Properties node: name each shader param by its shader (#66)
game-maker / suite (push) Successful in 8m23s

The + Property menu of the Properties node offered every shader's params
for every sprite. Each shader row now carries its shader name, and a name
shared by two shaders lists both: "brightness (Adjust colors, Neon glow)".
Sprite-owned rows stay unlabelled.

The note hangs off a map keyed by the def object, not by the name -- a
sprite property and a shader param may share a name (#63), and keying by
name would label the wrong row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-13 14:05:01 +02:00
1 parent 05f7a2745e
commit 5c1c3c6fd6
5 files changed
+103 -13

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+1 -1
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@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU: The browser suite and the three example games need a machine with a GPU:
```bash ```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 725 checks (GM_STEPS=20 for one step) node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 727 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+17 -4
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@@ -237,12 +237,25 @@ export function shaderParamRows(project: Project, shaderId: string): PropertyDef
return shader ? shaderParamDefs(shader.graph) : []; return shader ? shaderParamDefs(shader.graph) : [];
} }
/** The parameters of every shader in the project, one row per name – what a sprite *may* have. */ /** A shader parameter a sprite *may* have, with the shaders that declare it under that name. */
export function allShaderParamRows(project: Project): PropertyDef[] { export interface ShaderParamRow {
const rows = new Map<string, PropertyDef>(); def: PropertyDef;
shaders: string[];
}
/**
* The parameters of every shader in the project, one row per name – which sprite wears which shader
* is only known at runtime, so the picker offers them all and names where each one comes from.
*/
export function allShaderParamRows(project: Project): ShaderParamRow[] {
const rows = new Map<string, ShaderParamRow>();
for (const asset of project.assets) for (const asset of project.assets)
if (asset.type === 'shader') if (asset.type === 'shader')
for (const row of shaderParamDefs(asset.graph)) if (!rows.has(row.key)) rows.set(row.key, row); for (const def of shaderParamDefs(asset.graph)) {
const row = rows.get(def.key);
if (!row) rows.set(def.key, { def, shaders: [asset.name] });
else if (!row.shaders.includes(asset.name)) row.shaders.push(asset.name);
}
return [...rows.values()]; return [...rows.values()];
} }
+14 -4
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@@ -76,12 +76,16 @@ export function buildPropertyPortSection(
} }
if (target !== 'behavior') { if (target !== 'behavior') {
const owner = `a ${targetLabel(target)}`; const owner = `a ${targetLabel(target)}`;
// A sprite's rows go on with the parameters of the shader it wears – any shader, the node cannot know which. // A sprite's rows go on with the parameters of the shader it wears – any shader, the node cannot
// know which, so each entry says whose it is. Keyed by the def itself: a shader parameter and a
// sprite property may share a name, and only the shader's entry earns the note.
const shaderRows = target === 'sprite' ? allShaderParamRows(host.state.project) : []; const shaderRows = target === 'sprite' ? allShaderParamRows(host.state.project) : [];
const from = new Map(shaderRows.map((row) => [row.def, row.shaders.join(', ')]));
buildPickedPortSection(host, assetId, node, { buildPickedPortSection(host, assetId, node, {
noun: 'Property', noun: 'Property',
choices: [...targetProperties(target), ...shaderRows], choices: [...targetProperties(target), ...shaderRows.map((row) => row.def)],
owner, owner,
note: (def) => from.get(def),
}); });
return; return;
} }
@@ -104,21 +108,27 @@ interface PickedPorts {
empty?: string; empty?: string;
/** Named by hand instead of picked. */ /** Named by hand instead of picked. */
custom?: boolean; custom?: boolean;
/** Where a choice comes from, shown after its key in the menu; nothing for one that speaks for itself. */
note?: (def: PropertyDef) => string | undefined;
} }
function buildPickedPortSection( function buildPickedPortSection(
host: InspectorHost, host: InspectorHost,
assetId: string, assetId: string,
node: GraphNode, node: GraphNode,
{ noun, choices, owner, empty, custom = false }: PickedPorts, { noun, choices, owner, empty, custom = false, note }: PickedPorts,
): void { ): void {
const plural = noun === 'Property' ? 'properties' : 'variables'; const plural = noun === 'Property' ? 'properties' : 'variables';
const ports = node.ports ?? []; const ports = node.ports ?? [];
const taken = new Set(ports.map((p) => p.key)); const taken = new Set(ports.map((p) => p.key));
const portOf = (def: PropertyDef): DeclaredPort => ({ key: def.key, kind: portKindOf(def) }); const portOf = (def: PropertyDef): DeclaredPort => ({ key: def.key, kind: portKindOf(def) });
const choiceLabel = (def: PropertyDef): string => {
const where = note?.(def);
return where ? `${def.key} (${where})` : def.key;
};
const pick = (own: string, onPick: (port: DeclaredPort) => void): MenuItem[] => const pick = (own: string, onPick: (port: DeclaredPort) => void): MenuItem[] =>
choices.map((def) => ({ choices.map((def) => ({
label: def.key, label: choiceLabel(def),
disabled: taken.has(def.key) && def.key !== own, disabled: taken.has(def.key) && def.key !== own,
onSelect: () => onPick(portOf(def)), onSelect: () => onPick(portOf(def)),
})); }));
+21 -1
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@@ -13,7 +13,12 @@ import type { ShaderAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes'; import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { findAssetOf } from '../../src/core/model/Project'; import { findAssetOf } from '../../src/core/model/Project';
import { assetDeviates, objectDeviates } from '../../src/core/properties/deviation'; import { assetDeviates, objectDeviates } from '../../src/core/properties/deviation';
import { schemaFor, schemaForAsset, schemaForObject } from '../../src/core/properties/PropertySchema'; import {
allShaderParamRows,
schemaFor,
schemaForAsset,
schemaForObject,
} from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve'; import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import { import {
nextPropertyName, nextPropertyName,
@@ -166,6 +171,21 @@ describe('shaderParamDefs', () => {
}); });
}); });
describe('allShaderParamRows', () => {
it('offers one row per name, naming every shader that declares it', () => {
const f = makeProject();
const adjust = shaderEditor(f, 'Adjust colors');
adjust.add(SHADER_PROPERTY, property('brightness'));
const neon = shaderEditor(f, 'Neon glow');
neon.add(SHADER_PROPERTY, property('brightness'));
neon.add(SHADER_PROPERTY, property('glow'));
expect(allShaderParamRows(f.project).map((row) => `${row.def.key} (${row.shaders.join(', ')})`)).toEqual([
'brightness (Adjust colors, Neon glow)',
'glow (Neon glow)',
]);
});
});
describe('compileShader', () => { describe('compileShader', () => {
it('compiles the Adjust colors graph to a fragment with one uniform per property', () => { it('compiles the Adjust colors graph to a fragment with one uniform per property', () => {
const f = makeProject(); const f = makeProject();
+50 -3
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@@ -43,15 +43,22 @@ export async function propertyNodes(t) {
); );
await sleep(300); await sleep(300);
}; };
/** A port section takes its choices when it is built, and re-selecting the same node is a no-op. */
const rebuildInspector = async () => {
await evaluate('__gm.state.select(null)');
await sleep(150);
await select('pp-set');
};
/** The inspector is drawn over the graph, so the last match is the row rather than the port. */ /** The inspector is drawn over the graph, so the last match is the row rather than the port. */
const clickLast = async (text) => { const clickLast = async (text) => {
const p = await locate(text, true); const p = await locate(text, true);
await click(p.x, p.y); await click(p.x, p.y);
await sleep(200); await sleep(200);
}; };
const offered = async () => { const offered = async (shotName) => {
await clickLast('+ Property'); await clickLast('+ Property');
const texts = await json('__gm.overlayTexts()'); const texts = await json('__gm.overlayTexts()');
if (shotName) await shot(shotName);
await press('Escape'); await press('Escape');
await sleep(200); await sleep(200);
return texts; return texts;
@@ -146,6 +153,46 @@ export async function propertyNodes(t) {
sprite.join(' | '), sprite.join(' | '),
); );
// 24d-ii. Which sprite the node will meet is only known at runtime, so it offers the parameters of
// every shader – each entry saying whose it is, and one shared name naming both shaders.
await mutate(`
__gm.state.project.assets.push({
id: 'pp-neon',
type: 'shader',
name: 'Neon glow',
props: {},
graph: {
nodes: [
{ id: 'pp-n1', type: 'ShaderProperty', x: 0, y: 0, params: { name: 'brightness', default: 1, min: 0, max: 2 } },
{ id: 'pp-n2', type: 'ShaderProperty', x: 0, y: 120, params: { name: 'glow', default: 1, min: 0, max: 2 } },
],
edges: [],
},
});
`);
await rebuildInspector();
const shared = await offered('02-shader-parameters');
check(
'a shader parameter names the shader it comes from, a shared name both of them',
shared.includes('brightness (Adjust colors, Neon glow)') &&
shared.includes('glow (Neon glow)') &&
!shared.includes('brightness') &&
shared.includes('width'),
shared.filter((s) => s.includes('(') || s === 'brightness' || s === 'width').join(' | '),
);
await mutate(`
const list = __gm.state.project.assets;
const i = list.findIndex((a) => a.id === 'pp-neon');
if (i >= 0) list.splice(i, 1);
`);
await rebuildInspector();
const alone = await offered();
check(
'with that shader gone the parameter names only the one left',
alone.includes('brightness (Adjust colors)'),
alone.filter((s) => s.includes('(')).join(' | '),
);
// 24e. Picked, then switched to Set: its typed-in value starts at the property's own default – // 24e. Picked, then switched to Set: its typed-in value starts at the property's own default –
// a height of 100, not a bare 0 that would flatten the box. // a height of 100, not a bare 0 that would flatten the box.
await addProperty('height'); await addProperty('height');
@@ -164,7 +211,7 @@ export async function propertyNodes(t) {
inputs.includes('height 100'), inputs.includes('height 100'),
JSON.stringify(inputs), JSON.stringify(inputs),
); );
await shot('02-height-set'); await shot('03-height-set');
await undo(); await undo();
await undo(); await undo();
await sleep(300); await sleep(300);
@@ -185,7 +232,7 @@ export async function propertyNodes(t) {
(await portsOf('pp-set')).length === 2 && (await find('"color" is not a property of a Camera.')) !== null, (await portsOf('pp-set')).length === 2 && (await find('"color" is not a property of a Camera.')) !== null,
(await portsOf('pp-set')).join(), (await portsOf('pp-set')).join(),
); );
await shot('03-camera'); await shot('04-camera');
await undo(); await undo();
await sleep(300); await sleep(300);
check('undo switches back', (await settings('pp-set')).join() === 'Type: Sprite', await settings('pp-set')); check('undo switches back', (await settings('pp-set')).join() === 'Type: Sprite', await settings('pp-set'));