Show the type an arithmetic shader node really puts out (#219)
The result of Add, Multiply, Mix and the other arithmetic nodes of a shader graph was drawn as any, whatever went in. The compiler already lifts a colour on any side to a colour result, so the pin said less than the code knew. A colour result could also be wired into a number input, and the shader then failed to compile. - liftedType in core/shader/nodes.ts is the one rule. The compiler reads it when it lifts two operands, and the editor reads it through liftedPortType for the ports it draws. - A SharedPortGroup may bring its own rule as agree. Without one it is agreedType, as before. The thirteen arithmetic nodes share their type by liftedPortType. - Only the any inputs decide. An input nothing feeds counts as the number typed into it. t, edge, exponent, min and max have no say. - The type travels through a chain of such nodes without code of its own, because #210 hands a shared type on. - In a ring the result stays any, unless a colour has settled it. - A number may feed a colour input. Without that a number result no longer fitted Output.color, although the compiler spreads it over three channels. The rule sits in portsCompatible, but only the shader graph has colour ports. - A colour result no longer fits a number input. An edge laid before the colour came in stays and is drawn in the danger colour, and the node at its end names the problem. - The nine shaders in the stored projects (108 edges) all stay valid under the new rule. Tests: - Gate on melektaus-atx: 212 files, 3260 tests (3240 + 20), exit 0. The gate right before this commit ran on the tree of this and the next commit together, with the same numbers. - e2e 28 on melektaus-atx: 81 checks, all pass. - e2e 1-31: 1059 pass, 1 fail in module 18 (the editor clock read 1.97 s after a stop). A rerun of 1-18 passed with 602 checks and 0.18 s. 1-31 was not run in full again. - No full run and no smokes. The sum of 1676 (1673 + 3) is reckoned. - Twenty unit tests in shader-port-types.test.ts, one of them runs all thirteen nodes through every mix of number and colour and compares what is drawn with the code made. - Two tests in shaders.test.ts now lay the edge first and bring the colour in after, the only order that still wires such a graph. - Three e2e checks in module 28 with the real mouse: a colour into Multiply, the red edge with its message, and the colour result refused at alpha and taken at color. - Fifteen unit counter-probes and two browser counter-probes all fail their tests. - Not checked in the browser: the one-input nodes, Mix and the ring, and a number wired straight into a colour input. Nothing was looked at after the build. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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/**
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* The arithmetic nodes of a shader graph show the type that really comes out (#219): a colour on
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* any input makes `result` a colour, numbers alone make it a number. The rule is the compiler's
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* (`liftedType`), so what the editor draws and what the fragment declares cannot drift apart.
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*/
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
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import {
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canConnect,
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drawnDef,
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findNode,
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portsCompatible,
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type PortType,
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resolveDef,
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} from '../../src/core/graph';
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import { graphLookup } from '../../src/core/model/graphLookup';
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import { findAssetOf } from '../../src/core/model/Project';
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import { compileShader } from '../../src/core/shader/compile';
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import {
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type Expr,
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type GlslType,
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liftedPortType,
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liftedType,
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SHADER_NODES,
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SHADER_NUMBER,
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SHADER_OUTPUT,
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SHADER_TEXTURE_ALPHA,
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SHADER_TEXTURE_COLOR,
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} from '../../src/core/shader/nodes';
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import { makeProject } from '../helpers';
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function shader() {
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const f = makeProject();
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const create = new CreateAssetCommand('shader', 'S');
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f.stack.execute(create);
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const id = create.asset.id;
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const graph = () => findAssetOf(f.project, id, 'shader')!.graph;
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const add = (type: string, params = {}) => {
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const command = new AddNodeCommand(id, type, 0, 0, params);
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f.stack.execute(command);
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return command.node.id;
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};
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const link = (from: string, fromPort: string, to: string, toPort: string) =>
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f.stack.execute(new ConnectCommand(id, { node: from, port: fromPort }, { node: to, port: toPort }));
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const def = (node: string) => resolveDef(findNode(graph(), node)!, graph(), graphLookup(f.project))!;
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const result = (node: string) => def(node).outputs.find((p) => p.key === 'result')!.type;
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const pin = (node: string, key: string) => {
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const lookup = graphLookup(f.project);
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const real = findNode(graph(), node)!;
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return drawnDef(real, graph(), def(node), lookup).inputs.find((p) => p.key === key)!;
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};
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const fits = (from: string, fromPort: string, to: string, toPort: string) =>
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canConnect(
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graph(),
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{ nodeId: from, port: fromPort, isOutput: true },
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{ nodeId: to, port: toPort, isOutput: false },
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graphLookup(f.project),
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);
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return { ...f, graph, add, link, def, result, pin, fits };
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}
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describe('the type operands come out as', () => {
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it('is a colour as soon as one of them is, in the compiler', () => {
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expect(liftedType(['float', 'float'])).toBe('float');
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expect(liftedType(['vec3', 'float'])).toBe('vec3');
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expect(liftedType(['float', 'vec3'])).toBe('vec3');
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expect(liftedType(['vec3', 'vec3'])).toBe('vec3');
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expect(liftedType(['float'])).toBe('float');
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});
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it('is the same for the ports, where an unconnected input is its typed number', () => {
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expect(liftedPortType(['number', 'number'])).toBe('number');
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expect(liftedPortType([undefined, undefined])).toBe('number');
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expect(liftedPortType(['number', undefined])).toBe('number');
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expect(liftedPortType(['vec3', undefined])).toBe('vec3');
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expect(liftedPortType([undefined, 'vec3'])).toBe('vec3');
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expect(liftedPortType(['vec3', 'vec3'])).toBe('vec3');
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expect(liftedPortType([undefined])).toBe('number');
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expect(liftedPortType(['vec3'])).toBe('vec3');
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});
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it('stays open while an input does not know its type, unless a colour has settled it', () => {
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expect(liftedPortType(['any', 'number'])).toBe('any');
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expect(liftedPortType(['any', undefined])).toBe('any');
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expect(liftedPortType(['any'])).toBe('any');
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expect(liftedPortType(['any', 'vec3'])).toBe('vec3');
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expect(liftedPortType(['string', 'number'])).toBe('any');
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});
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});
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describe('an arithmetic node of a shader graph', () => {
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it('hands out a number while nothing is connected', () => {
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const s = shader();
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for (const type of ['ShaderAdd', 'ShaderSubtract', 'ShaderMultiply', 'ShaderDivide', 'ShaderMix'])
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expect(s.result(s.add(type)), type).toBe('number');
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});
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it('hands out a colour once a colour feeds either input', () => {
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const s = shader();
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const texel = s.add(SHADER_TEXTURE_COLOR);
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const left = s.add('ShaderMultiply');
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const right = s.add('ShaderMultiply');
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s.link(texel, 'color', left, 'a');
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s.link(texel, 'color', right, 'b');
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expect(s.result(left)).toBe('vec3');
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expect(s.result(right)).toBe('vec3');
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});
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it('stays a colour with a number on the other input, and a number with two numbers', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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s.link(s.add(SHADER_TEXTURE_ALPHA), 'value', times, 'b');
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expect(s.result(times)).toBe('number');
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s.link(s.add(SHADER_NUMBER), 'value', times, 'a');
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expect(s.result(times)).toBe('number');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', times, 'a');
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expect(s.result(times)).toBe('vec3');
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});
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it('is a number again once the colour edge is undone', () => {
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const s = shader();
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const add = s.add('ShaderAdd');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', add, 'a');
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expect(s.result(add)).toBe('vec3');
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s.stack.undo();
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expect(s.result(add)).toBe('number');
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});
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it('keeps its inputs any and paints the connected one', () => {
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const s = shader();
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const add = s.add('ShaderAdd');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', add, 'a');
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expect(s.def(add).inputs.map((p) => p.type)).toEqual(['any', 'any']);
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expect(s.pin(add, 'a').paintType).toBe('vec3');
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expect(s.pin(add, 'b').paintType).toBeUndefined();
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});
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it('lets Mix follow a and b only: a colour on t is not what comes out', () => {
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const s = shader();
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const mix = s.add('ShaderMix');
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expect(s.def(mix).inputs.find((p) => p.key === 't')!.type).toBe('number');
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s.link(s.add(SHADER_TEXTURE_ALPHA), 'value', mix, 't');
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expect(s.result(mix)).toBe('number');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', mix, 'b');
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expect(s.result(mix)).toBe('vec3');
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});
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});
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describe('a node of one value in a shader graph', () => {
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const ONE_VALUE = [
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'ShaderSin',
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'ShaderFloor',
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'ShaderFract',
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'ShaderAbs',
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'ShaderSqrt',
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'ShaderStep',
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'ShaderPow',
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'ShaderClamp',
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];
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it('hands on what feeds its value, and a number while nothing does', () => {
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for (const type of ONE_VALUE) {
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const s = shader();
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const node = s.add(type);
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expect(s.result(node), type).toBe('number');
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s.link(s.add(SHADER_TEXTURE_ALPHA), 'value', node, 'value');
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expect(s.result(node), type).toBe('number');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', node, 'value');
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expect(s.result(node), type).toBe('vec3');
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}
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});
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it('does not follow its number inputs: edge, exponent, min and max say nothing', () => {
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const s = shader();
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const alpha = s.add(SHADER_TEXTURE_ALPHA);
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const texel = s.add(SHADER_TEXTURE_COLOR);
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for (const [type, key] of [
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['ShaderStep', 'edge'],
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['ShaderPow', 'exponent'],
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['ShaderClamp', 'min'],
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['ShaderClamp', 'max'],
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] as const) {
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const node = s.add(type);
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s.link(alpha, 'value', node, key);
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s.link(texel, 'color', node, 'value');
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expect(s.result(node), `${type}.${key}`).toBe('vec3');
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}
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});
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});
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describe('every node of a shader graph with an open result', () => {
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const OPEN = SHADER_NODES.filter((def) => def.outputs.some((p) => p.type === 'any'));
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const expr = (type: GlslType): Expr => ({ code: 'x', type });
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const portOf = (type: GlslType): PortType => (type === 'vec3' ? 'vec3' : 'number');
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it('declares the group that types it', () => {
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expect(OPEN.length).toBe(13);
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for (const def of OPEN) {
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expect(def.sharedType?.outputs, def.type).toEqual(['result']);
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const open = def.inputs.filter((p) => p.type === 'any').map((p) => p.key);
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expect(def.sharedType?.inputs, def.type).toEqual(open);
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}
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});
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it('shows the type the compiler emits, for every mix of numbers and colours', () => {
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for (const def of OPEN) {
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const group = def.sharedType!;
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const mixes =
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group.inputs.length === 1
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? [['float'], ['vec3']]
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: [
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['float', 'float'],
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['vec3', 'float'],
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['float', 'vec3'],
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['vec3', 'vec3'],
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];
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for (const mix of mixes as GlslType[][]) {
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const inputs: Record<string, Expr> = {};
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for (const port of def.inputs) inputs[port.key] = expr('float');
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group.inputs.forEach((key, i) => (inputs[key] = expr(mix[i]!)));
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const emitted = def.emit(inputs, {}).result!.type;
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expect(group.agree!(mix.map(portOf)), `${def.type} ${mix.join('+')}`).toBe(portOf(emitted));
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}
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}
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});
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});
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describe('an edge out of a typed result', () => {
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it('no longer fits a number input once the result is a colour', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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const output = s.add(SHADER_OUTPUT);
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const mix = s.add('ShaderMix');
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expect(s.fits(times, 'result', output, 'alpha')).toBe(true);
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expect(s.fits(times, 'result', mix, 't')).toBe(true);
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', times, 'a');
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expect(s.fits(times, 'result', output, 'alpha')).toBe(false);
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expect(s.fits(times, 'result', mix, 't')).toBe(false);
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expect(s.fits(times, 'result', output, 'color')).toBe(true);
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expect(() => s.link(times, 'result', output, 'alpha')).toThrow('Cannot connect vec3 to number');
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});
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it('still fits a colour input while the result is a number: the compiler spreads it', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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const output = s.add(SHADER_OUTPUT);
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s.link(s.add(SHADER_TEXTURE_ALPHA), 'value', times, 'a');
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expect(s.result(times)).toBe('number');
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expect(s.fits(times, 'result', output, 'color')).toBe(true);
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s.link(times, 'result', output, 'color');
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const { compiled } = compileShader(s.graph());
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expect(compiled!.fragment).toMatch(
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/finalColor = vec4\(clamp\(vec3\(n\d+_result\), 0\.0, 1\.0\) \* alpha, alpha\);/,
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);
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});
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it('lets a plain number feed a colour port, and never a colour a number port', () => {
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expect(portsCompatible('number', 'vec3')).toBe(true);
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expect(portsCompatible('vec3', 'number')).toBe(false);
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expect(portsCompatible('boolean', 'vec3')).toBe(false);
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expect(portsCompatible('number', 'string')).toBe(false);
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const s = shader();
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const output = s.add(SHADER_OUTPUT);
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expect(s.fits(s.add(SHADER_NUMBER), 'value', output, 'color')).toBe(true);
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expect(s.fits(s.add(SHADER_TEXTURE_COLOR), 'color', output, 'alpha')).toBe(false);
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});
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it('stays in place and turns invalid when a colour arrives behind it', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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const output = s.add(SHADER_OUTPUT);
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s.link(times, 'result', output, 'alpha');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', times, 'a');
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expect(s.graph().edges).toHaveLength(2);
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const alpha = s.def(output).inputs.find((p) => p.key === 'alpha')!.type;
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expect(portsCompatible(s.result(times), alpha)).toBe(false);
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expect(compileShader(s.graph()).problems).toEqual({ [output]: '"alpha" needs a number, not a color' });
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});
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});
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describe('a result handed on through several arithmetic nodes (#210)', () => {
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it('carries the colour to the end of the chain', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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const plus = s.add('ShaderAdd');
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const wave = s.add('ShaderSin');
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s.link(times, 'result', plus, 'a');
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s.link(plus, 'result', wave, 'value');
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expect([times, plus, wave].map(s.result)).toEqual(['number', 'number', 'number']);
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', times, 'b');
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expect([times, plus, wave].map(s.result)).toEqual(['vec3', 'vec3', 'vec3']);
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expect(s.pin(wave, 'value').paintType).toBe('vec3');
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});
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it('takes a colour joining in the middle: in front of it the chain stays a number', () => {
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const s = shader();
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const times = s.add('ShaderMultiply');
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const plus = s.add('ShaderAdd');
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const wave = s.add('ShaderSin');
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s.link(times, 'result', plus, 'a');
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s.link(plus, 'result', wave, 'value');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', plus, 'b');
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expect([times, plus, wave].map(s.result)).toEqual(['number', 'vec3', 'vec3']);
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});
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it('ends a ring with an open result instead of asking forever', () => {
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const s = shader();
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const one = s.add('ShaderAdd');
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const two = s.add('ShaderAdd');
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s.link(one, 'result', two, 'a');
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s.link(two, 'result', one, 'a');
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expect(s.result(one)).toBe('any');
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expect(s.result(two)).toBe('any');
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s.link(s.add(SHADER_TEXTURE_COLOR), 'color', two, 'b');
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expect(s.result(two)).toBe('vec3');
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expect(s.result(one)).toBe('vec3');
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});
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});
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@@ -320,13 +320,14 @@ describe('compileShader', () => {
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expect(fragment).toContain('float alpha = clamp(n2_result, 0.0, 1.0);');
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expect(fragment).toContain('finalColor = vec4(clamp(rgb, 0.0, 1.0) * alpha, alpha);');
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// A colour reaching the alpha port through an `any` result is the Output's problem.
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// A result wired to the alpha port while it was a number, and fed a colour afterwards, is the
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// Output's problem.
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const wrong = shaderEditor(f, 'Wrong');
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const texel = wrong.add(SHADER_TEXTURE_COLOR);
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const doubled = wrong.add('ShaderMultiply', { b: 2 });
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const out = wrong.add(SHADER_OUTPUT);
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wrong.link(texel, 'color', doubled, 'a');
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wrong.link(doubled, 'result', out, 'alpha');
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wrong.link(texel, 'color', doubled, 'a');
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const build = compileShader(wrong.asset().graph);
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expect(build.compiled).toBeNull();
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expect(build.problems).toEqual({ [out]: '"alpha" needs a number, not a color' });
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@@ -335,13 +336,14 @@ describe('compileShader', () => {
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it('names the problem on the node, and compiles nothing while there is one', () => {
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const f = makeProject();
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const s = shaderEditor(f);
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// A colour cannot be wired to a number port; a Multiply's `any` result can, and carries one.
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// A colour cannot be wired to a number port; a Multiply's result can while it is a number, and
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// the edge stays when a colour feeds the Multiply afterwards.
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const texel = s.add(SHADER_TEXTURE_COLOR);
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const doubled = s.add('ShaderMultiply', { b: 2 });
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const mixed = s.add('ShaderMix');
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const output = s.add(SHADER_OUTPUT);
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s.link(texel, 'color', doubled, 'a');
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s.link(doubled, 'result', mixed, 't');
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s.link(texel, 'color', doubled, 'a');
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s.link(mixed, 'result', output, 'color');
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let build = compileShader(s.asset().graph);
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expect(build.compiled).toBeNull();
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||||
Reference in new issue
Block a user