@needle-tools/materialx 1.0.1-next.b9467c8 → 1.0.1-next.b9638d9

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@@ -1,79 +1,91 @@
1
1
  import { Context } from "@needle-tools/engine";
2
- import { Material, MeshStandardMaterial, Texture, NearestFilter, CompressedTexture } from "three";
3
- import { GLTF, GLTFLoaderPlugin, GLTFParser } from "three/examples/jsm/loaders/GLTFLoader.js";
4
- import { ready, MaterialXEnvironment, state } from "../materialx.js";
2
+ import { RawShaderMaterial, 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";
5
+ import { initializeMaterialX, MaterialXEnvironment, state } from "../materialx.js";
5
6
  import { debug } from "../utils.js";
6
- import { MaterialXMaterial } from "../materialx.material.js";
7
7
 
8
8
  // TypeScript interfaces matching the C# data structures
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 }>;
9
+ interface MaterialXData {
10
+ version: string; // e.g. "1.39"
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+ name: string; // e.g. "Material"
12
+ mtlx: string; // MaterialX XML content
18
13
  }
19
14
 
20
- export type MaterialX_material_extension = {
21
- name: string; // Material name reference
15
+ interface MaterialXDataIndex {
16
+ name: string; // Material name reference
22
17
  }
23
18
 
24
19
  // MaterialX loader extension for js GLTFLoader
25
20
  export class MaterialXLoader implements GLTFLoaderPlugin {
26
- readonly name = "NEEDLE_materials_mtlx";
21
+ name = "NEEDLE_materials_mtlx";
27
22
 
28
- private readonly _generatedMaterials: MaterialXMaterial[] = [];
29
-
30
- private _documentReadyPromise: Promise<any> | null = null;
31
-
32
- get materialX_root_data() {
33
- return this.parser.json.extensions?.[this.name] as MaterialX_root_extension | null;
34
- }
35
-
36
- /** Generated materialX materials */
37
- get materials() {
38
- return this._generatedMaterials;
39
- }
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: RawShaderMaterial[] = [];
40
29
 
41
30
  constructor(private parser: GLTFParser, private context: Context) {
42
31
  if (debug) console.log("MaterialXLoader created for parser");
43
- // Start loading of MaterialX environment if the root extension exists
44
- if (this.materialX_root_data) {
45
- ready();
46
- }
32
+ // Initialize MaterialX environment after MaterialX is ready
33
+ this.initializeEnvironment();
47
34
  }
48
35
 
49
- loadMaterial(materialIndex: number): Promise<Material> | null {
50
- const materialDef = this.parser.json.materials?.[materialIndex];
51
- if (!materialDef?.extensions?.[this.name]) {
52
- return null;
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("MaterialXLoader: Initializing MaterialX environment...");
41
+
42
+ // Ensure MaterialX is initialized first
43
+ await initializeMaterialX();
44
+
45
+ // Set up environment with context
46
+ const environment = state.materialXEnvironment;
47
+ environment.setContext(this.context);
48
+
49
+ // Initialize the environment from context (properly awaited)
50
+ try {
51
+ await environment.initializeFromContext();
52
+ this.environmentInitialized = true;
53
+ if (debug) console.log("MaterialXLoader: Environment initialized successfully");
54
+ } catch (error) {
55
+ console.warn("MaterialXLoader: Failed to initialize MaterialX environment:", error);
53
56
  }
54
- // Wrap the async implementation
55
- return this._loadMaterialAsync(materialIndex);
56
57
  }
57
58
 
58
- afterRoot = async (_gltf: GLTF) => {
59
- // Initialize MaterialX lighting system with scene data
60
- const environment = state.materialXEnvironment;
61
- environment.initialize(this.context);
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;
69
+ }
70
+ this.rootDataInitialized = true;
62
71
  }
63
72
 
64
73
  // Parse the MaterialX document once and cache it
65
- private async _materialXDocumentReady(): Promise<any> {
66
- if (this._documentReadyPromise) {
67
- return this._documentReadyPromise;
74
+ private async parseRootDocument(): Promise<any> {
75
+ if (this.documentParsePromise) {
76
+ return this.documentParsePromise;
68
77
  }
69
- return this._documentReadyPromise = (async () => {
70
- if (debug) console.log("[MaterialX] Parsing MaterialX root document...");
78
+
79
+ this.documentParsePromise = (async () => {
80
+ if (this.parsedDocument) return this.parsedDocument;
81
+
82
+ if (debug) console.log("Parsing MaterialX root document...");
71
83
 
72
84
  // Ensure MaterialX is initialized
73
- await ready();
85
+ await initializeMaterialX();
74
86
 
75
87
  if (!state.materialXModule) {
76
- throw new Error("[MaterialX] module failed to initialize");
88
+ throw new Error("MaterialX module failed to initialize");
77
89
  }
78
90
 
79
91
  // Create MaterialX document and parse ALL the XML data from root
@@ -81,28 +93,43 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
81
93
  doc.setDataLibrary(state.materialXStdLib);
82
94
 
83
95
  // Parse all MaterialX XML strings from the root data
84
- const root = this.materialX_root_data
85
- if (root) {
86
- if (debug) console.log(`[MaterialX] Parsing XML for: ${root.name}`);
87
- await state.materialXModule.readFromXmlString(doc, root.mtlx, "");
96
+ if (this.rootMaterialXData) {
97
+ if (debug) console.log(`Parsing MaterialX XML for: ${this.rootMaterialXData.name}`);
98
+ await state.materialXModule.readFromXmlString(doc, this.rootMaterialXData.mtlx, "");
88
99
  }
89
100
 
90
- if (debug) console.log("[MaterialX] root document parsed successfully");
101
+ if (debug) console.log("MaterialX root document parsed successfully");
102
+
103
+ this.parsedDocument = doc;
91
104
  return doc;
92
105
  })();
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);
93
118
  }
94
119
 
95
120
  private async _loadMaterialAsync(materialIndex: number): Promise<Material> {
121
+ // Initialize root data first
122
+ this.initializeRootData();
96
123
 
97
124
  const materialDef = this.parser.json.materials?.[materialIndex];
98
- if (debug) console.log("[MaterialX] extension found in material:", materialDef.extensions[this.name]);
125
+ if (debug) console.log("MaterialX extension found in material:", materialDef.extensions[this.name]);
99
126
 
100
127
  // Handle different types of MaterialX data
101
- const dataIndex = materialDef.extensions[this.name] as MaterialX_material_extension;
128
+ const dataIndex = materialDef.extensions[this.name] as MaterialXDataIndex;
102
129
 
103
130
  if (dataIndex) {
104
131
  // Create a new material and process MaterialX - AWAIT THIS!
105
- return await this._createMaterialXMaterial(dataIndex);
132
+ return await this.createMaterialXMaterial(dataIndex);
106
133
  }
107
134
 
108
135
  // Return fallback material instead of null
@@ -111,29 +138,36 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
111
138
  return fallbackMaterial;
112
139
  }
113
140
 
114
- private async _createMaterialXMaterial(material_extension: MaterialX_material_extension): Promise<Material> {
141
+ private rootDocument: Promise<any> | null = null;
142
+ private async createMaterialXMaterial(materialXData: MaterialXDataIndex): Promise<Material> {
115
143
  try {
116
- if (debug) console.log(`Creating MaterialX material: ${material_extension.name}`);
144
+ if (debug) console.log(`Creating MaterialX material: ${materialXData.name}`);
145
+
146
+ // Ensure MaterialX is initialized and document is parsed
147
+ await initializeMaterialX();
117
148
 
118
- const doc = await this._materialXDocumentReady();
149
+ if (!this.rootDocument) {
150
+ this.rootDocument = this.parseRootDocument();
151
+ }
152
+ const doc = await this.rootDocument;
119
153
 
120
154
  if (!state.materialXModule || !state.materialXGenerator || !state.materialXGenContext) {
121
- console.warn("[MaterialX] WASM module not ready, returning fallback material");
155
+ console.warn("MaterialX WASM module not ready, returning fallback material");
122
156
  const fallbackMaterial = new MeshStandardMaterial();
123
- fallbackMaterial.userData.materialX = material_extension;
124
- fallbackMaterial.name = `MaterialX_Fallback_${material_extension.name}`;
157
+ fallbackMaterial.userData.materialX = materialXData;
158
+ fallbackMaterial.name = `MaterialX_Fallback_${materialXData.name}`;
125
159
  return fallbackMaterial;
126
160
  }
127
161
 
128
162
  // Find the renderable element following MaterialX example pattern exactly
129
- let renderableElement: any = null;
163
+ let renderableElement = null;
130
164
  let foundRenderable = false;
131
165
 
132
- if (debug) console.log("[MaterialX] document", doc);
166
+ if (debug) console.log("Mtlx doc", doc);
133
167
 
134
168
  // Search for material nodes first (following the reference pattern)
135
169
  const materialNodes = doc.getMaterialNodes();
136
- if (debug) console.log(`[MaterialX] Found ${materialNodes.length} material nodes in document`, materialNodes);
170
+ if (debug) console.log(`Found ${materialNodes.length} material nodes in document`, materialNodes);
137
171
 
138
172
  // Handle both array and vector-like APIs
139
173
  const materialNodesLength = materialNodes.length;
@@ -141,13 +175,13 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
141
175
  const materialNode = materialNodes[i];
142
176
  if (materialNode) {
143
177
  const materialName = materialNode.getNamePath();
144
- if (debug) console.log('[MaterialX] Scan material: ', i, materialName);
178
+ if (debug) console.log('Scan material: ', i, materialName);
145
179
 
146
180
  // Find the matching material
147
- if (materialName == material_extension.name) {
181
+ if (materialName == materialXData.name) {
148
182
  renderableElement = materialNode;
149
183
  foundRenderable = true;
150
- if (debug) console.log('[MaterialX] -- add material: ', materialName);
184
+ if (debug) console.log('-- add material: ', materialName);
151
185
  break;
152
186
  }
153
187
  }
@@ -201,112 +235,321 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
201
235
  */
202
236
 
203
237
  if (!renderableElement) {
204
- console.warn("[MaterialX] No renderable element found in MaterialX document");
238
+ console.warn("No renderable element found in MaterialX document");
205
239
  const fallbackMaterial = new MeshStandardMaterial();
206
- fallbackMaterial.userData.materialX = material_extension;
207
- fallbackMaterial.name = `MaterialX_NoRenderable_${material_extension.name}`;
240
+ fallbackMaterial.userData.materialX = materialXData;
241
+ fallbackMaterial.name = `MaterialX_NoRenderable_${materialXData.name}`;
208
242
  return fallbackMaterial;
209
243
  }
210
244
 
211
- if (debug) console.log("[MaterialX] Using renderable element for shader generation");
245
+ if (debug) console.log("Using renderable element for shader generation");
212
246
 
213
247
  // Check transparency and set context options like the reference
214
- const isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
248
+ let isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
215
249
  state.materialXGenContext.getOptions().hwTransparency = isTransparent;
250
+ state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
251
+ state.materialXGenContext.getOptions().hwSrgbEncodeOutput = true; // Like the reference
216
252
 
217
253
  // Generate shaders using the element's name path
218
- if (debug) console.log("[MaterialX] Generating MaterialX shaders...");
254
+ if (debug) console.log("Generating MaterialX shaders...");
219
255
  const elementName = (renderableElement as any).getNamePath ? (renderableElement as any).getNamePath() : (renderableElement as any).getName();
220
256
 
221
257
  const shader = state.materialXGenerator.generate(elementName, renderableElement, state.materialXGenContext);
222
- const shaderMaterial = new MaterialXMaterial({
223
- name: material_extension.name,
224
- shader,
225
- transparent: isTransparent,
226
- loaders: {
227
- getTexture: url => {
228
- // Return a checkerboard texture for now
229
- const defaultTexture = new Texture();
230
- defaultTexture.image = new Image();
231
- defaultTexture.image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAG0lEQVR4nGJqWH9q9e8XjA/VrL8UfQIEAAD//zn2CCX5UcsdAAAAAElFTkSuQmCC";
232
- defaultTexture.needsUpdate = true;
233
- // Pixelated filtering
234
- defaultTexture.magFilter = NearestFilter;
235
- defaultTexture.minFilter = NearestFilter;
236
- new Promise(() => {
237
- // Find the index of the texture in the parser
238
- const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
239
-
240
- // Resolve the texture from the MaterialX root extension
241
- const ext = this.materialX_root_data;
242
- if (ext) {
243
- const textures = ext.textures || [];
244
- let index = -1;
245
- for (const texture of textures) {
246
- // Find the texture by name and use the pointer string to get the index
247
- if (texture.name === filenameWithoutExt) {
248
- const ptr = texture.pointer;
249
- const indexStr = ptr.substring("/textures/".length);
250
- index = parseInt(indexStr);
251
-
252
- if (isNaN(index) || index < 0) {
253
- console.error("[MaterialX] Invalid texture index in pointer:", ptr);
254
- return;
255
- }
256
- else {
257
- if (debug) console.log("[MaterialX] Texture index found:", index, "for", filenameWithoutExt);
258
- }
259
- }
260
- }
261
-
262
- if (index < 0) {
263
- console.error("[MaterialX] Texture not found in parser:", filenameWithoutExt, this.parser.json);
264
- return;
265
- }
266
- this.parser.getDependency("texture", index).then(tex => {
267
- if (debug) console.log("[MaterialX] Texture loaded:" + tex.name, tex);
268
-
269
- // update the default texture with the loaded texture
270
- defaultTexture.image = tex.image;
271
- defaultTexture.needsUpdate = true;
272
- defaultTexture.userData = tex.userData || {}; // needed for LODs
273
- defaultTexture.format = tex.format;
274
- defaultTexture.source = tex.source || defaultTexture.source;
275
- defaultTexture.type = tex.type;
276
- defaultTexture.format = tex.format;
277
- defaultTexture.magFilter = tex.magFilter;
278
- defaultTexture.minFilter = tex.minFilter;
279
- defaultTexture.wrapS = tex.wrapS;
280
- defaultTexture.wrapT = tex.wrapT;
281
- defaultTexture.generateMipmaps = tex.generateMipmaps;
282
- defaultTexture.mipmaps = tex.mipmaps || defaultTexture.mipmaps;
283
- defaultTexture.unpackAlignment = tex.unpackAlignment;
284
-
285
- if (!(defaultTexture instanceof CompressedTexture) && tex instanceof CompressedTexture) {
286
- (defaultTexture as any).isCompressedTexture = true;
287
- }
288
- });
289
- }
290
- });
291
- return defaultTexture;
258
+
259
+ // Get vertex and fragment shader source
260
+ // Remove #version directive for newer js. It's added by RawShaderMaterial glslVersion.
261
+ let vertexShader = shader.getSourceCode("vertex").replace(/^#version.*$/gm, '').trim();
262
+ let fragmentShader = shader.getSourceCode("pixel").replace(/^#version.*$/gm, '').trim();
263
+
264
+ // MaterialX uses different attribute names than js defaults,
265
+ // so we patch the MaterialX shaders to match the js standard names.
266
+ // Otherwise, we'd have to modify the mesh attributes (see below).
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
+ fragmentShader = fragmentShader.replace(/\bi_position\b/g, 'position');
275
+ fragmentShader = fragmentShader.replace(/\bi_normal\b/g, 'normal');
276
+ fragmentShader = fragmentShader.replace(/\bi_texcoord_0\b/g, 'uv');
277
+ fragmentShader = fragmentShader.replace(/\bi_texcoord_1\b/g, 'uv1');
278
+ fragmentShader = fragmentShader.replace(/\bi_tangent\b/g, 'tangent');
279
+ fragmentShader = fragmentShader.replace(/\bi_color_0\b/g, 'color');
280
+
281
+ // From the original code:
282
+
283
+ /* PATCHING THE SHADER IS BETTER – THIS IS JUST FOR REFERENCE
284
+ // Use default MaterialX naming convention.
285
+ var startStreamTime = performance.now();
286
+ child.geometry.attributes.i_position = child.geometry.attributes.position;
287
+ child.geometry.attributes.i_normal = child.geometry.attributes.normal;
288
+ child.geometry.attributes.i_tangent = child.geometry.attributes.tangent;
289
+ child.geometry.attributes.i_texcoord_0 = child.geometry.attributes.uv;
290
+ */
291
+
292
+ if (debug) {
293
+ console.group("Material: ", materialXData.name);
294
+ console.log("Vertex shader length:", vertexShader.length, vertexShader);
295
+ console.log("Fragment shader length:", fragmentShader.length, fragmentShader);
296
+ console.groupEnd();
297
+ }
298
+
299
+ // Extract uniforms from both vertex and pixel stages
300
+ const loadingManager = new LoadingManager();
301
+ loadingManager.setURLModifier((url: string) => {
302
+ if (debug) console.log("Loading URL:", url);
303
+ // Find the texture in the textures in the parser and load it from there
304
+ return url;
305
+ });
306
+ let textureLoader = new TextureLoader(loadingManager);
307
+
308
+ // Override the textureLoader.load method to use the parser's loadTexture directly,
309
+ // since we want to load the textures from the glTF document and not from disk.
310
+ // That loader does its own caching too.
311
+ textureLoader.load = (url: string, onLoad?: (texture: Texture) => void, onProgress?: (event: ProgressEvent) => void, onError?: (err: Error) => void): Texture => {
312
+
313
+ // Return a checkerboard texture for now
314
+ const checkerboardTexture = new Texture();
315
+ checkerboardTexture.image = new Image();
316
+ checkerboardTexture.image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAG0lEQVR4nGJqWH9q9e8XjA/VrL8UfQIEAAD//zn2CCX5UcsdAAAAAElFTkSuQmCC";
317
+ checkerboardTexture.needsUpdate = true;
318
+ // Pixelated filtering
319
+ checkerboardTexture.magFilter = NearestFilter;
320
+ checkerboardTexture.minFilter = NearestFilter;
321
+
322
+ new Promise(() => {
323
+ // Find the index of the texture in the parser
324
+ const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
325
+
326
+ // Find in the root extension; there's the textures dictionary:
327
+ // a mapping from the texture name used in MaterialX to the glTF texture index
328
+ const ext = this.parser.json.extensions?.[this.name];
329
+ const textures = ext?.textures || [];
330
+
331
+ const index = textures.findIndex(tex => {
332
+ if (debug) console.log("Checking texture:", tex.name, "against URL:", filenameWithoutExt);
333
+ return tex.name === filenameWithoutExt;
334
+ });
335
+
336
+ if (index < 0) {
337
+ console.warn("Texture not found in parser:", filenameWithoutExt, this.parser.json);
338
+ onError?.(new Error(`Texture not found: ${filenameWithoutExt}`));
339
+ return;
292
340
  }
293
- }
341
+ this.parser.getDependency("texture", index).then(tex => {
342
+ if (debug) console.log("Texture loaded:", tex);
343
+ // update the checkerboard texture with the loaded texture
344
+ checkerboardTexture.image = tex.image;
345
+ checkerboardTexture.needsUpdate = true;
346
+ onLoad?.(tex);
347
+ }).catch(err => {
348
+ onError?.(err);
349
+ });
350
+ });
351
+
352
+ return checkerboardTexture;
353
+ };
354
+
355
+ const searchPath = ""; // Could be derived from the asset path if needed
356
+ const flipV = false; // Set based on your geometry requirements
357
+
358
+ let uniforms = {
359
+ ...getUniformValues(shader.getStage('vertex'), textureLoader, searchPath, flipV),
360
+ ...getUniformValues(shader.getStage('pixel'), textureLoader, searchPath, flipV),
361
+ };
362
+
363
+ // Get lighting and environment data from MaterialX environment
364
+ const environment = state.materialXEnvironment;
365
+ // const lights = environment.getLights() || [];
366
+ const lightData = environment.getLightData() || null;
367
+ const radianceTexture = environment.getRadianceTexture() || null;
368
+ const irradianceTexture = environment.getIrradianceTexture() || null;
369
+ const getLightRotation = () => {
370
+ // Placeholder for light rotation logic, if needed
371
+ return new Matrix4();
372
+ };
373
+
374
+ if (debug) console.log({ lightData, radianceTexture, irradianceTexture });
375
+
376
+ Object.assign(uniforms, {
377
+ u_numActiveLightSources: { value: lightData?.length || 0, type: 'i' },
294
378
  });
295
- // Track this material for later lighting updates
296
- this._generatedMaterials.push(shaderMaterial);
379
+
380
+ if (lightData?.length) {
381
+ Object.assign(uniforms, {
382
+ u_lightData: { value: lightData, type: 'v4v' },
383
+ });
384
+ }
385
+
386
+ const mips = Math.trunc(Math.log2(Math.max(radianceTexture?.width ?? 0, radianceTexture?.height ?? 0))) + 1;
387
+ if (debug) console.log("Radiance texture mips:", mips, "for texture size:", radianceTexture?.width, "x", radianceTexture?.height);
388
+ Object.assign(uniforms, {
389
+ u_envMatrix: { value: getLightRotation() },
390
+ u_envRadiance: { value: radianceTexture, type: 't' },
391
+ u_envRadianceMips: { value: 8, type: 'i' },
392
+ // TODO we need to figure out how we can set a PMREM here... doing many texture samples is prohibitively expensive
393
+ u_envRadianceSamples: { value: 8, type: 'i' },
394
+ u_envIrradiance: { value: irradianceTexture, type: 't' },
395
+ u_refractionEnv: { value: true },
396
+ });
397
+
398
+ // console.log("NEW MATERIAL UNIFORMS", uniforms);
399
+
400
+ // Debug: Log the actual shaders to see what we're working with
401
+ // console.log("Generated vertex shader:", vertexShader.substring(0, 500) + "...");
402
+ // console.log("Generated fragment shader:", fragmentShader.substring(0, 500) + "...");
403
+
404
+ // Create js RawShaderMaterial (with GLSL3 for MaterialX compatibility)
405
+ const shaderMaterial = new RawShaderMaterial({
406
+ uniforms: uniforms,
407
+ vertexShader: vertexShader,
408
+ fragmentShader: fragmentShader,
409
+ glslVersion: GLSL3,
410
+ transparent: isTransparent,
411
+ // Only set blend settings if actually transparent
412
+ ...(isTransparent && {
413
+ blendEquation: AddEquation,
414
+ blendSrc: OneMinusSrcAlphaFactor,
415
+ blendDst: SrcAlphaFactor,
416
+ }),
417
+ side: DoubleSide,
418
+ // Add some debug settings
419
+ depthTest: true,
420
+ depthWrite: !isTransparent
421
+ });
422
+
423
+ // Add helper matrices for uniform updates (similar to MaterialX example)
424
+ const normalMat = new Matrix3();
425
+ const viewProjMat = new Matrix4();
426
+ const worldViewPos = new Vector3();
427
+
428
+ // Store helper objects on the material for uniform updates
429
+ shaderMaterial.userData.materialX = materialXData;
430
+ shaderMaterial.userData.updateUniforms = (object: Object3D, camera: Camera) => {
431
+ const uniforms = shaderMaterial.uniforms;
432
+
433
+ if (!uniforms) return;
434
+
435
+ // TODO remove. Not sure why this is needed, but without it
436
+ // we currently get some "swimming" where matrices are not up to date.
437
+ camera.updateMatrixWorld(true);
438
+
439
+ // Update standard transformation matrices
440
+ if (uniforms.u_worldMatrix) {
441
+ if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
442
+ uniforms.u_worldMatrix.value = object.matrixWorld;
443
+ }
444
+
445
+ if (uniforms.u_viewProjectionMatrix) {
446
+ if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
447
+ uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
448
+ }
449
+
450
+ if (uniforms.u_viewPosition) {
451
+ if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
452
+ uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
453
+ }
454
+
455
+ if (uniforms.u_worldInverseTransposeMatrix) {
456
+ if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
457
+ uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
458
+ }
459
+
460
+ // Update time uniforms
461
+ const time = performance.now() / 1000.0;
462
+ if (uniforms.u_time) {
463
+ uniforms.u_time.value = time;
464
+ }
465
+ if (uniforms.u_frame) {
466
+ uniforms.u_frame.value = time;
467
+ }
468
+
469
+ // Mark uniforms as needing update
470
+ shaderMaterial.uniformsNeedUpdate = true;
471
+ };
472
+
473
+ shaderMaterial.name = `MaterialX_Generated_${materialXData.name}`;
297
474
 
298
475
  // Add debugging to see if the material compiles correctly
299
- if (debug) console.log("[MaterialX] material created:", shaderMaterial.name);
476
+ if (debug) console.log("MaterialX material created successfully:", shaderMaterial.name);
477
+ // if (debug) console.log("Material uniforms keys:", Object.keys(shaderMaterial.uniforms || {}));
478
+ // if (debug) console.log("Material transparent:", shaderMaterial.transparent);
479
+ // if (debug) console.log("Material side:", shaderMaterial.side);
480
+
481
+ // Track this material for later lighting updates
482
+ this.generatedMaterials.push(shaderMaterial);
483
+
300
484
  return shaderMaterial;
301
485
 
302
486
  } catch (error) {
303
487
  // This is a wasm error (an int) that we need to resolve
304
- console.error("[MaterialX] Error creating MaterialX material:", error);
488
+ console.error("Error creating MaterialX material:", error);
305
489
  // Return a fallback material with stored MaterialX data
306
490
  const fallbackMaterial = new MeshStandardMaterial();
307
- fallbackMaterial.userData.materialX = material_extension;
308
- fallbackMaterial.name = `MaterialX_Error_${material_extension.name}`;
491
+ fallbackMaterial.userData.materialX = materialXData;
492
+ fallbackMaterial.name = `MaterialX_Error_${materialXData.name}`;
309
493
  return fallbackMaterial;
310
494
  }
311
495
  }
496
+
497
+ private identityMatrix: Matrix4 = new Matrix4().identity();
498
+ // Update lighting uniforms for all generated MaterialX materials
499
+ updateLightingFromEnvironment(environment: MaterialXEnvironment): void {
500
+
501
+ // Get lighting data from environment
502
+ // const lights = environment.getLights() || [];
503
+ const lightData = environment.getLightData() || null;
504
+ const radianceTexture = environment.getRadianceTexture() || null;
505
+ const irradianceTexture = environment.getIrradianceTexture() || null;
506
+
507
+ if (debug) console.log(`Updating lighting for ${this.generatedMaterials.length} MaterialX materials`, {
508
+ lightData, radianceTexture, irradianceTexture,
509
+ });
510
+
511
+ // Update each generated material's lighting uniforms
512
+ this.generatedMaterials.forEach((material, _index) => {
513
+ if (!material.uniforms) return;
514
+
515
+ // Update light count
516
+ if (material.uniforms.u_numActiveLightSources && lightData) {
517
+ material.uniforms.u_numActiveLightSources.value = lightData.length;
518
+ }
519
+
520
+ // Update light data if we have lights
521
+ if (lightData) {
522
+ if (!material.uniforms.u_lightData) {
523
+ material.uniforms.u_lightData = { value: null };
524
+ }
525
+ material.uniforms.u_lightData.value = lightData;
526
+ }
527
+
528
+ // Update environment uniforms
529
+ if (material.uniforms.u_envMatrix) {
530
+ material.uniforms.u_envMatrix.value = this.identityMatrix;
531
+ }
532
+ if (material.uniforms.u_envRadiance) {
533
+ material.uniforms.u_envRadiance.value = radianceTexture;
534
+ }
535
+ if (material.uniforms.u_envRadianceMips) {
536
+ material.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(radianceTexture?.source.data.width ?? 0, radianceTexture?.source.data.height ?? 0))) + 1;
537
+ }
538
+ if (material.uniforms.u_envIrradiance) {
539
+ material.uniforms.u_envIrradiance.value = irradianceTexture;
540
+ }
541
+
542
+ // Mark uniforms as needing update
543
+ // console.log("Light data in uniforms", material.uniforms, material.fragmentShader);
544
+ material.uniformsNeedUpdate = true;
545
+ });
546
+
547
+ /* TODO not working yet
548
+ this.generatedMaterials.forEach((material, index) => {
549
+ console.log("Regenerating shaders for MaterialX material:", index, material.name);
550
+ material.userData.regenerateShaders();
551
+ resetShaders(this.context);
552
+ });
553
+ */
554
+ }
312
555
  }