Files
feuerwerk/tests/core/shaders.test.ts
T
rootandClaude Fable 5.1 0e5e5ef925
game-maker / suite (push) Successful in 8m24s
Shaders draw in the sprite's own pass: a Mesh with the graph's fragment, no filter (#77)
A sprite's picture is now a Mesh (unit quad, sibling of its Graphics node, which keeps
only the hit area); a worn shader replaces Pixi's fragment in that draw, so there is no
intermediate texture and no extra render pass. Measured on the HD 630: 400 shaded
sprites hold 60 fps (was 34), 800 hold 56 (was 20).

Two Pixi facts the code leans on: a mesh's texture is bound only for Pixi's own shader,
so GraphShader.wear hands it over; and MeshPipe caches whether a mesh batches and
re-checks it only in a frame without structure changes, so switching a shader on or
off calls mesh.unload().

The console panel mirrors console.group/groupCollapsed/groupEnd and fills the %s %d
%o %c directives, so Pixi's deprecation warning shows its head, not only its stack.
E2E 12 guards against the addChild-on-Graphics warning, 28 counts shaders instead of
filters.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 15:31:08 +02:00

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/**
* A shader is an asset whose graph is GLSL in nodes: `Property` nodes declare the rows a sprite
* wearing it shows, the compiler turns everything reachable from `Output` into a fragment. The
* one graph every test builds is the "Adjust colors" recipe (brightness, contrast, saturation).
*/
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import type { Graph } from '../../src/core/graph';
import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
import type { ShaderAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { findAssetOf } from '../../src/core/model/Project';
import { assetDeviates, objectDeviates } from '../../src/core/properties/deviation';
import {
allShaderParamRows,
schemaFor,
schemaForAsset,
schemaForObject,
} from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import {
nextPropertyName,
SHADER_KEY,
SHADER_PROPERTY,
shaderParamDefs,
} from '../../src/core/properties/shaders';
import { inlineInputs } from '../../src/core/graph/NodeRegistry';
import { compileShader } from '../../src/core/shader/compile';
import {
SHADER_NODES,
SHADER_NUMBER,
SHADER_OUTPUT,
SHADER_TEXTURE_ALPHA,
SHADER_TEXTURE_COLOR,
ShaderOutput,
} from '../../src/core/shader/nodes';
import { deserializeProject } from '../../src/core/store/serialize';
import { paletteEntries } from '../../src/editor/graph/paletteEntries';
import { makeProject, makeSpriteScene, place, type ProjectFixture, roundTrip } from '../helpers';
/** Command-driven editing of a shader asset's graph, the way the tab does it. */
function shaderEditor(f: ProjectFixture, name = 'Adjust colors') {
const create = new CreateAssetCommand('shader', name);
f.stack.execute(create);
const id = create.asset.id;
const asset = () => findAssetOf(f.project, id, 'shader')!;
const add = (type: string, params = {}) => {
const command = new AddNodeCommand(id, type, 0, 0, params);
f.stack.execute(command);
return command.node.id;
};
const link = (from: string, fromPort: string, to: string, toPort: string) =>
f.stack.execute(new ConnectCommand(id, { node: from, port: fromPort }, { node: to, port: toPort }));
return { id, asset, add, link };
}
const property = (name: string, value = 1, min = 0, max = 4) => ({ name, default: value, min, max });
/**
* rgb += brightness - 1; rgb = (rgb - 0.5) * contrast + 0.5; rgb = mix(luma, rgb, saturation) –
* twelve nodes, the recipe `tools/lib/shaders.mjs` ships.
*/
function buildAdjustColors(s: ReturnType<typeof shaderEditor>) {
const texel = s.add(SHADER_TEXTURE_COLOR);
const brightness = s.add(SHADER_PROPERTY, property('brightness'));
const contrast = s.add(SHADER_PROPERTY, property('contrast'));
const saturation = s.add(SHADER_PROPERTY, property('saturation'));
const offset = s.add('ShaderSubtract', { b: 1 });
const bright = s.add('ShaderAdd');
const shifted = s.add('ShaderSubtract', { b: 0.5 });
const scaled = s.add('ShaderMultiply');
const centred = s.add('ShaderAdd', { b: 0.5 });
const luma = s.add('ShaderLuminance');
const mixed = s.add('ShaderMix');
const output = s.add(SHADER_OUTPUT);
s.link(texel, 'color', bright, 'a');
s.link(brightness, 'value', offset, 'a');
s.link(offset, 'result', bright, 'b');
s.link(bright, 'result', shifted, 'a');
s.link(shifted, 'result', scaled, 'a');
s.link(contrast, 'value', scaled, 'b');
s.link(scaled, 'result', centred, 'a');
s.link(centred, 'result', luma, 'color');
s.link(luma, 'value', mixed, 'a');
s.link(centred, 'result', mixed, 'b');
s.link(saturation, 'value', mixed, 't');
s.link(mixed, 'result', output, 'color');
return {
texel,
brightness,
contrast,
saturation,
offset,
bright,
shifted,
scaled,
centred,
luma,
mixed,
output,
};
}
describe('a shader asset', () => {
it('is created with an empty graph, is not placeable, and is a graph asset for the commands', () => {
const f = makeProject();
const s = shaderEditor(f);
expect(isPlaceableType('shader')).toBe(false);
expect(s.asset().graph).toEqual({ nodes: [], edges: [] });
expect(schemaFor('shader')).toEqual([]);
expect(compileShader(s.asset().graph).reason).toBe('No Output node');
});
it('offers shader nodes and nothing else, the Output only once, properties numbered', () => {
const f = makeProject();
const s = shaderEditor(f);
const offered = () => paletteEntries(f.project, s.asset()).map((e) => e.def.type);
expect(offered()).toEqual(SHADER_NODES.map((d) => d.type));
expect(offered()).not.toContain('OnStart');
s.add(SHADER_OUTPUT);
expect(offered()).not.toContain(SHADER_OUTPUT);
const entry = () => paletteEntries(f.project, s.asset()).find((e) => e.def.type === SHADER_PROPERTY)!;
expect(entry().params).toEqual({ name: 'value' });
s.add(SHADER_PROPERTY, entry().params);
expect(nextPropertyName(s.asset().graph)).toBe('value2');
expect(entry().params).toEqual({ name: 'value2' });
});
it('keeps its nodes out of every behavior palette and out of the built-in set', () => {
const f = makeProject();
const behavior = new CreateAssetCommand('behavior', 'B');
f.stack.execute(behavior);
const asset = findAssetOf(f.project, behavior.asset.id, 'behavior')!;
const offered = paletteEntries(f.project, asset).map((e) => e.def.type);
for (const def of SHADER_NODES) expect(offered).not.toContain(def.type);
expect(BUILT_IN_NODES.some((d) => d.category === 'shader')).toBe(false);
});
});
describe('shaderParamDefs', () => {
it('turns every well-named Property node into a number row, in node order', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_PROPERTY, property('brightness'));
s.add(SHADER_PROPERTY, { name: 'amount', default: 0.25, min: 0, max: 1 });
s.add(SHADER_PROPERTY, { name: 'not a name', default: 1 });
s.add(SHADER_PROPERTY, { name: 'brightness', default: 7 });
const rows = shaderParamDefs(s.asset().graph);
expect(rows.map((r) => r.key)).toEqual(['brightness', 'amount']);
expect(rows[0]).toEqual({
key: 'brightness',
label: 'brightness',
kind: 'number',
default: 1,
min: 0,
max: 4,
step: 0.05,
});
expect(rows[1]).toMatchObject({ default: 0.25, min: 0, max: 1, step: 0.05 });
});
it('drops a max at or below the min instead of pinning the value', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_PROPERTY, { name: 'wide', default: 50, min: 10, max: 10 });
const [row] = shaderParamDefs(s.asset().graph);
expect(row).toMatchObject({ min: 10, default: 50 });
expect(row).not.toHaveProperty('max');
});
});
describe('allShaderParamRows', () => {
it('offers one row per name, naming every shader that declares it', () => {
const f = makeProject();
const adjust = shaderEditor(f, 'Adjust colors');
adjust.add(SHADER_PROPERTY, property('brightness'));
const neon = shaderEditor(f, 'Neon glow');
neon.add(SHADER_PROPERTY, property('brightness'));
neon.add(SHADER_PROPERTY, property('glow'));
expect(allShaderParamRows(f.project).map((row) => `${row.def.key} (${row.shaders.join(', ')})`)).toEqual([
'brightness (Adjust colors, Neon glow)',
'glow (Neon glow)',
]);
});
});
describe('compileShader', () => {
it('compiles the Adjust colors graph to a fragment with one uniform per property', () => {
const f = makeProject();
const s = shaderEditor(f);
buildAdjustColors(s);
const build = compileShader(s.asset().graph);
expect(build.problems).toEqual({});
expect(build.reason).toBe('');
const compiled = build.compiled!;
expect(compiled.uniforms).toEqual([
{ name: 'brightness', default: 1 },
{ name: 'contrast', default: 1 },
{ name: 'saturation', default: 1 },
]);
const { fragment } = compiled;
for (const name of ['brightness', 'contrast', 'saturation'])
expect(fragment).toContain(`uniform float u_${name};`);
// Drawn in the sprite's own pass: the tint goes in before the graph, premultiplied like the texel.
expect(fragment).toContain('vec4 texel = texture(uTexture, vTextureCoord) * vColor;');
expect(fragment).toContain('vec3 rgb = texel.a > 0.0 ? texel.rgb / texel.a : texel.rgb;');
expect(fragment).toMatch(/float n\d+_result = \(n\d+_value - 1\.0\);/);
expect(fragment).toMatch(/vec3 n\d+_result = \(n\d+_color \+ vec3\(n\d+_result\)\);/);
expect(fragment).toMatch(/vec3 n\d+_result = \(n\d+_result - vec3\(0\.5\)\);/);
expect(fragment).toMatch(/float n\d+_value = dot\(n\d+_result, vec3\(0\.2126, 0\.7152, 0\.0722\)\);/);
expect(fragment).toMatch(/vec3 n\d+_result = mix\(vec3\(n\d+_value\), n\d+_result, n\d+_value\);/);
expect(fragment).toContain('float alpha = clamp(texel.a, 0.0, 1.0);');
expect(fragment).toMatch(/finalColor = vec4\(clamp\(n\d+_result, 0\.0, 1\.0\) \* alpha, alpha\);/);
// Each local is declared before it is used.
const declared = new Set<string>();
for (const line of fragment.split('\n')) {
const m = /^\s+(?:float|vec3) (n\d+_\w+) = (.*);$/.exec(line);
if (!m) continue;
for (const used of m[2]!.match(/n\d+_\w+/g) ?? []) expect(declared.has(used)).toBe(true);
declared.add(m[1]!);
}
});
it('passes the texel through an Output with nothing connected, and types literals as floats', () => {
const f = makeProject();
const s = shaderEditor(f);
s.add(SHADER_OUTPUT);
expect(compileShader(s.asset().graph).compiled!.fragment).toContain('clamp(rgb, 0.0, 1.0) * alpha');
const g = shaderEditor(f, 'Scaled');
const times = g.add('ShaderMultiply', { a: 2, b: 0.75 });
const output = g.add(SHADER_OUTPUT);
g.link(times, 'result', output, 'color');
const { fragment } = compileShader(g.asset().graph).compiled!;
// Two numbers make a number; feeding it to the colour broadcasts it.
expect(fragment).toMatch(/float n0_result = \(2\.0 \* 0\.75\);/);
expect(fragment).toContain('clamp(vec3(n0_result), 0.0, 1.0)');
const c = shaderEditor(f, 'Tinted');
const tint = c.add('ShaderColor', { value: 0xff8000 });
const times2 = c.add('ShaderMultiply');
const out2 = c.add(SHADER_OUTPUT);
c.link(tint, 'color', times2, 'b');
c.link(times2, 'result', out2, 'color');
const tinted = compileShader(c.asset().graph).compiled!.fragment;
expect(tinted).toContain('vec3 n0_color = vec3(1.0000, 0.5020, 0.0000);');
// An unconnected `a` is its typed-in default, 1 for a Multiply, lifted to a colour.
expect(tinted).toMatch(/vec3 n1_result = \(vec3\(1\.0\) \* n0_color\);/);
});
it('turns a Number node into one float literal: decimal point kept, sign kept, NaN made 0', () => {
const f = makeProject();
const s = shaderEditor(f);
const half = s.add(SHADER_NUMBER, { value: 0.5 });
const two = s.add(SHADER_NUMBER, { value: 2 });
const minus = s.add(SHADER_NUMBER, { value: -0.25 });
const broken = s.add(SHADER_NUMBER, { value: Number.NaN });
const sum = s.add('ShaderAdd');
const times = s.add('ShaderMultiply');
const diff = s.add('ShaderSubtract');
const output = s.add(SHADER_OUTPUT);
s.link(half, 'value', sum, 'a');
s.link(two, 'value', sum, 'b');
s.link(sum, 'result', times, 'a');
s.link(minus, 'value', times, 'b');
s.link(times, 'result', diff, 'a');
s.link(broken, 'value', diff, 'b');
s.link(diff, 'result', output, 'color');
const { fragment } = compileShader(s.asset().graph).compiled!;
// Locals are numbered in visiting order; the literal's form is what matters here.
expect(fragment).toMatch(/float n\d+_value = 0\.5;/);
expect(fragment).toMatch(/float n\d+_value = 2\.0;/);
expect(fragment).toMatch(/float n\d+_value = -0\.25;/);
expect(fragment).toMatch(/float n\d+_value = 0\.0;/);
expect(fragment).toMatch(/float n\d+_result = \(n\d+_value \+ n\d+_value\);/);
expect(fragment).toMatch(/clamp\(vec3\(n\d+_result\), 0\.0, 1\.0\)/);
expect(fragment).not.toContain('uniform float u_');
});
it('keeps the texture’s alpha until the Output’s alpha is fed, then clamps what feeds it', () => {
const f = makeProject();
const s = shaderEditor(f);
const alpha = s.add(SHADER_TEXTURE_ALPHA);
const opacity = s.add(SHADER_PROPERTY, { name: 'opacity', default: 1, min: 0, max: 1 });
const times = s.add('ShaderMultiply');
const output = s.add(SHADER_OUTPUT);
// Nothing to type on the alpha port: a typed-in 0 would hide every sprite by default.
expect(inlineInputs(ShaderOutput).map((p) => p.key)).toEqual([]);
let { fragment } = compileShader(s.asset().graph).compiled!;
expect(fragment).toContain('float alpha = clamp(texel.a, 0.0, 1.0);');
expect(fragment).toContain('finalColor = vec4(clamp(rgb, 0.0, 1.0) * alpha, alpha);');
s.link(alpha, 'value', times, 'a');
s.link(opacity, 'value', times, 'b');
s.link(times, 'result', output, 'alpha');
({ fragment } = compileShader(s.asset().graph).compiled!);
expect(fragment).toMatch(/float n0_value = texel\.a;/);
expect(fragment).toMatch(/float n1_value = u_opacity;/);
expect(fragment).toMatch(/float n2_result = \(n0_value \* n1_value\);/);
expect(fragment).toContain('float alpha = clamp(n2_result, 0.0, 1.0);');
expect(fragment).toContain('finalColor = vec4(clamp(rgb, 0.0, 1.0) * alpha, alpha);');
// A colour reaching the alpha port through an `any` result is the Output's problem.
const wrong = shaderEditor(f, 'Wrong');
const texel = wrong.add(SHADER_TEXTURE_COLOR);
const doubled = wrong.add('ShaderMultiply', { b: 2 });
const out = wrong.add(SHADER_OUTPUT);
wrong.link(texel, 'color', doubled, 'a');
wrong.link(doubled, 'result', out, 'alpha');
const build = compileShader(wrong.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [out]: '"alpha" needs a number, not a colour' });
});
it('names the problem on the node, and compiles nothing while there is one', () => {
const f = makeProject();
const s = shaderEditor(f);
// A colour cannot be wired to a number port; a Multiply's `any` result can, and carries one.
const texel = s.add(SHADER_TEXTURE_COLOR);
const doubled = s.add('ShaderMultiply', { b: 2 });
const mixed = s.add('ShaderMix');
const output = s.add(SHADER_OUTPUT);
s.link(texel, 'color', doubled, 'a');
s.link(doubled, 'result', mixed, 't');
s.link(mixed, 'result', output, 'color');
let build = compileShader(s.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [mixed]: '"t" needs a number, not a colour' });
expect(build.reason).toBe('"t" needs a number, not a colour');
const dup = shaderEditor(f, 'Dup');
dup.add(SHADER_OUTPUT);
const first = dup.add(SHADER_PROPERTY, property('amount'));
const second = dup.add(SHADER_PROPERTY, property('amount'));
const odd = dup.add(SHADER_PROPERTY, property('2fast'));
build = compileShader(dup.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({
[second]: 'Another property is named "amount"',
[odd]: 'Name must be one word: letters, digits, _',
});
expect(build.problems[first]).toBeUndefined();
// A node cannot be wired to itself, but two can be wired into a ring.
const loop = shaderEditor(f, 'Loop');
const one = loop.add('ShaderAdd');
const two = loop.add('ShaderAdd');
const out = loop.add(SHADER_OUTPUT);
loop.link(one, 'result', two, 'a');
loop.link(two, 'result', one, 'b');
loop.link(two, 'result', out, 'color');
build = compileShader(loop.asset().graph);
expect(build.compiled).toBeNull();
expect(build.problems).toEqual({ [two]: 'Feeds itself' });
});
});
describe('a sprite wearing a shader', () => {
function wearing() {
const f = makeSpriteScene();
const s = shaderEditor(f);
buildAdjustColors(s);
const sprite = () => findAssetOf(f.project, f.spriteId, 'sprite')!;
return { ...f, s, sprite };
}
it('has the shader picker and, once one is picked, that shader’s rows', () => {
const f = wearing();
const keys = () => schemaForAsset(f.project, f.sprite()).map((d) => d.key);
expect(keys()).toEqual(['enabled', 'width', 'height', 'color', 'texture', 'shader']);
expect(schemaFor('sprite').find((d) => d.key === SHADER_KEY)).toMatchObject({
kind: 'asset',
assetTypes: ['shader'],
default: '',
});
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, f.s.id));
expect(keys()).toEqual([
'enabled',
'width',
'height',
'color',
'texture',
'shader',
'brightness',
'contrast',
'saturation',
]);
expect(assetDeviates(f.project, f.sprite())).toBe(true);
// A dangling id adds no rows and draws nothing – the picker still shows it.
f.sprite().props[SHADER_KEY] = 'gone';
expect(keys()).toHaveLength(6);
});
it('gives a placed object the rows of the shader it overrides, filled with the node defaults', () => {
const f = wearing();
const id = place(f, f.spriteId, { x: 0, y: 0 });
const object = () => f.object(id);
expect(schemaForObject(f.project, f.sprite(), object())).toHaveLength(6);
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, f.s.id));
expect(schemaForObject(f.project, f.sprite(), object()).map((d) => d.key)).toContain('saturation');
expect(resolveSceneObjectProps(f.project, f.sprite(), object())).toMatchObject({
shader: f.s.id,
brightness: 1,
contrast: 1,
saturation: 1,
});
// A parameter override passes through its row: clamped to the node's range.
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'brightness', 9));
expect(object().overrides.brightness).toBe(4);
expect(objectDeviates(f.project, f.sceneOf(), object())).toBe(true);
// Back to no shader the parameter row is gone, so the stored value marks nothing.
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, ''));
expect(resolveSceneObjectProps(f.project, f.sprite(), object())).not.toHaveProperty('brightness');
expect(objectDeviates(f.project, f.sceneOf(), object())).toBe(false);
});
it('rejects a parameter no shader of the sprite declares', () => {
const f = wearing();
const id = place(f, f.spriteId, { x: 0, y: 0 });
expect(() => f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'brightness', 0.5))).toThrow(
/not defined/,
);
});
it('survives a round trip: the graph, the sprite’s values and an override-only shader’s values', () => {
const f = wearing();
const other = shaderEditor(f, 'Fade');
other.add(SHADER_OUTPUT);
other.add(SHADER_PROPERTY, { name: 'amount', default: 0.5, min: 0, max: 1 });
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, f.s.id));
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'contrast', 2));
const id = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, id, SHADER_KEY, other.id));
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'amount', 0.25));
const loaded = roundTrip(f.project);
const shader = findAssetOf(loaded, f.s.id, 'shader')!;
expect(shader.graph).toEqual(f.s.asset().graph);
expect(compileShader(shader.graph).compiled!.fragment).toBe(
compileShader(f.s.asset().graph).compiled!.fragment,
);
const sprite = findAssetOf(loaded, f.spriteId, 'sprite')!;
expect(sprite.props).toMatchObject({ shader: f.s.id, contrast: 2, brightness: 1 });
const placed = findAssetOf(loaded, f.sceneId, 'scene')!.objects.find((o) => o.id === id)!;
expect(placed.overrides).toEqual({ shader: other.id, amount: 0.25 });
});
it('drops anything but shader nodes from a shader graph on load', () => {
const graph: Graph = {
nodes: [
{ id: 'o', type: SHADER_OUTPUT, x: 0, y: 0, params: {} },
{ id: 'e', type: 'OnStart', x: 0, y: 0, params: {} },
],
edges: [],
};
const loaded = deserializeProject(
{ id: 'p', name: 'P', assets: [{ id: 'sh', type: 'shader', name: 'S', props: {}, graph }] },
'p',
);
const shader = loaded.assets[0] as ShaderAsset;
expect(shader.graph.nodes.map((n) => n.id)).toEqual(['o']);
});
});