@needle-tools/materialx 1.0.0-alpha

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@@ -0,0 +1,555 @@
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+ import { Context } from "@needle-tools/engine";
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+ import { RawShaderMaterial, Material, MeshStandardMaterial, LoadingManager, TextureLoader, Texture, NearestFilter, Matrix4, GLSL3, AddEquation, OneMinusSrcAlphaFactor, SrcAlphaFactor, DoubleSide, Matrix3, Vector3, Object3D, Camera } from "three";
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+ import { GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
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+ import { getUniformValues } from "../helper.js";
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+ import { initializeMaterialX, MaterialXEnvironment, state } from "../materialx.js";
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+ import { debug } from "../utils.js";
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+
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+ // TypeScript interfaces matching the C# data structures
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+ interface MaterialXData {
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+ version: string; // e.g. "1.39"
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+ name: string; // e.g. "Material"
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+ mtlx: string; // MaterialX XML content
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+ }
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+
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+ interface MaterialXDataIndex {
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+ name: string; // Material name reference
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+ }
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+
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+ // MaterialX loader extension for js GLTFLoader
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+ export class MaterialXLoader implements GLTFLoaderPlugin {
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+ name = "NEEDLE_materials_mtlx";
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+
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+ private rootMaterialXData: MaterialXData | null = null;
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+ private parsedDocument: any = null;
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+ private documentParsePromise: Promise<any> | null = null;
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+ private rootDataInitialized = false;
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+ private environmentInitialized = false;
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+ private generatedMaterials: RawShaderMaterial[] = [];
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+
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+ constructor(private parser: GLTFParser, private context: Context) {
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+ if (debug) console.log("MaterialXLoader created for parser");
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+ // Initialize MaterialX environment after MaterialX is ready
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+ this.initializeEnvironment();
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+ }
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+
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+ // Initialize MaterialX environment - called once after MaterialX is ready
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+ private async initializeEnvironment(): Promise<void> {
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+ if (this.environmentInitialized) return;
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+
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+ if (debug) console.log("MaterialXLoader: Initializing MaterialX environment...");
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+
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+ // Ensure MaterialX is initialized first
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+ await initializeMaterialX();
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+
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+ // Set up environment with context
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+ const environment = state.materialXEnvironment;
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+ environment.setContext(this.context);
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+
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+ // Initialize the environment from context (properly awaited)
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+ try {
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+ await environment.initializeFromContext();
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+ this.environmentInitialized = true;
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+ if (debug) console.log("MaterialXLoader: Environment initialized successfully");
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+ } catch (error) {
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+ console.warn("MaterialXLoader: Failed to initialize MaterialX environment:", error);
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+ }
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+ }
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+
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+ // Initialize root data from parser.json.extensions once
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+ private initializeRootData(): void {
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+ if (this.rootDataInitialized) return;
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+
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+ const gltfExtensions = this.parser.json.extensions;
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+ if (gltfExtensions?.[this.name]) {
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+ if (debug) console.log("MaterialX extension found in root:", gltfExtensions[this.name]);
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+
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+ const materialXExtension = gltfExtensions[this.name];
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+ this.rootMaterialXData = materialXExtension as MaterialXData;
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+ }
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+ this.rootDataInitialized = true;
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+ }
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+
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+ // Parse the MaterialX document once and cache it
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+ private async parseRootDocument(): Promise<any> {
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+ if (this.documentParsePromise) {
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+ return this.documentParsePromise;
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+ }
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+
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+ this.documentParsePromise = (async () => {
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+ if (this.parsedDocument) return this.parsedDocument;
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+
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+ if (debug) console.log("Parsing MaterialX root document...");
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+
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+ // Ensure MaterialX is initialized
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+ await initializeMaterialX();
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+
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+ if (!state.materialXModule) {
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+ throw new Error("MaterialX module failed to initialize");
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+ }
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+
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+ // Create MaterialX document and parse ALL the XML data from root
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+ const doc = state.materialXModule.createDocument();
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+ doc.setDataLibrary(state.materialXStdLib);
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+
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+ // Parse all MaterialX XML strings from the root data
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+ if (this.rootMaterialXData) {
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+ if (debug) console.log(`Parsing MaterialX XML for: ${this.rootMaterialXData.name}`);
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+ await state.materialXModule.readFromXmlString(doc, this.rootMaterialXData.mtlx, "");
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+ }
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+
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+ if (debug) console.log("MaterialX root document parsed successfully");
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+
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+ this.parsedDocument = doc;
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+ return doc;
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+ })();
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+
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+ return this.documentParsePromise;
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+ }
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+
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+ loadMaterial(materialIndex: number): Promise<Material> | null {
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+ const materialDef = this.parser.json.materials?.[materialIndex];
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+ if (!materialDef?.extensions?.[this.name]) {
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+ return null;
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+ }
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+
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+ // Wrap the async implementation
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+ return this._loadMaterialAsync(materialIndex);
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+ }
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+
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+ private async _loadMaterialAsync(materialIndex: number): Promise<Material> {
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+ // Initialize root data first
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+ this.initializeRootData();
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+
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+ const materialDef = this.parser.json.materials?.[materialIndex];
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+ if (debug) console.log("MaterialX extension found in material:", materialDef.extensions[this.name]);
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+
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+ // Handle different types of MaterialX data
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+ const dataIndex = materialDef.extensions[this.name] as MaterialXDataIndex;
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+
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+ if (dataIndex) {
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+ // Create a new material and process MaterialX - AWAIT THIS!
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+ return await this.createMaterialXMaterial(dataIndex);
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+ }
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+
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+ // Return fallback material instead of null
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+ const fallbackMaterial = new MeshStandardMaterial();
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+ fallbackMaterial.name = "MaterialX_Fallback";
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+ return fallbackMaterial;
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+ }
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+
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+ private rootDocument: Promise<any> | null = null;
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+ private async createMaterialXMaterial(materialXData: MaterialXDataIndex): Promise<Material> {
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+ try {
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+ if (debug) console.log(`Creating MaterialX material: ${materialXData.name}`);
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+
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+ // Ensure MaterialX is initialized and document is parsed
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+ await initializeMaterialX();
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+
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+ if (!this.rootDocument) {
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+ this.rootDocument = this.parseRootDocument();
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+ }
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+ const doc = await this.rootDocument;
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+
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+ if (!state.materialXModule || !state.materialXGenerator || !state.materialXGenContext) {
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+ console.warn("MaterialX WASM module not ready, returning fallback material");
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+ const fallbackMaterial = new MeshStandardMaterial();
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+ fallbackMaterial.userData.materialX = materialXData;
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+ fallbackMaterial.name = `MaterialX_Fallback_${materialXData.name}`;
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+ return fallbackMaterial;
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+ }
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+
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+ // Find the renderable element following MaterialX example pattern exactly
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+ let renderableElement = null;
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+ let foundRenderable = false;
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+
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+ if (debug) console.log("Mtlx doc", doc);
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+
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+ // Search for material nodes first (following the reference pattern)
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+ const materialNodes = doc.getMaterialNodes();
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+ if (debug) console.log(`Found ${materialNodes.length} material nodes in document`, materialNodes);
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+
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+ // Handle both array and vector-like APIs
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+ const materialNodesLength = materialNodes.length;
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+ for (let i = 0; i < materialNodesLength; ++i) {
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+ const materialNode = materialNodes[i];
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+ if (materialNode) {
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+ const materialName = materialNode.getNamePath();
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+ if (debug) console.log('Scan material: ', i, materialName);
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+
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+ // Find the matching material
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+ if (materialName == materialXData.name) {
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+ renderableElement = materialNode;
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+ foundRenderable = true;
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+ if (debug) console.log('-- add material: ', materialName);
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+ break;
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+ }
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+ }
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+ }
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+
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+ /*
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+ // If no material nodes found, search nodeGraphs
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+ if (!foundRenderable) {
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+ const nodeGraphs = doc.getNodeGraphs();
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+ console.log(`Found ${nodeGraphs.length} node graphs in document`);
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+ const nodeGraphsLength = nodeGraphs.length;
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+ for (let i = 0; i < nodeGraphsLength; ++i) {
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+ const nodeGraph = nodeGraphs[i];
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+ if (nodeGraph) {
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+ // Skip any nodegraph that has nodedef or sourceUri
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+ if ((nodeGraph as any).hasAttribute('nodedef') || (nodeGraph as any).hasSourceUri()) {
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+ continue;
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+ }
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+ // Skip any nodegraph that is connected to something downstream
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+ if ((nodeGraph as any).getDownstreamPorts().length > 0) {
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+ continue;
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+ }
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+ const outputs = (nodeGraph as any).getOutputs();
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+ for (let j = 0; j < outputs.length; ++j) {
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+ const output = outputs[j];
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+ if (output && !foundRenderable) {
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+ renderableElement = output;
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+ foundRenderable = true;
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+ break;
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+ }
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+ }
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+ if (foundRenderable) break;
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+ }
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+ }
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+ }
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+
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+ // If still no element found, search document outputs
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+ if (!foundRenderable) {
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+ const outputs = doc.getOutputs();
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+ console.log(`Found ${outputs.length} output nodes in document`);
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+ const outputsLength = outputs.length;
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+ for (let i = 0; i < outputsLength; ++i) {
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+ const output = outputs[i];
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+ if (output && !foundRenderable) {
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+ renderableElement = output;
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+ foundRenderable = true;
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+ break;
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+ }
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+ }
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+ }
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+ */
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+
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+ if (!renderableElement) {
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+ console.warn("No renderable element found in MaterialX document");
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+ const fallbackMaterial = new MeshStandardMaterial();
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+ fallbackMaterial.userData.materialX = materialXData;
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+ fallbackMaterial.name = `MaterialX_NoRenderable_${materialXData.name}`;
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+ return fallbackMaterial;
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+ }
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+
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+ if (debug) console.log("Using renderable element for shader generation");
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+
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+ // Check transparency and set context options like the reference
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+ let isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
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+ state.materialXGenContext.getOptions().hwTransparency = isTransparent;
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+ state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
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+ state.materialXGenContext.getOptions().hwSrgbEncodeOutput = true; // Like the reference
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+
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+ // Generate shaders using the element's name path
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+ if (debug) console.log("Generating MaterialX shaders...");
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+ const elementName = (renderableElement as any).getNamePath ? (renderableElement as any).getNamePath() : (renderableElement as any).getName();
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+
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+ const shader = state.materialXGenerator.generate(elementName, renderableElement, state.materialXGenContext);
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+
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+ // Get vertex and fragment shader source
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+ // Remove #version directive for newer js. It's added by RawShaderMaterial glslVersion.
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+ let vertexShader = shader.getSourceCode("vertex").replace(/^#version.*$/gm, '').trim();
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+ let fragmentShader = shader.getSourceCode("pixel").replace(/^#version.*$/gm, '').trim();
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+
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+ // MaterialX uses different attribute names than js defaults,
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+ // so we patch the MaterialX shaders to match the js standard names.
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+ // Otherwise, we'd have to modify the mesh attributes (see below).
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+ vertexShader = vertexShader.replace(/\bi_position\b/g, 'position');
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+ vertexShader = vertexShader.replace(/\bi_normal\b/g, 'normal');
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+ vertexShader = vertexShader.replace(/\bi_texcoord_0\b/g, 'uv');
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+ vertexShader = vertexShader.replace(/\bi_texcoord_1\b/g, 'uv1');
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+ vertexShader = vertexShader.replace(/\bi_tangent\b/g, 'tangent');
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+ vertexShader = vertexShader.replace(/\bi_color_0\b/g, 'color');
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+
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+ fragmentShader = fragmentShader.replace(/\bi_position\b/g, 'position');
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+ fragmentShader = fragmentShader.replace(/\bi_normal\b/g, 'normal');
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+ fragmentShader = fragmentShader.replace(/\bi_texcoord_0\b/g, 'uv');
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+ fragmentShader = fragmentShader.replace(/\bi_texcoord_1\b/g, 'uv1');
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+ fragmentShader = fragmentShader.replace(/\bi_tangent\b/g, 'tangent');
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+ fragmentShader = fragmentShader.replace(/\bi_color_0\b/g, 'color');
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+
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+ // From the original code:
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+
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+ /* PATCHING THE SHADER IS BETTER – THIS IS JUST FOR REFERENCE
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+ // Use default MaterialX naming convention.
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+ var startStreamTime = performance.now();
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+ child.geometry.attributes.i_position = child.geometry.attributes.position;
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+ child.geometry.attributes.i_normal = child.geometry.attributes.normal;
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+ child.geometry.attributes.i_tangent = child.geometry.attributes.tangent;
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+ child.geometry.attributes.i_texcoord_0 = child.geometry.attributes.uv;
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+ */
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+
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+ if (debug) {
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+ console.group("Material: ", materialXData.name);
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+ console.log("Vertex shader length:", vertexShader.length, vertexShader);
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+ console.log("Fragment shader length:", fragmentShader.length, fragmentShader);
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+ console.groupEnd();
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+ }
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+
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+ // Extract uniforms from both vertex and pixel stages
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+ const loadingManager = new LoadingManager();
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+ loadingManager.setURLModifier((url: string) => {
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+ if (debug) console.log("Loading URL:", url);
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+ // Find the texture in the textures in the parser and load it from there
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+ return url;
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+ });
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+ let textureLoader = new TextureLoader(loadingManager);
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+
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+ // Override the textureLoader.load method to use the parser's loadTexture directly,
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+ // since we want to load the textures from the glTF document and not from disk.
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+ // That loader does its own caching too.
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+ textureLoader.load = (url: string, onLoad?: (texture: Texture) => void, onProgress?: (event: ProgressEvent) => void, onError?: (err: Error) => void): Texture => {
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+
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+ // Return a checkerboard texture for now
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+ const checkerboardTexture = new Texture();
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+ checkerboardTexture.image = new Image();
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+ checkerboardTexture.image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAG0lEQVR4nGJqWH9q9e8XjA/VrL8UfQIEAAD//zn2CCX5UcsdAAAAAElFTkSuQmCC";
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+ checkerboardTexture.needsUpdate = true;
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+ // Pixelated filtering
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+ checkerboardTexture.magFilter = NearestFilter;
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+ checkerboardTexture.minFilter = NearestFilter;
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+
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+ new Promise(() => {
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+ // Find the index of the texture in the parser
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+ const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
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+
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+ // Find in the root extension; there's the textures dictionary:
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+ // a mapping from the texture name used in MaterialX to the glTF texture index
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+ const ext = this.parser.json.extensions?.[this.name];
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+ const textures = ext?.textures || [];
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+
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+ const index = textures.findIndex(tex => {
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+ if (debug) console.log("Checking texture:", tex.name, "against URL:", filenameWithoutExt);
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+ return tex.name === filenameWithoutExt;
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+ });
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+
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+ if (index < 0) {
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+ console.warn("Texture not found in parser:", filenameWithoutExt, this.parser.json);
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+ onError?.(new Error(`Texture not found: ${filenameWithoutExt}`));
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+ return;
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+ }
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+ this.parser.getDependency("texture", index).then(tex => {
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+ if (debug) console.log("Texture loaded:", tex);
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+ // update the checkerboard texture with the loaded texture
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+ checkerboardTexture.image = tex.image;
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+ checkerboardTexture.needsUpdate = true;
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+ onLoad?.(tex);
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+ }).catch(err => {
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+ onError?.(err);
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+ });
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+ });
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+
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+ return checkerboardTexture;
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+ };
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+
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+ const searchPath = ""; // Could be derived from the asset path if needed
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+ const flipV = false; // Set based on your geometry requirements
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+
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+ let uniforms = {
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+ ...getUniformValues(shader.getStage('vertex'), textureLoader, searchPath, flipV),
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+ ...getUniformValues(shader.getStage('pixel'), textureLoader, searchPath, flipV),
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+ };
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+
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+ // Get lighting and environment data from MaterialX environment
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+ const environment = state.materialXEnvironment;
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+ // const lights = environment.getLights() || [];
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+ const lightData = environment.getLightData() || null;
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+ const radianceTexture = environment.getRadianceTexture() || null;
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+ const irradianceTexture = environment.getIrradianceTexture() || null;
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+ const getLightRotation = () => {
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+ // Placeholder for light rotation logic, if needed
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+ return new Matrix4();
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+ };
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+
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+ if (debug) console.log({ lightData, radianceTexture, irradianceTexture });
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+
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+ Object.assign(uniforms, {
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+ u_numActiveLightSources: { value: lightData?.length || 0, type: 'i' },
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+ });
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+
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+ if (lightData?.length) {
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+ Object.assign(uniforms, {
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+ u_lightData: { value: lightData, type: 'v4v' },
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+ });
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+ }
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+
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+ const mips = Math.trunc(Math.log2(Math.max(radianceTexture?.width ?? 0, radianceTexture?.height ?? 0))) + 1;
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+ if (debug) console.log("Radiance texture mips:", mips, "for texture size:", radianceTexture?.width, "x", radianceTexture?.height);
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+ Object.assign(uniforms, {
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+ u_envMatrix: { value: getLightRotation() },
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+ u_envRadiance: { value: radianceTexture, type: 't' },
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+ u_envRadianceMips: { value: 8, type: 'i' },
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+ // TODO we need to figure out how we can set a PMREM here... doing many texture samples is prohibitively expensive
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+ u_envRadianceSamples: { value: 8, type: 'i' },
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+ u_envIrradiance: { value: irradianceTexture, type: 't' },
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+ u_refractionEnv: { value: true },
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+ });
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+
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+ // console.log("NEW MATERIAL UNIFORMS", uniforms);
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+
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+ // Debug: Log the actual shaders to see what we're working with
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+ // console.log("Generated vertex shader:", vertexShader.substring(0, 500) + "...");
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+ // console.log("Generated fragment shader:", fragmentShader.substring(0, 500) + "...");
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+
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+ // Create js RawShaderMaterial (with GLSL3 for MaterialX compatibility)
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+ const shaderMaterial = new RawShaderMaterial({
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+ uniforms: uniforms,
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+ vertexShader: vertexShader,
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+ fragmentShader: fragmentShader,
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+ glslVersion: GLSL3,
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+ transparent: isTransparent,
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+ // Only set blend settings if actually transparent
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+ ...(isTransparent && {
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+ blendEquation: AddEquation,
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+ blendSrc: OneMinusSrcAlphaFactor,
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+ blendDst: SrcAlphaFactor,
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+ }),
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+ side: DoubleSide,
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+ // Add some debug settings
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+ depthTest: true,
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+ depthWrite: !isTransparent
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+ });
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+
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+ // Add helper matrices for uniform updates (similar to MaterialX example)
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+ const normalMat = new Matrix3();
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+ const viewProjMat = new Matrix4();
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+ const worldViewPos = new Vector3();
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+
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+ // Store helper objects on the material for uniform updates
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+ shaderMaterial.userData.materialX = materialXData;
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+ shaderMaterial.userData.updateUniforms = (object: Object3D, camera: Camera) => {
431
+ const uniforms = shaderMaterial.uniforms;
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+
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+ if (!uniforms) return;
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+
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+ // TODO remove. Not sure why this is needed, but without it
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+ // we currently get some "swimming" where matrices are not up to date.
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+ camera.updateMatrixWorld(true);
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+
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+ // Update standard transformation matrices
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+ if (uniforms.u_worldMatrix) {
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+ if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
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+ uniforms.u_worldMatrix.value = object.matrixWorld;
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+ }
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+
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+ if (uniforms.u_viewProjectionMatrix) {
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+ if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
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+ uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
448
+ }
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+
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+ if (uniforms.u_viewPosition) {
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+ if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
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+ uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
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+ }
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+
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+ if (uniforms.u_worldInverseTransposeMatrix) {
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+ if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
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+ uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
458
+ }
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+
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+ // Update time uniforms
461
+ const time = performance.now() / 1000.0;
462
+ if (uniforms.u_time) {
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+ uniforms.u_time.value = time;
464
+ }
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+ if (uniforms.u_frame) {
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+ uniforms.u_frame.value = time;
467
+ }
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+
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+ // Mark uniforms as needing update
470
+ shaderMaterial.uniformsNeedUpdate = true;
471
+ };
472
+
473
+ shaderMaterial.name = `MaterialX_Generated_${materialXData.name}`;
474
+
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+ // Add debugging to see if the material compiles correctly
476
+ if (debug) console.log("MaterialX material created successfully:", shaderMaterial.name);
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+ // if (debug) console.log("Material uniforms keys:", Object.keys(shaderMaterial.uniforms || {}));
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+ // if (debug) console.log("Material transparent:", shaderMaterial.transparent);
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+ // if (debug) console.log("Material side:", shaderMaterial.side);
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+
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+ // Track this material for later lighting updates
482
+ this.generatedMaterials.push(shaderMaterial);
483
+
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+ return shaderMaterial;
485
+
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+ } catch (error) {
487
+ // This is a wasm error (an int) that we need to resolve
488
+ console.error("Error creating MaterialX material:", error);
489
+ // Return a fallback material with stored MaterialX data
490
+ const fallbackMaterial = new MeshStandardMaterial();
491
+ fallbackMaterial.userData.materialX = materialXData;
492
+ fallbackMaterial.name = `MaterialX_Error_${materialXData.name}`;
493
+ return fallbackMaterial;
494
+ }
495
+ }
496
+
497
+ private identityMatrix: Matrix4 = new Matrix4().identity();
498
+ // Update lighting uniforms for all generated MaterialX materials
499
+ updateLightingFromEnvironment(environment: MaterialXEnvironment): void {
500
+
501
+ // Get lighting data from environment
502
+ // const lights = environment.getLights() || [];
503
+ const lightData = environment.getLightData() || null;
504
+ const radianceTexture = environment.getRadianceTexture() || null;
505
+ const irradianceTexture = environment.getIrradianceTexture() || null;
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+
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+ if (debug) console.log(`Updating lighting for ${this.generatedMaterials.length} MaterialX materials`, {
508
+ lightData, radianceTexture, irradianceTexture,
509
+ });
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+
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+ // Update each generated material's lighting uniforms
512
+ this.generatedMaterials.forEach((material, _index) => {
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+ if (!material.uniforms) return;
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+
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+ // Update light count
516
+ if (material.uniforms.u_numActiveLightSources && lightData) {
517
+ material.uniforms.u_numActiveLightSources.value = lightData.length;
518
+ }
519
+
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+ // Update light data if we have lights
521
+ if (lightData) {
522
+ if (!material.uniforms.u_lightData) {
523
+ material.uniforms.u_lightData = { value: null };
524
+ }
525
+ material.uniforms.u_lightData.value = lightData;
526
+ }
527
+
528
+ // Update environment uniforms
529
+ if (material.uniforms.u_envMatrix) {
530
+ material.uniforms.u_envMatrix.value = this.identityMatrix;
531
+ }
532
+ if (material.uniforms.u_envRadiance) {
533
+ material.uniforms.u_envRadiance.value = radianceTexture;
534
+ }
535
+ if (material.uniforms.u_envRadianceMips) {
536
+ material.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(radianceTexture?.source.data.width ?? 0, radianceTexture?.source.data.height ?? 0))) + 1;
537
+ }
538
+ if (material.uniforms.u_envIrradiance) {
539
+ material.uniforms.u_envIrradiance.value = irradianceTexture;
540
+ }
541
+
542
+ // Mark uniforms as needing update
543
+ // console.log("Light data in uniforms", material.uniforms, material.fragmentShader);
544
+ material.uniformsNeedUpdate = true;
545
+ });
546
+
547
+ /* TODO not working yet
548
+ this.generatedMaterials.forEach((material, index) => {
549
+ console.log("Regenerating shaders for MaterialX material:", index, material.name);
550
+ material.userData.regenerateShaders();
551
+ resetShaders(this.context);
552
+ });
553
+ */
554
+ }
555
+ }