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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+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}`;
}