导出白膜视频得到的是 0 秒视频:文件实测仅 1 帧(ffprobe nb_read_frames=1,duration=0.001s),却无任何报错并照常回写画布。 根因:applyClaySceneMaterials 把场景内所有非 actor mesh 的材质换成 clay MeshStandardMaterial,drei Grid 的 GridMaterial(带 uniforms 的 ShaderMaterial)也在其中。Grid 组件内部 useFrame 每帧读取 material.uniforms.worldCamProjPosition,材质被换后 uniforms 为 undefined,渲染循环逐帧抛 TypeError,R3F 不再产出新帧, captureStream 只录到启动前手动 gl.render 的那一帧;5 秒后 setTimeout 照常 stop,残缺视频被当作成功结果。开启轨迹显示 (drei Line 同为 uniforms 材质)或视口白膜显示模式时同样触发。 修复: - applyClaySceneMaterials 跳过带 uniforms 的 ShaderMaterial, 并抽到 lib/canvas/director/director-clay-materials.ts 补回归测试; - recordCanvas 加固:录制期间监听 window 未捕获错误,首个渲染 错误立即中止并报错;录制结束用 <video> 探测真实时长(Chrome MediaRecorder 的 webm 无时长头,需 seek 到末尾),低于预期一半 报「时长异常」,杜绝残缺视频再被静默回写。
57 lines
2.4 KiB
TypeScript
57 lines
2.4 KiB
TypeScript
import { describe, expect, test } from "bun:test";
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import { Line, LineBasicMaterial, Mesh, MeshBasicMaterial, MeshStandardMaterial, PlaneGeometry, Scene, ShaderMaterial, type Material } from "three";
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import { applyClaySceneMaterials } from "../src/lib/canvas/director/director-clay-materials";
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const geometry = new PlaneGeometry(1, 1);
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describe("导演台白膜材质切换", () => {
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test("标准材质 mesh 换成 clay,恢复后还原为原材质", () => {
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const scene = new Scene();
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const original = new MeshStandardMaterial({ color: "#ff0000" });
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const mesh = new Mesh(geometry, original);
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scene.add(mesh);
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const restore = applyClaySceneMaterials(scene);
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expect(mesh.material).not.toBe(original);
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expect(mesh.material).toBeInstanceOf(MeshStandardMaterial);
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restore();
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expect(mesh.material).toBe(original);
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});
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test("带 uniforms 的 shader 材质保持原样(Grid 逐帧崩溃回归)", () => {
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const scene = new Scene();
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const shader = new ShaderMaterial({ uniforms: { worldCamProjPosition: { value: null } } });
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const grid = new Mesh(geometry, shader);
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scene.add(grid);
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const restore = applyClaySceneMaterials(scene);
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expect(grid.material).toBe(shader);
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restore();
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expect(grid.material).toBe(shader);
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});
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test("directorActor mesh 与非 Mesh 对象不受影响", () => {
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const scene = new Scene();
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const actorMaterial = new MeshBasicMaterial();
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const actor = new Mesh(geometry, actorMaterial);
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actor.userData.directorActor = true;
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const line = new Line(geometry, new LineBasicMaterial());
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scene.add(actor, line);
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const restore = applyClaySceneMaterials(scene);
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expect(actor.material).toBe(actorMaterial);
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expect(line.material).toBeInstanceOf(LineBasicMaterial);
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restore();
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expect(actor.material).toBe(actorMaterial);
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});
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test("材质数组混入 uniforms 材质时整组跳过", () => {
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const scene = new Scene();
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const materials: Material[] = [new MeshStandardMaterial(), new ShaderMaterial({ uniforms: {} })];
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const mesh = new Mesh(geometry, materials);
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scene.add(mesh);
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const restore = applyClaySceneMaterials(scene);
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expect(mesh.material).toBe(materials);
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restore();
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expect(mesh.material).toBe(materials);
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});
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});
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