sprite's rows end with the parameters of the shader its bag names – an override's, else the asset's. */
const schemaOf = (assetId: string, bag: Record<string, unknown>): PropertySchema | undefined => {
const schema = schemas.get(assetId);
if (!schema || schema !== schemaFor('sprite')) return schema;
const own = bag[SHADER_KEY];
const shader = typeof own === 'string' ? own : rawProps.get(assetId)?.[SHADER_KEY];
return [...schema, ...(shaderRows.get(typeof shader === 'string' ? shader : '') ?? [])];
};
// Pass 2: build assets. Frame ids share the reference space with asset ids, so `normalizeTexture`
// is handed the ids already spoken for.
@@ -74,13 +94,13 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const takenIds = new Set(schemas.keys());
for (const a of rawAssets) {
const id = typeof a.id === 'string' ? a.id : '';
const schema = schemas.get(id);
const schema = schemaOf(id, asRecord(a.props));
if (!schema || !isAssetType(a.type)) continue;
const type = a.type;
const name = typeof a.name === 'string' ? a.name : type;
const props = normalizeBag(a.props, schema, false);
if (type === 'scene' || type === 'container') {
assets.push({ id, type, name, props, objects: normalizeObjects(a.objects, schemas) });
assets.push({ id, type, name, props, objects: normalizeObjects(a.objects, schemaOf) });
} else if (type === 'behavior') {
assets.push({
id,
@@ -91,7 +111,9 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
graph: normalizeGraph(a.graph),
});
} else if (type === 'statemachine') {
assets.push({ id, type, name, props, graph: normalizeGraph(a.graph, STATE) });
assets.push({ id, type, name, props, graph: normalizeGraph(a.graph, (def) => def.type === STATE) });
} else if (type === 'shader') {
assets.push({ id, type, name, props, graph: shaderGraphs.get(id) ?? createEmptyGraph() });
} else if (type === 'texture') {
assets.push({ id, type, name, props, ...normalizeTexture(a, takenIds) });
} else if (type === 'animation') {
@@ -130,12 +152,15 @@ export function serializeProject(project: Project): unknown {
return JSON.parse(JSON.stringify(project));
}
function normalizeObjects(raw: unknown, schemas: Map<string, PropertySchema>): SceneObject[] {
function normalizeObjects(
raw: unknown,
schemaOf: (assetId: string, overrides: Record<string, unknown>) => PropertySchema | undefined,
): SceneObject[] {
const objects: SceneObject[] = [];
for (const item of Array.isArray(raw) ? raw : []) {
const o = asRecord(item);
if (typeof o.id !== 'string' || !o.id || typeof o.assetId !== 'string') continue;
const schema = schemas.get(o.assetId);
const schema = schemaOf(o.assetId, asRecord(o.overrides));
if (!schema || schema === schemaFor('scene')) continue; // dangling reference or illegal scene-in-scene
const p = asRecord(o.position);
const offset = asRecord(o.editorOffset);
@@ -245,8 +270,8 @@ function normalizePorts(raw: unknown, fixed: readonly string[], writable: boolea
return ports;
}
/** `only` restricts the node types kept: a state machine's graph holds states and nothing else. */
function normalizeGraph(raw: unknown, only?: string): Graph {
/** `keep` restricts the node types kept: a state machine's graph holds states, a shader's shader nodes, and nothing else. */
function normalizeGraph(raw: unknown, keep?: (def: NodeDef) => boolean): Graph {
const g = asRecord(raw);
const graph = createEmptyGraph();
const nodeIds = new Set<string>();
@@ -255,7 +280,7 @@ function normalizeGraph(raw: unknown, only?: string): Graph {
const id = typeof n.id === 'string' ? n.id : '';
const type = typeof n.type === 'string' ? n.type : '';
const def = nodeDef(type);
if (!id || nodeIds.has(id) || !def || (only !== undefined && type !== only)) continue;
if (!id || nodeIds.has(id) || !def || (keep !== undefined && !keep(def))) continue;
nodeIds.add(id);
// Params carry both settings and inline input values, so there is no schema to coerce against.
const params: PropertyBag = {};