Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s

A shader could only ask its sprites for numbers. A tint, an outline
colour or a glow colour had to be built from three Property nodes.

- New node Color property next to Property: Name and Default (a
  colour, white unless picked), output `color`. It becomes a colour
  row below the Shader dropdown and a vec3 uniform in the program.
- Number and colour properties share one set of names. A clash is
  the existing "Another property is named" problem.
- Like Color it cannot feed the Vertex output.
- Placed from the palette it is called tint, then tint2.
- The preview in the Shader tab shows a colour field for it. Like
  the sliders it starts at the sprite's value and never writes into
  the project.
- `declaredRows` takes the row builder, so the particle graph keeps
  its number rows unchanged.

Tests:
- Gate: 222 files, 3452 tests (3445 + 7)
- e2e 28: 89 checks (28l-v: default colour drawn, then the colour
  the sprite sets)
- e2e total 1704, counted (1703 + 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 11:43:54 +02:00
1 parent 4f4c149211
commit bf27e42e8a
13 files changed
+303 -57

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+1 -1
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@@ -45,7 +45,7 @@ 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:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1703 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1704 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
+14 -7
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@@ -4,7 +4,7 @@ import { flatDef, type FlatDef, type PropertyDef } from './PropertySchema';
/** The params of a `Property` node in a shader or particle graph: its name and the row it declares. */
export const PROPERTY_NAME_PARAM = 'name';
const PROPERTY_DEFAULT_PARAM = 'default';
export const PROPERTY_DEFAULT_PARAM = 'default';
const PROPERTY_MIN_PARAM = 'min';
const PROPERTY_MAX_PARAM = 'max';
@@ -25,23 +25,30 @@ export interface Declaration {
}
/**
* The number rows a graph declares, in node order: one per declaring node with a valid name. A
* second node of the same name declares nothing new – both read the one value.
* The rows a graph declares, in node order: one per declaring node with a valid name. A second node
* of the same name declares nothing new – both read the one value.
*/
export function declaredNumberRows(graph: Graph, of: Declaration): FlatDef<'number'>[] {
const rows: FlatDef<'number'>[] = [];
export function declaredRows<R extends FlatDef>(
graph: Graph,
of: Declaration & { rowOf(name: string, node: GraphNode): R },
): R[] {
const rows: R[] = [];
const seen = new Set<string>();
for (const node of graph.nodes) {
if (!of.isDeclaration(node)) continue;
const name = of.nameOf(node);
if (!of.isValidName(name) || seen.has(name)) continue;
seen.add(name);
rows.push(numberRow(name, node.params));
rows.push(of.rowOf(name, node));
}
return rows;
}
function numberRow(name: string, params: PropertyBag): FlatDef<'number'> {
export function declaredNumberRows(graph: Graph, of: Declaration): FlatDef<'number'>[] {
return declaredRows(graph, { ...of, rowOf: (name, node) => numberRow(name, node.params) });
}
export function numberRow(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'> = {
+23 -9
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@@ -1,7 +1,7 @@
import type { Graph, GraphNode } from '../graph/Graph';
import { type PropertyBag, textOf } from '../model/Properties';
import { declaredNumberRows, PROPERTY_NAME_PARAM } from './declaredRows';
import { type FlatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
import { colorOf, type PropertyBag, textOf } from '../model/Properties';
import { declaredRows, numberRow, PROPERTY_DEFAULT_PARAM, PROPERTY_NAME_PARAM } from './declaredRows';
import { type FlatDef, flatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
export { PROPERTY_NAME_PARAM } from './declaredRows';
@@ -13,13 +13,19 @@ export const SHADER_KEY = 'shader';
* GLSL uniform, `default`/`min`/`max` are the row the inspector shows.
*/
export const SHADER_PROPERTY = 'ShaderProperty';
/** The same for a colour (#298): a colour row on the sprite and a vec3 uniform. */
export const SHADER_COLOR_PROPERTY = 'ShaderColorProperty';
export const DEFAULT_PROPERTY_COLOR = 0xffffff;
/** A row a shader graph adds to its wearers. */
export type ShaderParamDef = FlatDef<'number'> | FlatDef<'color'>;
export function shaderOf(bag: PropertyBag): string {
return textOf(bag[SHADER_KEY]);
}
export function isPropertyNode(node: GraphNode): boolean {
return node.type === SHADER_PROPERTY;
return node.type === SHADER_PROPERTY || node.type === SHADER_COLOR_PROPERTY;
}
export function propertyName(node: GraphNode): string {
@@ -36,17 +42,25 @@ function isValidPropertyName(name: string): boolean {
}
/** The properties a shader graph declares: one row on the sprite and one uniform each. */
export function shaderParamDefs(graph: Graph): FlatDef<'number'>[] {
return declaredNumberRows(graph, {
export function shaderParamDefs(graph: Graph): ShaderParamDef[] {
return declaredRows<ShaderParamDef>(graph, {
isDeclaration: isPropertyNode,
nameOf: propertyName,
isValidName: isValidPropertyName,
rowOf: (name, node) =>
node.type === SHADER_COLOR_PROPERTY
? flatDef(name, 'color', { value: propertyColor(node.params) })
: numberRow(name, node.params),
});
}
export function propertyColor(params: PropertyBag): number {
return colorOf(params[PROPERTY_DEFAULT_PARAM] ?? DEFAULT_PROPERTY_COLOR, DEFAULT_PROPERTY_COLOR);
}
/** What a property placed from the palette is called: `value`, then `value2`, `value3` … */
export function nextPropertyName(graph: Graph): string {
export function nextPropertyName(graph: Graph, base = 'value'): 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}`;
if (!taken.has(base)) return base;
for (let n = 2; ; n++) if (!taken.has(`${base}${n}`)) return `${base}${n}`;
}
+12 -4
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@@ -32,9 +32,13 @@ import {
export interface ShaderUniform {
name: string;
/** A colour is a vec3 uniform and its default a packed 0xRRGGBB (#298). */
kind: 'number' | 'color';
default: number;
}
const glslOf = (u: ShaderUniform) => (u.kind === 'color' ? 'vec3' : 'float');
/**
* What a Vertex output node adds to the wearer's vertex stage (#79). It reads the corner's
* `vTextureCoord` and the same uniforms the fragment does.
@@ -80,7 +84,7 @@ export const perCornerProblem = (what: string) => `Not available per corner: ${w
/**
* A shader graph to the fragment of the sprite's own draw: every node reachable from the Output
* becomes one local per output, in dependency order, and every Property a float uniform. The texel
* becomes one local per output, in dependency order, and every Property a uniform. The texel
* arrives premultiplied, so the prelude unpremultiplies and the epilogue multiplies back.
*/
export function compileShader(graph: Graph): ShaderBuild {
@@ -108,7 +112,11 @@ export function compileShader(graph: Graph): ShaderBuild {
const color = walk.input(output, outputDef.inputs[0]!);
const alpha = walk.input(output, outputDef.inputs[1]!);
const uniforms = shaderParamDefs(graph).map((row) => ({ name: row.key, default: row.default }));
const uniforms = shaderParamDefs(graph).map((row) => ({
name: row.key,
kind: row.kind,
default: row.default,
}));
// The per-corner part is a walk of its own from the Vertex output: a node feeding both outputs is
// emitted once for each stage.
@@ -128,7 +136,7 @@ export function compileShader(graph: Graph): ShaderBuild {
// A uniform both stages declare has to have one precision; the fragment's default is mediump.
head: [
...(reachesTime ? [`uniform mediump float ${TIME_UNIFORM};`] : []),
...uniforms.map((u) => `uniform mediump float ${uniformName(u.name)};`),
...uniforms.map((u) => `uniform mediump ${glslOf(u)} ${uniformName(u.name)};`),
DIVIDE_FN,
].join('\n'),
body: [...cornerLines, `vec2 offset = vec2(${x.code}, ${y.code});`].join('\n'),
@@ -153,7 +161,7 @@ export function compileShader(graph: Graph): ShaderBuild {
'out vec4 finalColor;',
'uniform sampler2D uTexture;',
...(fragmentTime ? [`uniform float ${TIME_UNIFORM};`] : []),
...uniforms.map((u) => `uniform float ${uniformName(u.name)};`),
...uniforms.map((u) => `uniform ${glslOf(u)} ${uniformName(u.name)};`),
STRAIGHT_FN,
DIVIDE_FN,
texelAtFn(mode),
+28 -2
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@@ -2,9 +2,15 @@ import type { PortType } from '../graph/Graph';
import type { NodeDef, PortDef } from '../graph/NodeRegistry';
import type { SharedPortGroup } from '../graph/portTypes';
import { type PropertyBag, textOf } from '../model/Properties';
import { propertyNodeParams } from '../properties/declaredRows';
import { PROPERTY_DEFAULT_PARAM, propertyNodeParams } from '../properties/declaredRows';
import { flatDef } from '../properties/PropertySchema';
import { PROPERTY_NAME_PARAM, propertyName, SHADER_PROPERTY } from '../properties/shaders';
import {
DEFAULT_PROPERTY_COLOR,
PROPERTY_NAME_PARAM,
propertyName,
SHADER_COLOR_PROPERTY,
SHADER_PROPERTY,
} from '../properties/shaders';
export type GlslType = 'float' | 'vec3';
@@ -341,6 +347,25 @@ export const ShaderProperty: ShaderNodeDef = {
}),
};
/** The same for a colour (#298); like `Color`, there is none per corner. */
export const ShaderColorProperty: ShaderNodeDef = {
type: SHADER_COLOR_PROPERTY,
label: 'Color property',
category: 'shader',
description: 'A color the sprite sets: a color row below the Shader dropdown, and a color here.',
inputs: [],
outputs: [vec3Port('color')],
params: [
flatDef(PROPERTY_NAME_PARAM, 'text', { label: 'Name', value: 'value' }),
flatDef(PROPERTY_DEFAULT_PARAM, 'color', { label: 'Default', value: DEFAULT_PROPERTY_COLOR }),
],
perPixel: true,
derivePorts: ({ node }) => ({ label: propertyName(node) || ShaderColorProperty.label }),
emit: (_inputs, params) => ({
color: { code: uniformName(textOf(params[PROPERTY_NAME_PARAM] ?? '')), type: 'vec3' },
}),
};
export function uniformName(property: string): string {
return `u_${property}`;
}
@@ -550,6 +575,7 @@ export const SHADER_NODES: readonly ShaderNodeDef[] = [
ShaderOutput,
ShaderVertexOutput,
ShaderProperty,
ShaderColorProperty,
ShaderColor,
ShaderNumber,
ShaderAdd,
+11 -2
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@@ -27,7 +27,12 @@ import {
PROPERTY_NAME_PARAM as PARTICLE_NAME_PARAM,
propertyNameOf,
} from '../../core/properties/particles';
import { nextPropertyName, PROPERTY_NAME_PARAM, SHADER_PROPERTY } from '../../core/properties/shaders';
import {
nextPropertyName,
PROPERTY_NAME_PARAM,
SHADER_COLOR_PROPERTY,
SHADER_PROPERTY,
} from '../../core/properties/shaders';
import { nextParticlePropertyName, PARTICLE_NODES, PARTICLE_OUTPUT } from '../../core/particles/nodes';
import { SHADER_NODES, SHADER_OUTPUT, SHADER_VERTEX_OUTPUT } from '../../core/shader/nodes';
@@ -99,7 +104,11 @@ export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntr
const once = [SHADER_OUTPUT, SHADER_VERTEX_OUTPUT];
return SHADER_NODES.filter((def) => !once.includes(def.type) || !placed.has(def.type)).map((def) => {
const params: PropertyBag =
def.type === SHADER_PROPERTY ? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) } : {};
def.type === SHADER_PROPERTY
? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) }
: def.type === SHADER_COLOR_PROPERTY
? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph, 'tint') }
: {};
return { id: def.type, hint: def.category, def, params };
});
}
+39 -14
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@@ -1,8 +1,9 @@
import type { Asset, ShaderAsset } from '../../core/model/Asset';
import type { FlatDef } from '../../core/properties/PropertySchema';
import { shaderParamDefs } from '../../core/properties/shaders';
import { type ShaderParamDef, shaderParamDefs } from '../../core/properties/shaders';
import {
Button,
ColorField,
formatNumber,
HStack,
Label,
@@ -56,7 +57,8 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
private readonly subjectLabel = new Label('', { style: 'small' });
private readonly params = new VStack({ gap: Theme.gap, padding: Theme.padding });
private readonly sliders = new Map<string, { slider: Slider; value: Label }>();
/** What the sliders are set to – the preview's values, never anyone's rows. */
private readonly colors = new Map<string, ColorField>();
/** What the sliders and colour fields are set to – the preview's values, never anyone's rows. */
private values: Record<string, number> = {};
private subject: PictureSubject | null = null;
/** Rebuild the sliders only when the declared properties change, not on every edit of the graph. */
@@ -139,6 +141,11 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
return this.sliders.get(key)?.slider;
}
/** The colour field of one colour property, for the check scripts. */
colorFieldOf(key: string): ColorField | undefined {
return this.colors.get(key);
}
override selectedId(): string {
return this.state.selectedShaderId ?? '';
}
@@ -178,12 +185,15 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
this.syncControls();
}
private syncParams(defs: readonly FlatDef<'number'>[]): void {
const key = JSON.stringify(defs.map((d) => [d.key, d.min, d.max, d.default]));
private syncParams(defs: readonly ShaderParamDef[]): void {
const key = JSON.stringify(
defs.map((d) => (d.kind === 'color' ? [d.key, d.kind] : [d.key, d.min, d.max, d.default])),
);
if (key !== this.paramsKey) {
this.paramsKey = key;
for (const row of this.params.removeChildren()) row.destroy({ children: true });
this.sliders.clear();
this.colors.clear();
for (const def of defs) this.params.add(this.paramRow(def));
// Neither the column nor, with as many rows as before, the stack of rows changes its size,
// and a resize that changes nothing lays nothing out: both lay out anew, outside in.
@@ -191,14 +201,36 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
this.params.relayout();
}
for (const def of defs) {
const row = this.sliders.get(def.key);
const value = this.values[def.key] ?? def.default;
this.colors.get(def.key)?.setValue(value);
const row = this.sliders.get(def.key);
row?.slider.setValue(value);
row?.value.setText(formatNumber(value));
}
}
private paramRow(def: FlatDef<'number'>): Widget {
private paramRow(def: ShaderParamDef): Widget {
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.minHeight = Theme.controlHeight;
const name = new Label(def.label, { style: 'small' });
name.minWidth = PARAM_NAME_WIDTH;
row.add(name);
if (def.kind === 'color') {
const show = (color: number) => {
this.values[def.key] = color;
this.preview.invalidate();
};
const field = new ColorField(this.values[def.key] ?? def.default, { onInput: show, onChange: show });
this.colors.set(def.key, field);
row.add(field, 1);
return row;
}
row.add(this.slider(def), 1);
row.add(this.sliders.get(def.key)!.value);
return row;
}
private slider(def: FlatDef<'number'>): Slider {
const { min, max } = sliderRange(def);
const slider = new Slider(this.values[def.key] ?? def.default, min, max, 80);
const value = new Label('', { style: 'small', align: 'right' });
@@ -210,14 +242,7 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
this.preview.invalidate();
};
this.sliders.set(def.key, { slider, value });
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.minHeight = Theme.controlHeight;
const name = new Label(def.label, { style: 'small' });
name.minWidth = PARAM_NAME_WIDTH;
row.add(name);
row.add(slider, 1);
row.add(value);
return row;
return slider;
}
/** Stands the preview at a second, or lets it run again with `null` – what Hold and Run do. */
+7 -5
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@@ -1,12 +1,12 @@
import { findObject } from '../../core/model/hierarchy';
import { resolvedHolder } from '../../core/model/instance';
import type { PropertyBag } from '../../core/model/Properties';
import { colorOf, type PropertyBag } from '../../core/model/Properties';
import { findAsset, findObjectHolder, type Project } from '../../core/model/Project';
import { objectName } from '../../core/model/SceneObject';
import { findFrame, resolvePicture, resolveTexture, type TextureRef } from '../../core/model/texture';
import type { FlatDef } from '../../core/properties/PropertySchema';
import { resolveAssetProps, resolveSceneObjectProps } from '../../core/properties/resolve';
import { shaderOf } from '../../core/properties/shaders';
import { type ShaderParamDef, shaderOf } from '../../core/properties/shaders';
import type { Selection } from '../state';
/** Something the Shader tab's preview can show: a sprite, placed or not, a texture or one of its frames (#168). */
@@ -85,15 +85,17 @@ function texturePicture(name: string, ref: TextureRef): PreviewPicture {
/** Where a slider starts: the subject's own value when it wears this shader, the declared default otherwise. */
export function startValues(
defs: readonly FlatDef<'number'>[],
defs: readonly ShaderParamDef[],
props: PropertyBag,
shaderId: string,
): Record<string, number> {
const wears = shaderOf(props) === shaderId;
const values: Record<string, number> = {};
for (const def of defs) {
const own = Number(props[def.key]);
values[def.key] = wears && Number.isFinite(own) ? own : def.default;
const own = props[def.key];
if (def.kind === 'color')
values[def.key] = wears && own !== undefined ? colorOf(own, def.default) : def.default;
else values[def.key] = wears && Number.isFinite(Number(own)) ? Number(own) : def.default;
}
return values;
}
+20 -9
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@@ -9,7 +9,7 @@ import {
TextureStyle,
UniformGroup,
} from 'pixi.js';
import type { PropertyBag } from '../core/model/Properties';
import { colorOf, type PropertyBag } from '../core/model/Properties';
import { shaderOf } from '../core/properties/shaders';
import type { CompiledShader, ShaderVertex } from '../core/shader/compile';
import { TIME_UNIFORM, uniformName } from '../core/shader/nodes';
@@ -119,27 +119,38 @@ void main(void)
}
`;
/** One float uniform per graph parameter, plus the clock where a Time node reads one. */
function uniformGroupOf(compiled: CompiledShader): UniformGroup<Record<string, UniformFloat>> | null {
const entries: [string, UniformFloat][] = compiled.uniforms.map((u) => [
/** One uniform per graph parameter, plus the clock where a Time node reads one. */
function uniformGroupOf(compiled: CompiledShader): UniformGroup<Record<string, UniformValue>> | null {
const entries: [string, UniformValue][] = compiled.uniforms.map((u) => [
uniformName(u.name),
{ value: u.default, type: 'f32' },
u.kind === 'color'
? { value: new Float32Array(3), type: 'vec3<f32>' }
: { value: u.default, type: 'f32' },
]);
if (compiled.time) entries.push([TIME_UNIFORM, { value: 0, type: 'f32' }]);
return entries.length > 0 ? new UniformGroup(Object.fromEntries(entries)) : null;
}
type UniformFloat = { value: number; type: 'f32' };
type UniformValue = { value: number; type: 'f32' } | { value: Float32Array; type: 'vec3<f32>' };
function readUniforms(
into: Record<string, number>,
into: Record<string, number | Float32Array>,
compiled: CompiledShader,
props: PropertyBag,
now: number,
): void {
for (const u of compiled.uniforms) {
const name = uniformName(u.name);
const slot = into[name];
if (slot instanceof Float32Array) {
const color = colorOf(props[u.name] ?? u.default, u.default);
slot[0] = ((color >> 16) & 0xff) / 255;
slot[1] = ((color >> 8) & 0xff) / 255;
slot[2] = (color & 0xff) / 255;
continue;
}
const n = Number(props[u.name]);
into[uniformName(u.name)] = Number.isFinite(n) ? n : u.default;
into[name] = Number.isFinite(n) ? n : u.default;
}
if (compiled.time) into[TIME_UNIFORM] = now;
}
@@ -151,7 +162,7 @@ function readUniforms(
* constructor declared, so a subclass names them all up front.
*/
abstract class CompiledGraphShader extends Shader {
private readonly uniforms: Record<string, number> | null;
private readonly uniforms: Record<string, number | Float32Array> | null;
private readonly compiled: CompiledShader;
readonly fragment: string;
/** The vertex stage this was built with; a particle field's never comes from the graph. */
+121
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@@ -0,0 +1,121 @@
/**
* A shader's `Color property` (#298): a colour row on every sprite wearing it, and a vec3 uniform
* in the program – the colour counterpart of `Property`.
*/
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
import { findAssetOf } from '../../src/core/model/Project';
import { schemaForAsset } from '../../src/core/properties/PropertySchema';
import {
SHADER_COLOR_PROPERTY,
SHADER_KEY,
SHADER_PROPERTY,
shaderParamDefs,
} from '../../src/core/properties/shaders';
import { compileShader, perCornerProblem } from '../../src/core/shader/compile';
import { SHADER_OUTPUT, SHADER_VERTEX_OUTPUT } from '../../src/core/shader/nodes';
import { paletteEntries } from '../../src/editor/graph/paletteEntries';
import { startValues } from '../../src/editor/shader/previewPicture';
import { makeSpriteScene, roundTrip } from '../helpers';
function shader() {
const f = makeSpriteScene();
const create = new CreateAssetCommand('shader', 'Recolor');
f.stack.execute(create);
const id = create.asset.id;
const asset = () => findAssetOf(f.project, id, 'shader')!;
const add = (type: string, params = {}) => {
const command = new AddNodeCommand(id, type, 0, 0, params);
f.stack.execute(command);
return command.node.id;
};
const link = (from: string, fromPort: string, to: string, toPort: string) =>
f.stack.execute(new ConnectCommand(id, { node: from, port: fromPort }, { node: to, port: toPort }));
const out = add(SHADER_OUTPUT);
return { f, id, asset, add, link, out, build: () => compileShader(asset().graph) };
}
describe('Color property (#298)', () => {
it('declares a colour row, in node order with the number rows', () => {
const s = shader();
s.add(SHADER_PROPERTY, { name: 'amount', default: 0.5, min: 0, max: 1 });
s.add(SHADER_COLOR_PROPERTY, { name: 'tint', default: 0x3cc85a });
s.add(SHADER_COLOR_PROPERTY, { name: 'shade', default: 'not a colour' });
const rows = shaderParamDefs(s.asset().graph);
expect(rows.map((r) => [r.key, r.kind])).toEqual([
['amount', 'number'],
['tint', 'color'],
['shade', 'color'],
]);
expect(rows[1]).toEqual({ key: 'tint', label: 'tint', kind: 'color', default: 0x3cc85a });
expect(rows[2]!.default).toBe(0xffffff);
});
it('compiles to a vec3 uniform the Output can take as its colour', () => {
const s = shader();
const tint = s.add(SHADER_COLOR_PROPERTY, { name: 'tint', default: 0xff0000 });
const mixed = s.add('ShaderMultiply');
s.link(tint, 'color', mixed, 'a');
s.link(mixed, 'result', s.out, 'color');
const build = s.build();
expect(build.problems).toEqual({});
expect(build.compiled!.uniforms).toEqual([{ name: 'tint', kind: 'color', default: 0xff0000 }]);
expect(build.compiled!.fragment).toContain('uniform vec3 u_tint;');
expect(build.compiled!.fragment).toContain('vec3 n0_color = u_tint;');
expect(build.compiled!.fragment).toContain('vec3 n1_result = (n0_color * vec3(1.0));');
});
it('shares its names with the number properties', () => {
const s = shader();
s.add(SHADER_PROPERTY, { name: 'tint', default: 1 });
const second = s.add(SHADER_COLOR_PROPERTY, { name: 'tint' });
expect(s.build().problems[second]).toBe('Another property is named "tint"');
const rename = s.add(SHADER_COLOR_PROPERTY, { name: 'color' });
expect(s.build().problems[rename]).toBe('"color" is a sprite property');
});
it('is a colour, so it cannot feed the Vertex output', () => {
const s = shader();
const corner = s.add(SHADER_VERTEX_OUTPUT);
const tint = s.add(SHADER_COLOR_PROPERTY, { name: 'tint' });
const bright = s.add('ShaderLuminance');
s.link(tint, 'color', bright, 'color');
s.link(bright, 'value', corner, 'x');
const build = s.build();
expect(build.compiled).toBeNull();
expect(build.problems[corner]).toBe(perCornerProblem('Color property'));
});
it('is placed from the palette as tint, then tint2', () => {
const s = shader();
const entry = () =>
paletteEntries(s.f.project, s.asset()).find((e) => e.def.type === SHADER_COLOR_PROPERTY)!;
expect(entry().params).toEqual({ name: 'tint' });
s.add(SHADER_COLOR_PROPERTY, entry().params);
expect(entry().params).toEqual({ name: 'tint2' });
});
it('gives a sprite wearing it a colour row that survives a save', () => {
const s = shader();
s.add(SHADER_COLOR_PROPERTY, { name: 'tint', default: 0x112233 });
s.f.stack.execute(new SetAssetPropertyCommand(s.f.spriteId, SHADER_KEY, s.id));
const sprite = () => findAssetOf(s.f.project, s.f.spriteId, 'sprite')!;
expect(schemaForAsset(s.f.project, sprite()).find((d) => d.key === 'tint')).toMatchObject({
kind: 'color',
default: 0x112233,
});
s.f.stack.execute(new SetAssetPropertyCommand(s.f.spriteId, 'tint', 0xe63c3c));
const loaded = findAssetOf(roundTrip(s.f.project), s.f.spriteId, 'sprite')!;
expect(loaded.props.tint).toBe(0xe63c3c);
});
it('starts the preview at the sprite’s colour when it wears the shader, else at the default', () => {
const s = shader();
s.add(SHADER_COLOR_PROPERTY, { name: 'tint', default: 0x112233 });
const defs = shaderParamDefs(s.asset().graph);
expect(startValues(defs, { [SHADER_KEY]: s.id, tint: '#e63c3c' }, s.id)).toEqual({ tint: 0xe63c3c });
expect(startValues(defs, { [SHADER_KEY]: 'other', tint: 0xe63c3c }, s.id)).toEqual({ tint: 0x112233 });
expect(startValues(defs, { [SHADER_KEY]: s.id }, s.id)).toEqual({ tint: 0x112233 });
});
});
+1 -1
View File
@@ -83,7 +83,7 @@ describe('Vertex output (#79)', () => {
s.link(amount, 'value', s.corner, 'y');
s.link(amount, 'value', s.out, 'alpha');
const { compiled } = s.build();
expect(compiled!.uniforms).toEqual([{ name: 'amount', default: 1 }]);
expect(compiled!.uniforms).toEqual([{ name: 'amount', kind: 'number', default: 1 }]);
expect(compiled!.fragment).toContain('float n0_value = u_amount;');
expect(compiled!.vertex!.body).toContain('float c0_value = u_amount;');
// One precision for a uniform both stages declare: the fragment's default.
+3 -3
View File
@@ -215,9 +215,9 @@ describe('compileShader', () => {
expect(build.reason).toBe('');
const compiled = build.compiled!;
expect(compiled.uniforms).toEqual([
{ name: 'brightness', default: 1 },
{ name: 'contrast', default: 1 },
{ name: 'saturation', default: 1 },
{ name: 'brightness', kind: 'number', default: 1 },
{ name: 'contrast', kind: 'number', default: 1 },
{ name: 'saturation', kind: 'number', default: 1 },
]);
const { fragment } = compiled;
for (const name of ['brightness', 'contrast', 'saturation'])
+23
View File
@@ -925,6 +925,29 @@ export async function shader(t) {
{ perCorner, perCornerReadout },
);
// 28l-v. A Color property is a colour row on the sprite and a vec3 uniform (#298): unset, the
// sprite shows the declared default; set on the sprite, that colour.
await graph(
[
node('tint', 'ShaderColorProperty', { name: 'tint', default: 0x3cc85a }),
node('out', 'ShaderOutput', {}, 780, 0),
],
[edge('tint', 'color', 'out', 'color')],
);
const tinted = async () => ({ a: await pixel(-0.3, -0.3), b: await pixel(0.3, 0.3) });
const unsetTint = await tinted();
await assetProps({ tint: 0xe63c3c });
const setTint = await tinted();
check(
'a Color property draws its default, and the colour the sprite sets once it sets one',
colourDistance(unsetTint.a, '#3cc85a') < 12 &&
colourDistance(unsetTint.b, '#3cc85a') < 12 &&
colourDistance(setTint.a, '#e63c3c') < 12 &&
colourDistance(setTint.b, '#e63c3c') < 12,
{ unsetTint, setTint },
);
await mutate(`delete __gm.state.project.assets.find((a) => a.id === 'shade-sprite').props.tint`);
// 28l-ii. The sprite wears a picture and a shader: both open from the object's menu, from the
// asset's menu and from the inspector, whose Texture and Shader labels are links (#221).
const shadedProps = await json("__gm.state.project.assets.find((a) => a.id === 'shade-sprite').props");