@needle-tools/materialx 1.0.1-next.19d0723 → 1.0.1-next.2ca9014

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package/src/materialx.ts CHANGED
@@ -1,15 +1,14 @@
1
- import { Context, delay, isDevEnvironment, ObjectUtils, GameObject, onBeforeRender } from "@needle-tools/engine";
2
- import type { MaterialX as MX } from "./materialx.types.js";
1
+ import { Context, delay, isDevEnvironment, ObjectUtils, GameObject } from "@needle-tools/engine";
3
2
  import MaterialX from "../bin/JsMaterialXGenShader.js";
4
3
  import { debug } from "./utils.js";
5
4
  import { renderPMREMToEquirect } from "./textureHelper.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";
5
+ import { Light, MeshBasicMaterial, Object3D, PMREMGenerator } from "three";
6
+ import { registerLights } from "./helper.js";
9
7
 
10
8
 
9
+ // Global MaterialX module instance - initialized lazily
11
10
  export const state = new class {
12
- materialXModule: MX.MODULE | null = null;
11
+ materialXModule: any = null;
13
12
  materialXGenerator: any = null;
14
13
  materialXGenContext: any = null;
15
14
  materialXStdLib: any = null;
@@ -23,14 +22,14 @@ export const state = new class {
23
22
  }
24
23
  }
25
24
 
26
- /** Initialize the MaterialX module. Must be awaited before trying to create materials */
27
- export async function ready(): Promise<void> {
25
+ // Initialize MaterialX WASM module lazily
26
+ export async function initializeMaterialX(): Promise<void> {
28
27
  if (state.materialXInitPromise) {
29
28
  return state.materialXInitPromise;
30
29
  }
31
30
  return state.materialXInitPromise = (async () => {
32
31
  if (state.materialXModule) return; // Already initialized
33
- if (debug) console.log("[MaterialX] Initializing WASM module...");
32
+ if (debug) console.log("Initializing MaterialX WASM module...");
34
33
  try {
35
34
 
36
35
  const urls: Array<string> = await Promise.all([
@@ -45,7 +44,7 @@ export async function ready(): Promise<void> {
45
44
 
46
45
  const module = await MaterialX({
47
46
  locateFile: (path: string, scriptDirectory: string) => {
48
- if (debug) console.debug("[MaterialX] locateFile called:", { path, scriptDirectory });
47
+ if (debug) console.debug("MaterialX locateFile called:", { path, scriptDirectory });
49
48
 
50
49
  if (path.includes("JsMaterialXCore.wasm")) {
51
50
  return JsMaterialXCore; // Use the URL for the core WASM file
@@ -60,8 +59,8 @@ export async function ready(): Promise<void> {
60
59
  return scriptDirectory + path;
61
60
  },
62
61
  });
63
- if (debug) console.log("[MaterialX] module loaded", module);
64
- state.materialXModule = module as MX.MODULE
62
+ if (debug) console.log("MaterialXLoader module loaded", module);
63
+ state.materialXModule = module;
65
64
 
66
65
  // Initialize shader generator and context
67
66
  state.materialXGenerator = module.EsslShaderGenerator.create();
@@ -73,13 +72,14 @@ export async function ready(): Promise<void> {
73
72
  tempDoc.setDataLibrary(state.materialXStdLib);
74
73
 
75
74
  // TODO ShaderInterfaceType.SHADER_INTERFACE_REDUCED would be better, but doesn't actually seem to be supported in the MaterialX javascript bindings
75
+ const options = state.materialXGenContext.getOptions();
76
76
  state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
77
-
77
+
78
78
  // SPECULAR_ENVIRONMENT_NONE: Do not use specular environment maps.
79
79
  // SPECULAR_ENVIRONMENT_FIS: Use Filtered Importance Sampling for specular environment/indirect lighting.
80
80
  // SPECULAR_ENVIRONMENT_PREFILTER: Use pre-filtered environment maps for specular environment/indirect lighting.
81
81
  state.materialXGenContext.getOptions().hwSpecularEnvironmentMethod = state.materialXModule.HwSpecularEnvironmentMethod.SPECULAR_ENVIRONMENT_FIS;
82
-
82
+
83
83
  // TRANSMISSION_REFRACTION: Use a refraction approximation for transmission rendering.
84
84
  // TRANSMISSION_OPACITY: Use opacity for transmission rendering.
85
85
  // state.materialXGenContext.getOptions().hwTransmissionRenderMethod = state.materialXModule.HwTransmissionRenderMethod.TRANSMISSION_REFRACTION;
@@ -96,166 +96,137 @@ export async function ready(): Promise<void> {
96
96
  state.materialXGenContext.getOptions().hwMaxActiveLightSources = 4;
97
97
 
98
98
  // This prewarms the shader generation context to have all light types
99
- await registerLights(state.materialXModule, state.materialXGenContext);
99
+ await registerLights(state.materialXModule, [], state.materialXGenContext);
100
100
 
101
- if (debug) console.log("[MaterialX] generator initialized successfully");
101
+ if (debug) console.log("MaterialX generator initialized successfully");
102
102
  } catch (error) {
103
- console.error("[MaterialX] Failed to load MaterialX module:", error);
103
+ console.error("Failed to load MaterialX module:", error);
104
104
  throw error;
105
105
  }
106
106
  })();
107
107
  }
108
108
 
109
- type EnvironmentTextureSet = {
110
- radianceTexture: Texture | null;
111
- irradianceTexture: Texture | null;
112
- }
113
-
114
109
  // MaterialX Environment Manager - handles lighting and environment setup
115
110
  export class MaterialXEnvironment {
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;
111
+ private lightData: any = null;
112
+ private lightCount: number = 0;
113
+ private radianceTexture: any = null;
114
+ private irradianceTexture: any = null;
115
+ private context: Context | null = null;
116
+ private initialized: boolean = false;
123
117
 
124
118
  constructor() {
125
- if (debug) console.log("[MaterialX] Environment created");
119
+ if (debug) console.log("MaterialX Environment created");
126
120
  }
127
121
 
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);
122
+ setContext(context: Context) {
123
+ this.context = context;
134
124
  }
135
125
 
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);
126
+ // Initialize with Needle Engine context
127
+ async initializeFromContext(): Promise<void> {
128
+ if (!this.context) {
129
+ console.warn("No Needle context available for MaterialX environment initialization");
130
+ return;
142
131
  }
143
- return this._getTextures(this._context?.scene.environment);
144
- }
145
-
146
- private _pmremGenerator: PMREMGenerator | null = null;
147
- private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
148
132
 
149
- private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
133
+ // Prevent multiple initializations
134
+ if (this.initialized) {
135
+ if (debug) console.log("MaterialX environment already initialized, skipping");
136
+ return;
137
+ }
150
138
 
151
- this._context = context;
152
- this._pmremGenerator = new PMREMGenerator(context.renderer);
139
+ // Clean up previous textures if they exist
140
+ if (this.radianceTexture) {
141
+ if (debug) console.log("Disposing previous radiance texture");
142
+ this.radianceTexture.dispose();
143
+ this.radianceTexture = null;
144
+ }
145
+ if (this.irradianceTexture) {
146
+ if (debug) console.log("Disposing previous irradiance texture");
147
+ this.irradianceTexture.dispose();
148
+ this.irradianceTexture = null;
149
+ }
153
150
 
154
- this._unsubscribehook?.();
155
- this._unsubscribehook = onBeforeRender(() => {
156
- this.updateLighting(false);
157
- this._getTextures(context.scene.environment);
158
- })
151
+ // Get renderer from context
152
+ const renderer = this.context.renderer;
159
153
 
160
154
  // TODO remove this delay; we should wait for the scene lighting to be ready
161
155
  // and then update the uniforms
162
- while (!context.scene.environment) {
163
- await delay(5);
156
+ let envMap = this.context.scene.environment;
157
+ while (!envMap) {
158
+ await delay(200);
159
+ envMap = this.context.scene.environment;
164
160
  }
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);
186
-
187
- // Mark as initialized
188
- return true;
189
- }
190
-
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();
161
+ var pmrem = new PMREMGenerator(renderer);
162
+ const target = pmrem.fromEquirectangular(envMap);
163
+
164
+ const radianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 0.0, 1024, 512, target.height);
165
+ const irradianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 1.0, 32, 16, target.height);
166
+
167
+ this.radianceTexture = radianceRenderTarget.texture;
168
+ this.irradianceTexture = irradianceRenderTarget.texture;
169
+
170
+ // Clean up PMREM generator and its render target
171
+ target.dispose();
172
+ pmrem.dispose();
173
+
174
+ if (debug) {
175
+ console.log({ radiance: this.radianceTexture, irradiance: this.irradianceTexture });
176
+ // Show both of them on cubes in the scene
177
+ const unlitMat = new MeshBasicMaterial();
178
+ const radianceMat = unlitMat.clone();
179
+ radianceMat.map = this.radianceTexture;
180
+ const radianceCube = ObjectUtils.createPrimitive("Cube", { material: radianceMat });
181
+ const irradianceMat = unlitMat.clone();
182
+ irradianceMat.map = this.irradianceTexture;
183
+ const irradianceCube = ObjectUtils.createPrimitive("Cube", { material: irradianceMat });
184
+ this.context.scene.add(radianceCube);
185
+ this.context.scene.add(irradianceCube);
186
+ radianceCube.position.set(2, 0, 0);
187
+ radianceCube.scale.y = 0.00001;
188
+ irradianceCube.position.set(-2, 0, 0);
189
+ irradianceCube.scale.y = 0.00001;
190
+ // await this.initializeLighting(defaultLightRigXml, renderer);
191
+ console.log("MaterialX environment initialized from Needle context", this, this.context.scene);
203
192
  }
204
- this._texturesCache.clear();
205
-
206
- this._unsubscribehook?.();
207
- this._unsubscribehook = null;
208
- }
209
193
 
210
- private _getTextures(texture: Texture | null | undefined): {
211
- radianceTexture: Texture | null,
212
- irradianceTexture: Texture | null
213
- } {
194
+ // Find lights in scene
195
+ let lights = new Array<Light>();
196
+ this.context.scene.traverse((object: Object3D) => {
197
+ if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
198
+ lights.push(object as Light);
199
+ });
214
200
 
215
- let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
216
- if (res) {
217
- return res;
218
- }
201
+ const { lightData, lightCount } = await registerLights(state.materialXModule, lights, state.materialXGenContext);
202
+ this.lightData = lightData;
203
+ this.lightCount = lightCount;
219
204
 
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
- }
231
- }
232
- else {
233
- res = {
234
- radianceTexture: null,
235
- irradianceTexture: null
236
- }
237
- }
238
- this._texturesCache.set(texture || null, res);
239
- return res;
205
+ // Mark as initialized
206
+ this.initialized = true;
240
207
  }
241
208
 
242
- private updateLighting = (collectLights: boolean = false) => {
243
- if (!this._context) return;
209
+ getLightData() { return this.lightData; }
210
+ getLightCount() { return this.lightCount; }
211
+ getRadianceTexture() { return this.radianceTexture; }
212
+ getIrradianceTexture() { return this.irradianceTexture; }
244
213
 
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
- }
214
+ setRadianceTexture(texture: any) { this.radianceTexture = texture; }
215
+ setIrradianceTexture(texture: any) { this.irradianceTexture = texture; }
254
216
 
255
- if (state.materialXGenContext) {
256
- const { lightData, lightCount } = getLightData(this._lights, state.materialXGenContext);
257
- this._lightData = lightData;
258
- this._lightCount = lightCount;
217
+ // Reset the environment to allow re-initialization
218
+ reset() {
219
+ if (debug) console.log("Resetting MaterialX environment");
220
+ if (this.radianceTexture) {
221
+ this.radianceTexture.dispose();
222
+ this.radianceTexture = null;
223
+ }
224
+ if (this.irradianceTexture) {
225
+ this.irradianceTexture.dispose();
226
+ this.irradianceTexture = null;
259
227
  }
228
+ this.initialized = false;
229
+ // this.lights = [];
230
+ this.lightData = null;
260
231
  }
261
232
  }
@@ -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('[MaterialX] PMREM to Equirect Render Target:', {
162
+ if (debug) console.log('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
@@ -2,7 +2,10 @@ import { Context, getParam } from "@needle-tools/engine";
2
2
  import { Mesh } from "three";
3
3
 
4
4
  export const debug = getParam("debugmaterialx");
5
- export const debugUpdate = getParam("debugmaterialxupdate");
5
+
6
+
7
+
8
+
6
9
 
7
10
  /**
8
11
  * =====================================
@@ -30,44 +33,6 @@ const patchWebGL2 = () => {
30
33
  }
31
34
  return uniform4fv.call(this, location, v);
32
35
  };
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
- };
71
36
  };
72
37
  // patchWebGL2();
73
38
 
@@ -1,220 +0,0 @@
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();
12
- const worldViewPos = new Vector3();
13
-
14
- declare type MaterialXMaterialInitParameters = {
15
- name: string,
16
- shader: any,
17
- loaders: Loaders,
18
- transparent?: boolean,
19
- }
20
-
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) {
34
-
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");
45
-
46
- vertexShader = vertexShader.replace(/^#version.*$/gm, '').trim();
47
- fragmentShader = fragmentShader.replace(/^#version.*$/gm, '').trim();
48
-
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
-
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- // Patch vertexShader
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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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- // Patch fragmentShader
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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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-
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, '');
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- vertexShader = vertexShader.replace(/in\s+vec3\s+uv;/g, '');
73
- vertexShader = vertexShader.replace(/in\s+vec3\s+uv1;/g, '');
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- vertexShader = vertexShader.replace(/in\s+vec4\s+tangent;/g, '');
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- vertexShader = vertexShader.replace(/in\s+vec4\s+color;/g, '');
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-
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
- }