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feuerwerk/tools/e2e/28-shader.mjs
T
rootandClaude Fable 5.1 3da0ef1be2
game-maker / suite (push) Successful in 7m55s
Shader graph: alpha input on Output, Texture alpha node (#70)
Output gains a number input `alpha`; unconnected it reads the texel's
alpha, like `color` reads the texel. The epilogue premultiplies with the
resolved alpha. New `Texture alpha` node exposes texel.a for maths.

PortDef.inline=false keeps the alpha port without an inline field: every
number port is inline by default, and a typed default of 0 would have made
every shaded sprite invisible. The compiler's texel fallback is typed:
colour ports get rgb, number ports get texel.a.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:51:59 +02:00

350 lines
15 KiB
JavaScript
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import { colourDistance } from '../lib/harness.mjs';
/**
* Shader assets: made from the + menu, built from nodes in the Shader tab, worn by a sprite through
* its Shader dropdown – whose Property nodes are the rows below it – and visible in the pixels, in
* the scene view and in the game. The fixture ships "Adjust colors"; the step removes what it made.
*/
/** (64, 128, 255): three distinct channels, so brightness, contrast and saturation each read differently. */
const BASE = '#4080ff';
const ADJUST = 'adjust-colors';
export async function shader(t) {
const {
check,
sleep,
json,
evaluate,
mutate,
click,
clickText,
locate,
press,
select,
undo,
play,
stop,
shot,
} = t;
const { doubleClick, typeText } = t;
const field = (label) => json(`__gm.inspectorField(${JSON.stringify(label)})`);
const info = () => json('__gm.shader.info()');
const shaders = () =>
json(`__gm.state.project.assets
.filter((a) => a.type === 'shader')
.map((a) => ({ id: a.id, name: a.name, nodes: a.graph.nodes.map((n) => ({ id: n.id, type: n.type, name: n.params.name })) }))`);
/** The overlay is drawn last, so a menu entry wins over a tab button or a row saying the same. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
await sleep(200);
};
const assetProps = (patch) =>
mutate(
`Object.assign(__gm.state.project.assets.find((a) => a.id === 'shade-sprite').props, ${JSON.stringify(patch)})`,
);
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await evaluate('__gm.state.select(null)');
await sleep(200);
// 28a. The fixture ships Adjust colors as an asset; the + menu makes another and opens its tab on it.
const seeded = (await shaders()).find((s) => s.id === ADJUST);
check(
'the fixture carries the Adjust colors shader as an asset of twelve nodes',
Boolean(seeded) && seeded.nodes.length === 12,
JSON.stringify(seeded),
);
await clickText('+');
await sleep(200);
await clickLast('Shader');
await sleep(400);
const made = (await shaders()).find((s) => s.id !== ADJUST);
const selection = await json('__gm.state.selection');
check(
'the + menu creates a shader asset, selected, and its tab opens on it',
Boolean(made) &&
selection?.kind === 'asset' &&
selection.assetId === made.id &&
(await json('__gm.tab()')) === 'shader' &&
(await json('__gm.shader.current()')) === made.id,
JSON.stringify({ made, selection, tab: await json('__gm.tab()') }),
);
if (!made) return;
check('the tab button has room for its label', (await json("__gm.shownLabel('Shader')")) === 'Shader');
// Named after its type, the asset's row in the Assets panel would say "Shader" like the inspector row.
await mutate(`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).name = 'Glow'`);
made.name = 'Glow';
check('an empty shader says what it lacks', (await info()) === 'No Output node', await info());
// 28b. Right-click offers shader nodes only; Texture color and Output placed from the palette.
const canvas = await json('__gm.shader.canvasRect()');
await click(canvas.x + 80, canvas.y + 60, 'right');
await sleep(300);
const offered = await json('__gm.overlayTexts()');
check(
'right-click offers shader nodes and no behavior node',
['Texture color', 'Output', 'Property', 'Mix', 'Luminance'].every((text) => offered.includes(text)) &&
!offered.some((text) => /On start|Number|Branch|Set state/.test(text)),
JSON.stringify(offered),
);
await clickLast('Texture color');
await sleep(300);
await click(canvas.x + 420, canvas.y + 60, 'right');
await sleep(300);
await clickLast('Output');
await sleep(300);
const madeNodes = async () => (await shaders()).find((s) => s.id === made.id)?.nodes ?? [];
check(
'both nodes are in the graph, the Output where its right-click was',
(await madeNodes()).map((n) => n.type).join(',') === 'ShaderTextureColor,ShaderOutput',
JSON.stringify(await madeNodes()),
);
await click(canvas.x + 420, canvas.y + 320, 'right');
await sleep(300);
const again = await json('__gm.overlayTexts()');
check(
'the palette offers the Output only once',
!again.includes('Output') && again.includes('Property'),
JSON.stringify(again),
);
await press('Escape');
await sleep(200);
check(
'an Output with nothing connected compiles: the texel passes through, no property declared',
(await info()) === '0 properties',
await info(),
);
// 28c. A Property node: its name is the row a sprite shows; a bad name is a problem on the node.
await click(canvas.x + 80, canvas.y + 320, 'right');
await sleep(300);
await clickLast('Property');
await sleep(300);
const propertyNode = (await madeNodes()).find((n) => n.type === 'ShaderProperty');
check(
'the placed property is named "value" and counted',
propertyNode?.name === 'value' && (await info()) === '1 property',
JSON.stringify({ propertyNode, info: await info() }),
);
const nameField = await json("__gm.inspectorField('Name', true)");
check('the inspector shows a Name field for the property', Boolean(nameField), JSON.stringify(nameField));
await doubleClick(nameField.x, nameField.y);
await typeText('glow');
await press('Enter');
await sleep(300);
check(
'typing in the Name field renames the property, on the node too',
(await madeNodes()).find((n) => n.id === propertyNode?.id)?.name === 'glow' &&
(await json(`__gm.shader.nodeLabel(${JSON.stringify(propertyNode?.id)})`)) === 'glow',
JSON.stringify(await madeNodes()),
);
await shot('28-shader-tab');
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'no good';`);
await sleep(300);
const problem = await json(`__gm.shader.nodeProblem(${JSON.stringify(propertyNode?.id)})`);
check(
'a name that is not one word is a problem on the node and the reason in the readout',
typeof problem === 'string' && problem.startsWith('Name must be') && (await info()) === problem,
JSON.stringify({ problem, info: await info() }),
);
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
a.graph.nodes.find((n) => n.id === ${JSON.stringify(propertyNode?.id)}).params.name = 'glow';`);
await sleep(300);
// 28d. A flat sprite on the camera, drawn on top of everything; its Shader dropdown lists the assets.
await mutate(`
const project = __gm.state.project;
const sprite = structuredClone(project.assets.find((a) => a.id === 'crate'));
sprite.id = 'shade-sprite';
sprite.name = 'Shaded';
sprite.props = { ...sprite.props, width: 160, height: 120, color: 0x4080ff, texture: '', shader: '' };
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const cam = scene.objects.find((o) => o.id === 'o3').position;
scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x, y: cam.y, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });
__gm.state.select(null)`);
await sleep(600);
// The pixels are the scene view's; the tab is still the shader's.
await evaluate("__gm.showTab('scene')");
await select({ kind: 'object', holderId: 'scene1', objectIds: ['oshade'], objectId: 'oshade' });
await sleep(400);
const box = await json("__gm.objectRect('oshade')");
check('the shaded sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
if (!box) return;
// Off centre: the camera symbol sits on the very same spot, and symbols draw above objects.
const centre = () =>
json(`__gm.pixelAt(${Math.round(box.x + 0.3 * box.w)}, ${Math.round(box.y + 0.3 * box.h)})`);
const base = await centre();
check('with no shader the sprite is its plain colour', colourDistance(base, BASE) < 12, base);
// The Shader row's dropdown reads "None"; it is the last such text in the inspector (Parent and
// Texture say it above). The label itself is no anchor: the tab button says "Shader" too.
const shaderField = await locate('None', true);
check(
'a sprite has a Shader row reading None, and no shader brings no parameter rows',
shaderField.x > box.x + box.w && (await field('brightness')) === null,
JSON.stringify(shaderField),
);
await click(shaderField.x, shaderField.y);
await sleep(300);
const choices = await json('__gm.overlayTexts()');
check(
'the dropdown offers None and every shader asset',
choices.some((text) => text.includes('None')) &&
choices.some((text) => text.includes('Adjust colors')) &&
choices.some((text) => text.includes(made.name)),
JSON.stringify({ choices, shaderField }),
);
await clickLast(choices.find((text) => text.includes('Adjust colors')));
await sleep(400);
const rows = await Promise.all([field('brightness'), field('contrast'), field('saturation')]);
check(
'picking Adjust colors adds its three property rows below the dropdown',
rows.every((r) => r !== null) &&
(await json("__gm.state.activeScene.objects.find((o) => o.id === 'oshade').overrides.shader")) ===
ADJUST,
JSON.stringify(rows),
);
await shot('28-shader-rows');
await undo();
await sleep(300);
check('undoing the choice takes the rows away again', (await field('brightness')) === null);
await select(null);
await sleep(200);
// 28e. Each property is visible in the pixels, with 1 neutral.
await assetProps({ shader: ADJUST });
await sleep(300);
const neutral = await centre();
check(
'Adjust colors at its defaults draws exactly what no shader draws',
colourDistance(neutral, base) < 6,
JSON.stringify({ base, neutral }),
);
await assetProps({ brightness: 1.25 });
await sleep(300);
const lighter = await centre();
check('brightness 1.25 adds a quarter to every channel', colourDistance(lighter, '#80c0ff') < 24, lighter);
await assetProps({ brightness: 1, contrast: 0 });
await sleep(300);
const flat = await centre();
check('contrast 0 flattens the colour to mid grey', colourDistance(flat, '#808080') < 24, flat);
await assetProps({ contrast: 1, saturation: 0 });
await sleep(300);
const grey = await centre();
check('saturation 0 leaves the luma as a grey', colourDistance(grey, '#7c7c7c') < 24, grey);
await shot('28-shader-desaturated');
// 28f. The game draws through the same path, so play shows the shader too.
await assetProps({ saturation: 1, brightness: 1.25 });
await play();
await sleep(500);
const at = await json("__gm.gameScreen('oshade')");
const played = at ? await json(`__gm.pixelAt(${Math.round(at.x + 20)}, ${Math.round(at.y + 20)})`) : null;
check(
'during play the sprite is drawn with its shader',
played !== null && colourDistance(played, '#80c0ff') < 24,
JSON.stringify({ at, played }),
);
await stop();
await sleep(300);
// 28g. Editing a shader's graph reaches every sprite wearing it: a Color wired into the new one's Output.
await assetProps({ brightness: 1, shader: made.id });
await sleep(300);
const through = await centre();
check(
'the new shader passes the texel through',
colourDistance(through, base) < 6,
JSON.stringify({ base, through }),
);
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
const out = a.graph.nodes.find((n) => n.type === 'ShaderOutput');
a.graph.nodes.push({ id: 'sh-red', type: 'ShaderColor', x: 0, y: 200, params: { value: 0xff0000 } });
a.graph.edges.push({ id: 'sh-red-edge', from: { node: 'sh-red', port: 'color' }, to: { node: out.id, port: 'color' } });`);
await sleep(400);
const red = await centre();
check(
'wiring a red Color into the Output recompiles: the sprite turns red',
colourDistance(red, '#ff0000') < 24,
red,
);
// 28h. Alpha: Texture alpha times a Property into the Output's alpha blends the sprite with what
// is behind it; at 1 the pixel is the one from before, byte for byte.
await mutate(`
const a = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
const out = a.graph.nodes.find((n) => n.type === 'ShaderOutput');
a.graph.nodes.push(
{ id: 'sh-alpha', type: 'ShaderTextureAlpha', x: 0, y: 300, params: {} },
{ id: 'sh-opacity', type: 'ShaderProperty', x: 0, y: 400, params: { name: 'opacity', default: 1, min: 0, max: 1 } },
{ id: 'sh-fade', type: 'ShaderMultiply', x: 200, y: 350, params: {} });
a.graph.edges.push(
{ id: 'sh-fade-a', from: { node: 'sh-alpha', port: 'value' }, to: { node: 'sh-fade', port: 'a' } },
{ id: 'sh-fade-b', from: { node: 'sh-opacity', port: 'value' }, to: { node: 'sh-fade', port: 'b' } },
{ id: 'sh-fade-out', from: { node: 'sh-fade', port: 'result' }, to: { node: out.id, port: 'alpha' } });`);
await sleep(400);
const opaque = await centre();
check(
'an opacity property at its default 1 changes nothing',
opaque === red,
JSON.stringify({ red, opaque, info: await info() }),
);
await assetProps({ opacity: 0 });
await sleep(300);
const behind = await centre();
check('opacity 0 shows what is behind the sprite', colourDistance(behind, red) > 60, { red, behind });
await assetProps({ opacity: 0.5 });
await sleep(300);
const half = await centre();
const channel = (hex, i) => parseInt(hex.slice(i, i + 2), 16);
const expected =
'#' +
[1, 3, 5]
.map((i) =>
Math.round((channel(red, i) + channel(behind, i)) / 2)
.toString(16)
.padStart(2, '0'),
)
.join('');
check('opacity 0.5 blends the sprite half with what is behind', colourDistance(half, expected) < 24, {
red,
behind,
half,
expected,
});
await assetProps({ opacity: 1 });
await sleep(300);
check('opacity back at 1 draws the pixel from before, byte for byte', (await centre()) === red);
// 28i. Back to None: no filter at all, the plain colour returns bit for bit.
await assetProps({ shader: '' });
await sleep(300);
const back = await centre();
check(
'switching back to None restores the plain colour',
colourDistance(back, base) < 6,
JSON.stringify({ base, back }),
);
await mutate(`
const project = __gm.state.project;
project.assets = project.assets.filter((a) => a.id !== 'shade-sprite' && a.id !== ${JSON.stringify(made.id)});
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'oshade')`);
await evaluate('__gm.state.select(null)');
await sleep(200);
check(
'the step leaves nothing behind but the fixture’s shader',
(await json("__gm.state.project.assets.some((a) => a.id === 'shade-sprite')")) === false &&
(await json("__gm.state.activeScene.objects.some((o) => o.id === 'oshade')")) === false &&
(await shaders()).map((s) => s.id).join(',') === ADJUST,
);
}