A composition's sound ran on the audio clock while its picture ran on the frames. A frame counts at most 0.1 s, so after a hitch the sound stayed ahead of the picture until the next stop. Songs in a trailer drifted off the cut. The items of a composition also had no bus of their own, and a video sprite could not pick where its sound goes. - CompositionSound.follow compares the audio clock with the picture each frame. More than 40 ms apart, it starts the sound again where the picture is. This holds in the tab and in a run. - A time scale other than 1 now restarts the sound again and again. It stays in time but comes in pieces. - The sprite of a video item shows "Driven (by composition)" as a fixed Video clock row. Video time is hidden there, because the composition sets it every frame. - Every composition has a bus in the mix and a node in the master routing. A new one goes to the master unless other compositions are linked elsewhere, apart from where the sounds go. - Audio items pick From asset, To composition, Master or a bus. New items start with To composition. Items saved before keep From asset, so music already sent through a bus does not bypass it. - Video sprites have a new row Video bus: From asset by default, the master or a bus. In a composition the default is the composition's bus, also for video sprites inside a container item. - The chosen bus is part of the key of the video player, so a sprite with another bus gets a player of its own. Found along the way: - Six tests with full lists of sprite defaults expected the old rows and now list Video bus too. Tests: - tsc, eslint, Prettier clean - Unit: 971 green in the 28 files touched - npm run check on melektaus-atx: green, 309 files, 4804 tests - e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item and the video item go into mix:cp68-cut, which goes to the master. - e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new. After a hitch of 500 ms the sound restarted twice and then lay 0.5 to 5 ms off the playhead. - Counter-checks in unit tests: without the comparison the hitch test fails, without the bus in the preload the run test fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
859 lines
38 KiB
TypeScript
859 lines
38 KiB
TypeScript
/**
|
||
* 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,
|
||
CollapseNodesCommand,
|
||
ConnectCommand,
|
||
FoldEdgeCommand,
|
||
MoveNodeCommand,
|
||
SetNodeParamCommand,
|
||
} 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 { graphFingerprint } from '../../src/core/graph/Graph';
|
||
import { compileShader, PADDING_CLAMP_HINT } from '../../src/core/shader/compile';
|
||
import {
|
||
DEFAULT_EDGE,
|
||
EDGE_PARAM,
|
||
MAX_PADDING,
|
||
PADDING_PARAM,
|
||
paddingOf,
|
||
SHADER_NODES,
|
||
SHADER_NUMBER,
|
||
SHADER_OUTPUT,
|
||
SHADER_SAMPLE,
|
||
SHADER_TEXTURE_ALPHA,
|
||
SHADER_TEXTURE_COLOR,
|
||
SHADER_TEXTURE_SIZE,
|
||
SHADER_TIME,
|
||
SHADER_UV,
|
||
ShaderOutput,
|
||
ShaderSample,
|
||
SHEET_EDGE,
|
||
} 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', kind: 'number', default: 1 },
|
||
{ name: 'contrast', kind: 'number', default: 1 },
|
||
{ name: 'saturation', kind: 'number', 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 texelAt(sampler2D picture, vec2 uv) { return texture(picture, uv); }');
|
||
expect(fragment).toContain('vec4 texel = texelAt(uTexture, vTextureCoord) * vColor;');
|
||
expect(fragment).toContain('vec3 straight(vec4 c) { return c.a > 0.0 ? c.rgb / c.a : c.rgb; }');
|
||
expect(fragment).toContain('vec3 rgb = straight(texel);');
|
||
expect(compiled).toMatchObject({ time: false, edge: 'mirror' });
|
||
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 result wired to the alpha port while it was a number, and fed a colour afterwards, 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(doubled, 'result', out, 'alpha');
|
||
wrong.link(texel, 'color', doubled, 'a');
|
||
const build = compileShader(wrong.asset().graph);
|
||
expect(build.compiled).toBeNull();
|
||
expect(build.problems).toEqual({ [out]: '"alpha" needs a number, not a color' });
|
||
});
|
||
|
||
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 result can while it is a number, and
|
||
// the edge stays when a colour feeds the Multiply afterwards.
|
||
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(doubled, 'result', mixed, 't');
|
||
s.link(texel, 'color', doubled, 'a');
|
||
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 color' });
|
||
expect(build.reason).toBe('"t" needs a number, not a color');
|
||
|
||
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' });
|
||
});
|
||
|
||
it('refuses a property named like a row the sprite brings itself (#63)', () => {
|
||
const f = makeSpriteScene();
|
||
const s = shaderEditor(f);
|
||
s.add(SHADER_OUTPUT);
|
||
// One of the sprite's own rows, one of the transform rows, one legitimate name.
|
||
const wide = s.add(SHADER_PROPERTY, property('width'));
|
||
const turned = s.add(SHADER_PROPERTY, property('rotation'));
|
||
const fine = s.add(SHADER_PROPERTY, property('amount'));
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.compiled).toBeNull();
|
||
expect(build.problems).toEqual({
|
||
[wide]: '"width" is a sprite property',
|
||
[turned]: '"rotation" is a sprite property',
|
||
});
|
||
expect(build.problems[fine]).toBeUndefined();
|
||
// The row is not declared either, so the sprite keeps one width row – the one that is 100.
|
||
expect(shaderParamDefs(s.asset().graph).map((r) => r.key)).toEqual(['amount']);
|
||
const sprite = findAssetOf(f.project, f.spriteId, 'sprite')!;
|
||
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, SHADER_KEY, s.id));
|
||
const rows = schemaForAsset(f.project, sprite).filter((d) => d.key === 'width');
|
||
expect(rows).toHaveLength(1);
|
||
expect(rows[0]).toMatchObject({ label: 'Width', default: 100 });
|
||
});
|
||
|
||
it('divides through a guard, so dividing by zero is 0 and not the driver’s choice (#64)', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f);
|
||
const zero = s.add(SHADER_NUMBER, { value: 0 });
|
||
const half = s.add('ShaderDivide', { a: 1 });
|
||
const held = s.add('ShaderClamp', { min: 0, max: 0.5 });
|
||
const output = s.add(SHADER_OUTPUT);
|
||
s.link(zero, 'value', half, 'b');
|
||
s.link(half, 'result', held, 'value');
|
||
s.link(held, 'result', output, 'color');
|
||
const { fragment } = compileShader(s.asset().graph).compiled!;
|
||
expect(fragment).toContain('float divide(float a, float b) { return b == 0.0 ? 0.0 : a / b; }');
|
||
expect(fragment).toMatch(/float n\d+_result = divide\(1\.0, n\d+_value\);/);
|
||
expect(fragment).toMatch(/float n\d+_result = clamp\(n\d+_result, 0\.0, 0\.5\);/);
|
||
// Nothing writes the bare operator any more – that was the NaN (#64).
|
||
expect(fragment).not.toMatch(/n\d+_\w+ \/ n\d+_\w+/);
|
||
|
||
// A colour divides per channel, through the vec3 overload of the same guard.
|
||
const c = shaderEditor(f, 'Faded');
|
||
const texel = c.add(SHADER_TEXTURE_COLOR);
|
||
const by = c.add('ShaderDivide', { b: 2 });
|
||
const out = c.add(SHADER_OUTPUT);
|
||
c.link(texel, 'color', by, 'a');
|
||
c.link(by, 'result', out, 'color');
|
||
const coloured = compileShader(c.asset().graph).compiled!.fragment;
|
||
expect(coloured).toContain(
|
||
'vec3 divide(vec3 a, vec3 b) { return vec3(divide(a.x, b.x), divide(a.y, b.y), divide(a.z, b.z)); }',
|
||
);
|
||
expect(coloured).toMatch(/vec3 n\d+_result = divide\(n\d+_color, vec3\(2\.0\)\);/);
|
||
// A clamped colour keeps its type: clamp(vec3, float, float) is one of the GLSL overloads.
|
||
const k = shaderEditor(f, 'Held');
|
||
const rgb = k.add(SHADER_TEXTURE_COLOR);
|
||
const clamped = k.add('ShaderClamp', { min: 0.25, max: 0.75 });
|
||
const out2 = k.add(SHADER_OUTPUT);
|
||
k.link(rgb, 'color', clamped, 'value');
|
||
k.link(clamped, 'result', out2, 'color');
|
||
expect(compileShader(k.asset().graph).compiled!.fragment).toMatch(
|
||
/vec3 n\d+_result = clamp\(n\d+_color, 0\.25, 0\.75\);/,
|
||
);
|
||
});
|
||
|
||
it('gives the graph the pixel’s place, the picture at another spot, its size and the clock', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Flip');
|
||
const uv = s.add(SHADER_UV);
|
||
const flipped = s.add('ShaderSubtract', { a: 1 });
|
||
const sample = s.add(SHADER_SAMPLE);
|
||
const size = s.add(SHADER_TEXTURE_SIZE);
|
||
const time = s.add(SHADER_TIME);
|
||
const wave = s.add('ShaderSin');
|
||
const sum = s.add('ShaderAdd');
|
||
const output = s.add(SHADER_OUTPUT, { edge: 'repeat' });
|
||
s.link(uv, 'u', flipped, 'b');
|
||
s.link(flipped, 'result', sample, 'u');
|
||
s.link(sample, 'color', output, 'color');
|
||
s.link(time, 'value', wave, 'value');
|
||
s.link(size, 'width', sum, 'a');
|
||
s.link(wave, 'result', sum, 'b');
|
||
s.link(sum, 'result', output, 'alpha');
|
||
// Nothing to type on u and v: unconnected, each is the pixel's own, and the node is Texture color.
|
||
expect(inlineInputs(ShaderSample)).toEqual([]);
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.problems).toEqual({});
|
||
const compiled = build.compiled!;
|
||
expect(compiled).toMatchObject({ time: true, edge: 'repeat', uniforms: [] });
|
||
const { fragment } = compiled;
|
||
expect(fragment).toContain('uniform float uTime;');
|
||
expect(fragment).toMatch(/float n\d+_u = vTextureCoord\.x;/);
|
||
expect(fragment).toMatch(/float n\d+_result = \(1\.0 - n\d+_u\);/);
|
||
expect(fragment).toMatch(
|
||
/vec3 n\d+_color = straight\(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\);/,
|
||
);
|
||
expect(fragment).toMatch(
|
||
/float n\d+_alpha = \(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)\.a;/,
|
||
);
|
||
expect(fragment).toMatch(/float n\d+_width = \(vec2\(textureSize\(uTexture, 0\)\) \* uPixelScale\)\.x;/);
|
||
expect(fragment).toContain('uniform vec2 uPixelScale;');
|
||
expect(fragment).toMatch(/float n\d+_value = uTime;/);
|
||
expect(fragment).toMatch(/float n\d+_result = sin\(n\d+_value\);/);
|
||
});
|
||
|
||
it('takes the clock only for a Time node the Output reaches, and the Edge from the Output', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Idle');
|
||
s.add(SHADER_TIME);
|
||
const out = s.add(SHADER_OUTPUT);
|
||
const params = s.asset().graph.nodes.find((n) => n.id === out)!.params;
|
||
// A new Output carries the default, so a graph never silently changes when the default does.
|
||
expect(params[EDGE_PARAM]).toBe('clamp');
|
||
let compiled = compileShader(s.asset().graph).compiled!;
|
||
expect(compiled).toMatchObject({ time: false, edge: SHEET_EDGE });
|
||
expect(compiled.fragment).not.toContain('uTime');
|
||
// Nothing reads past the border here, so no mode can show – and none costs a second picture.
|
||
params[EDGE_PARAM] = 'repeat';
|
||
expect(compileShader(s.asset().graph).compiled!.edge).toBe(SHEET_EDGE);
|
||
const uv = s.add(SHADER_UV);
|
||
const shift = s.add('ShaderAdd', { b: 0.5 });
|
||
const sample = s.add(SHADER_SAMPLE);
|
||
s.link(uv, 'u', shift, 'a');
|
||
s.link(shift, 'result', sample, 'u');
|
||
s.link(sample, 'color', out, 'color');
|
||
expect(compileShader(s.asset().graph).compiled!.edge).toBe('repeat');
|
||
// A value the dropdown never offers reads as the default rather than as a mode.
|
||
params[EDGE_PARAM] = 'sideways';
|
||
compiled = compileShader(s.asset().graph).compiled!;
|
||
expect(compiled.edge).toBe(DEFAULT_EDGE);
|
||
// A graph from before the setting existed has no value at all and takes the default too (#81).
|
||
delete params[EDGE_PARAM];
|
||
expect(compileShader(s.asset().graph).compiled!.edge).toBe('clamp');
|
||
});
|
||
|
||
describe('padding and the Transparent edge (#69)', () => {
|
||
const plain = (params: Record<string, unknown> = {}) => {
|
||
const s = shaderEditor(makeProject(), 'Glow');
|
||
const out = s.add(SHADER_OUTPUT, params);
|
||
return { s, out, build: () => compileShader(s.asset().graph) };
|
||
};
|
||
|
||
it('has no padding on a new Output, and hands on what is set there', () => {
|
||
const fresh = plain();
|
||
const params = fresh.s.asset().graph.nodes.find((n) => n.id === fresh.out)!.params;
|
||
expect(params[PADDING_PARAM]).toBe(0);
|
||
expect(fresh.build().compiled!.padding).toBe(0);
|
||
expect(plain({ padding: 3 }).build().compiled!.padding).toBe(3);
|
||
// A graph from before the setting existed has no value and draws as it did.
|
||
delete params[PADDING_PARAM];
|
||
expect(fresh.build().compiled!.padding).toBe(0);
|
||
});
|
||
|
||
it('reads a padding nobody could mean as none, and stops at the limit', () => {
|
||
expect(paddingOf({ padding: -4 })).toBe(0);
|
||
expect(paddingOf({ padding: 'wide' })).toBe(0);
|
||
expect(paddingOf({ padding: Number.POSITIVE_INFINITY })).toBe(0);
|
||
expect(paddingOf({ padding: MAX_PADDING + 1 })).toBe(MAX_PADDING);
|
||
expect(paddingOf({ padding: 1.5 })).toBe(1.5);
|
||
});
|
||
|
||
it('shows the Edge in the margin: with padding the mode counts without any shifted Sample', () => {
|
||
expect(plain({ edge: 'repeat' }).build().compiled!.edge).toBe(SHEET_EDGE);
|
||
expect(plain({ edge: 'repeat', padding: 2 }).build().compiled!.edge).toBe('repeat');
|
||
expect(plain({ edge: 'clamp', padding: 2 }).build().compiled!.edge).toBe('clamp');
|
||
});
|
||
|
||
it('cuts Transparent in the fragment, on the plain sheet', () => {
|
||
const { compiled } = plain({ edge: 'transparent', padding: 2 }).build();
|
||
// No copy of the picture with a sampler of its own: the fragment empties the outside itself.
|
||
expect(compiled!.edge).toBe(SHEET_EDGE);
|
||
expect(compiled!.fragment).toContain(
|
||
'vec4 texelAt(sampler2D picture, vec2 uv) { vec2 inside = step(vec2(0.0), uv) * step(uv, vec2(1.0)); return texture(picture, uv) * (inside.x * inside.y); }',
|
||
);
|
||
// The sprite's own pixel goes through the same cut, so the margin itself is empty.
|
||
expect(compiled!.fragment).toContain('vec4 texel = texelAt(uTexture, vTextureCoord) * vColor;');
|
||
for (const edge of ['clamp', 'mirror', 'repeat'])
|
||
expect(plain({ edge, padding: 2 }).build().compiled!.fragment).toContain(
|
||
'vec4 texelAt(sampler2D picture, vec2 uv) { return texture(picture, uv); }',
|
||
);
|
||
});
|
||
|
||
it('reads a shifted Sample through the same cut', () => {
|
||
const { s, out, build } = plain({ edge: 'transparent' });
|
||
const uv = s.add(SHADER_UV);
|
||
const shift = s.add('ShaderAdd', { b: 0.5 });
|
||
const sample = s.add(SHADER_SAMPLE);
|
||
s.link(uv, 'u', shift, 'a');
|
||
s.link(shift, 'result', sample, 'u');
|
||
s.link(sample, 'color', out, 'color');
|
||
const { compiled } = build();
|
||
expect(compiled!.edge).toBe(SHEET_EDGE);
|
||
expect(compiled!.fragment).toMatch(
|
||
/straight\(texelAt\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)/,
|
||
);
|
||
expect(compiled!.fragment).not.toMatch(/straight\(texture\(/);
|
||
});
|
||
|
||
it('says at the Output that padding with Clamp smears, and still compiles', () => {
|
||
const smeared = plain({ edge: 'clamp', padding: 2 });
|
||
const build = smeared.build();
|
||
expect(build.hints).toEqual({ [smeared.out]: PADDING_CLAMP_HINT });
|
||
expect(build.problems).toEqual({});
|
||
expect(build.reason).toBe('');
|
||
expect(build.compiled).not.toBeNull();
|
||
expect(plain({ edge: 'clamp' }).build().hints).toEqual({});
|
||
for (const edge of ['transparent', 'mirror', 'repeat'])
|
||
expect(plain({ edge, padding: 2 }).build().hints).toEqual({});
|
||
});
|
||
|
||
it('offers Transparent and Padding on the Output', () => {
|
||
const [edge, padding] = ShaderOutput.params;
|
||
expect(edge).toMatchObject({ key: EDGE_PARAM, kind: 'enum' });
|
||
expect((edge as { options: { value: string }[] }).options.map((o) => o.value)).toEqual([
|
||
'clamp',
|
||
'mirror',
|
||
'repeat',
|
||
'transparent',
|
||
]);
|
||
expect(padding).toMatchObject({
|
||
key: PADDING_PARAM,
|
||
kind: 'number',
|
||
default: 0,
|
||
min: 0,
|
||
max: MAX_PADDING,
|
||
});
|
||
});
|
||
|
||
it('compiles anew when the padding changes, so every wearer hears of it', () => {
|
||
const { s, out } = plain({ padding: 1 });
|
||
const before = graphFingerprint(s.asset().graph);
|
||
s.asset().graph.nodes.find((n) => n.id === out)!.params[PADDING_PARAM] = 2;
|
||
expect(graphFingerprint(s.asset().graph)).not.toBe(before);
|
||
});
|
||
});
|
||
|
||
it('writes Fract, Step and Floor as the GLSL calls, per channel for a colour', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Lines');
|
||
const uv = s.add(SHADER_UV);
|
||
const scaled = s.add('ShaderMultiply', { b: 4 });
|
||
const saw = s.add('ShaderFract');
|
||
const cut = s.add('ShaderStep', { edge: 0.5 });
|
||
const tint = s.add('ShaderColor', { value: 0xff8000 });
|
||
const whole = s.add('ShaderFloor');
|
||
const output = s.add(SHADER_OUTPUT);
|
||
s.link(uv, 'v', scaled, 'a');
|
||
s.link(scaled, 'result', saw, 'value');
|
||
s.link(saw, 'result', cut, 'value');
|
||
s.link(cut, 'result', output, 'alpha');
|
||
s.link(tint, 'color', whole, 'value');
|
||
s.link(whole, 'result', output, 'color');
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.problems).toEqual({});
|
||
const { fragment } = build.compiled!;
|
||
expect(fragment).toMatch(/float n\d+_result = \(n\d+_v \* 4\.0\);/);
|
||
expect(fragment).toMatch(/float n\d+_result = fract\(n\d+_result\);/);
|
||
expect(fragment).toMatch(/float n\d+_result = step\(0\.5, n\d+_result\);/);
|
||
expect(fragment).toMatch(/vec3 n\d+_result = floor\(n\d+_color\);/);
|
||
expect(fragment).toMatch(/float alpha = clamp\(n\d+_result, 0\.0, 1\.0\);/);
|
||
});
|
||
|
||
it('writes Pow as the GLSL call with the base held at 0, the exponent broadcast for a colour', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Gamma');
|
||
const uv = s.add(SHADER_UV);
|
||
const eased = s.add('ShaderPow', { exponent: 2 });
|
||
const tint = s.add('ShaderColor', { value: 0xff8000 });
|
||
const gamma = s.add('ShaderPow', { exponent: 2.2 });
|
||
const output = s.add(SHADER_OUTPUT);
|
||
s.link(uv, 'u', eased, 'value');
|
||
s.link(eased, 'result', output, 'alpha');
|
||
s.link(tint, 'color', gamma, 'value');
|
||
s.link(gamma, 'result', output, 'color');
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.problems).toEqual({});
|
||
const { fragment } = build.compiled!;
|
||
expect(fragment).toMatch(/float n\d+_result = pow\(max\(n\d+_u, 0\.0\), 2\.0\);/);
|
||
expect(fragment).toMatch(/vec3 n\d+_result = pow\(max\(n\d+_color, 0\.0\), vec3\(2\.2\)\);/);
|
||
});
|
||
|
||
it('writes Sqrt as the GLSL call with the value held at 0, per channel for a colour', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Root');
|
||
const uv = s.add(SHADER_UV);
|
||
const root = s.add('ShaderSqrt');
|
||
const tint = s.add('ShaderColor', { value: 0xff8000 });
|
||
const rolled = s.add('ShaderSqrt');
|
||
const output = s.add(SHADER_OUTPUT);
|
||
s.link(uv, 'u', root, 'value');
|
||
s.link(root, 'result', output, 'alpha');
|
||
s.link(tint, 'color', rolled, 'value');
|
||
s.link(rolled, 'result', output, 'color');
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.problems).toEqual({});
|
||
const { fragment } = build.compiled!;
|
||
expect(fragment).toMatch(/float n\d+_result = sqrt\(max\(n\d+_u, 0\.0\)\);/);
|
||
expect(fragment).toMatch(/vec3 n\d+_result = sqrt\(max\(n\d+_color, 0\.0\)\);/);
|
||
});
|
||
|
||
it('writes Abs as the GLSL call, per channel for a colour', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f, 'Fold');
|
||
const uv = s.add(SHADER_UV);
|
||
const centred = s.add('ShaderSubtract', { b: 0.5 });
|
||
const folded = s.add('ShaderAbs');
|
||
const tint = s.add('ShaderColor', { value: 0xff8000 });
|
||
const magnitude = s.add('ShaderAbs');
|
||
const output = s.add(SHADER_OUTPUT);
|
||
s.link(uv, 'u', centred, 'a');
|
||
s.link(centred, 'result', folded, 'value');
|
||
s.link(folded, 'result', output, 'alpha');
|
||
s.link(tint, 'color', magnitude, 'value');
|
||
s.link(magnitude, 'result', output, 'color');
|
||
const build = compileShader(s.asset().graph);
|
||
expect(build.problems).toEqual({});
|
||
const { fragment } = build.compiled!;
|
||
expect(fragment).toMatch(/float n\d+_result = abs\(n\d+_result\);/);
|
||
expect(fragment).toMatch(/vec3 n\d+_result = abs\(n\d+_color\);/);
|
||
});
|
||
});
|
||
|
||
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',
|
||
'keepOnSceneLoad',
|
||
'scale',
|
||
'rotation',
|
||
'mirrorX',
|
||
'mirrorY',
|
||
'sortWithParent',
|
||
'renderLayer',
|
||
'width',
|
||
'height',
|
||
'color',
|
||
'texture',
|
||
'videoClock',
|
||
'videoTime',
|
||
'videoVolume',
|
||
'videoBus',
|
||
'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',
|
||
'keepOnSceneLoad',
|
||
'scale',
|
||
'rotation',
|
||
'mirrorX',
|
||
'mirrorY',
|
||
'sortWithParent',
|
||
'renderLayer',
|
||
'width',
|
||
'height',
|
||
'color',
|
||
'texture',
|
||
'videoClock',
|
||
'videoTime',
|
||
'videoVolume',
|
||
'videoBus',
|
||
'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(17);
|
||
});
|
||
|
||
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(17);
|
||
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']);
|
||
});
|
||
});
|
||
|
||
describe('the fingerprint the shader library caches on', () => {
|
||
it('ignores a move, a collapse and a fold, and changes with a param or an edge', () => {
|
||
const f = makeProject();
|
||
const s = shaderEditor(f);
|
||
const n = buildAdjustColors(s);
|
||
const before = graphFingerprint(s.asset().graph);
|
||
f.stack.execute(new MoveNodeCommand(s.id, n.bright, 300, 200));
|
||
f.stack.execute(new CollapseNodesCommand(s.id, [n.bright, n.luma], true));
|
||
f.stack.execute(new FoldEdgeCommand(s.id, s.asset().graph.edges[0]!.id, true));
|
||
expect(s.asset().graph.nodes.find((x) => x.id === n.bright)).toMatchObject({ x: 300, collapsed: true });
|
||
expect(graphFingerprint(s.asset().graph)).toBe(before);
|
||
f.stack.execute(new SetNodeParamCommand(s.id, n.shifted, 'b', 0.25));
|
||
const withParam = graphFingerprint(s.asset().graph);
|
||
expect(withParam).not.toBe(before);
|
||
s.link(n.brightness, 'value', n.output, 'alpha');
|
||
expect(graphFingerprint(s.asset().graph)).not.toBe(withParam);
|
||
});
|
||
});
|