Lay a shader over a particle source's whole field (#170)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m6s

A shader on a source runs per particle and stops at each quad, so a
glow or blur across the whole cloud was not possible. A source now has
a second shader row that is laid over everything it draws at once.

- New rows Field shader, Field width and Field height (256) on a
  particle source. The size rows show only while a field shader is
  picked (new `shownWhenSet` on a row definition).
- The particles are drawn into a RenderTexture of the frame, and a
  sprite mesh wearing the field shader draws that picture. The frame
  is centred on the source and turns and grows with it.
- UV run 0 to 1 across the frame. Texture color, Texture alpha and
  Sample texture read the picture of the particles.
- The picture has as many device pixels as the frame covers on
  screen, at most 2048 per side. A frame off screen draws no pass.
- The field shader's Padding and Vertex output do nothing: the frame
  is the edge, and its corners stay put as on a nine-sliced sprite.
- A name both shaders declare is one row, and both uniforms read it.
- The scene view draws the frame dashed round a selected source. The
  Particles tab preview wears the field shader too.
- `tools/perf-field-shaders.mjs` measures 1, 10 and 50 sources. On
  the HD 630 they ran at 60.0, 60.0 and 57.6 fps against 60.1, 60.0
  and 59.2 without, one run per row.

Tests:
- Gate: 223 files, 3460 tests (3452 + 8), CHECK EXIT 0.
- e2e 31: 43 checks, 3 of them new. Sum 1707 is computed (1704 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 12:24:51 +02:00
1 parent bf27e42e8a
commit d6d38a6422
14 files changed
+656 -28

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+55 -7
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@@ -82,6 +82,11 @@ import { FONT_KEY } from './fonts';
import {
BURST_COUNT_KEY,
EMITTING_KEY,
FIELD_HEIGHT_KEY,
FIELD_SHADER_KEY,
FIELD_SIZE_DEFAULT,
FIELD_WIDTH_KEY,
fieldShaderOf,
LIFETIME_KEY,
MAX_PARTICLES_KEY,
MODE_KEY,
@@ -122,7 +127,8 @@ type Extras<K extends FlatKind> = K extends 'number'
* `shownWith` names a switch on the same bag; the inspector shows the row only while it is on
* (see `isRowShown`), everything else – graph, defaults, files – always has it. `shownFor` does the
* same by a choice: the row is shown while the enum under `key` holds one of `values` (#154); a
* list of such choices must all hold.
* list of such choices must all hold. `shownWhenSet` names a text or asset row the row belongs to:
* shown while that one is not empty (#170).
*/
export type FlatDef<K extends FlatKind = FlatKind> = {
[P in Exclude<K, 'object'>]: {
@@ -134,6 +140,7 @@ export type FlatDef<K extends FlatKind = FlatKind> = {
initial?: ValueOf<P>;
shownWith?: string;
shownFor?: ShownFor | readonly ShownFor[];
shownWhenSet?: string;
} & Extras<P>;
}[Exclude<K, 'object'>];
@@ -153,6 +160,8 @@ export function isRowShown(def: PropertyDef, values: PropertyBag): boolean {
const choices: readonly ShownFor[] =
'shownFor' in def && def.shownFor ? ('key' in def.shownFor ? [def.shownFor] : def.shownFor) : [];
if (choices.some(({ key, values: wanted }) => !wanted.includes(textOf(values[key] ?? '')))) return false;
if ('shownWhenSet' in def && def.shownWhenSet && textOf(values[def.shownWhenSet] ?? '') === '')
return false;
return !('shownWith' in def) || def.shownWith === undefined || values[def.shownWith] === true;
}
@@ -611,6 +620,26 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
{ key: MOVE_WITH_SOURCE_KEY, label: 'Move with source', kind: 'boolean', default: false },
// Worn by every particle of the source, not by the field as a whole – see `schemaForBag`.
{ key: SHADER_KEY, label: 'Shader', kind: 'asset', default: '', assetTypes: ['shader'] },
// Laid over the whole field at once (#170), and the frame it covers: shown only with one set.
{ key: FIELD_SHADER_KEY, label: 'Field shader', kind: 'asset', default: '', assetTypes: ['shader'] },
{
key: FIELD_WIDTH_KEY,
label: 'Field width',
kind: 'number',
default: FIELD_SIZE_DEFAULT,
min: 1,
step: 8,
shownWhenSet: FIELD_SHADER_KEY,
},
{
key: FIELD_HEIGHT_KEY,
label: 'Field height',
kind: 'number',
default: FIELD_SIZE_DEFAULT,
min: 1,
step: 8,
shownWhenSet: FIELD_SHADER_KEY,
},
],
collider: [
{
@@ -899,8 +928,12 @@ export function schemaForAsset(project: Project, asset: Asset): PropertySchema {
/** A placed object's rows: an object overriding its shader has that shader's parameters. */
export function schemaForObject(project: Project, asset: Asset, object: SceneObject): PropertySchema {
const shader = object.overrides[SHADER_KEY];
return schemaForBag(project, asset, shader === undefined ? asset.props : { [SHADER_KEY]: shader });
const bag: PropertyBag = {};
for (const key of [SHADER_KEY, FIELD_SHADER_KEY]) {
const value = object.overrides[key] ?? asset.props[key];
if (value !== undefined) bag[key] = value;
}
return schemaForBag(project, asset, bag);
}
function schemaForBag(project: Project, asset: Asset, bag: PropertyBag): PropertySchema {
@@ -909,10 +942,12 @@ function schemaForBag(project: Project, asset: Asset, bag: PropertyBag): Propert
if (asset.type === 'variables' || asset.type === 'struct') return asset.variables;
if (asset.type === 'sprite') return [...FULL_SCHEMAS.sprite, ...shaderParamRows(project, shaderOf(bag))];
// Unlike a sprite's shader, a source's graph is its own asset's, so no id has to be looked up.
if (asset.type === 'particles') {
const own = [...FULL_SCHEMAS.particles, ...particleParamDefs(asset.graph)];
return [...own, ...rowsNotClaimedBy(shaderParamRows(project, shaderOf(bag)), own)];
}
if (asset.type === 'particles')
return sourceRows(
[...FULL_SCHEMAS.particles, ...particleParamDefs(asset.graph)],
shaderParamRows(project, shaderOf(bag)),
shaderParamRows(project, fieldShaderOf(bag)),
);
if (asset.type === 'text')
return [
...FULL_SCHEMAS.text,
@@ -932,6 +967,19 @@ export function rowsNotClaimedBy(rows: readonly PropertyDef[], taken: readonly P
return rows.filter((row) => !claimed.has(row.key));
}
/**
* A source's rows: its own, then its particles' shader's, then its field shader's (#170). A name
* both shaders declare is one row, and both uniforms read it.
*/
export function sourceRows(
own: readonly PropertyDef[],
shaderRows: readonly PropertyDef[],
fieldRows: readonly PropertyDef[],
): PropertyDef[] {
const worn = [...own, ...rowsNotClaimedBy(shaderRows, own)];
return [...worn, ...rowsNotClaimedBy(fieldRows, worn)];
}
/** The rows a shader asset adds to the sprites wearing it; a dangling id adds none. */
export function shaderParamRows(project: Project, shaderId: string): PropertyDef[] {
const shader = shaderId ? findAssetOf(project, shaderId, 'shader') : undefined;
+25
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@@ -21,6 +21,14 @@ export const PARTICLE_SIZE_KEY = 'size';
export const PARTICLE_TEXTURE_KEY = 'texture';
export const PARTICLE_COLOR_KEY = 'color';
export const MOVE_WITH_SOURCE_KEY = 'moveWithSource';
/**
* The shader laid over the whole field at once (#170), and the frame it is laid over: a rectangle
* of world units centred on the source, whose 0..1 are the shader's UV. What flies past it is cut off.
*/
export const FIELD_SHADER_KEY = 'fieldShader';
export const FIELD_WIDTH_KEY = 'fieldWidth';
export const FIELD_HEIGHT_KEY = 'fieldHeight';
export const FIELD_SIZE_DEFAULT = 256;
export type EmitMode = 'continuous' | 'burst';
@@ -62,8 +70,25 @@ const RESERVED_KEYS: ReadonlySet<string> = new Set([
PARTICLE_TEXTURE_KEY,
PARTICLE_COLOR_KEY,
MOVE_WITH_SOURCE_KEY,
FIELD_SHADER_KEY,
FIELD_WIDTH_KEY,
FIELD_HEIGHT_KEY,
]);
/** The field shader the bag names, `''` for none. */
export function fieldShaderOf(props: PropertyBag): string {
return textOf(props[FIELD_SHADER_KEY] ?? '');
}
/** The frame the field shader is laid over, in the source's own units. */
export function fieldSizeOf(props: PropertyBag): { w: number; h: number } {
const size = (key: string) => {
const n = Number(props[key]);
return Number.isFinite(n) && n > 0 ? n : FIELD_SIZE_DEFAULT;
};
return { w: size(FIELD_WIDTH_KEY), h: size(FIELD_HEIGHT_KEY) };
}
/** The parameters a particle graph declares: a row on every source placed from the asset. */
export function particleParamDefs(graph: Graph): FlatDef<'number'>[] {
return declaredNumberRows(graph, {
+11 -5
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@@ -93,10 +93,11 @@ import {
type PropertySchema,
rowsNotClaimedBy,
schemaFor,
sourceRows,
type StructFieldDef,
variableDef,
} from '../properties/PropertySchema';
import { particleParamDefs } from '../properties/particles';
import { FIELD_SHADER_KEY, particleParamDefs } from '../properties/particles';
import { SHADER_KEY, shaderParamDefs } from '../properties/shaders';
/**
@@ -148,10 +149,15 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const schema = schemas.get(assetId);
const wearer = wearers.get(assetId);
if (!schema || !wearer) return schema;
const own = bag[SHADER_KEY];
const shader = typeof own === 'string' ? own : rawProps.get(assetId)?.[SHADER_KEY];
const rows = shaderRows.get(typeof shader === 'string' ? shader : '') ?? [];
return [...schema, ...(wearer === 'sprite' ? rows : rowsNotClaimedBy(rows, schema))];
const rowsOf = (key: string): PropertySchema => {
const own = bag[key];
const shader = typeof own === 'string' ? own : rawProps.get(assetId)?.[key];
return shaderRows.get(typeof shader === 'string' ? shader : '') ?? [];
};
const rows = rowsOf(SHADER_KEY);
if (wearer === 'sprite') return [...schema, ...rows];
if (wearer === 'particles') return sourceRows(schema, rows, rowsOf(FIELD_SHADER_KEY));
return [...schema, ...rowsNotClaimedBy(rows, schema)];
};
// Pass 2: build assets. Frame ids share the reference space with asset ids, so `normalizeTexture`