@needle-tools/materialx 1.0.1-next.31390e3 → 1.0.1-next.7bd39cb
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +3 -1
- package/codegen/register_types.ts +2 -0
- package/package.json +1 -1
- package/src/loader/loader.needle.ts +25 -38
- package/src/loader/loader.three.ts +127 -397
- package/src/materialx.helper.ts +477 -0
- package/src/materialx.material.ts +217 -0
- package/src/materialx.ts +133 -100
- package/src/materialx.types.d.ts +50 -0
- package/src/textureHelper.ts +6 -6
- package/src/utils.ts +39 -4
- package/src/helper.js +0 -490
package/src/materialx.ts
CHANGED
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@@ -1,14 +1,15 @@
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-
import { Context, delay, isDevEnvironment, ObjectUtils, GameObject } from "@needle-tools/engine";
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import { Context, delay, isDevEnvironment, ObjectUtils, GameObject, onBeforeRender } from "@needle-tools/engine";
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import type { MaterialX as MX } from "./materialx.types.js";
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import MaterialX from "../bin/JsMaterialXGenShader.js";
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import { debug } from "./utils.js";
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import { renderPMREMToEquirect } from "./textureHelper.js";
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import { Light, MeshBasicMaterial, Object3D, PMREMGenerator } from "three";
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import { registerLights } from "./helper.js";
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import { Light, Material, MeshBasicMaterial, Object3D, PMREMGenerator, Texture } from "three";
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import { registerLights, getLightData } from "./materialx.helper.js";
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import type { MaterialXMaterial } from "./materialx.material.js";
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// Global MaterialX module instance - initialized lazily
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export const state = new class {
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materialXModule:
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materialXModule: MX.MODULE | null = null;
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materialXGenerator: any = null;
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materialXGenContext: any = null;
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materialXStdLib: any = null;
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@@ -22,7 +23,7 @@ export const state = new class {
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}
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}
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/** Initialize the MaterialX module. Must be awaited before trying to create materials */
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export async function ready(): Promise<void> {
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if (state.materialXInitPromise) {
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return state.materialXInitPromise;
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},
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});
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if (debug) console.log("[MaterialX] module loaded", module);
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state.materialXModule = module
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state.materialXModule = module as MX.MODULE
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// Initialize shader generator and context
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state.materialXGenerator = module.EsslShaderGenerator.create();
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@@ -72,7 +73,6 @@ export async function ready(): Promise<void> {
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tempDoc.setDataLibrary(state.materialXStdLib);
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// TODO ShaderInterfaceType.SHADER_INTERFACE_REDUCED would be better, but doesn't actually seem to be supported in the MaterialX javascript bindings
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const options = state.materialXGenContext.getOptions();
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state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
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// SPECULAR_ENVIRONMENT_NONE: Do not use specular environment maps.
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@@ -96,7 +96,7 @@ export async function ready(): Promise<void> {
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state.materialXGenContext.getOptions().hwMaxActiveLightSources = 4;
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// This prewarms the shader generation context to have all light types
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await registerLights(state.materialXModule,
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await registerLights(state.materialXModule, state.materialXGenContext);
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if (debug) console.log("[MaterialX] generator initialized successfully");
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} catch (error) {
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@@ -106,123 +106,156 @@ export async function ready(): Promise<void> {
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})();
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}
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type EnvironmentTextureSet = {
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radianceTexture: Texture | null;
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irradianceTexture: Texture | null;
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}
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// MaterialX Environment Manager - handles lighting and environment setup
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export class MaterialXEnvironment {
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private _context: Context | null = null;
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private _lights: Array<Light> = [];
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private _lightData: any = null;
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private _lightCount: number = 0;
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private _initializePromise: Promise<boolean> | null = null;
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private
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private lightCount: number = 0;
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private radianceTexture: any = null;
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private irradianceTexture: any = null;
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private initialized: boolean = false;
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private _unsubscribehook: (() => void) | null = null;
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constructor() {
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if (debug) console.log("[MaterialX] Environment created");
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}
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// Initialize with Needle Engine context
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async
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if (
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return;
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async initialize(context: Context): Promise<boolean> {
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if (this._initializePromise) {
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return this._initializePromise;
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}
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return this._initializePromise = this._initialize(context);
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}
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get lightData() { return this._lightData; }
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get lightCount() { return this._lightCount || 0; }
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getTextures(material: MaterialXMaterial) {
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if (material.envMap) {
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// If the material has its own envMap, we don't use the irradiance texture
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return this._getTextures(material.envMap);
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}
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return this._getTextures(this._context?.scene.environment);
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}
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if (debug) console.log("[MaterialX] Disposing previous irradiance texture");
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this.irradianceTexture.dispose();
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this.irradianceTexture = null;
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}
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private _pmremGenerator: PMREMGenerator | null = null;
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private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
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private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
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this._context = context;
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this._pmremGenerator = new PMREMGenerator(context.renderer);
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this._unsubscribehook?.();
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this._unsubscribehook = onBeforeRender(() => {
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this.updateLighting(false);
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this._getTextures(context.scene.environment);
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})
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// TODO remove this delay; we should wait for the scene lighting to be ready
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// and then update the uniforms
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await delay(200);
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envMap = this.context.scene.environment;
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while (!context.scene.environment) {
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await delay(5);
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}
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//
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const irradianceMat = unlitMat.clone();
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irradianceMat.map = this.irradianceTexture;
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const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
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this.context.scene.add(radianceCube);
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this.context.scene.add(irradianceCube);
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radianceCube.position.set(2, 0, 0);
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irradianceCube.position.set(-2, 0, 0);
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// await this.initializeLighting(defaultLightRigXml, renderer);
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console.log("[MaterialX] environment initialized from Needle context", this, this.context.scene);
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}
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// Find lights in scene
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let lights = new Array<Light>();
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this.context.scene.traverse((object: Object3D) => {
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if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
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lights.push(object as Light);
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});
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const { lightData, lightCount } = await registerLights(state.materialXModule, lights, state.materialXGenContext);
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this.lightData = lightData;
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this.lightCount = lightCount;
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this._getTextures(context.scene.environment);
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// if (debug) {
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// console.log({ radiance: this._radianceTexture, irradiance: this._irradianceTexture });
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// // Show both of them on cubes in the scene
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// const unlitMat = new MeshBasicMaterial();
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// unlitMat.side = 2;
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// const radianceMat = unlitMat.clone();
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// radianceMat.map = this._radianceTexture;
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// const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
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// const irradianceMat = unlitMat.clone();
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// irradianceMat.map = this._irradianceTexture;
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// const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
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// context.scene.add(radianceCube);
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// context.scene.add(irradianceCube);
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// radianceCube.position.set(2, 0, 0);
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// irradianceCube.position.set(-2, 0, 0);
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// console.log("[MaterialX] environment initialized from Needle context", this, this._context.scene);
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// }
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this.updateLighting(true);
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// Mark as initialized
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return true;
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}
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getLightData() { return this.lightData; }
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getLightCount() { return this.lightCount; }
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getRadianceTexture() { return this.radianceTexture; }
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getIrradianceTexture() { return this.irradianceTexture; }
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setRadianceTexture(texture: any) { this.radianceTexture = texture; }
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setIrradianceTexture(texture: any) { this.irradianceTexture = texture; }
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// Reset the environment to allow re-initialization
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reset() {
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if (debug) console.log("[MaterialX] Resetting environment");
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this._initializePromise = null;
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this._lights = [];
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this._lightData = null;
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this._lightCount = 0;
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this._pmremGenerator?.dispose();
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this._pmremGenerator = null;
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for(const textureSet of this._texturesCache.values()) {
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textureSet.radianceTexture?.dispose();
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textureSet.irradianceTexture?.dispose();
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}
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this._texturesCache.clear();
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this._unsubscribehook?.();
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this._unsubscribehook = null;
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}
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private _getTextures(texture: Texture | null | undefined): {
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radianceTexture: Texture | null,
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irradianceTexture: Texture | null
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} {
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let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
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if (res) {
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return res;
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}
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if (this._context && this._pmremGenerator && texture) {
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if (debug) console.log("[MaterialX] Generating environment textures", texture.name);
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const target = this._pmremGenerator.fromEquirectangular(texture);
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const radianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 0.0, 1024, 512, target.height);
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const irradianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 1.0, 32, 16, target.height);
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target.dispose();
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res = {
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radianceTexture: radianceRenderTarget.texture,
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irradianceTexture: irradianceRenderTarget.texture
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}
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}
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else {
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res = {
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radianceTexture: null,
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irradianceTexture: null
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}
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}
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this._texturesCache.set(texture || null, res);
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return res;
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}
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private updateLighting = (collectLights: boolean = false) => {
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if (!this._context) return;
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// Find lights in scene
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if (collectLights) {
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const lights = new Array<Light>();
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this._context.scene.traverse((object: Object3D) => {
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if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
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lights.push(object as Light);
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});
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this._lights = lights;
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}
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if (state.materialXGenContext) {
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const { lightData, lightCount } = getLightData(this._lights, state.materialXGenContext);
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this._lightData = lightData;
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this._lightCount = lightCount;
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}
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this.initialized = false;
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// this.lights = [];
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this.lightData = null;
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}
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}
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export namespace MaterialX {
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export type MODULE = {
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ShaderInterfaceType: any;
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HwSpecularEnvironmentMethod: any;
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HwShaderGenerator: {
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bindLightShader(def: any, id: number, genContext: GenContext): void;
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unbindLightShaders(context: any): void;
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};
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createDocument(): Document;
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readFromXmlString(doc: Document, xml: string, unknown: string): void;
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loadStandardLibraries(genContext: GenContext): StandardLibrary;
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isTransparentSurface(renderableElement: any, target: string): boolean;
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}
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export type GenContext = {
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}
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export type StandardLibrary = {
|
|
24
|
+
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/b74787db6544283dc32afc8085ebc93cabe937cb/source/MaterialXGenShader/ShaderStage.h#L56
|
|
28
|
+
export type ShaderStage = {
|
|
29
|
+
getUniformBlocks(): Record<string, any>;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
export type Document = {
|
|
33
|
+
setDataLibrary(lib: StandardLibrary): void;
|
|
34
|
+
importLibrary(lib: Document): void;
|
|
35
|
+
|
|
36
|
+
getNodes(): Node[];
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
export type Node = {
|
|
40
|
+
getType(): string;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
export type Matrix = {
|
|
44
|
+
numRows(): number;
|
|
45
|
+
numColumns(): number;
|
|
46
|
+
get size(): number;
|
|
47
|
+
getItem(row: number, col: number): number;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
}
|
package/src/textureHelper.ts
CHANGED
|
@@ -40,7 +40,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
|
|
|
40
40
|
} else {
|
|
41
41
|
imageHeight = 256; // Final fallback
|
|
42
42
|
}
|
|
43
|
-
|
|
43
|
+
|
|
44
44
|
const maxMip = Math.log2(imageHeight) - 2;
|
|
45
45
|
const cubeUVHeight = imageHeight;
|
|
46
46
|
const cubeUVWidth = 3 * Math.max(Math.pow(2, maxMip), 7 * 16);
|
|
@@ -129,14 +129,14 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
|
|
|
129
129
|
const currentAutoClear = renderer.autoClear;
|
|
130
130
|
const currentXrEnabled = renderer.xr.enabled;
|
|
131
131
|
const currentShadowMapEnabled = renderer.shadowMap.enabled;
|
|
132
|
-
|
|
132
|
+
|
|
133
133
|
renderTarget.texture.generateMipmaps = true;
|
|
134
|
-
|
|
134
|
+
|
|
135
135
|
try {
|
|
136
136
|
// Disable XR and shadow mapping during our render to avoid interference
|
|
137
137
|
renderer.xr.enabled = false;
|
|
138
138
|
renderer.shadowMap.enabled = false;
|
|
139
|
-
|
|
139
|
+
|
|
140
140
|
// Render to our target
|
|
141
141
|
renderer.autoClear = true;
|
|
142
142
|
renderer.setRenderTarget(renderTarget);
|
|
@@ -148,7 +148,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
|
|
|
148
148
|
renderer.autoClear = currentAutoClear;
|
|
149
149
|
renderer.xr.enabled = currentXrEnabled;
|
|
150
150
|
renderer.shadowMap.enabled = currentShadowMapEnabled;
|
|
151
|
-
|
|
151
|
+
|
|
152
152
|
// Clean up temporary objects
|
|
153
153
|
geometry.dispose();
|
|
154
154
|
material.dispose();
|
|
@@ -159,7 +159,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
|
|
|
159
159
|
renderTarget.texture.mapping = EquirectangularReflectionMapping;
|
|
160
160
|
|
|
161
161
|
// Log mipmap infos
|
|
162
|
-
if (debug) console.log('PMREM to Equirect Render Target:', {
|
|
162
|
+
if (debug) console.log('[MaterialX] PMREM to Equirect Render Target:', {
|
|
163
163
|
width: renderTarget.width,
|
|
164
164
|
height: renderTarget.height,
|
|
165
165
|
mipmaps: renderTarget.texture.mipmaps?.length,
|
package/src/utils.ts
CHANGED
|
@@ -2,10 +2,7 @@ import { Context, getParam } from "@needle-tools/engine";
|
|
|
2
2
|
import { Mesh } from "three";
|
|
3
3
|
|
|
4
4
|
export const debug = getParam("debugmaterialx");
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
|
|
5
|
+
export const debugUpdate = getParam("debugmaterialxupdate");
|
|
9
6
|
|
|
10
7
|
/**
|
|
11
8
|
* =====================================
|
|
@@ -33,6 +30,44 @@ const patchWebGL2 = () => {
|
|
|
33
30
|
}
|
|
34
31
|
return uniform4fv.call(this, location, v);
|
|
35
32
|
};
|
|
33
|
+
|
|
34
|
+
const uniform3fv = WebGL2RenderingContext.prototype.uniform3fv;
|
|
35
|
+
WebGL2RenderingContext.prototype.uniform3fv = function (location: WebGLUniformLocation | null, v: Float32Array | number[]) {
|
|
36
|
+
if (location) {
|
|
37
|
+
const uniformName = programAndNameToUniformLocation.get(location);
|
|
38
|
+
if (true) console.log("Calling uniform3fv", { location, v, name: uniformName?.name });
|
|
39
|
+
}
|
|
40
|
+
return uniform3fv.call(this, location, v);
|
|
41
|
+
};
|
|
42
|
+
|
|
43
|
+
const uniform3iv = WebGL2RenderingContext.prototype.uniform3iv;
|
|
44
|
+
WebGL2RenderingContext.prototype.uniform3iv = function (location: WebGLUniformLocation | null, v: Int32Array | number[]) {
|
|
45
|
+
if (location) {
|
|
46
|
+
const uniformName = programAndNameToUniformLocation.get(location);
|
|
47
|
+
if (true) console.log("Calling uniform3iv", { location, v, name: uniformName?.name });
|
|
48
|
+
}
|
|
49
|
+
return uniform3iv.call(this, location, v);
|
|
50
|
+
};
|
|
51
|
+
|
|
52
|
+
const uniform3uiv = WebGL2RenderingContext.prototype.uniform3uiv;
|
|
53
|
+
WebGL2RenderingContext.prototype.uniform3uiv = function (location: WebGLUniformLocation | null, v: Uint32Array | number[]) {
|
|
54
|
+
if (location) {
|
|
55
|
+
const uniformName = programAndNameToUniformLocation.get(location);
|
|
56
|
+
if (true) console.log("Calling uniform3uiv", { location, v, name: uniformName?.name });
|
|
57
|
+
}
|
|
58
|
+
return uniform3uiv.call(this, location, v);
|
|
59
|
+
};
|
|
60
|
+
|
|
61
|
+
const uniform3f = WebGL2RenderingContext.prototype.uniform3f;
|
|
62
|
+
WebGL2RenderingContext.prototype.uniform3f = function (location: WebGLUniformLocation
|
|
63
|
+
| null, x: number, y: number, z: number) {
|
|
64
|
+
if (location) {
|
|
65
|
+
const uniformName = programAndNameToUniformLocation.get(location);
|
|
66
|
+
if (uniformName?.name !== "diffuse")
|
|
67
|
+
if (true) console.log("Calling uniform3f", { location, x, y, z, name: uniformName?.name });
|
|
68
|
+
}
|
|
69
|
+
return uniform3f.call(this, location, x, y, z);
|
|
70
|
+
};
|
|
36
71
|
};
|
|
37
72
|
// patchWebGL2();
|
|
38
73
|
|