@needle-tools/materialx 1.0.1-next.31390e3 → 1.0.1-next.64f3b67

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@@ -0,0 +1,227 @@
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";
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+ import { Context } from "@needle-tools/engine";
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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 identityMatrix = new Matrix4();
10
+ 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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+ declare type MaterialXMaterialInitParameters = {
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+ 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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+
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+ export class MaterialXMaterial extends ShaderMaterial {
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+
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+ // copy(source: MaterialXMaterial): this {
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+ // super.copy(source);
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+ // this.name = source.name;
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+ // this.uniforms = { ...source.uniforms }; // Shallow copy of uniforms
27
+ // this.envMapIntensity = source.envMapIntensity;
28
+ // this.envMap = source.envMap;
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+ // this.updateUniforms = source.updateUniforms; // Copy the update function
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+ // return this;
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+ // }
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+
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+ constructor(init?: MaterialXMaterialInitParameters) {
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+
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+ // TODO: we need to properly copy the uniforms and other properties from the source material
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+ if (!init) {
37
+ super();
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+ return;
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+ }
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+
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.*$/gm, '').trim();
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+ fragmentShader = fragmentShader.replace(/^#version.*$/gm, '').trim();
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+
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+ // 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');
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+ 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
+ if (!uniforms) return;
149
+
150
+ // TODO remove. Not sure why this is needed, but without it
151
+ // we currently get some "swimming" where matrices are not up to date.
152
+ camera.updateMatrixWorld(true);
153
+
154
+ // Update standard transformation matrices
155
+ if (uniforms.u_worldMatrix) {
156
+ if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
157
+ uniforms.u_worldMatrix.value = object.matrixWorld;
158
+ }
159
+
160
+ if (uniforms.u_viewProjectionMatrix) {
161
+ if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
162
+ uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
163
+ }
164
+
165
+ if (uniforms.u_viewPosition) {
166
+ if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
167
+ uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
168
+ }
169
+
170
+ if (uniforms.u_worldInverseTransposeMatrix) {
171
+ if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
172
+ uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
173
+ }
174
+
175
+ // Update time uniforms
176
+ if (uniforms.u_time) {
177
+ uniforms.u_time.value = context.time.time;
178
+ }
179
+ if (uniforms.u_frame) {
180
+ uniforms.u_frame.value = context.time.frame;
181
+ }
182
+
183
+ // Update light uniforms
184
+ this.updateEnvironmentUniforms(environment);
185
+
186
+ this.uniformsNeedUpdate = true;
187
+ }
188
+
189
+ private updateEnvironmentUniforms = (environment: MaterialXEnvironment) => {
190
+
191
+ // Get lighting data from environment
192
+ const lightData = environment.lightData || null;
193
+ const lightCount = environment.lightCount || 0;
194
+ const textures = environment.getTextures(this) || null;
195
+
196
+ // Update each generated material's lighting uniforms
197
+ if (!this.uniforms) return;
198
+
199
+ // Update light count
200
+ if (this.uniforms.u_numActiveLightSources && lightCount >= 0) {
201
+ this.uniforms.u_numActiveLightSources.value = lightCount;
202
+ }
203
+
204
+ // Update light data if we have lights
205
+ if (lightData) {
206
+ this.uniforms.u_lightData.value = lightData;
207
+ if (debug) console.log("[MaterialX] Updated light data for material", this.name, lightData, this.uniforms,);
208
+ }
209
+ else if (debug) console.warn("[MaterialX] No light data available to update uniforms for material", this.name);
210
+
211
+ // Update environment uniforms
212
+ if (this.uniforms.u_envMatrix) {
213
+ this.uniforms.u_envMatrix.value = identityMatrix;
214
+ }
215
+ if (this.uniforms.u_envRadiance) {
216
+ this.uniforms.u_envRadiance.value = textures.radianceTexture || null;
217
+ }
218
+ if (this.uniforms.u_envRadianceMips) {
219
+ this.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(textures.radianceTexture?.source.data.width ?? 0, textures.radianceTexture?.source.data.height ?? 0))) + 1;
220
+ }
221
+ if (this.uniforms.u_envIrradiance) {
222
+ this.uniforms.u_envIrradiance.value = textures.irradianceTexture;
223
+ }
224
+
225
+ this.uniformsNeedUpdate = true;
226
+ }
227
+ }
package/src/materialx.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { Context, delay, isDevEnvironment, ObjectUtils, GameObject } 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: typeof MaterialX | null = null;
12
+ materialXModule: MX.MODULE | null = null;
12
13
  materialXGenerator: any = null;
13
14
  materialXGenContext: any = null;
14
15
  materialXStdLib: any = null;
@@ -22,7 +23,7 @@ export const state = new class {
22
23
  }
23
24
  }
24
25
 
25
- // Initialize MaterialX WASM module lazily
26
+ /** Initialize the MaterialX module. Must be awaited before trying to create materials */
26
27
  export async function ready(): Promise<void> {
27
28
  if (state.materialXInitPromise) {
28
29
  return state.materialXInitPromise;
@@ -60,7 +61,7 @@ export async function ready(): Promise<void> {
60
61
  },
61
62
  });
62
63
  if (debug) console.log("[MaterialX] module loaded", module);
63
- state.materialXModule = module;
64
+ state.materialXModule = module as MX.MODULE
64
65
 
65
66
  // Initialize shader generator and context
66
67
  state.materialXGenerator = module.EsslShaderGenerator.create();
@@ -72,7 +73,6 @@ export async function ready(): Promise<void> {
72
73
  tempDoc.setDataLibrary(state.materialXStdLib);
73
74
 
74
75
  // 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.
@@ -96,7 +96,7 @@ 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
101
  if (debug) console.log("[MaterialX] generator initialized successfully");
102
102
  } catch (error) {
@@ -106,123 +106,156 @@ export async function ready(): Promise<void> {
106
106
  })();
107
107
  }
108
108
 
109
+ type EnvironmentTextureSet = {
110
+ radianceTexture: Texture | null;
111
+ irradianceTexture: Texture | null;
112
+ }
113
+
109
114
  // MaterialX Environment Manager - handles lighting and environment setup
110
115
  export class MaterialXEnvironment {
111
- context: Context | null = null;
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;
112
121
 
113
- private lightData: any = null;
114
- private lightCount: number = 0;
115
- private radianceTexture: any = null;
116
- private irradianceTexture: any = null;
117
- private initialized: boolean = false;
122
+ private _unsubscribehook: (() => void) | null = null;
118
123
 
119
124
  constructor() {
120
125
  if (debug) console.log("[MaterialX] Environment created");
121
126
  }
122
127
 
123
128
  // Initialize with Needle Engine context
124
- async initializeFromContext(): Promise<void> {
125
- if (!this.context) {
126
- console.warn("[MaterialX] No Needle context available for environment initialization");
127
- return;
129
+ async initialize(context: Context): Promise<boolean> {
130
+ if (this._initializePromise) {
131
+ return this._initializePromise;
128
132
  }
133
+ return this._initializePromise = this._initialize(context);
134
+ }
129
135
 
130
- // Prevent multiple initializations
131
- if (this.initialized) {
132
- if (debug) console.log("[MaterialX] environment already initialized, skipping");
133
- 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);
134
142
  }
143
+ return this._getTextures(this._context?.scene.environment);
144
+ }
135
145
 
136
- // Clean up previous textures if they exist
137
- if (this.radianceTexture) {
138
- if (debug) console.log("[MaterialX] Disposing previous radiance texture");
139
- this.radianceTexture.dispose();
140
- this.radianceTexture = null;
141
- }
142
- if (this.irradianceTexture) {
143
- if (debug) console.log("[MaterialX] Disposing previous irradiance texture");
144
- this.irradianceTexture.dispose();
145
- this.irradianceTexture = null;
146
- }
146
+ private _pmremGenerator: PMREMGenerator | null = null;
147
+ private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
148
+
149
+ private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
150
+
151
+ this._context = context;
152
+ this._pmremGenerator = new PMREMGenerator(context.renderer);
147
153
 
148
- // Get renderer from context
149
- const renderer = this.context.renderer;
154
+ this._unsubscribehook?.();
155
+ this._unsubscribehook = onBeforeRender(() => {
156
+ this.updateLighting(false);
157
+ this._getTextures(context.scene.environment);
158
+ })
150
159
 
151
160
  // TODO remove this delay; we should wait for the scene lighting to be ready
152
161
  // and then update the uniforms
153
- let envMap = this.context.scene.environment;
154
- while (!envMap) {
155
- await delay(200);
156
- envMap = this.context.scene.environment;
162
+ while (!context.scene.environment) {
163
+ await delay(5);
157
164
  }
158
- var pmrem = new PMREMGenerator(renderer);
159
- const target = pmrem.fromEquirectangular(envMap);
160
-
161
- const radianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 0.0, 1024, 512, target.height);
162
- const irradianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 1.0, 32, 16, target.height);
163
-
164
- this.radianceTexture = radianceRenderTarget.texture;
165
- this.irradianceTexture = irradianceRenderTarget.texture;
166
-
167
- // Clean up PMREM generator and its render target
168
- target.dispose();
169
- pmrem.dispose();
170
-
171
- if (debug) {
172
- console.log({ radiance: this.radianceTexture, irradiance: this.irradianceTexture });
173
- // Show both of them on cubes in the scene
174
- const unlitMat = new MeshBasicMaterial();
175
- unlitMat.side = 2;
176
- const radianceMat = unlitMat.clone();
177
- radianceMat.map = this.radianceTexture;
178
- const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
179
- const irradianceMat = unlitMat.clone();
180
- irradianceMat.map = this.irradianceTexture;
181
- const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
182
- this.context.scene.add(radianceCube);
183
- this.context.scene.add(irradianceCube);
184
- radianceCube.position.set(2, 0, 0);
185
- irradianceCube.position.set(-2, 0, 0);
186
- // await this.initializeLighting(defaultLightRigXml, renderer);
187
- console.log("[MaterialX] environment initialized from Needle context", this, this.context.scene);
188
- }
189
-
190
- // Find lights in scene
191
- let lights = new Array<Light>();
192
- this.context.scene.traverse((object: Object3D) => {
193
- if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
194
- lights.push(object as Light);
195
- });
196
-
197
- const { lightData, lightCount } = await registerLights(state.materialXModule, lights, state.materialXGenContext);
198
- this.lightData = lightData;
199
- this.lightCount = lightCount;
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);
200
186
 
201
187
  // Mark as initialized
202
- this.initialized = true;
188
+ return true;
203
189
  }
204
190
 
205
- getLightData() { return this.lightData; }
206
- getLightCount() { return this.lightCount; }
207
- getRadianceTexture() { return this.radianceTexture; }
208
- getIrradianceTexture() { return this.irradianceTexture; }
209
-
210
- setRadianceTexture(texture: any) { this.radianceTexture = texture; }
211
- setIrradianceTexture(texture: any) { this.irradianceTexture = texture; }
212
-
213
191
  // Reset the environment to allow re-initialization
214
192
  reset() {
215
193
  if (debug) console.log("[MaterialX] Resetting environment");
216
- if (this.radianceTexture) {
217
- this.radianceTexture.dispose();
218
- this.radianceTexture = null;
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();
219
203
  }
220
- if (this.irradianceTexture) {
221
- this.irradianceTexture.dispose();
222
- this.irradianceTexture = null;
204
+ this._texturesCache.clear();
205
+
206
+ this._unsubscribehook?.();
207
+ this._unsubscribehook = null;
208
+ }
209
+
210
+ private _getTextures(texture: Texture | null | undefined): {
211
+ radianceTexture: Texture | null,
212
+ irradianceTexture: Texture | null
213
+ } {
214
+
215
+ let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
216
+ if (res) {
217
+ return res;
218
+ }
219
+
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;
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
+ }
@@ -40,7 +40,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
40
40
  } else {
41
41
  imageHeight = 256; // Final fallback
42
42
  }
43
-
43
+
44
44
  const maxMip = Math.log2(imageHeight) - 2;
45
45
  const cubeUVHeight = imageHeight;
46
46
  const cubeUVWidth = 3 * Math.max(Math.pow(2, maxMip), 7 * 16);
@@ -129,14 +129,14 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
129
129
  const currentAutoClear = renderer.autoClear;
130
130
  const currentXrEnabled = renderer.xr.enabled;
131
131
  const currentShadowMapEnabled = renderer.shadowMap.enabled;
132
-
132
+
133
133
  renderTarget.texture.generateMipmaps = true;
134
-
134
+
135
135
  try {
136
136
  // Disable XR and shadow mapping during our render to avoid interference
137
137
  renderer.xr.enabled = false;
138
138
  renderer.shadowMap.enabled = false;
139
-
139
+
140
140
  // Render to our target
141
141
  renderer.autoClear = true;
142
142
  renderer.setRenderTarget(renderTarget);
@@ -148,7 +148,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
148
148
  renderer.autoClear = currentAutoClear;
149
149
  renderer.xr.enabled = currentXrEnabled;
150
150
  renderer.shadowMap.enabled = currentShadowMapEnabled;
151
-
151
+
152
152
  // Clean up temporary objects
153
153
  geometry.dispose();
154
154
  material.dispose();
@@ -159,7 +159,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
159
159
  renderTarget.texture.mapping = EquirectangularReflectionMapping;
160
160
 
161
161
  // Log mipmap infos
162
- if (debug) console.log('PMREM to Equirect Render Target:', {
162
+ if (debug) console.log('[MaterialX] PMREM to Equirect Render Target:', {
163
163
  width: renderTarget.width,
164
164
  height: renderTarget.height,
165
165
  mipmaps: renderTarget.texture.mipmaps?.length,