Let a shader declare a color the sprite sets (#298)
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>
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@@ -4,7 +4,7 @@ import { flatDef, type FlatDef, type PropertyDef } from './PropertySchema';
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/** The params of a `Property` node in a shader or particle graph: its name and the row it declares. */
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export const PROPERTY_NAME_PARAM = 'name';
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const PROPERTY_DEFAULT_PARAM = 'default';
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export const PROPERTY_DEFAULT_PARAM = 'default';
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const PROPERTY_MIN_PARAM = 'min';
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const PROPERTY_MAX_PARAM = 'max';
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@@ -25,23 +25,30 @@ export interface Declaration {
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}
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/**
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* The number rows a graph declares, in node order: one per declaring node with a valid name. A
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* second node of the same name declares nothing new – both read the one value.
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* The rows a graph declares, in node order: one per declaring node with a valid name. A second node
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* of the same name declares nothing new – both read the one value.
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*/
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export function declaredNumberRows(graph: Graph, of: Declaration): FlatDef<'number'>[] {
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const rows: FlatDef<'number'>[] = [];
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export function declaredRows<R extends FlatDef>(
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graph: Graph,
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of: Declaration & { rowOf(name: string, node: GraphNode): R },
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): R[] {
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const rows: R[] = [];
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const seen = new Set<string>();
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for (const node of graph.nodes) {
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if (!of.isDeclaration(node)) continue;
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const name = of.nameOf(node);
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if (!of.isValidName(name) || seen.has(name)) continue;
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seen.add(name);
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rows.push(numberRow(name, node.params));
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rows.push(of.rowOf(name, node));
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}
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return rows;
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}
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function numberRow(name: string, params: PropertyBag): FlatDef<'number'> {
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export function declaredNumberRows(graph: Graph, of: Declaration): FlatDef<'number'>[] {
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return declaredRows(graph, { ...of, rowOf: (name, node) => numberRow(name, node.params) });
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}
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export function numberRow(name: string, params: PropertyBag): FlatDef<'number'> {
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const min = numberParam(params, PROPERTY_MIN_PARAM, 0);
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const max = numberParam(params, PROPERTY_MAX_PARAM, 1);
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const row: FlatDef<'number'> = {
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@@ -1,7 +1,7 @@
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import type { Graph, GraphNode } from '../graph/Graph';
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import { type PropertyBag, textOf } from '../model/Properties';
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import { declaredNumberRows, PROPERTY_NAME_PARAM } from './declaredRows';
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import { type FlatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
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import { colorOf, type PropertyBag, textOf } from '../model/Properties';
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import { declaredRows, numberRow, PROPERTY_DEFAULT_PARAM, PROPERTY_NAME_PARAM } from './declaredRows';
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import { type FlatDef, flatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
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export { PROPERTY_NAME_PARAM } from './declaredRows';
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@@ -13,13 +13,19 @@ export const SHADER_KEY = 'shader';
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* GLSL uniform, `default`/`min`/`max` are the row the inspector shows.
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*/
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export const SHADER_PROPERTY = 'ShaderProperty';
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/** The same for a colour (#298): a colour row on the sprite and a vec3 uniform. */
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export const SHADER_COLOR_PROPERTY = 'ShaderColorProperty';
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export const DEFAULT_PROPERTY_COLOR = 0xffffff;
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/** A row a shader graph adds to its wearers. */
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export type ShaderParamDef = FlatDef<'number'> | FlatDef<'color'>;
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export function shaderOf(bag: PropertyBag): string {
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return textOf(bag[SHADER_KEY]);
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}
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export function isPropertyNode(node: GraphNode): boolean {
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return node.type === SHADER_PROPERTY;
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return node.type === SHADER_PROPERTY || node.type === SHADER_COLOR_PROPERTY;
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}
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export function propertyName(node: GraphNode): string {
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@@ -36,17 +42,25 @@ function isValidPropertyName(name: string): boolean {
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}
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/** The properties a shader graph declares: one row on the sprite and one uniform each. */
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export function shaderParamDefs(graph: Graph): FlatDef<'number'>[] {
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return declaredNumberRows(graph, {
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export function shaderParamDefs(graph: Graph): ShaderParamDef[] {
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return declaredRows<ShaderParamDef>(graph, {
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isDeclaration: isPropertyNode,
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nameOf: propertyName,
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isValidName: isValidPropertyName,
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rowOf: (name, node) =>
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node.type === SHADER_COLOR_PROPERTY
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? flatDef(name, 'color', { value: propertyColor(node.params) })
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: numberRow(name, node.params),
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});
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}
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export function propertyColor(params: PropertyBag): number {
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return colorOf(params[PROPERTY_DEFAULT_PARAM] ?? DEFAULT_PROPERTY_COLOR, DEFAULT_PROPERTY_COLOR);
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}
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/** What a property placed from the palette is called: `value`, then `value2`, `value3` … */
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export function nextPropertyName(graph: Graph): string {
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export function nextPropertyName(graph: Graph, base = 'value'): string {
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const taken = new Set(graph.nodes.filter(isPropertyNode).map(propertyName));
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if (!taken.has('value')) return 'value';
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for (let n = 2; ; n++) if (!taken.has(`value${n}`)) return `value${n}`;
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if (!taken.has(base)) return base;
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for (let n = 2; ; n++) if (!taken.has(`${base}${n}`)) return `${base}${n}`;
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}
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@@ -32,9 +32,13 @@ import {
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export interface ShaderUniform {
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name: string;
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/** A colour is a vec3 uniform and its default a packed 0xRRGGBB (#298). */
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kind: 'number' | 'color';
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default: number;
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}
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const glslOf = (u: ShaderUniform) => (u.kind === 'color' ? 'vec3' : 'float');
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/**
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* What a Vertex output node adds to the wearer's vertex stage (#79). It reads the corner's
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* `vTextureCoord` and the same uniforms the fragment does.
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@@ -80,7 +84,7 @@ export const perCornerProblem = (what: string) => `Not available per corner: ${w
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/**
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* A shader graph to the fragment of the sprite's own draw: every node reachable from the Output
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* becomes one local per output, in dependency order, and every Property a float uniform. The texel
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* becomes one local per output, in dependency order, and every Property a uniform. The texel
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* arrives premultiplied, so the prelude unpremultiplies and the epilogue multiplies back.
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*/
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export function compileShader(graph: Graph): ShaderBuild {
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@@ -108,7 +112,11 @@ export function compileShader(graph: Graph): ShaderBuild {
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const color = walk.input(output, outputDef.inputs[0]!);
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const alpha = walk.input(output, outputDef.inputs[1]!);
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const uniforms = shaderParamDefs(graph).map((row) => ({ name: row.key, default: row.default }));
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const uniforms = shaderParamDefs(graph).map((row) => ({
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name: row.key,
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kind: row.kind,
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default: row.default,
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}));
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// The per-corner part is a walk of its own from the Vertex output: a node feeding both outputs is
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// emitted once for each stage.
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@@ -128,7 +136,7 @@ export function compileShader(graph: Graph): ShaderBuild {
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// A uniform both stages declare has to have one precision; the fragment's default is mediump.
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head: [
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...(reachesTime ? [`uniform mediump float ${TIME_UNIFORM};`] : []),
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...uniforms.map((u) => `uniform mediump float ${uniformName(u.name)};`),
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...uniforms.map((u) => `uniform mediump ${glslOf(u)} ${uniformName(u.name)};`),
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DIVIDE_FN,
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].join('\n'),
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body: [...cornerLines, `vec2 offset = vec2(${x.code}, ${y.code});`].join('\n'),
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@@ -153,7 +161,7 @@ export function compileShader(graph: Graph): ShaderBuild {
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'out vec4 finalColor;',
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'uniform sampler2D uTexture;',
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...(fragmentTime ? [`uniform float ${TIME_UNIFORM};`] : []),
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...uniforms.map((u) => `uniform float ${uniformName(u.name)};`),
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...uniforms.map((u) => `uniform ${glslOf(u)} ${uniformName(u.name)};`),
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STRAIGHT_FN,
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DIVIDE_FN,
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texelAtFn(mode),
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@@ -2,9 +2,15 @@ import type { PortType } from '../graph/Graph';
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import type { NodeDef, PortDef } from '../graph/NodeRegistry';
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import type { SharedPortGroup } from '../graph/portTypes';
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import { type PropertyBag, textOf } from '../model/Properties';
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import { propertyNodeParams } from '../properties/declaredRows';
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import { PROPERTY_DEFAULT_PARAM, propertyNodeParams } from '../properties/declaredRows';
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import { flatDef } from '../properties/PropertySchema';
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import { PROPERTY_NAME_PARAM, propertyName, SHADER_PROPERTY } from '../properties/shaders';
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import {
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DEFAULT_PROPERTY_COLOR,
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PROPERTY_NAME_PARAM,
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propertyName,
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SHADER_COLOR_PROPERTY,
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SHADER_PROPERTY,
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} from '../properties/shaders';
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export type GlslType = 'float' | 'vec3';
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@@ -341,6 +347,25 @@ export const ShaderProperty: ShaderNodeDef = {
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}),
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};
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/** The same for a colour (#298); like `Color`, there is none per corner. */
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export const ShaderColorProperty: ShaderNodeDef = {
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type: SHADER_COLOR_PROPERTY,
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label: 'Color property',
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category: 'shader',
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description: 'A color the sprite sets: a color row below the Shader dropdown, and a color here.',
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inputs: [],
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outputs: [vec3Port('color')],
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params: [
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flatDef(PROPERTY_NAME_PARAM, 'text', { label: 'Name', value: 'value' }),
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flatDef(PROPERTY_DEFAULT_PARAM, 'color', { label: 'Default', value: DEFAULT_PROPERTY_COLOR }),
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],
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perPixel: true,
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derivePorts: ({ node }) => ({ label: propertyName(node) || ShaderColorProperty.label }),
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emit: (_inputs, params) => ({
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color: { code: uniformName(textOf(params[PROPERTY_NAME_PARAM] ?? '')), type: 'vec3' },
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}),
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};
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export function uniformName(property: string): string {
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return `u_${property}`;
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}
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@@ -550,6 +575,7 @@ export const SHADER_NODES: readonly ShaderNodeDef[] = [
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ShaderOutput,
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ShaderVertexOutput,
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ShaderProperty,
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ShaderColorProperty,
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ShaderColor,
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ShaderNumber,
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ShaderAdd,
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@@ -27,7 +27,12 @@ import {
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PROPERTY_NAME_PARAM as PARTICLE_NAME_PARAM,
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propertyNameOf,
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} from '../../core/properties/particles';
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import { nextPropertyName, PROPERTY_NAME_PARAM, SHADER_PROPERTY } from '../../core/properties/shaders';
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import {
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nextPropertyName,
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PROPERTY_NAME_PARAM,
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SHADER_COLOR_PROPERTY,
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SHADER_PROPERTY,
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} from '../../core/properties/shaders';
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import { nextParticlePropertyName, PARTICLE_NODES, PARTICLE_OUTPUT } from '../../core/particles/nodes';
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import { SHADER_NODES, SHADER_OUTPUT, SHADER_VERTEX_OUTPUT } from '../../core/shader/nodes';
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@@ -99,7 +104,11 @@ export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntr
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const once = [SHADER_OUTPUT, SHADER_VERTEX_OUTPUT];
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return SHADER_NODES.filter((def) => !once.includes(def.type) || !placed.has(def.type)).map((def) => {
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const params: PropertyBag =
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def.type === SHADER_PROPERTY ? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) } : {};
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def.type === SHADER_PROPERTY
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? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph) }
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: def.type === SHADER_COLOR_PROPERTY
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? { [PROPERTY_NAME_PARAM]: nextPropertyName(asset.graph, 'tint') }
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: {};
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return { id: def.type, hint: def.category, def, params };
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});
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}
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@@ -1,8 +1,9 @@
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import type { Asset, ShaderAsset } from '../../core/model/Asset';
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import type { FlatDef } from '../../core/properties/PropertySchema';
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import { shaderParamDefs } from '../../core/properties/shaders';
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import { type ShaderParamDef, shaderParamDefs } from '../../core/properties/shaders';
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import {
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Button,
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ColorField,
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formatNumber,
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HStack,
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Label,
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@@ -56,7 +57,8 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
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private readonly subjectLabel = new Label('', { style: 'small' });
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private readonly params = new VStack({ gap: Theme.gap, padding: Theme.padding });
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private readonly sliders = new Map<string, { slider: Slider; value: Label }>();
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/** What the sliders are set to – the preview's values, never anyone's rows. */
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private readonly colors = new Map<string, ColorField>();
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/** What the sliders and colour fields are set to – the preview's values, never anyone's rows. */
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private values: Record<string, number> = {};
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private subject: PictureSubject | null = null;
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/** Rebuild the sliders only when the declared properties change, not on every edit of the graph. */
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@@ -139,6 +141,11 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
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return this.sliders.get(key)?.slider;
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}
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/** The colour field of one colour property, for the check scripts. */
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colorFieldOf(key: string): ColorField | undefined {
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return this.colors.get(key);
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}
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override selectedId(): string {
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return this.state.selectedShaderId ?? '';
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}
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@@ -178,12 +185,15 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
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this.syncControls();
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}
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private syncParams(defs: readonly FlatDef<'number'>[]): void {
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const key = JSON.stringify(defs.map((d) => [d.key, d.min, d.max, d.default]));
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private syncParams(defs: readonly ShaderParamDef[]): void {
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const key = JSON.stringify(
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defs.map((d) => (d.kind === 'color' ? [d.key, d.kind] : [d.key, d.min, d.max, d.default])),
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);
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if (key !== this.paramsKey) {
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this.paramsKey = key;
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for (const row of this.params.removeChildren()) row.destroy({ children: true });
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this.sliders.clear();
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this.colors.clear();
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for (const def of defs) this.params.add(this.paramRow(def));
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// Neither the column nor, with as many rows as before, the stack of rows changes its size,
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// and a resize that changes nothing lays nothing out: both lay out anew, outside in.
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@@ -191,14 +201,36 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
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this.params.relayout();
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}
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for (const def of defs) {
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const row = this.sliders.get(def.key);
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const value = this.values[def.key] ?? def.default;
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this.colors.get(def.key)?.setValue(value);
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const row = this.sliders.get(def.key);
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row?.slider.setValue(value);
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row?.value.setText(formatNumber(value));
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}
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}
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private paramRow(def: FlatDef<'number'>): Widget {
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private paramRow(def: ShaderParamDef): Widget {
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.controlHeight;
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const name = new Label(def.label, { style: 'small' });
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name.minWidth = PARAM_NAME_WIDTH;
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row.add(name);
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if (def.kind === 'color') {
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const show = (color: number) => {
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this.values[def.key] = color;
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this.preview.invalidate();
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};
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const field = new ColorField(this.values[def.key] ?? def.default, { onInput: show, onChange: show });
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this.colors.set(def.key, field);
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row.add(field, 1);
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return row;
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}
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row.add(this.slider(def), 1);
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row.add(this.sliders.get(def.key)!.value);
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return row;
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}
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private slider(def: FlatDef<'number'>): Slider {
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const { min, max } = sliderRange(def);
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const slider = new Slider(this.values[def.key] ?? def.default, min, max, 80);
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const value = new Label('', { style: 'small', align: 'right' });
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@@ -210,14 +242,7 @@ export class ShaderEditor extends AssetTabEditor<ShaderAsset, GraphCanvas> {
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this.preview.invalidate();
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};
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this.sliders.set(def.key, { slider, value });
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const row = new HStack({ gap: Theme.gap, align: 'center' });
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row.minHeight = Theme.controlHeight;
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const name = new Label(def.label, { style: 'small' });
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name.minWidth = PARAM_NAME_WIDTH;
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row.add(name);
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row.add(slider, 1);
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row.add(value);
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return row;
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return slider;
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}
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/** Stands the preview at a second, or lets it run again with `null` – what Hold and Run do. */
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@@ -1,12 +1,12 @@
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import { findObject } from '../../core/model/hierarchy';
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import { resolvedHolder } from '../../core/model/instance';
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import type { PropertyBag } from '../../core/model/Properties';
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import { colorOf, type PropertyBag } from '../../core/model/Properties';
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import { findAsset, findObjectHolder, type Project } from '../../core/model/Project';
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import { objectName } from '../../core/model/SceneObject';
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import { findFrame, resolvePicture, resolveTexture, type TextureRef } from '../../core/model/texture';
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import type { FlatDef } from '../../core/properties/PropertySchema';
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import { resolveAssetProps, resolveSceneObjectProps } from '../../core/properties/resolve';
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import { shaderOf } from '../../core/properties/shaders';
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import { type ShaderParamDef, shaderOf } from '../../core/properties/shaders';
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import type { Selection } from '../state';
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/** Something the Shader tab's preview can show: a sprite, placed or not, a texture or one of its frames (#168). */
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@@ -85,15 +85,17 @@ function texturePicture(name: string, ref: TextureRef): PreviewPicture {
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/** Where a slider starts: the subject's own value when it wears this shader, the declared default otherwise. */
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export function startValues(
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defs: readonly FlatDef<'number'>[],
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defs: readonly ShaderParamDef[],
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props: PropertyBag,
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shaderId: string,
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): Record<string, number> {
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const wears = shaderOf(props) === shaderId;
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const values: Record<string, number> = {};
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for (const def of defs) {
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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
@@ -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. */
|
||||
|
||||
Reference in new issue
Block a user