A name that a sprite already owns cannot name a property, and a division by zero cannot answer (#63, #64)
game-maker / suite (push) Failing after 11m29s
game-maker / suite (push) Failing after 11m29s
#63: a shader Property node named "width" quietly took over the sprite row of the same name. isSpriteProp lives in PropertySchema now and is derived from FULL_SCHEMAS.sprite instead of being a second list that drifts. isValidPropertyName rejects those ten names, and the compiler reports it at the node as its own problem: "width" is a sprite property, told apart from "not a word" and from a duplicate. #64: Divide emitted (a / b) and handed NaN to the driver. It emits divide(a, b) now, with the guard in the prologue next to straight(), scalar and per channel: zero divided by zero is zero. That was already the house rule in the behavior and particle graphs - only the shader had never been told. Clamp comes along as a shader node for the same reason: the behavior catalog has had it all along.
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@@ -306,6 +306,17 @@ export function schemaFor(type: AssetType): PropertySchema {
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return FULL_SCHEMAS[type];
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}
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const SPRITE_KEYS = new Set(FULL_SCHEMAS.sprite.map((d) => d.key));
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/**
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* A row every sprite has already: the switch, the transform and the sprite's own. A shader
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* parameter under one of these names would be a second row on the same bag key, and its uniform
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* would read the sprite's value instead of the default the Property node declares (#63).
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*/
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export function isSpriteProp(key: string): boolean {
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return SPRITE_KEYS.has(key);
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}
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/**
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* The type schema, for behaviors followed by their declared variables, for sprites by the
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* parameters of the shader asset their bag names – which is why the project is needed.
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@@ -1,6 +1,6 @@
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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 { type FlatDef, isValidFieldName } from './PropertySchema';
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import { type FlatDef, isSpriteProp, isValidFieldName } from './PropertySchema';
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/** The sprite property naming the shader asset it wears; `''` is no shader and no render pass. */
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export const SHADER_KEY = 'shader';
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@@ -27,9 +27,13 @@ export function propertyName(node: GraphNode): string {
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return textOf(node.params[PROPERTY_NAME_PARAM] ?? '');
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}
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/** A property's name is a bag key and a uniform, so it has to be an identifier. */
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/**
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* A property's name is a bag key and a uniform, so it has to be an identifier – and not one of the
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* rows the sprite brings itself: both rows would share the key and the uniform would read the
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* sprite's width instead of the declared default (#63). The compiler names which of the two it is.
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*/
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export function isValidPropertyName(name: string): boolean {
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return isValidFieldName(name);
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return isValidFieldName(name) && !isSpriteProp(name);
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}
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/**
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@@ -1,9 +1,11 @@
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import { edgesInto, findNode, type Graph, type GraphNode } from '../graph/Graph';
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import { nodeDef, type PortDef } from '../graph/NodeRegistry';
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import { colorOf } from '../model/Properties';
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import { isPropertyNode, isValidPropertyName, propertyName, shaderParamDefs } from '../properties/shaders';
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import { isSpriteProp, isValidFieldName } from '../properties/PropertySchema';
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import { isPropertyNode, propertyName, shaderParamDefs } from '../properties/shaders';
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import {
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asVec3,
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DIVIDE_FN,
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type EdgeMode,
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edgeOf,
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type Expr,
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@@ -74,7 +76,8 @@ export function compileShader(graph: Graph): ShaderBuild {
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for (const node of graph.nodes) {
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if (!isPropertyNode(node)) continue;
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const name = propertyName(node);
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if (!isValidPropertyName(name)) problem(node, 'Name must be one word: letters, digits, _');
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if (!isValidFieldName(name)) problem(node, 'Name must be one word: letters, digits, _');
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else if (isSpriteProp(name)) problem(node, `"${name}" is a sprite property`);
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else if (names.has(name)) problem(node, `Another property is named "${name}"`);
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names.add(name);
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}
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@@ -172,6 +175,7 @@ export function compileShader(graph: Graph): ShaderBuild {
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...(time ? [`uniform float ${TIME_UNIFORM};`] : []),
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...uniforms.map((u) => `uniform float ${uniformName(u.name)};`),
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STRAIGHT_FN,
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DIVIDE_FN,
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'void main()',
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'{',
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' vec4 texel = texture(uTexture, vTextureCoord) * vColor;',
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@@ -287,7 +287,43 @@ export const ShaderMultiply = arithmetic(
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'a × b, per channel for colours.',
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1,
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);
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export const ShaderDivide = arithmetic('ShaderDivide', 'Divide', '/', 'a / b, per channel for colours.', 1);
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/**
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* Division with an answer at zero. `a / 0.0` is NaN, and the epilog's `clamp(NaN, 0.0, 1.0)` is
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* undefined in GLSL – the driver decides the pixel, so the same graph looks different on Intel,
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* Nvidia and a phone (#64). Zero is the answer, the same one the `Divide` of a behavior graph and
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* of a particle graph give.
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*/
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export const DIVIDE_FN = [
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'float divide(float a, float b) { return b == 0.0 ? 0.0 : a / b; }',
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'vec3 divide(vec3 a, vec3 b) { return vec3(divide(a.x, b.x), divide(a.y, b.y), divide(a.z, b.z)); }',
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].join('\n');
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export const ShaderDivide: ShaderNodeDef = {
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type: 'ShaderDivide',
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label: 'Divide',
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category: 'shader',
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description: 'a / b, per channel for colours. Dividing by 0 is 0, not a pixel the driver picks.',
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inputs: [anyIn('a', 1), anyIn('b', 1)],
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outputs: [anyOut('result')],
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params: [],
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emit: ({ a, b }) => {
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const l = lifted(a!, b!);
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return { result: { code: `divide(${l.a}, ${l.b})`, type: l.type } };
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},
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};
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export const ShaderClamp: ShaderNodeDef = {
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type: 'ShaderClamp',
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label: 'Clamp',
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category: 'shader',
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description: 'Holds the value inside min..max, per channel for colours.',
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inputs: [anyIn('value', 0), floatIn('min', 0), floatIn('max', 1)],
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outputs: [anyOut('result')],
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params: [],
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emit: ({ value, min, max }) => ({
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result: { code: `clamp(${value!.code}, ${min!.code}, ${max!.code})`, type: value!.type },
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}),
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};
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export const ShaderMix: ShaderNodeDef = {
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type: 'ShaderMix',
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@@ -423,6 +459,7 @@ export const SHADER_NODES: readonly ShaderNodeDef[] = [
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ShaderStep,
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ShaderPow,
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ShaderSqrt,
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ShaderClamp,
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];
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/** A GLSL float literal: always with a decimal point, so `1` does not become an int. */
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