Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s
game-maker / suite (push) Successful in 9m16s
The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.
Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
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@@ -10,7 +10,9 @@ import {
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floatLiteral,
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isShaderNodeDef,
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SHADER_OUTPUT,
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SHADER_SAMPLE,
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SHADER_TIME,
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SHEET_EDGE,
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STRAIGHT_FN,
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TEXEL_ALPHA,
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TEXEL_COLOR,
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@@ -29,7 +31,10 @@ export interface CompiledShader {
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uniforms: ShaderUniform[];
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/** A Time node feeds the Output: the fragment takes `uTime`, and a sprite wearing it redraws every tick. */
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time: boolean;
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/** How the picture continues past its border – the texture variant the sprite's mesh draws with. */
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/**
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* The texture variant the sprite's mesh draws with – the Output's Edge where the graph samples
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* past the border, and the plain sheet where it cannot.
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*/
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edge: EdgeMode;
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}
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@@ -177,5 +182,14 @@ export function compileShader(graph: Graph): ShaderBuild {
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'}',
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'',
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].join('\n');
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return { compiled: { fragment, uniforms, time, edge: edgeOf(output.params) }, problems, reason: '' };
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// The edge only shows where a Sample reads somewhere other than its own pixel. A graph that never
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// shifts a UV stays on the plain sheet, so the common shader costs no second copy of the picture.
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const shifted = graph.nodes.some(
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(n) =>
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n.type === SHADER_SAMPLE &&
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emitted.has(n.id) &&
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(edgesInto(graph, n.id, 'u').length > 0 || edgesInto(graph, n.id, 'v').length > 0),
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);
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const edge = shifted ? edgeOf(output.params) : SHEET_EDGE;
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return { compiled: { fragment, uniforms, time, edge }, problems, reason: '' };
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}
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@@ -56,16 +56,22 @@ export const STRAIGHT_FN = 'vec3 straight(vec4 c) { return c.a > 0.0 ? c.rgb / c
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/**
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* How the picture continues past its edge when a `Sample texture` reads outside 0..1 – a setting
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* of the Output node, because the sampler state is one per draw. Mirror is what every picture has
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* anyway (`TextureLibrary`); repeat is for tiles.
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* of the Output node, because the sampler state is one per draw.
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*/
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export type EdgeMode = 'repeat' | 'mirror' | 'clamp';
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export const EDGE_PARAM = 'edge';
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export const DEFAULT_EDGE: EdgeMode = 'mirror';
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/**
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* The address mode the shared sheet carries anyway (`TextureLibrary`): within a texel it reads
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* like clamp, and no other mode can have it without a cut of its own. Asking for it costs nothing,
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* so it is what a sprite without a shader draws with.
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*/
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export const SHEET_EDGE: EdgeMode = 'mirror';
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/** Clamp: the border texel goes on, which is what a sprite without a shader shows (#81). */
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export const DEFAULT_EDGE: EdgeMode = 'clamp';
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const EDGE_OPTIONS: { value: EdgeMode; label: string }[] = [
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{ value: 'clamp', label: 'Clamp' },
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{ value: 'mirror', label: 'Mirror' },
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{ value: 'repeat', label: 'Repeat' },
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{ value: 'clamp', label: 'Clamp' },
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];
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export function edgeOf(params: PropertyBag): EdgeMode {
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@@ -1,6 +1,6 @@
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import { Assets, CanvasSource, Texture } from 'pixi.js';
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import type { FrameRect, TextureRef } from '../core/model/texture';
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import { DEFAULT_EDGE, type EdgeMode } from '../core/shader/nodes';
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import { type EdgeMode, SHEET_EDGE } from '../core/shader/nodes';
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const DEFAULT_BASE = '/game-maker/data/textures';
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@@ -47,10 +47,10 @@ export class TextureLibrary {
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* shared source, so two assets naming the same file with different `smooth` fight over it and
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* the last one drawn wins; upload avoids that by reusing the existing asset for a known file.
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*/
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get(ref: TextureRef, edge: EdgeMode = DEFAULT_EDGE): Texture | null {
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get(ref: TextureRef, edge: EdgeMode = SHEET_EDGE): Texture | null {
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const sheet = this.load(ref.file);
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if (!sheet) return null;
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const rect = ref.rect ?? (edge === DEFAULT_EDGE ? null : wholeOf(sheet));
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const rect = ref.rect ?? (edge === SHEET_EDGE ? null : wholeOf(sheet));
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const texture = rect ? this.crop(ref.file, sheet, rect, edge) : sheet;
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if (!texture) return null;
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const mode = ref.smooth ? 'linear' : 'nearest';
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@@ -96,7 +96,7 @@ export class TextureLibrary {
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*/
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private crop(file: string, sheet: Texture, rect: FrameRect, edge: EdgeMode): Texture | null {
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if (rect.w <= 0 || rect.h <= 0) return null;
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const key = edge === DEFAULT_EDGE ? cropKey(file, rect) : `${cropKey(file, rect)}|${edge}`;
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const key = edge === SHEET_EDGE ? cropKey(file, rect) : `${cropKey(file, rect)}|${edge}`;
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let texture = this.crops.get(key);
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if (!texture) {
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const canvas = new OffscreenCanvas(rect.w, rect.h);
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@@ -3,7 +3,7 @@ import { type Container, type Graphics, Mesh, MeshGeometry, Rectangle, Texture }
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import { determinant, IDENTITY, type Mat } from '../core/model/matrix';
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import { BEHAVIOR_SYMBOL, CONTAINER_SYMBOL, placementOf, textAnchor } from '../core/properties/bounds';
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import { type ColliderShape, colliderShape, isTrigger } from '../core/properties/collider';
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import { DEFAULT_EDGE } from '../core/shader/nodes';
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import { SHEET_EDGE } from '../core/shader/nodes';
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import { Theme } from '../ui';
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import type { DrawItem } from './items';
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import { disposeShader, type ShaderSource, syncShader, wornShader } from './shaders';
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@@ -56,7 +56,7 @@ export function syncSpriteMesh(
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): void {
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// Null while the picture is still loading: the box shows its plain colour until then, and once
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// the picture is there the colour tints it.
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const edge = wornShader(item.props, shaders)?.edge ?? DEFAULT_EDGE;
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const edge = wornShader(item.props, shaders)?.edge ?? SHEET_EDGE;
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const texture = item.texture ? textures.get(item.texture, edge) : null;
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placeNode(mesh, item.m, size.w, size.h);
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mesh.texture = texture ?? Texture.WHITE;
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