Files
feuerwerk/tests/core/shaders.test.ts
T
adminandClaude Opus 5.5 1aa824ecb4
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
Keep objects through a Load scene with a switch (#165)
A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.

- The switch is a common property right under Enabled, off by default,
  on the asset and on a placed object. The inspector shows the row on
  top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
  keptEntities picks what travels, objectsToBring copies the stored
  objects as the run parents them, and bringObjects puts them into the
  next scene.
- World.instantiate takes a handed entity as it is instead of making
  one. The next syncToModel then writes the run's values into the
  scene.
- BehaviorSystem.release takes the running instances out before the
  old world is destroyed, and the next system adopts them. They hear
  no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
  had.
- Duplicates: the object brought along wins. The next scene does not
  build its own object with the same id, which is the way back into
  the scene the object came from.
- Decided here: the next scene does not build a top-level object of
  the same asset that is kept itself either. The issue only names the
  id. With the id alone a level that places its own player would hold
  two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
  is no animation row, and collisions are found anew.

A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.

- GameRun copies a scene's objects and groups before it first builds
  it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
  so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
  next time that scene is loaded.

Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
  the child has no row, the object is in the new scene, its counter
  still reads 1, its sound plays on, and the stored scenes are
  unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
  fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
  node, and a released game with a kept object

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:30:16 +02:00

741 lines
33 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 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 } from '../../src/core/shader/compile';
import {
DEFAULT_EDGE,
EDGE_PARAM,
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', 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 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 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 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 `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 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\(texture\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\);/,
);
expect(fragment).toMatch(
/float n\d+_alpha = \(texture\(uTexture, vec2\(n\d+_result, vTextureCoord\.y\)\) \* vColor\)\.a;/,
);
expect(fragment).toMatch(/float n\d+_width = float\(textureSize\(uTexture, 0\)\.x\);/);
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');
});
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',
'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',
'keepOnSceneLoad',
'scale',
'rotation',
'mirrorX',
'mirrorY',
'sortWithParent',
'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(12);
});
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(12);
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);
});
});