Refactoring round 9 covers everything since round 8 (14972d0): 62 commits with about 29 000 new lines in src, api, tools and tests. Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25 asset types, and the shader function from #303 makes 26, so the run ofa526e1bfailed there. Duplicate code (jscpd over src, 50 tokens, without the two licence texts: 35 clones / 289 lines before, 29 / 232 after): - ShaderPicture (new, viewport/shaderPicture.ts) is the picture a camera's shader and a particle field's shader are laid over. It keeps the render texture while its size holds and frees the replaced one once the shader holds the new one. CameraShade and ParticleField.shadeField drew it the same way, line for line. - CameraShade builds its mesh on the first draw. Before, every redraw of a view without a camera shader built a mesh and threw it away. - emptyHost in inspector/host.ts builds the empty host the Inspector, the Variables tab and the Tilemap panel start from. - paddedQuad(null) is the plain unit quad. symbols.ts and shaderPasses.ts each wrote it out by hand. - In graph/nested.ts, calls of shader functions and On behavior nodes are followed by one walk, `reaches`, over ids `namedBy` a node type. Dead code: - ShaderEditor.colorFieldOf and the getter CurveCanvas.snapping had no reader. - 22 values used only in their own file lose their `export`. Types and the node catalogues of shaders and particles stay exported. - Kept on purpose: PhysicsSystem.holdsJoint is read by tests only, but it is their one view of whether a joint holds. - A pass with stricter lint rules over every file changed since round 8 found no bug. PixelArtEditor.started is now readonly. Comments and docs: - Ten comments told history ("since #190", "used to", "any more"). They now describe what is. The bundle is md5-identical before and after, and the four e2e files minify to the same bytes. - README: joint and shader function in the asset list, joints on the Physics row, what the Shaders page covers, two CI runners. - e2e 04 keeps the number of asset types once, as ASSET_TYPE_COUNT. - screenshot.png in the README is a new picture of the editor (3840x2160 instead of 1825x1140), taken by the user. Tests: - Gate on melektaus-atx: 229 files, 3514 tests, CHECK EXIT 0 (+3 for emptyHost, +1 for the unit quad). - e2e 1-4, 31, 63 on melektaus-atx: ALL PASSED, 195 checks. That is the + menu of 04, the field shader of 31 and the camera shader of 63, both through ShaderPicture. - No new e2e check, so the sum stays 1728. - Counter-checks, each put back and compared with cmp: reaches that never goes on fails 1 test, listensTo reading the wrong parameter fails 1, emptyHost dropping what a panel hands in fails 1, folding without a relayout fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
209 lines
9.9 KiB
TypeScript
209 lines
9.9 KiB
TypeScript
import { type FrameRect, isTextureFile, resolvePicture } from '../../core/model/texture';
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import { effectiveScale, gameClock } from '../../core/time';
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import {
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afterFrames,
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hairline,
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isRendering,
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renderCount,
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requestRender,
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stagePixel,
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stagePixels,
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} from '../../ui';
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import { particleLibrary } from '../../viewport/ParticleLibrary';
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import { shaderLibrary } from '../../viewport/ShaderLibrary';
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import { textureLibrary } from '../../viewport/TextureLibrary';
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import { type Container, Mesh } from 'pixi.js';
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import type { HookContext } from './hookHelpers';
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import { edgeContrast } from './sharpness';
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/** What was really drawn, and the clocks behind it: pixels, textures, frames, shaders and particles. */
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export function renderHooks({ app, state, editor }: HookContext) {
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const { viewport, gameView } = editor;
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const pixelAt = (x: number, y: number): string => stagePixel(app, x, y);
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/**
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* A part of the frame as the screen gets it, device pixel for device pixel. `pixelAt` cannot say
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* that: it draws the stage again into a target of its own, at the layout's size.
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*/
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const deviceFrame = (x: number, y: number, w: number, h: number): ImageData => {
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const res = app.renderer.resolution;
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const [sx, sy, sw, sh] = [x, y, w, h].map((v) => Math.round(v * res)) as [number, number, number, number];
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const copy = document.createElement('canvas');
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copy.width = Math.max(1, sw);
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copy.height = Math.max(1, sh);
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const context = copy.getContext('2d')!;
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// In one go with the render: the drawing buffer is only promised to hold the frame until the task ends.
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app.render();
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context.drawImage(app.canvas, sx, sy, copy.width, copy.height, 0, 0, copy.width, copy.height);
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return context.getImageData(0, 0, copy.width, copy.height);
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};
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return {
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pixelAt,
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/** The grid the interface rounds to: device pixels per layout pixel, and what a hairline measures. */
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pixelGrid: () => ({ resolution: app.renderer.resolution, hairline: hairline() }),
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/** How hard the edges are in a rectangle of the screen, given in layout pixels – see `edgeContrast`. */
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edgeContrast: (x: number, y: number, w: number, h: number) => {
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const frame = deviceFrame(x, y, w, h);
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return edgeContrast(frame.data, frame.width, frame.height);
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},
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/** The device pixels down one column, from layout `y` over `h`, as `#rrggbb`. */
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deviceColumn: (x: number, y: number, h: number) => {
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const { data, height } = deviceFrame(x, y, 1 / app.renderer.resolution, h);
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const hex = (v: number | undefined) => (v ?? 0).toString(16).padStart(2, '0');
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return Array.from(
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{ length: height },
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(_, row) => `#${hex(data[row * 4])}${hex(data[row * 4 + 1])}${hex(data[row * 4 + 2])}`,
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);
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},
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/** Many points from one render, each the colour `pixelAt` would give – for checks that sample hundreds. */
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pixels: (points: readonly { x: number; y: number }[]) => stagePixels(app, points),
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/**
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* A horizontal run of pixels in one read. A check that has to tell a repeated pattern from a
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* stretched one needs dozens of samples, and dozens of round trips would cost more than the
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* step it belongs to.
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*/
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pixelRow: (x: number, y: number, count: number) => {
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const width = Math.max(1, Math.min(1024, Math.round(count)));
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return stagePixels(
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app,
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Array.from({ length: width }, (_, i) => ({ x: x + i, y })),
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);
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},
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/** Every uploaded picture the project names and whether it is in memory, drawn anywhere or not. */
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heldPictures: () =>
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state.project.assets.flatMap((asset) =>
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asset.type === 'texture' && isTextureFile(asset.file)
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? [{ name: asset.name, held: textureLibrary.peek(asset.file) !== null }]
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: [],
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),
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/** The filter and wrap the GPU sampler actually got, next to the model's – only the driver knows the former. */
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textureFilter: (file: string, rect: FrameRect | null = null) => {
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const texture = textureLibrary.peek(file, rect);
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if (!texture) return null;
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const source = texture.source;
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const renderer = app.renderer as unknown as {
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gl?: WebGL2RenderingContext;
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uid: number;
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texture: { bindSource(source: unknown, location: number): void };
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};
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const gl = renderer.gl;
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const uploaded = Boolean(
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(source as unknown as { _gpuData: Record<number, unknown> })._gpuData[renderer.uid],
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);
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let magFilter = 0;
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let wrapT = 0;
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if (gl) {
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// Through Pixi rather than a raw `bindTexture`, so its idea of what is bound stays true.
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renderer.texture.bindSource(source, 0);
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magFilter = gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER) as number;
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wrapT = gl.getTexParameter(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T) as number;
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}
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return {
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scaleMode: source.scaleMode,
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gpu: magFilter === gl?.NEAREST ? 'nearest' : magFilter === gl?.LINEAR ? 'linear' : 'none',
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wrap:
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wrapT === gl?.CLAMP_TO_EDGE
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? 'clamp'
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: wrapT === gl?.REPEAT
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? 'repeat'
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: wrapT === gl?.MIRRORED_REPEAT
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? 'mirror'
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: 'none',
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uploaded,
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};
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},
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/**
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* A picture an asset draws itself (#129, #185): the key it is kept under, the canvas the model
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* says it is, and the size it actually lies on the GPU in – which is the only place the
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* supersampling of the rasteriser is visible. `kept` false means the key is not in memory,
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* which is what a check reads to see an old revision let go.
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*/
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drawnPicture: (assetId: string) => {
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const ref = resolvePicture(state.project, assetId);
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if (!ref) return null;
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const texture = textureLibrary.peek(ref.file);
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return {
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file: ref.file,
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width: ref.sourceWidth,
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height: ref.sourceHeight,
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pixelWidth: texture?.source.pixelWidth ?? 0,
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pixelHeight: texture?.source.pixelHeight ?? 0,
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kept: texture !== null,
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};
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},
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/** Drawn pictures whose revision moved on while a shader still named them (#293); freed on a later ask. */
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picturesWaiting: () => textureLibrary.waitingPictures(),
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fps: () => editor.fps,
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/**
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* What the render loop did: frames actually drawn, and whether it is currently awake. The
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* only way to see a missing repaint from a check script – `pixelAt` re-renders on demand and
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* would answer correctly even if the screen had been frozen for a minute.
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*/
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renderStats: () => ({ drawn: renderCount(), awake: isRendering() }),
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/** Draw again, whatever happens next – what a screenshot needs before it is taken. */
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wake: () => requestRender(),
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/**
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* Resolves once the editor has drawn `count` more frames. The checks await this instead of
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* sleeping a guessed number of milliseconds: a frame is the editor saying it has caught up,
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* where a deadline is only the harness hoping it has.
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*/
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afterFrames: (count = 2, timeoutMs = 2000) => afterFrames(count, timeoutMs),
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/** Visible nodes carrying a filter – one extra render pass each; a shader is none. */
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filterCount: () => {
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let n = 0;
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (((node.filters as readonly unknown[] | undefined)?.length ?? 0) > 0) n += 1;
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return n;
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},
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/** Visible sprite meshes drawing with a shader of their own – one draw call each, no pass (#77). */
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shaderCount: () => {
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let n = 0;
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const walk = (node: Container): void => {
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if (!node.visible) return;
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if (node instanceof Mesh && node.shader) n += 1;
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for (const child of node.children) walk(child);
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};
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walk(app.stage);
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return n;
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},
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/** The global clock: the second it stands at, the scale set, and the one a pause – either kind – makes of it. */
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globalTime: () => ({
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now: gameClock.now,
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scale: gameClock.scale,
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effective: effectiveScale(gameClock.scale, state.paused || editor.playInfo().gamePaused),
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}),
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/** Sets the global time scale – there is no slider for it in the GUI yet. */
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setTimeScale: (scale: number) => {
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gameClock.scale = scale;
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},
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/** Holds the shader clock at `at` seconds, so a Time shader's pixels can be measured; null releases it. */
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shaderTime: (at: number | null) => shaderLibrary.freezeTime(at),
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/** The same for particle time, kept apart so one can be held without the other. */
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particleTime: (at: number | null) => particleLibrary.freezeTime(at),
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/** Every source's clock back to zero on the current (usually frozen) second. */
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particlesRestart: () => {
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viewport.restartParticles(particleLibrary.now());
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gameView.restartParticles(particleLibrary.now());
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},
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/** What a source is drawing in the scene tab, or in the game view while playing. */
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particlesOf: (objectId: string, where: 'scene' | 'game' = 'scene', limit = 8) =>
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(where === 'game' ? gameView : viewport).particleInfo(objectId, limit),
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/** The device pixels of a source's field-shader picture, null while none is drawn (#170). */
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fieldPixels: (objectId: string, where: 'scene' | 'game' = 'scene') =>
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(where === 'game' ? gameView : viewport).fieldPixels(objectId),
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/** The pixels of the camera shader's picture, null while none is laid over the view (#299). */
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cameraShaderPixels: (where: 'scene' | 'game' = 'game') =>
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(where === 'game' ? gameView : viewport).cameraShaderPixels(),
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/** Graphs compiled so far; a moved node must not add one (#65). */
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shaderCompiles: () => shaderLibrary.compiles,
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/** Which views redraw every tick because a Time shader is on screen. */
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animates: () => ({ scene: viewport.animates, game: gameView.animates }),
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lowLatency: () =>
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(app.renderer as unknown as { gl?: WebGL2RenderingContext }).gl?.getContextAttributes()
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?.desynchronized === true,
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};
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}
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