@needle-tools/materialx 1.0.0-next.ed2b37f → 1.0.1-next.19d0723

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@@ -0,0 +1,220 @@
1
+ import { Camera, DoubleSide, FrontSide, GLSL3, Matrix3, Matrix4, Mesh, Object3D, ShaderMaterial, Texture, Vector3 } from "three";
2
+ import { debug } from "./utils.js";
3
+ import { MaterialXEnvironment, state } from "./materialx.js";
4
+ import { getUniformValues, Loaders } from "./materialx.helper.js";
5
+ import { Context } from "@needle-tools/engine";
6
+
7
+
8
+ // Add helper matrices for uniform updates (similar to MaterialX example)
9
+ const identityMatrix = new Matrix4();
10
+ const normalMat = new Matrix3();
11
+ const viewProjMat = new Matrix4();
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+ const worldViewPos = new Vector3();
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+
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+ declare type MaterialXMaterialInitParameters = {
15
+ name: string,
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+ shader: any,
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+ loaders: Loaders,
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+ transparent?: boolean,
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+ }
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+
21
+ export class MaterialXMaterial extends ShaderMaterial {
22
+
23
+ // copy(source: MaterialXMaterial): this {
24
+ // super.copy(source);
25
+ // this.name = source.name;
26
+ // this.uniforms = { ...source.uniforms }; // Shallow copy of uniforms
27
+ // this.envMapIntensity = source.envMapIntensity;
28
+ // this.envMap = source.envMap;
29
+ // this.updateUniforms = source.updateUniforms; // Copy the update function
30
+ // return this;
31
+ // }
32
+
33
+ constructor(init?: MaterialXMaterialInitParameters) {
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+
35
+ // TODO: we need to properly copy the uniforms and other properties from the source material
36
+ if (!init) {
37
+ super();
38
+ return;
39
+ }
40
+
41
+ // Get vertex and fragment shader source, and remove #version directive for newer js.
42
+ // It's added by three.js glslVersion.
43
+ let vertexShader = init.shader.getSourceCode("vertex");
44
+ let fragmentShader = init.shader.getSourceCode("pixel");
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+
46
+ vertexShader = vertexShader.replace(/^#version.*$/gm, '').trim();
47
+ fragmentShader = fragmentShader.replace(/^#version.*$/gm, '').trim();
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+
49
+ // MaterialX uses different attribute names than js defaults,
50
+ // so we patch the MaterialX shaders to match the js standard names.
51
+ // Otherwise, we'd have to modify the mesh attributes (see original MaterialX for reference).
52
+
53
+ // Patch vertexShader
54
+ vertexShader = vertexShader.replace(/\bi_position\b/g, 'position');
55
+ vertexShader = vertexShader.replace(/\bi_normal\b/g, 'normal');
56
+ vertexShader = vertexShader.replace(/\bi_texcoord_0\b/g, 'uv');
57
+ vertexShader = vertexShader.replace(/\bi_texcoord_1\b/g, 'uv1');
58
+ vertexShader = vertexShader.replace(/\bi_tangent\b/g, 'tangent');
59
+ vertexShader = vertexShader.replace(/\bi_color_0\b/g, 'color');
60
+
61
+ // Patch fragmentShader
62
+ 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');
65
+ fragmentShader = fragmentShader.replace(/\bi_texcoord_1\b/g, 'uv1');
66
+ fragmentShader = fragmentShader.replace(/\bi_tangent\b/g, 'tangent');
67
+ fragmentShader = fragmentShader.replace(/\bi_color_0\b/g, 'color');
68
+
69
+ // Remove `in vec3 position;` and so on since they're already declared by ShaderMaterial
70
+ vertexShader = vertexShader.replace(/in\s+vec3\s+position;/g, '');
71
+ vertexShader = vertexShader.replace(/in\s+vec3\s+normal;/g, '');
72
+ vertexShader = vertexShader.replace(/in\s+vec3\s+uv;/g, '');
73
+ vertexShader = vertexShader.replace(/in\s+vec3\s+uv1;/g, '');
74
+ vertexShader = vertexShader.replace(/in\s+vec4\s+tangent;/g, '');
75
+ vertexShader = vertexShader.replace(/in\s+vec4\s+color;/g, '');
76
+
77
+ // Patch uv 2-component to 3-component (`texcoord_0 = uv;` needs to be replaced with `texcoord_0 = vec3(uv, 0.0);`)
78
+ // TODO what if we actually have a 3-component UV? Not sure what three.js does then
79
+ vertexShader = vertexShader.replace(/texcoord_0 = uv;/g, 'texcoord_0 = vec3(uv, 0.0);');
80
+
81
+ // Patch units – seems MaterialX uses different units and we end up with wrong light values?
82
+ // result.direction = light.position - position;
83
+ fragmentShader = fragmentShader.replace(
84
+ /result\.direction\s*=\s*light\.position\s*-\s*position;/g,
85
+ 'result.direction = (light.position - position) * 10.0 / 1.0;');
86
+
87
+ // Add tonemapping and colorspace handling
88
+ // Replace `out vec4 out1;` with `out vec4 gl_FragColor;`
89
+ fragmentShader = fragmentShader.replace(
90
+ /out\s+vec4\s+out1;/,
91
+ 'layout(location = 0) out vec4 pc_fragColor;\n#define gl_FragColor pc_fragColor');
92
+
93
+ // Replace `out1 = vec4(<CAPTURE>)` with `gl_FragColor = vec4(<CAPTURE>)` and tonemapping/colorspace handling
94
+ fragmentShader = fragmentShader.replace(/^\s*out1\s*=\s*vec4\((.*)\);/gm, `
95
+ gl_FragColor = vec4($1);
96
+ #include <tonemapping_fragment>
97
+ #include <colorspace_fragment>`);
98
+
99
+ const searchPath = ""; // Could be derived from the asset path if needed
100
+ const flipV = false; // Set based on your geometry requirements
101
+ const isTransparent = init.transparent ?? false;
102
+ super({
103
+ name: init.name,
104
+ uniforms: {
105
+ ...getUniformValues(init.shader.getStage('vertex'), init.loaders, searchPath, flipV),
106
+ ...getUniformValues(init.shader.getStage('pixel'), init.loaders, searchPath, flipV),
107
+ },
108
+ vertexShader: vertexShader,
109
+ fragmentShader: fragmentShader,
110
+ glslVersion: GLSL3,
111
+ transparent: isTransparent,
112
+ side: FrontSide,
113
+ depthTest: true,
114
+ depthWrite: !isTransparent,
115
+ });
116
+
117
+
118
+
119
+ Object.assign(this.uniforms, {
120
+ u_envMatrix: { value: new Matrix4() },
121
+ u_envRadiance: { value: null, type: 't' },
122
+ u_envRadianceMips: { value: 8, type: 'i' },
123
+ // TODO we need to figure out how we can set a PMREM here... doing many texture samples is prohibitively expensive
124
+ u_envRadianceSamples: { value: 8, type: 'i' },
125
+ u_envIrradiance: { value: null, type: 't' },
126
+ u_refractionEnv: { value: true },
127
+ u_numActiveLightSources: { value: 0 },
128
+ u_lightData: { value: [] }, // Array of light data
129
+ });
130
+
131
+ if (debug) {
132
+ // Get lighting and environment data from MaterialX environment
133
+ console.group("[MaterialX]: ", name);
134
+ console.log("Vertex shader length:", vertexShader.length, vertexShader);
135
+ console.log("Fragment shader length:", fragmentShader.length, fragmentShader);
136
+ console.groupEnd();
137
+ }
138
+
139
+ }
140
+
141
+
142
+ envMapIntensity: number = 1.0; // Default intensity for environment map
143
+ envMap: Texture | null = null; // Environment map texture, can be set externally
144
+ updateUniforms = (context: Context, environment: MaterialXEnvironment, object: Object3D, camera: Camera) => {
145
+
146
+ const uniforms = this.uniforms;
147
+
148
+ // TODO remove. Not sure why this is needed, but without it
149
+ // we currently get some "swimming" where matrices are not up to date.
150
+ camera.updateMatrixWorld(true);
151
+
152
+ // Update standard transformation matrices
153
+ if (uniforms.u_worldMatrix) {
154
+ if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
155
+ uniforms.u_worldMatrix.value = object.matrixWorld;
156
+ }
157
+
158
+ if (uniforms.u_viewProjectionMatrix) {
159
+ if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
160
+ uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
161
+ }
162
+
163
+ if (uniforms.u_viewPosition) {
164
+ if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
165
+ uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
166
+ }
167
+
168
+ if (uniforms.u_worldInverseTransposeMatrix) {
169
+ if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
170
+ uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
171
+ }
172
+
173
+ // Update time uniforms
174
+ if (uniforms.u_time) {
175
+ uniforms.u_time.value = context.time.time;
176
+ }
177
+ if (uniforms.u_frame) {
178
+ uniforms.u_frame.value = context.time.frame;
179
+ }
180
+
181
+ // Update light uniforms
182
+ this.updateEnvironmentUniforms(environment);
183
+
184
+ this.uniformsNeedUpdate = true;
185
+ }
186
+
187
+ private updateEnvironmentUniforms = (environment: MaterialXEnvironment) => {
188
+
189
+ // Get lighting data from environment
190
+ const lightData = environment.lightData || null;
191
+ const lightCount = environment.lightCount || 0;
192
+ const textures = environment.getTextures(this) || null;
193
+
194
+ // Update light count
195
+ if (this.uniforms.u_numActiveLightSources && lightCount >= 0) {
196
+ this.uniforms.u_numActiveLightSources.value = lightCount;
197
+ }
198
+
199
+ // Update light data
200
+ if (lightData) {
201
+ this.uniforms.u_lightData.value = lightData;
202
+ }
203
+
204
+ // Update environment uniforms
205
+ if (this.uniforms.u_envMatrix) {
206
+ this.uniforms.u_envMatrix.value = identityMatrix;
207
+ }
208
+ if (this.uniforms.u_envRadiance) {
209
+ this.uniforms.u_envRadiance.value = textures.radianceTexture || null;
210
+ }
211
+ if (this.uniforms.u_envRadianceMips) {
212
+ this.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(textures.radianceTexture?.source.data.width ?? 0, textures.radianceTexture?.source.data.height ?? 0))) + 1;
213
+ }
214
+ if (this.uniforms.u_envIrradiance) {
215
+ this.uniforms.u_envIrradiance.value = textures.irradianceTexture;
216
+ }
217
+
218
+ this.uniformsNeedUpdate = true;
219
+ }
220
+ }
package/src/materialx.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { Context, delay, isDevEnvironment, ObjectUtils } from "@needle-tools/engine";
1
+ import { Context, delay, isDevEnvironment, ObjectUtils, GameObject, onBeforeRender } from "@needle-tools/engine";
2
+ import type { MaterialX as MX } from "./materialx.types.js";
2
3
  import MaterialX from "../bin/JsMaterialXGenShader.js";
3
4
  import { debug } from "./utils.js";
4
5
  import { renderPMREMToEquirect } from "./textureHelper.js";
5
- import { Light, MeshBasicMaterial, Object3D, PMREMGenerator } from "three";
6
- import { registerLights } from "./helper.js";
6
+ import { Light, Material, MeshBasicMaterial, Object3D, PMREMGenerator, Texture } from "three";
7
+ import { registerLights, getLightData } from "./materialx.helper.js";
8
+ import type { MaterialXMaterial } from "./materialx.material.js";
7
9
 
8
10
 
9
- // Global MaterialX module instance - initialized lazily
10
11
  export const state = new class {
11
- materialXModule: any = null;
12
+ materialXModule: MX.MODULE | null = null;
12
13
  materialXGenerator: any = null;
13
14
  materialXGenContext: any = null;
14
15
  materialXStdLib: any = null;
@@ -22,14 +23,14 @@ export const state = new class {
22
23
  }
23
24
  }
24
25
 
25
- // Initialize MaterialX WASM module lazily
26
- export async function initializeMaterialX(): Promise<void> {
26
+ /** Initialize the MaterialX module. Must be awaited before trying to create materials */
27
+ export async function ready(): Promise<void> {
27
28
  if (state.materialXInitPromise) {
28
29
  return state.materialXInitPromise;
29
30
  }
30
31
  return state.materialXInitPromise = (async () => {
31
32
  if (state.materialXModule) return; // Already initialized
32
- if (debug) console.log("Initializing MaterialX WASM module...");
33
+ if (debug) console.log("[MaterialX] Initializing WASM module...");
33
34
  try {
34
35
 
35
36
  const urls: Array<string> = await Promise.all([
@@ -44,7 +45,7 @@ export async function initializeMaterialX(): Promise<void> {
44
45
 
45
46
  const module = await MaterialX({
46
47
  locateFile: (path: string, scriptDirectory: string) => {
47
- if (debug) console.debug("MaterialX locateFile called:", { path, scriptDirectory });
48
+ if (debug) console.debug("[MaterialX] locateFile called:", { path, scriptDirectory });
48
49
 
49
50
  if (path.includes("JsMaterialXCore.wasm")) {
50
51
  return JsMaterialXCore; // Use the URL for the core WASM file
@@ -59,8 +60,8 @@ export async function initializeMaterialX(): Promise<void> {
59
60
  return scriptDirectory + path;
60
61
  },
61
62
  });
62
- if (debug) console.log("MaterialXLoader module loaded", module);
63
- state.materialXModule = module;
63
+ if (debug) console.log("[MaterialX] module loaded", module);
64
+ state.materialXModule = module as MX.MODULE
64
65
 
65
66
  // Initialize shader generator and context
66
67
  state.materialXGenerator = module.EsslShaderGenerator.create();
@@ -71,158 +72,190 @@ export async function initializeMaterialX(): Promise<void> {
71
72
  state.materialXStdLib = module.loadStandardLibraries(state.materialXGenContext);
72
73
  tempDoc.setDataLibrary(state.materialXStdLib);
73
74
 
74
- // Initialize basic lighting with default light rig
75
- // const defaultLightRigXml = `<?xml version="1.0"?>
76
- // <materialx version="1.39">
77
- // <!-- Default directional light -->
78
- // <directional_light name="default_light" type="lightshader">
79
- // <input name="direction" type="vector3" value="0.0, -1.0, -0.5" />
80
- // <input name="color" type="color3" value="1.0, 1.0, 1.0" />
81
- // <input name="intensity" type="float" value="1.0" />
82
- // </directional_light>
83
- // </materialx>`;
75
+ // TODO ShaderInterfaceType.SHADER_INTERFACE_REDUCED would be better, but doesn't actually seem to be supported in the MaterialX javascript bindings
76
+ state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
77
+
78
+ // SPECULAR_ENVIRONMENT_NONE: Do not use specular environment maps.
79
+ // SPECULAR_ENVIRONMENT_FIS: Use Filtered Importance Sampling for specular environment/indirect lighting.
80
+ // SPECULAR_ENVIRONMENT_PREFILTER: Use pre-filtered environment maps for specular environment/indirect lighting.
81
+ state.materialXGenContext.getOptions().hwSpecularEnvironmentMethod = state.materialXModule.HwSpecularEnvironmentMethod.SPECULAR_ENVIRONMENT_FIS;
82
+
83
+ // TRANSMISSION_REFRACTION: Use a refraction approximation for transmission rendering.
84
+ // TRANSMISSION_OPACITY: Use opacity for transmission rendering.
85
+ // state.materialXGenContext.getOptions().hwTransmissionRenderMethod = state.materialXModule.HwTransmissionRenderMethod.TRANSMISSION_REFRACTION;
86
+
87
+ // Turned off because we're doing color space conversion the three.js way
88
+ state.materialXGenContext.getOptions().hwSrgbEncodeOutput = false;
89
+
90
+ // Enables the generation of a prefiltered environment map.
91
+ // TODO Would be great to use but requires setting more uniforms (like u_envPrefilterMip).
92
+ // When set to true, the u_envRadiance map is expected to be a prefiltered environment map.
93
+ // state.materialXGenContext.getOptions().hwWriteEnvPrefilter = true;
94
+
95
+ // Set a reasonable default for max active lights
96
+ state.materialXGenContext.getOptions().hwMaxActiveLightSources = 4;
84
97
 
85
98
  // This prewarms the shader generation context to have all light types
86
- await registerLights(state.materialXModule, [], state.materialXGenContext);
99
+ await registerLights(state.materialXModule, state.materialXGenContext);
87
100
 
88
- if (debug) console.log("MaterialX generator initialized successfully");
101
+ if (debug) console.log("[MaterialX] generator initialized successfully");
89
102
  } catch (error) {
90
- console.error("Failed to load MaterialX module:", error);
103
+ console.error("[MaterialX] Failed to load MaterialX module:", error);
91
104
  throw error;
92
105
  }
93
106
  })();
94
107
  }
95
108
 
109
+ type EnvironmentTextureSet = {
110
+ radianceTexture: Texture | null;
111
+ irradianceTexture: Texture | null;
112
+ }
113
+
96
114
  // MaterialX Environment Manager - handles lighting and environment setup
97
115
  export class MaterialXEnvironment {
98
- private lights: any[] = [];
99
- private lightData: any = null;
100
- private radianceTexture: any = null;
101
- private irradianceTexture: any = null;
102
- private context: Context | null = null;
103
- private initialized: boolean = false;
116
+ private _context: Context | null = null;
117
+ private _lights: Array<Light> = [];
118
+ private _lightData: any = null;
119
+ private _lightCount: number = 0;
120
+ private _initializePromise: Promise<boolean> | null = null;
121
+
122
+ private _unsubscribehook: (() => void) | null = null;
104
123
 
105
124
  constructor() {
106
- if (debug) console.log("MaterialX Environment created");
125
+ if (debug) console.log("[MaterialX] Environment created");
107
126
  }
108
127
 
109
- setContext(context: Context) {
110
- this.context = context;
128
+ // Initialize with Needle Engine context
129
+ async initialize(context: Context): Promise<boolean> {
130
+ if (this._initializePromise) {
131
+ return this._initializePromise;
132
+ }
133
+ return this._initializePromise = this._initialize(context);
111
134
  }
112
135
 
113
- /*
114
- // Initialize MaterialX lighting system based on the reference implementation
115
- async initializeLighting(lightRigXml: string, renderer?: any, radianceTexture?: any, irradianceTexture?: any): Promise<void> {
116
- if (!materialXModule || !materialXGenContext) {
117
- console.warn("MaterialX module not initialized, skipping lighting setup");
118
- return;
136
+ get lightData() { return this._lightData; }
137
+ get lightCount() { return this._lightCount || 0; }
138
+ getTextures(material: MaterialXMaterial) {
139
+ if (material.envMap) {
140
+ // If the material has its own envMap, we don't use the irradiance texture
141
+ return this._getTextures(material.envMap);
119
142
  }
120
-
121
- registerLights(materialXModule, this.lights, materialXGenContext);
143
+ return this._getTextures(this._context?.scene.environment);
122
144
  }
123
- */
124
145
 
125
- // Initialize with Needle Engine context
126
- async initializeFromContext(): Promise<void> {
127
- if (!this.context) {
128
- console.warn("No Needle context available for MaterialX environment initialization");
129
- return;
130
- }
146
+ private _pmremGenerator: PMREMGenerator | null = null;
147
+ private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
131
148
 
132
- // Prevent multiple initializations
133
- if (this.initialized) {
134
- if (debug) console.log("MaterialX environment already initialized, skipping");
135
- return;
136
- }
149
+ private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
137
150
 
138
- // Clean up previous textures if they exist
139
- if (this.radianceTexture) {
140
- if (debug) console.log("Disposing previous radiance texture");
141
- this.radianceTexture.dispose();
142
- this.radianceTexture = null;
143
- }
144
- if (this.irradianceTexture) {
145
- if (debug) console.log("Disposing previous irradiance texture");
146
- this.irradianceTexture.dispose();
147
- this.irradianceTexture = null;
148
- }
151
+ this._context = context;
152
+ this._pmremGenerator = new PMREMGenerator(context.renderer);
149
153
 
150
- // Get renderer from context
151
- const renderer = this.context.renderer;
154
+ this._unsubscribehook?.();
155
+ this._unsubscribehook = onBeforeRender(() => {
156
+ this.updateLighting(false);
157
+ this._getTextures(context.scene.environment);
158
+ })
152
159
 
153
160
  // TODO remove this delay; we should wait for the scene lighting to be ready
154
161
  // and then update the uniforms
155
- let envMap = this.context.scene.environment;
156
- while (!envMap) {
157
- await delay(200);
158
- envMap = this.context.scene.environment;
159
- }
160
- var pmrem = new PMREMGenerator(renderer);
161
- const target = pmrem.fromEquirectangular(envMap);
162
-
163
- const radianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 0.0, 1024, 512, target.height);
164
- const irradianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 1.0, 32, 16, target.height);
165
-
166
- this.radianceTexture = radianceRenderTarget.texture;
167
- this.irradianceTexture = irradianceRenderTarget.texture;
168
-
169
- // Clean up PMREM generator and its render target
170
- target.dispose();
171
- pmrem.dispose();
172
-
173
- if (debug) {
174
- console.log({ radiance: this.radianceTexture, irradiance: this.irradianceTexture });
175
- // Show both of them on cubes in the scene
176
- const unlitMat = new MeshBasicMaterial();
177
- const radianceMat = unlitMat.clone();
178
- radianceMat.map = this.radianceTexture;
179
- const radianceCube = ObjectUtils.createPrimitive("Cube", { material: radianceMat });
180
- const irradianceMat = unlitMat.clone();
181
- irradianceMat.map = this.irradianceTexture;
182
- const irradianceCube = ObjectUtils.createPrimitive("Cube", { material: irradianceMat });
183
- this.context.scene.add(radianceCube);
184
- this.context.scene.add(irradianceCube);
185
- radianceCube.position.set(2, 0, 0);
186
- radianceCube.scale.y = 0.00001;
187
- irradianceCube.position.set(-2, 0, 0);
188
- irradianceCube.scale.y = 0.00001;
189
- // await this.initializeLighting(defaultLightRigXml, renderer);
190
- console.log("MaterialX environment initialized from Needle context", this, this.context.scene);
162
+ while (!context.scene.environment) {
163
+ await delay(5);
191
164
  }
165
+ this._getTextures(context.scene.environment);
166
+
167
+ // if (debug) {
168
+ // console.log({ radiance: this._radianceTexture, irradiance: this._irradianceTexture });
169
+ // // Show both of them on cubes in the scene
170
+ // const unlitMat = new MeshBasicMaterial();
171
+ // unlitMat.side = 2;
172
+ // const radianceMat = unlitMat.clone();
173
+ // radianceMat.map = this._radianceTexture;
174
+ // const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
175
+ // const irradianceMat = unlitMat.clone();
176
+ // irradianceMat.map = this._irradianceTexture;
177
+ // const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
178
+ // context.scene.add(radianceCube);
179
+ // context.scene.add(irradianceCube);
180
+ // radianceCube.position.set(2, 0, 0);
181
+ // irradianceCube.position.set(-2, 0, 0);
182
+ // console.log("[MaterialX] environment initialized from Needle context", this, this._context.scene);
183
+ // }
184
+
185
+ this.updateLighting(true);
192
186
 
193
- // Find lights in scene
194
- let lights = new Array<Light>();
195
- this.context.scene.traverse((object: Object3D) => {
196
- if ((object as Light).isLight) lights.push(object as Light);
197
- });
187
+ // Mark as initialized
188
+ return true;
189
+ }
198
190
 
199
- this.lightData = await registerLights(state.materialXModule, lights, state.materialXGenContext);
191
+ // Reset the environment to allow re-initialization
192
+ reset() {
193
+ if (debug) console.log("[MaterialX] Resetting environment");
194
+ this._initializePromise = null;
195
+ this._lights = [];
196
+ this._lightData = null;
197
+ this._lightCount = 0;
198
+ this._pmremGenerator?.dispose();
199
+ this._pmremGenerator = null;
200
+ for(const textureSet of this._texturesCache.values()) {
201
+ textureSet.radianceTexture?.dispose();
202
+ textureSet.irradianceTexture?.dispose();
203
+ }
204
+ this._texturesCache.clear();
200
205
 
201
- // Mark as initialized
202
- this.initialized = true;
206
+ this._unsubscribehook?.();
207
+ this._unsubscribehook = null;
203
208
  }
204
209
 
205
- // getLights() { return this.lights; }
206
- getLightData() { return this.lightData; }
207
- getRadianceTexture() { return this.radianceTexture; }
208
- getIrradianceTexture() { return this.irradianceTexture; }
210
+ private _getTextures(texture: Texture | null | undefined): {
211
+ radianceTexture: Texture | null,
212
+ irradianceTexture: Texture | null
213
+ } {
209
214
 
210
- setRadianceTexture(texture: any) { this.radianceTexture = texture; }
211
- setIrradianceTexture(texture: any) { this.irradianceTexture = texture; }
215
+ let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
216
+ if (res) {
217
+ return res;
218
+ }
212
219
 
213
- // Reset the environment to allow re-initialization
214
- reset() {
215
- if (debug) console.log("Resetting MaterialX environment");
216
- if (this.radianceTexture) {
217
- this.radianceTexture.dispose();
218
- this.radianceTexture = null;
220
+ if (this._context && this._pmremGenerator && texture) {
221
+ if (debug) console.log("[MaterialX] Generating environment textures", texture.name);
222
+
223
+ const target = this._pmremGenerator.fromEquirectangular(texture);
224
+ const radianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 0.0, 1024, 512, target.height);
225
+ const irradianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 1.0, 32, 16, target.height);
226
+ target.dispose();
227
+ res = {
228
+ radianceTexture: radianceRenderTarget.texture,
229
+ irradianceTexture: irradianceRenderTarget.texture
230
+ }
219
231
  }
220
- if (this.irradianceTexture) {
221
- this.irradianceTexture.dispose();
222
- this.irradianceTexture = null;
232
+ else {
233
+ res = {
234
+ radianceTexture: null,
235
+ irradianceTexture: null
236
+ }
237
+ }
238
+ this._texturesCache.set(texture || null, res);
239
+ return res;
240
+ }
241
+
242
+ private updateLighting = (collectLights: boolean = false) => {
243
+ if (!this._context) return;
244
+
245
+ // Find lights in scene
246
+ if (collectLights) {
247
+ const lights = new Array<Light>();
248
+ this._context.scene.traverse((object: Object3D) => {
249
+ if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
250
+ lights.push(object as Light);
251
+ });
252
+ this._lights = lights;
253
+ }
254
+
255
+ if (state.materialXGenContext) {
256
+ const { lightData, lightCount } = getLightData(this._lights, state.materialXGenContext);
257
+ this._lightData = lightData;
258
+ this._lightCount = lightCount;
223
259
  }
224
- this.initialized = false;
225
- // this.lights = [];
226
- this.lightData = null;
227
260
  }
228
261
  }
@@ -0,0 +1,50 @@
1
+
2
+
3
+
4
+ export namespace MaterialX {
5
+
6
+ export type MODULE = {
7
+ ShaderInterfaceType: any;
8
+ HwSpecularEnvironmentMethod: any;
9
+ HwShaderGenerator: {
10
+ bindLightShader(def: any, id: number, genContext: GenContext): void;
11
+ unbindLightShaders(context: any): void;
12
+ };
13
+ createDocument(): Document;
14
+ readFromXmlString(doc: Document, xml: string, unknown: string): void;
15
+ loadStandardLibraries(genContext: GenContext): StandardLibrary;
16
+ isTransparentSurface(renderableElement: any, target: string): boolean;
17
+ }
18
+
19
+
20
+ export type GenContext = {
21
+ }
22
+
23
+ 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
+ }