Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad has the size of the sprite, and outside of it no fragment runs. An outline or a glow built with Sample texture was cut off at the border. The issue still spoke of Filter.padding, but since #77 the shader is no filter any more, the limit is the geometry. - The Output node has a number Padding next to Edge: so many pixels of the picture per side the wearer draws beyond it. 0 is the default and draws as before, 256 is the most. - The quad grows and its UVs grow with it, so the picture keeps its place and size. In the margin the UVs run on below 0 and above 1. - Transparent is a fourth Edge mode: outside of the picture there is nothing. It is cut in the fragment (texelAt), so it needs no copy of the picture with an address mode of its own. - Edge holds everywhere alike, also for Texture color, Texture alpha and unconnected inputs. - Padding above 0 with Edge on Clamp puts the hint "Padding with Clamp smears the border" on the Output. The shader still compiles. A chosen Clamp and the default cannot be told apart. - All four wearers draw the margin. A sprite counts in pixels of its frame, a text in its units, a particle source grows every particle about its centre. - A nine-slice sprite gets a ring around its nine fields, as wide as so many border pixels. The fields themselves stay. - Without a picture a pixel is one unit of the wearer's own size, or of the particle size. - Particles now take the Edge mode of their shader. It had no effect on them before. - An object wearing a padded shader is never culled, or its margin would vanish at the edge of the screen. - The preview in the shader tab shows the margin and leaves room for it. - Picking, the selection frame, the size and the collider stay with the rectangle without the margin. Tests: - Gate on melektaus-atx right before this commit: 216 files, 3336 tests (3319 + 17), exit 0. - e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass. e2e 1-37,47,48,58 ran before the last change (no culling with padding): 1281 checks, all pass. - 17 new unit tests: the compiler (padding, Transparent, the hint) and the geometry (quad, nine-slice ring). - Seven new e2e checks: four at the sprite in module 28, one each for text, particles and nine-slice. - 17 unit counter-probes all fail their tests. Three browser counter-probes fail their checks (5, 3 and 1 of them). - Three screenshots looked at: the sprite with Clamp and margin in the scene, the preview in the shader tab, the text. - The e2e sum of 1687 is counted (1680 + 7), the full suite and the smokes did not run. - Not seen: the hint at the node in a picture, particles and nine-slice in a picture, the game view while playing, sprites without a picture, vector and pixel art pictures. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
46c620ae3b
commit
e933fad446
20 files changed
+644
-55
No files matched your search
@@ -608,6 +608,30 @@ export async function particles(t) {
|
||||
JSON.stringify({ dimmed }),
|
||||
);
|
||||
|
||||
// 31t-ii. (#69) The shader's Padding grows every particle about its own centre. Without a
|
||||
// picture a pixel is a unit of the particle's size, so 10 on a size of 40 is a quarter
|
||||
// per side. Counted along the row through the source, in the grey from 31t.
|
||||
const greyAcross = async () => {
|
||||
await at(0.1);
|
||||
const row = await json(`__gm.pixelRow(${Math.round(spotOn.x) - 240}, ${Math.round(spotOn.y)}, 480)`);
|
||||
return row.filter((hex) => colourDistance(hex, '#404040') < 16).length;
|
||||
};
|
||||
const setPadding = (padding) =>
|
||||
mutate(`
|
||||
const shader = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(SHADER)});
|
||||
shader.graph.nodes.find((n) => n.id === 'lv-out').params.padding = ${padding};`);
|
||||
const plainRun = await greyAcross();
|
||||
await setPadding(10);
|
||||
const paddedRun = await greyAcross();
|
||||
await shot('31-particles-padded');
|
||||
await setPadding(0);
|
||||
const backRun = await greyAcross();
|
||||
check(
|
||||
'a shader’s padding grows every particle by a quarter of its size per side, and 0 takes it back',
|
||||
plainRun > 0 && paddedRun > plainRun + 8 && paddedRun <= plainRun * 1.5 + 4 && backRun === plainRun,
|
||||
JSON.stringify({ plainRun, paddedRun, backRun }),
|
||||
);
|
||||
|
||||
// 31u. (#88) A source draws rows from two graphs, so one name can arrive twice. The source's own
|
||||
// row wins and the uniform keeps its default – two rows called Rate would be one row with two
|
||||
// meanings, which is #63 in another coat.
|
||||
|
||||
Reference in new issue
Block a user