@needle-tools/materialx 1.0.1-next.31390e3 → 1.0.1-next.7bd39cb

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@@ -1,84 +1,86 @@
1
1
  import { Context } from "@needle-tools/engine";
2
- import { ShaderMaterial, Material, MeshStandardMaterial, LoadingManager, TextureLoader, Texture, NearestFilter, Matrix4, GLSL3, AddEquation, OneMinusSrcAlphaFactor, SrcAlphaFactor, DoubleSide, Matrix3, Vector3, Object3D, Camera } from "three";
3
- import { GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
4
- import { getUniformValues } from "../helper.js";
2
+ import { Material, MeshStandardMaterial, Texture, NearestFilter, CompressedTexture, DoubleSide, FrontSide } from "three";
3
+ import { GLTF, GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
5
4
  import { ready, MaterialXEnvironment, state } from "../materialx.js";
6
5
  import { debug } from "../utils.js";
6
+ import { MaterialXMaterial } from "../materialx.material.js";
7
7
 
8
8
  // TypeScript interfaces matching the C# data structures
9
- interface MaterialXData {
10
- version: string; // e.g. "1.39"
11
- name: string; // e.g. "Material"
12
- mtlx: string; // MaterialX XML content
9
+ export type MaterialX_root_extension = {
10
+ /** e.g. 1.39 */
11
+ version: string;
12
+ /** e.g. "Material" */
13
+ name: string;
14
+ /** MaterialX xml content */
15
+ mtlx: string;
16
+ /** MaterialX texture pointers */
17
+ textures: Array<{ name: string, pointer: string }>;
13
18
  }
14
19
 
15
- interface MaterialXDataIndex {
16
- name: string; // Material name reference
20
+ export type MaterialX_material_extension = {
21
+ name: string; // Material name reference
22
+ }
23
+
24
+ type MaterialDefinition = {
25
+ name?: string; // Optional name for the material
26
+ doubleSided?: boolean; // Whether the material is double-sided
27
+ extensions?: {
28
+ [key: string]: any; // Extensions for the material, including MaterialX
29
+ },
17
30
  }
18
31
 
19
32
  // MaterialX loader extension for js GLTFLoader
20
33
  export class MaterialXLoader implements GLTFLoaderPlugin {
21
- name = "NEEDLE_materials_mtlx";
34
+ readonly name = "NEEDLE_materials_mtlx";
22
35
 
23
- private rootMaterialXData: MaterialXData | null = null;
24
- private parsedDocument: any = null;
25
- private documentParsePromise: Promise<any> | null = null;
26
- private rootDataInitialized = false;
27
- private environmentInitialized = false;
28
- private generatedMaterials: ShaderMaterial[] = [];
36
+ private readonly _generatedMaterials: MaterialXMaterial[] = [];
29
37
 
30
- constructor(private parser: GLTFParser, private context: Context) {
31
- if (debug) console.log("MaterialXLoader created for parser");
32
- // Initialize MaterialX environment after MaterialX is ready
33
- this.initializeEnvironment();
34
- }
38
+ private _documentReadyPromise: Promise<any> | null = null;
35
39
 
36
- // Initialize MaterialX environment - called once after MaterialX is ready
37
- private async initializeEnvironment(): Promise<void> {
38
- if (this.environmentInitialized) return;
39
-
40
- if (debug) console.log("[MaterialX] MaterialXLoader: Initializing MaterialX environment...");
41
-
42
- // Ensure MaterialX is initialized first
43
- await ready();
40
+ get materialX_root_data() {
41
+ return this.parser.json.extensions?.[this.name] as MaterialX_root_extension | null;
42
+ }
44
43
 
45
- // Set up environment with context
46
- const environment = state.materialXEnvironment;
47
- environment.context = this.context;
44
+ /** Generated materialX materials */
45
+ get materials() {
46
+ return this._generatedMaterials;
47
+ }
48
48
 
49
- // Initialize the environment from context (properly awaited)
50
- try {
51
- await environment.initializeFromContext();
52
- this.environmentInitialized = true;
53
- if (debug) console.log("[MaterialX] MaterialXLoader: Environment initialized successfully");
54
- } catch (error) {
55
- console.warn("[MaterialX] MaterialXLoader: Failed to initialize MaterialX environment:", error);
49
+ /**
50
+ * MaterialXLoader constructor
51
+ * @param parser The GLTFParser instance
52
+ * @param url The URL of the GLTF file
53
+ * @param context The context for the GLTF loading process
54
+ */
55
+ constructor(private parser: GLTFParser, private url: string, private context: Context) {
56
+ if (debug) console.log("MaterialXLoader created for parser");
57
+ // Start loading of MaterialX environment if the root extension exists
58
+ if (this.materialX_root_data) {
59
+ ready();
56
60
  }
57
61
  }
58
62
 
59
- // Initialize root data from parser.json.extensions once
60
- private initializeRootData(): void {
61
- if (this.rootDataInitialized) return;
62
-
63
- const gltfExtensions = this.parser.json.extensions;
64
- if (gltfExtensions?.[this.name]) {
65
- if (debug) console.log("[MaterialX] extension found in root:", gltfExtensions[this.name]);
66
-
67
- const materialXExtension = gltfExtensions[this.name];
68
- this.rootMaterialXData = materialXExtension as MaterialXData;
63
+ loadMaterial(materialIndex: number): Promise<Material> | null {
64
+ const materialDef = this.parser.json.materials?.[materialIndex];
65
+ if (!materialDef?.extensions?.[this.name]) {
66
+ return null;
69
67
  }
70
- this.rootDataInitialized = true;
68
+ // Wrap the async implementation
69
+ return this._loadMaterialAsync(materialIndex);
70
+ }
71
+
72
+ afterRoot = async (_gltf: GLTF) => {
73
+ // Initialize MaterialX lighting system with scene data
74
+ const environment = state.materialXEnvironment;
75
+ environment.initialize(this.context);
71
76
  }
72
77
 
73
78
  // Parse the MaterialX document once and cache it
74
- private async parseRootDocument(): Promise<any> {
75
- if (this.documentParsePromise) {
76
- return this.documentParsePromise;
79
+ private async _materialXDocumentReady(): Promise<any> {
80
+ if (this._documentReadyPromise) {
81
+ return this._documentReadyPromise;
77
82
  }
78
-
79
- this.documentParsePromise = (async () => {
80
- if (this.parsedDocument) return this.parsedDocument;
81
-
83
+ return this._documentReadyPromise = (async () => {
82
84
  if (debug) console.log("[MaterialX] Parsing MaterialX root document...");
83
85
 
84
86
  // Ensure MaterialX is initialized
@@ -93,43 +95,27 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
93
95
  doc.setDataLibrary(state.materialXStdLib);
94
96
 
95
97
  // Parse all MaterialX XML strings from the root data
96
- if (this.rootMaterialXData) {
97
- if (debug) console.log(`[MaterialX] Parsing XML for: ${this.rootMaterialXData.name}`);
98
- await state.materialXModule.readFromXmlString(doc, this.rootMaterialXData.mtlx, "");
98
+ const root = this.materialX_root_data
99
+ if (root) {
100
+ if (debug) console.log(`[MaterialX] Parsing XML for: ${root.name}`);
101
+ await state.materialXModule.readFromXmlString(doc, root.mtlx, "");
99
102
  }
100
103
 
101
104
  if (debug) console.log("[MaterialX] root document parsed successfully");
102
-
103
- this.parsedDocument = doc;
104
105
  return doc;
105
106
  })();
106
-
107
- return this.documentParsePromise;
108
- }
109
-
110
- loadMaterial(materialIndex: number): Promise<Material> | null {
111
- const materialDef = this.parser.json.materials?.[materialIndex];
112
- if (!materialDef?.extensions?.[this.name]) {
113
- return null;
114
- }
115
-
116
- // Wrap the async implementation
117
- return this._loadMaterialAsync(materialIndex);
118
107
  }
119
108
 
120
109
  private async _loadMaterialAsync(materialIndex: number): Promise<Material> {
121
- // Initialize root data first
122
- this.initializeRootData();
123
110
 
124
- const materialDef = this.parser.json.materials?.[materialIndex];
125
- if (debug) console.log("[MaterialX] extension found in material:", materialDef.extensions[this.name]);
111
+ const materialDef = this.parser.json.materials?.[materialIndex] as MaterialDefinition;
112
+ if (debug) console.log("[MaterialX] extension found in material:", materialDef.extensions?.[this.name]);
126
113
 
127
114
  // Handle different types of MaterialX data
128
- const dataIndex = materialDef.extensions[this.name] as MaterialXDataIndex;
115
+ const ext = materialDef.extensions?.[this.name] as MaterialX_material_extension;
129
116
 
130
- if (dataIndex) {
131
- // Create a new material and process MaterialX - AWAIT THIS!
132
- return await this.createMaterialXMaterial(dataIndex);
117
+ if (ext) {
118
+ return this._createMaterialXMaterial(materialDef, ext);
133
119
  }
134
120
 
135
121
  // Return fallback material instead of null
@@ -138,29 +124,22 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
138
124
  return fallbackMaterial;
139
125
  }
140
126
 
141
- private rootDocument: Promise<any> | null = null;
142
- private async createMaterialXMaterial(materialXData: MaterialXDataIndex): Promise<Material> {
127
+ private async _createMaterialXMaterial(material_def: MaterialDefinition, material_extension: MaterialX_material_extension): Promise<Material> {
143
128
  try {
144
- if (debug) console.log(`Creating MaterialX material: ${materialXData.name}`);
129
+ if (debug) console.log(`Creating MaterialX material: ${material_extension.name}`);
145
130
 
146
- // Ensure MaterialX is initialized and document is parsed
147
- await ready();
148
-
149
- if (!this.rootDocument) {
150
- this.rootDocument = this.parseRootDocument();
151
- }
152
- const doc = await this.rootDocument;
131
+ const doc = await this._materialXDocumentReady();
153
132
 
154
133
  if (!state.materialXModule || !state.materialXGenerator || !state.materialXGenContext) {
155
134
  console.warn("[MaterialX] WASM module not ready, returning fallback material");
156
135
  const fallbackMaterial = new MeshStandardMaterial();
157
- fallbackMaterial.userData.materialX = materialXData;
158
- fallbackMaterial.name = `MaterialX_Fallback_${materialXData.name}`;
136
+ fallbackMaterial.userData.materialX = material_extension;
137
+ fallbackMaterial.name = `MaterialX_Fallback_${material_extension.name}`;
159
138
  return fallbackMaterial;
160
139
  }
161
140
 
162
141
  // Find the renderable element following MaterialX example pattern exactly
163
- let renderableElement = null;
142
+ let renderableElement: any = null;
164
143
  let foundRenderable = false;
165
144
 
166
145
  if (debug) console.log("[MaterialX] document", doc);
@@ -178,7 +157,7 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
178
157
  if (debug) console.log('[MaterialX] Scan material: ', i, materialName);
179
158
 
180
159
  // Find the matching material
181
- if (materialName == materialXData.name) {
160
+ if (materialName == material_extension.name) {
182
161
  renderableElement = materialNode;
183
162
  foundRenderable = true;
184
163
  if (debug) console.log('[MaterialX] -- add material: ', materialName);
@@ -237,262 +216,73 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
237
216
  if (!renderableElement) {
238
217
  console.warn("[MaterialX] No renderable element found in MaterialX document");
239
218
  const fallbackMaterial = new MeshStandardMaterial();
240
- fallbackMaterial.userData.materialX = materialXData;
241
- fallbackMaterial.name = `MaterialX_NoRenderable_${materialXData.name}`;
219
+ fallbackMaterial.userData.materialX = material_extension;
220
+ fallbackMaterial.name = `MaterialX_NoRenderable_${material_extension.name}`;
242
221
  return fallbackMaterial;
243
222
  }
244
223
 
245
224
  if (debug) console.log("[MaterialX] Using renderable element for shader generation");
246
225
 
247
226
  // Check transparency and set context options like the reference
248
- let isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
227
+ const isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
249
228
  state.materialXGenContext.getOptions().hwTransparency = isTransparent;
250
-
229
+
251
230
  // Generate shaders using the element's name path
252
231
  if (debug) console.log("[MaterialX] Generating MaterialX shaders...");
253
232
  const elementName = (renderableElement as any).getNamePath ? (renderableElement as any).getNamePath() : (renderableElement as any).getName();
254
233
 
255
234
  const shader = state.materialXGenerator.generate(elementName, renderableElement, state.materialXGenContext);
256
-
257
- // Get vertex and fragment shader source, and remove #version directive for newer js.
258
- // It's added by three.js glslVersion.
259
- let vertexShader = shader.getSourceCode("vertex").replace(/^#version.*$/gm, '').trim();
260
- let fragmentShader = shader.getSourceCode("pixel").replace(/^#version.*$/gm, '').trim();
261
-
262
- // MaterialX uses different attribute names than js defaults,
263
- // so we patch the MaterialX shaders to match the js standard names.
264
- // Otherwise, we'd have to modify the mesh attributes (see original MaterialX for reference).
265
-
266
- // Patch vertexShader
267
- vertexShader = vertexShader.replace(/\bi_position\b/g, 'position');
268
- vertexShader = vertexShader.replace(/\bi_normal\b/g, 'normal');
269
- vertexShader = vertexShader.replace(/\bi_texcoord_0\b/g, 'uv');
270
- vertexShader = vertexShader.replace(/\bi_texcoord_1\b/g, 'uv1');
271
- vertexShader = vertexShader.replace(/\bi_tangent\b/g, 'tangent');
272
- vertexShader = vertexShader.replace(/\bi_color_0\b/g, 'color');
273
-
274
- // Patch fragmentShader
275
- fragmentShader = fragmentShader.replace(/\bi_position\b/g, 'position');
276
- fragmentShader = fragmentShader.replace(/\bi_normal\b/g, 'normal');
277
- fragmentShader = fragmentShader.replace(/\bi_texcoord_0\b/g, 'uv');
278
- fragmentShader = fragmentShader.replace(/\bi_texcoord_1\b/g, 'uv1');
279
- fragmentShader = fragmentShader.replace(/\bi_tangent\b/g, 'tangent');
280
- fragmentShader = fragmentShader.replace(/\bi_color_0\b/g, 'color');
281
-
282
- // Remove `in vec3 position;` and so on since they're already declared by ShaderMaterial
283
- vertexShader = vertexShader.replace(/in\s+vec3\s+position;/g, '');
284
- vertexShader = vertexShader.replace(/in\s+vec3\s+normal;/g, '');
285
- vertexShader = vertexShader.replace(/in\s+vec3\s+uv;/g, '');
286
- vertexShader = vertexShader.replace(/in\s+vec3\s+uv1;/g, '');
287
- vertexShader = vertexShader.replace(/in\s+vec4\s+tangent;/g, '');
288
- vertexShader = vertexShader.replace(/in\s+vec4\s+color;/g, '');
289
-
290
- // Patch uv 2-component to 3-component (`texcoord_0 = uv;` needs to be replaced with `texcoord_0 = vec3(uv, 0.0);`)
291
- // TODO what if we actually have a 3-component UV? Not sure what three.js does then
292
- vertexShader = vertexShader.replace(/texcoord_0 = uv;/g, 'texcoord_0 = vec3(uv, 0.0);');
293
-
294
- // Add tonemapping and colorspace handling
295
- // Replace `out vec4 out1;` with `out vec4 gl_FragColor;`
296
- fragmentShader = fragmentShader.replace(/out\s+vec4\s+out1;/, 'layout(location = 0) out vec4 pc_fragColor;\n#define gl_FragColor pc_fragColor');
297
- // Replace `out1 = vec4(<CAPTURE>)` with `gl_FragColor = vec4(<CAPTURE>)` and tonemapping/colorspace handling
298
- fragmentShader = fragmentShader.replace(/^\s*out1\s*=\s*vec4\((.*)\);/gm,
299
- `
300
- gl_FragColor = vec4($1);
301
- #include <tonemapping_fragment>
302
- #include <colorspace_fragment>`);
303
-
304
- if (debug) {
305
- console.group("[MaterialX]: ", materialXData.name);
306
- console.log("Vertex shader length:", vertexShader.length, vertexShader);
307
- console.log("Fragment shader length:", fragmentShader.length, fragmentShader);
308
- console.groupEnd();
309
- }
310
-
311
- // Extract uniforms from both vertex and pixel stages
312
- const loadingManager = new LoadingManager();
313
- loadingManager.setURLModifier((url: string) => {
314
- if (debug) console.log("Loading URL:", url);
315
- // Find the texture in the textures in the parser and load it from there
316
- return url;
317
- });
318
- let textureLoader = new TextureLoader(loadingManager);
319
-
320
- // Override the textureLoader.load method to use the parser's loadTexture directly,
321
- // since we want to load the textures from the glTF document and not from disk.
322
- // That loader does its own caching too.
323
- textureLoader.load = (url: string, onLoad?: (texture: Texture) => void, onProgress?: (event: ProgressEvent) => void, onError?: (err: Error) => void): Texture => {
324
-
325
- // Return a checkerboard texture for now
326
- const checkerboardTexture = new Texture();
327
- checkerboardTexture.image = new Image();
328
- checkerboardTexture.image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAG0lEQVR4nGJqWH9q9e8XjA/VrL8UfQIEAAD//zn2CCX5UcsdAAAAAElFTkSuQmCC";
329
- checkerboardTexture.needsUpdate = true;
330
- // Pixelated filtering
331
- checkerboardTexture.magFilter = NearestFilter;
332
- checkerboardTexture.minFilter = NearestFilter;
333
-
334
- new Promise(() => {
335
- // Find the index of the texture in the parser
336
- const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
337
-
338
- // Find in the root extension; there's the textures dictionary:
339
- // a mapping from the texture name used in MaterialX to the glTF texture index
340
- const ext = this.parser.json.extensions?.[this.name];
341
- const textures = ext?.textures || [];
342
-
343
- const index = textures.findIndex(tex => {
344
- if (debug) console.log("[MaterialX] Checking texture:", tex.name, "against URL:", filenameWithoutExt);
345
- return tex.name === filenameWithoutExt;
346
- });
347
-
348
- if (index < 0) {
349
- console.warn("[MaterialX] Texture not found in parser:", filenameWithoutExt, this.parser.json);
350
- onError?.(new Error(`Texture not found: ${filenameWithoutExt}`));
351
- return;
352
- }
353
- this.parser.getDependency("texture", index).then(tex => {
354
- if (debug) console.log("[MaterialX] Texture loaded:", tex);
355
- // update the checkerboard texture with the loaded texture
356
- checkerboardTexture.image = tex.image;
357
- checkerboardTexture.needsUpdate = true;
358
- onLoad?.(tex);
359
- }).catch(err => {
360
- onError?.(err);
361
- });
362
- });
363
-
364
- return checkerboardTexture;
365
- };
366
-
367
- const searchPath = ""; // Could be derived from the asset path if needed
368
- const flipV = false; // Set based on your geometry requirements
369
-
370
- let uniforms = {
371
- ...getUniformValues(shader.getStage('vertex'), textureLoader, searchPath, flipV),
372
- ...getUniformValues(shader.getStage('pixel'), textureLoader, searchPath, flipV),
373
- };
374
-
375
- // Get lighting and environment data from MaterialX environment
376
- const environment = state.materialXEnvironment;
377
- // const lights = environment.getLights() || [];
378
- const lightData = environment.getLightData() || null;
379
- const radianceTexture = environment.getRadianceTexture() || null;
380
- const irradianceTexture = environment.getIrradianceTexture() || null;
381
- const getLightRotation = () => {
382
- // Placeholder for light rotation logic, if needed
383
- return new Matrix4();
384
- };
385
-
386
- if (debug) console.log({ lightData, radianceTexture, irradianceTexture });
387
-
388
- Object.assign(uniforms, {
389
- u_numActiveLightSources: { value: lightData?.length || 0, type: 'i' },
390
- });
391
-
392
- if (lightData?.length) {
393
- Object.assign(uniforms, {
394
- u_lightData: { value: lightData, type: 'v4v' },
395
- });
396
- }
397
-
398
- const mips = Math.trunc(Math.log2(Math.max(radianceTexture?.width ?? 0, radianceTexture?.height ?? 0))) + 1;
399
- if (debug) console.log("[MaterialX] Radiance texture mips:", mips, "for texture size:", radianceTexture?.width, "x", radianceTexture?.height);
400
- Object.assign(uniforms, {
401
- u_envMatrix: { value: getLightRotation() },
402
- u_envRadiance: { value: radianceTexture, type: 't' },
403
- u_envRadianceMips: { value: 8, type: 'i' },
404
- // TODO we need to figure out how we can set a PMREM here... doing many texture samples is prohibitively expensive
405
- u_envRadianceSamples: { value: 8, type: 'i' },
406
- u_envIrradiance: { value: irradianceTexture, type: 't' },
407
- u_refractionEnv: { value: true },
408
- });
409
-
410
- // console.log("NEW MATERIAL UNIFORMS", uniforms);
411
-
412
- // Debug: Log the actual shaders to see what we're working with
413
- // console.log("Generated vertex shader:", vertexShader.substring(0, 500) + "...");
414
- // console.log("Generated fragment shader:", fragmentShader.substring(0, 500) + "...");
415
-
416
- // Create js RawShaderMaterial (with GLSL3 for MaterialX compatibility)
417
- const shaderMaterial = new ShaderMaterial({
418
- uniforms: uniforms,
419
- vertexShader: vertexShader,
420
- fragmentShader: fragmentShader,
421
- glslVersion: GLSL3,
235
+ const shaderMaterial = new MaterialXMaterial({
236
+ name: material_extension.name,
237
+ shader,
422
238
  transparent: isTransparent,
423
- // Only set blend settings if actually transparent
424
- ...(isTransparent && {
425
- blendEquation: AddEquation,
426
- blendSrc: OneMinusSrcAlphaFactor,
427
- blendDst: SrcAlphaFactor,
428
- }),
429
- side: DoubleSide,
430
- // Add some debug settings
431
- depthTest: true,
432
- depthWrite: !isTransparent
433
- });
434
-
435
- // Add helper matrices for uniform updates (similar to MaterialX example)
436
- const normalMat = new Matrix3();
437
- const viewProjMat = new Matrix4();
438
- const worldViewPos = new Vector3();
439
-
440
- // Store helper objects on the material for uniform updates
441
- shaderMaterial.userData.materialX = materialXData;
442
- shaderMaterial.userData.updateUniforms = (object: Object3D, camera: Camera) => {
443
- const uniforms = shaderMaterial.uniforms;
444
-
445
- if (!uniforms) return;
446
-
447
- // TODO remove. Not sure why this is needed, but without it
448
- // we currently get some "swimming" where matrices are not up to date.
449
- camera.updateMatrixWorld(true);
450
-
451
- // Update standard transformation matrices
452
- if (uniforms.u_worldMatrix) {
453
- if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
454
- uniforms.u_worldMatrix.value = object.matrixWorld;
455
- }
456
-
457
- if (uniforms.u_viewProjectionMatrix) {
458
- if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
459
- uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
460
- }
461
-
462
- if (uniforms.u_viewPosition) {
463
- if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
464
- uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
465
- }
466
-
467
- if (uniforms.u_worldInverseTransposeMatrix) {
468
- if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
469
- uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
470
- }
239
+ side: material_def.doubleSided ? DoubleSide : FrontSide,
240
+ loaders: {
241
+ cacheKey: this.url,
242
+ getTexture: async url => {
243
+ // Find the index of the texture in the parser
244
+ const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
245
+
246
+ // Resolve the texture from the MaterialX root extension
247
+ const ext = this.materialX_root_data;
248
+ if (ext) {
249
+ const textures = ext.textures || [];
250
+ let index = -1;
251
+ for (const texture of textures) {
252
+ // Find the texture by name and use the pointer string to get the index
253
+ if (texture.name === filenameWithoutExt) {
254
+ const ptr = texture.pointer;
255
+ const indexStr = ptr.substring("/textures/".length);
256
+ index = parseInt(indexStr);
257
+
258
+ if (isNaN(index) || index < 0) {
259
+ console.error("[MaterialX] Invalid texture index in pointer:", ptr);
260
+ return;
261
+ }
262
+ else {
263
+ if (debug) console.log("[MaterialX] Texture index found:", index, "for", filenameWithoutExt);
264
+ }
265
+ }
266
+ }
471
267
 
472
- // Update time uniforms
473
- const time = performance.now() / 1000.0;
474
- if (uniforms.u_time) {
475
- uniforms.u_time.value = time;
476
- }
477
- if (uniforms.u_frame) {
478
- uniforms.u_frame.value = time;
268
+ if (index < 0) {
269
+ console.error("[MaterialX] Texture not found in parser:", filenameWithoutExt, this.parser.json);
270
+ return;
271
+ }
272
+ return this.parser.getDependency("texture", index).then(tex => {
273
+ if (debug) console.log("[MaterialX] Texture loaded:" + tex.name, tex);
274
+ return tex;
275
+ });
276
+ }
277
+ return null;
278
+ }
479
279
  }
480
-
481
- // Mark uniforms as needing update
482
- shaderMaterial.uniformsNeedUpdate = true;
483
- };
484
-
485
- shaderMaterial.name = `MaterialX_Generated_${materialXData.name}`;
486
-
487
- // Add debugging to see if the material compiles correctly
488
- if (debug) console.log("[MaterialX] material created successfully:", shaderMaterial.name);
489
- // if (debug) console.log("Material uniforms keys:", Object.keys(shaderMaterial.uniforms || {}));
490
- // if (debug) console.log("Material transparent:", shaderMaterial.transparent);
491
- // if (debug) console.log("Material side:", shaderMaterial.side);
492
-
280
+ });
493
281
  // Track this material for later lighting updates
494
- this.generatedMaterials.push(shaderMaterial);
282
+ this._generatedMaterials.push(shaderMaterial);
495
283
 
284
+ // Add debugging to see if the material compiles correctly
285
+ if (debug) console.log("[MaterialX] material created:", shaderMaterial.name);
496
286
  return shaderMaterial;
497
287
 
498
288
  } catch (error) {
@@ -500,69 +290,9 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
500
290
  console.error("[MaterialX] Error creating MaterialX material:", error);
501
291
  // Return a fallback material with stored MaterialX data
502
292
  const fallbackMaterial = new MeshStandardMaterial();
503
- fallbackMaterial.userData.materialX = materialXData;
504
- fallbackMaterial.name = `MaterialX_Error_${materialXData.name}`;
293
+ fallbackMaterial.userData.materialX = material_extension;
294
+ fallbackMaterial.name = `MaterialX_Error_${material_extension.name}`;
505
295
  return fallbackMaterial;
506
296
  }
507
297
  }
508
-
509
- private identityMatrix: Matrix4 = new Matrix4().identity();
510
- // Update lighting uniforms for all generated MaterialX materials
511
- updateLightingFromEnvironment(environment: MaterialXEnvironment): void {
512
-
513
- // Get lighting data from environment
514
- const lightData = environment.getLightData() || null;
515
- const lightCount = environment.getLightCount() || 0;
516
- const radianceTexture = environment.getRadianceTexture() || null;
517
- const irradianceTexture = environment.getIrradianceTexture() || null;
518
-
519
- if (debug) console.log(`[MaterialX] Updating lighting for ${this.generatedMaterials.length} MaterialX materials`, {
520
- lightData, radianceTexture, irradianceTexture,
521
- });
522
-
523
- // Update each generated material's lighting uniforms
524
- this.generatedMaterials.forEach((material, _index) => {
525
- if (!material.uniforms) return;
526
-
527
- // Update light count
528
- if (material.uniforms.u_numActiveLightSources && lightCount >= 0) {
529
- material.uniforms.u_numActiveLightSources.value = lightCount;
530
- }
531
-
532
- // Update light data if we have lights
533
- if (lightData) {
534
- if (!material.uniforms.u_lightData) {
535
- material.uniforms.u_lightData = { value: null };
536
- }
537
- material.uniforms.u_lightData.value = lightData;
538
- if (debug) console.log("[MaterialX] Updated light data for material", material.name, lightData, material.uniforms, );
539
- }
540
-
541
- // Update environment uniforms
542
- if (material.uniforms.u_envMatrix) {
543
- material.uniforms.u_envMatrix.value = this.identityMatrix;
544
- }
545
- if (material.uniforms.u_envRadiance) {
546
- material.uniforms.u_envRadiance.value = radianceTexture;
547
- }
548
- if (material.uniforms.u_envRadianceMips) {
549
- material.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(radianceTexture?.source.data.width ?? 0, radianceTexture?.source.data.height ?? 0))) + 1;
550
- }
551
- if (material.uniforms.u_envIrradiance) {
552
- material.uniforms.u_envIrradiance.value = irradianceTexture;
553
- }
554
-
555
- // Mark uniforms as needing update
556
- // console.log("Light data in uniforms", material.uniforms, material.fragmentShader);
557
- material.uniformsNeedUpdate = true;
558
- });
559
-
560
- /* TODO not working yet
561
- this.generatedMaterials.forEach((material, index) => {
562
- console.log("Regenerating shaders for MaterialX material:", index, material.name);
563
- material.userData.regenerateShaders();
564
- resetShaders(this.context);
565
- });
566
- */
567
- }
568
298
  }