Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.
Bugs:
- nginx served project and snapshot files as they were, so anyone who
knew a project id could read it without signing in. Every file the
API writes now goes through AtomicFile (temp file, mode, rename).
Projects, snapshots, releases, accounts and sessions are 0640, and
nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
which projects of other accounts may wear. Deleting one is now for
administrators only. The editor never deleted a file, so the
client's delete is gone.
- Two saves of one project could run at once. The lock file was
removed after each save, so a waiting save and the next one locked
different files. The lock file now stays, and deleting a project
takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
now goes through removeSelection, one case per kind of selection,
and a kind without a case fails the type check.
Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
project?" and "Restore snapshot?" leads back to the picker or the
list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
the asset's" and three of "Group". One copy fell back to the object
id instead of "?".
Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
HashedFileStore holds what the three stores shared: keeping a file
under its hash with its name, listing and deleting. The stores keep
only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
unused. A doc comment in actions.ts sat above the wrong function.
Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
the project before and after undo. The only differences are empty
ports, groups and notes lists where there were none, which the file
format drops anyway.
Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
file), Home (the "Not yet" list named three things that exist),
Concepts, Keyboard, Vector art, Architecture and Development, and
the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
keeps the screenshot archive out.
Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
output for the live folders and for store, list and delete in a
throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
no admin check fails 49, removing the lock file again loses saves
in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
Escape that only closes fails 50, and dropping the shape case fails
the type check (TS2366).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
739 lines
33 KiB
TypeScript
739 lines
33 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 } 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) =>
|
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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 });
|
||
|
||
/**
|
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* rgb += brightness - 1; rgb = (rgb - 0.5) * contrast + 0.5; rgb = mix(luma, rgb, saturation) –
|
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* twelve nodes, the recipe `tools/lib/shaders.mjs` ships.
|
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*/
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function buildAdjustColors(s: ReturnType<typeof shaderEditor>) {
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const texel = s.add(SHADER_TEXTURE_COLOR);
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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);
|
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s.link(texel, 'color', bright, 'a');
|
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s.link(brightness, 'value', offset, 'a');
|
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s.link(offset, 'result', bright, 'b');
|
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s.link(bright, 'result', shifted, 'a');
|
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s.link(shifted, 'result', scaled, 'a');
|
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s.link(contrast, 'value', scaled, 'b');
|
||
s.link(scaled, 'result', centred, 'a');
|
||
s.link(centred, 'result', luma, 'color');
|
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s.link(luma, 'value', mixed, 'a');
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s.link(centred, 'result', mixed, 'b');
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s.link(saturation, 'value', mixed, 't');
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s.link(mixed, 'result', output, 'color');
|
||
return {
|
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texel,
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brightness,
|
||
contrast,
|
||
saturation,
|
||
offset,
|
||
bright,
|
||
shifted,
|
||
scaled,
|
||
centred,
|
||
luma,
|
||
mixed,
|
||
output,
|
||
};
|
||
}
|
||
|
||
describe('a shader asset', () => {
|
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it('is created with an empty graph, is not placeable, and is a graph asset for the commands', () => {
|
||
const f = makeProject();
|
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const s = shaderEditor(f);
|
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expect(isPlaceableType('shader')).toBe(false);
|
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expect(s.asset().graph).toEqual({ nodes: [], edges: [] });
|
||
expect(schemaFor('shader')).toEqual([]);
|
||
expect(compileShader(s.asset().graph).reason).toBe('No Output node');
|
||
});
|
||
|
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it('offers shader nodes and nothing else, the Output only once, properties numbered', () => {
|
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const f = makeProject();
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const s = shaderEditor(f);
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const offered = () => paletteEntries(f.project, s.asset()).map((e) => e.def.type);
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expect(offered()).toEqual(SHADER_NODES.map((d) => d.type));
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expect(offered()).not.toContain('OnStart');
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s.add(SHADER_OUTPUT);
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expect(offered()).not.toContain(SHADER_OUTPUT);
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const entry = () => paletteEntries(f.project, s.asset()).find((e) => e.def.type === SHADER_PROPERTY)!;
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expect(entry().params).toEqual({ name: 'value' });
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s.add(SHADER_PROPERTY, entry().params);
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expect(nextPropertyName(s.asset().graph)).toBe('value2');
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expect(entry().params).toEqual({ name: 'value2' });
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});
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it('keeps its nodes out of every behavior palette and out of the built-in set', () => {
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const f = makeProject();
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const behavior = new CreateAssetCommand('behavior', 'B');
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f.stack.execute(behavior);
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const asset = findAssetOf(f.project, behavior.asset.id, 'behavior')!;
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const offered = paletteEntries(f.project, asset).map((e) => e.def.type);
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for (const def of SHADER_NODES) expect(offered).not.toContain(def.type);
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expect(BUILT_IN_NODES.some((d) => d.category === 'shader')).toBe(false);
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});
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});
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describe('shaderParamDefs', () => {
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it('turns every well-named Property node into a number row, in node order', () => {
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const f = makeProject();
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const s = shaderEditor(f);
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s.add(SHADER_PROPERTY, property('brightness'));
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s.add(SHADER_PROPERTY, { name: 'amount', default: 0.25, min: 0, max: 1 });
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s.add(SHADER_PROPERTY, { name: 'not a name', default: 1 });
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s.add(SHADER_PROPERTY, { name: 'brightness', default: 7 });
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const rows = shaderParamDefs(s.asset().graph);
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expect(rows.map((r) => r.key)).toEqual(['brightness', 'amount']);
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expect(rows[0]).toEqual({
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key: 'brightness',
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label: 'brightness',
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kind: 'number',
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default: 1,
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min: 0,
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max: 4,
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step: 0.05,
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});
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expect(rows[1]).toMatchObject({ default: 0.25, min: 0, max: 1, step: 0.05 });
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});
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it('drops a max at or below the min instead of pinning the value', () => {
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const f = makeProject();
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const s = shaderEditor(f);
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s.add(SHADER_PROPERTY, { name: 'wide', default: 50, min: 10, max: 10 });
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const [row] = shaderParamDefs(s.asset().graph);
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expect(row).toMatchObject({ min: 10, default: 50 });
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expect(row).not.toHaveProperty('max');
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});
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});
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describe('allShaderParamRows', () => {
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it('offers one row per name, naming every shader that declares it', () => {
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const f = makeProject();
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const adjust = shaderEditor(f, 'Adjust colors');
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adjust.add(SHADER_PROPERTY, property('brightness'));
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const neon = shaderEditor(f, 'Neon glow');
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neon.add(SHADER_PROPERTY, property('brightness'));
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neon.add(SHADER_PROPERTY, property('glow'));
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expect(allShaderParamRows(f.project).map((row) => `${row.def.key} (${row.shaders.join(', ')})`)).toEqual([
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'brightness (Adjust colors, Neon glow)',
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'glow (Neon glow)',
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]);
|
||
});
|
||
});
|
||
|
||
describe('compileShader', () => {
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||
it('compiles the Adjust colors graph to a fragment with one uniform per property', () => {
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const f = makeProject();
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const s = shaderEditor(f);
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buildAdjustColors(s);
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const build = compileShader(s.asset().graph);
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expect(build.problems).toEqual({});
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expect(build.reason).toBe('');
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const compiled = build.compiled!;
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expect(compiled.uniforms).toEqual([
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{ name: 'brightness', default: 1 },
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{ name: 'contrast', default: 1 },
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{ name: 'saturation', default: 1 },
|
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]);
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const { fragment } = compiled;
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for (const name of ['brightness', 'contrast', 'saturation'])
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expect(fragment).toContain(`uniform float u_${name};`);
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// Drawn in the sprite's own pass: the tint goes in before the graph, premultiplied like the texel.
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expect(fragment).toContain('vec4 texel = texture(uTexture, vTextureCoord) * vColor;');
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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);');
|
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expect(compiled).toMatchObject({ time: false, edge: 'mirror' });
|
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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',
|
||
'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',
|
||
'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(11);
|
||
});
|
||
|
||
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(11);
|
||
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);
|
||
});
|
||
});
|