@needle-tools/materialx 1.0.1-next.b9638d9 → 1.0.1-next.c315a2f

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@@ -1,91 +1,85 @@
1
1
  import { Context } from "@needle-tools/engine";
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";
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";
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" */
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+ 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
17
22
  }
18
23
 
19
24
  // MaterialX loader extension for js GLTFLoader
20
25
  export class MaterialXLoader implements GLTFLoaderPlugin {
21
- name = "NEEDLE_materials_mtlx";
26
+ readonly name = "NEEDLE_materials_mtlx";
22
27
 
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[] = [];
28
+ private readonly _generatedMaterials: MaterialXMaterial[] = [];
29
29
 
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
- }
35
-
36
- // Initialize MaterialX environment - called once after MaterialX is ready
37
- private async initializeEnvironment(): Promise<void> {
38
- if (this.environmentInitialized) return;
30
+ private _documentReadyPromise: Promise<any> | null = null;
39
31
 
40
- if (debug) console.log("MaterialXLoader: Initializing MaterialX environment...");
41
-
42
- // Ensure MaterialX is initialized first
43
- await initializeMaterialX();
32
+ get materialX_root_data() {
33
+ return this.parser.json.extensions?.[this.name] as MaterialX_root_extension | null;
34
+ }
44
35
 
45
- // Set up environment with context
46
- const environment = state.materialXEnvironment;
47
- environment.setContext(this.context);
36
+ /** Generated materialX materials */
37
+ get materials() {
38
+ return this._generatedMaterials;
39
+ }
48
40
 
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);
41
+ /**
42
+ * MaterialXLoader constructor
43
+ * @param parser The GLTFParser instance
44
+ * @param url The URL of the GLTF file
45
+ * @param context The context for the GLTF loading process
46
+ */
47
+ constructor(private parser: GLTFParser, private url: string, private context: Context) {
48
+ if (debug) console.log("MaterialXLoader created for parser");
49
+ // Start loading of MaterialX environment if the root extension exists
50
+ if (this.materialX_root_data) {
51
+ ready();
56
52
  }
57
53
  }
58
54
 
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;
55
+ loadMaterial(materialIndex: number): Promise<Material> | null {
56
+ const materialDef = this.parser.json.materials?.[materialIndex];
57
+ if (!materialDef?.extensions?.[this.name]) {
58
+ return null;
69
59
  }
70
- this.rootDataInitialized = true;
60
+ // Wrap the async implementation
61
+ return this._loadMaterialAsync(materialIndex);
62
+ }
63
+
64
+ afterRoot = async (_gltf: GLTF) => {
65
+ // Initialize MaterialX lighting system with scene data
66
+ const environment = state.materialXEnvironment;
67
+ environment.initialize(this.context);
71
68
  }
72
69
 
73
70
  // Parse the MaterialX document once and cache it
74
- private async parseRootDocument(): Promise<any> {
75
- if (this.documentParsePromise) {
76
- return this.documentParsePromise;
71
+ private async _materialXDocumentReady(): Promise<any> {
72
+ if (this._documentReadyPromise) {
73
+ return this._documentReadyPromise;
77
74
  }
78
-
79
- this.documentParsePromise = (async () => {
80
- if (this.parsedDocument) return this.parsedDocument;
81
-
82
- if (debug) console.log("Parsing MaterialX root document...");
75
+ return this._documentReadyPromise = (async () => {
76
+ if (debug) console.log("[MaterialX] Parsing MaterialX root document...");
83
77
 
84
78
  // Ensure MaterialX is initialized
85
- await initializeMaterialX();
79
+ await ready();
86
80
 
87
81
  if (!state.materialXModule) {
88
- throw new Error("MaterialX module failed to initialize");
82
+ throw new Error("[MaterialX] module failed to initialize");
89
83
  }
90
84
 
91
85
  // Create MaterialX document and parse ALL the XML data from root
@@ -93,43 +87,28 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
93
87
  doc.setDataLibrary(state.materialXStdLib);
94
88
 
95
89
  // Parse all MaterialX XML strings from the root data
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, "");
90
+ const root = this.materialX_root_data
91
+ if (root) {
92
+ if (debug) console.log(`[MaterialX] Parsing XML for: ${root.name}`);
93
+ await state.materialXModule.readFromXmlString(doc, root.mtlx, "");
99
94
  }
100
95
 
101
- if (debug) console.log("MaterialX root document parsed successfully");
102
-
103
- this.parsedDocument = doc;
96
+ if (debug) console.log("[MaterialX] root document parsed successfully");
104
97
  return doc;
105
98
  })();
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
99
  }
119
100
 
120
101
  private async _loadMaterialAsync(materialIndex: number): Promise<Material> {
121
- // Initialize root data first
122
- this.initializeRootData();
123
102
 
124
103
  const materialDef = this.parser.json.materials?.[materialIndex];
125
- if (debug) console.log("MaterialX extension found in material:", materialDef.extensions[this.name]);
104
+ if (debug) console.log("[MaterialX] extension found in material:", materialDef.extensions[this.name]);
126
105
 
127
106
  // Handle different types of MaterialX data
128
- const dataIndex = materialDef.extensions[this.name] as MaterialXDataIndex;
107
+ const dataIndex = materialDef.extensions[this.name] as MaterialX_material_extension;
129
108
 
130
109
  if (dataIndex) {
131
110
  // Create a new material and process MaterialX - AWAIT THIS!
132
- return await this.createMaterialXMaterial(dataIndex);
111
+ return await this._createMaterialXMaterial(dataIndex);
133
112
  }
134
113
 
135
114
  // Return fallback material instead of null
@@ -138,36 +117,29 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
138
117
  return fallbackMaterial;
139
118
  }
140
119
 
141
- private rootDocument: Promise<any> | null = null;
142
- private async createMaterialXMaterial(materialXData: MaterialXDataIndex): Promise<Material> {
120
+ private async _createMaterialXMaterial(material_extension: MaterialX_material_extension): Promise<Material> {
143
121
  try {
144
- if (debug) console.log(`Creating MaterialX material: ${materialXData.name}`);
122
+ if (debug) console.log(`Creating MaterialX material: ${material_extension.name}`);
145
123
 
146
- // Ensure MaterialX is initialized and document is parsed
147
- await initializeMaterialX();
148
-
149
- if (!this.rootDocument) {
150
- this.rootDocument = this.parseRootDocument();
151
- }
152
- const doc = await this.rootDocument;
124
+ const doc = await this._materialXDocumentReady();
153
125
 
154
126
  if (!state.materialXModule || !state.materialXGenerator || !state.materialXGenContext) {
155
- console.warn("MaterialX WASM module not ready, returning fallback material");
127
+ console.warn("[MaterialX] WASM module not ready, returning fallback material");
156
128
  const fallbackMaterial = new MeshStandardMaterial();
157
- fallbackMaterial.userData.materialX = materialXData;
158
- fallbackMaterial.name = `MaterialX_Fallback_${materialXData.name}`;
129
+ fallbackMaterial.userData.materialX = material_extension;
130
+ fallbackMaterial.name = `MaterialX_Fallback_${material_extension.name}`;
159
131
  return fallbackMaterial;
160
132
  }
161
133
 
162
134
  // Find the renderable element following MaterialX example pattern exactly
163
- let renderableElement = null;
135
+ let renderableElement: any = null;
164
136
  let foundRenderable = false;
165
137
 
166
- if (debug) console.log("Mtlx doc", doc);
138
+ if (debug) console.log("[MaterialX] document", doc);
167
139
 
168
140
  // Search for material nodes first (following the reference pattern)
169
141
  const materialNodes = doc.getMaterialNodes();
170
- if (debug) console.log(`Found ${materialNodes.length} material nodes in document`, materialNodes);
142
+ if (debug) console.log(`[MaterialX] Found ${materialNodes.length} material nodes in document`, materialNodes);
171
143
 
172
144
  // Handle both array and vector-like APIs
173
145
  const materialNodesLength = materialNodes.length;
@@ -175,13 +147,13 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
175
147
  const materialNode = materialNodes[i];
176
148
  if (materialNode) {
177
149
  const materialName = materialNode.getNamePath();
178
- if (debug) console.log('Scan material: ', i, materialName);
150
+ if (debug) console.log('[MaterialX] Scan material: ', i, materialName);
179
151
 
180
152
  // Find the matching material
181
- if (materialName == materialXData.name) {
153
+ if (materialName == material_extension.name) {
182
154
  renderableElement = materialNode;
183
155
  foundRenderable = true;
184
- if (debug) console.log('-- add material: ', materialName);
156
+ if (debug) console.log('[MaterialX] -- add material: ', materialName);
185
157
  break;
186
158
  }
187
159
  }
@@ -235,321 +207,84 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
235
207
  */
236
208
 
237
209
  if (!renderableElement) {
238
- console.warn("No renderable element found in MaterialX document");
210
+ console.warn("[MaterialX] No renderable element found in MaterialX document");
239
211
  const fallbackMaterial = new MeshStandardMaterial();
240
- fallbackMaterial.userData.materialX = materialXData;
241
- fallbackMaterial.name = `MaterialX_NoRenderable_${materialXData.name}`;
212
+ fallbackMaterial.userData.materialX = material_extension;
213
+ fallbackMaterial.name = `MaterialX_NoRenderable_${material_extension.name}`;
242
214
  return fallbackMaterial;
243
215
  }
244
216
 
245
- if (debug) console.log("Using renderable element for shader generation");
217
+ if (debug) console.log("[MaterialX] Using renderable element for shader generation");
246
218
 
247
219
  // Check transparency and set context options like the reference
248
- let isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
220
+ const isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
249
221
  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
252
222
 
253
223
  // Generate shaders using the element's name path
254
- if (debug) console.log("Generating MaterialX shaders...");
224
+ if (debug) console.log("[MaterialX] Generating MaterialX shaders...");
255
225
  const elementName = (renderableElement as any).getNamePath ? (renderableElement as any).getNamePath() : (renderableElement as any).getName();
256
226
 
257
227
  const shader = state.materialXGenerator.generate(elementName, renderableElement, state.materialXGenContext);
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;
340
- }
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' },
378
- });
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,
228
+ const shaderMaterial = new MaterialXMaterial({
229
+ name: material_extension.name,
230
+ shader,
410
231
  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
- }
232
+ loaders: {
233
+ cacheKey: this.url,
234
+ getTexture: async url => {
235
+ // Find the index of the texture in the parser
236
+ const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
237
+
238
+ // Resolve the texture from the MaterialX root extension
239
+ const ext = this.materialX_root_data;
240
+ if (ext) {
241
+ const textures = ext.textures || [];
242
+ let index = -1;
243
+ for (const texture of textures) {
244
+ // Find the texture by name and use the pointer string to get the index
245
+ if (texture.name === filenameWithoutExt) {
246
+ const ptr = texture.pointer;
247
+ const indexStr = ptr.substring("/textures/".length);
248
+ index = parseInt(indexStr);
249
+
250
+ if (isNaN(index) || index < 0) {
251
+ console.error("[MaterialX] Invalid texture index in pointer:", ptr);
252
+ return;
253
+ }
254
+ else {
255
+ if (debug) console.log("[MaterialX] Texture index found:", index, "for", filenameWithoutExt);
256
+ }
257
+ }
258
+ }
459
259
 
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;
260
+ if (index < 0) {
261
+ console.error("[MaterialX] Texture not found in parser:", filenameWithoutExt, this.parser.json);
262
+ return;
263
+ }
264
+ return this.parser.getDependency("texture", index).then(tex => {
265
+ if (debug) console.log("[MaterialX] Texture loaded:" + tex.name, tex);
266
+ return tex;
267
+ });
268
+ }
269
+ return null;
270
+ }
467
271
  }
468
-
469
- // Mark uniforms as needing update
470
- shaderMaterial.uniformsNeedUpdate = true;
471
- };
472
-
473
- shaderMaterial.name = `MaterialX_Generated_${materialXData.name}`;
474
-
475
- // Add debugging to see if the material compiles correctly
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
-
272
+ });
481
273
  // Track this material for later lighting updates
482
- this.generatedMaterials.push(shaderMaterial);
274
+ this._generatedMaterials.push(shaderMaterial);
483
275
 
276
+ // Add debugging to see if the material compiles correctly
277
+ if (debug) console.log("[MaterialX] material created:", shaderMaterial.name);
484
278
  return shaderMaterial;
485
279
 
486
280
  } catch (error) {
487
281
  // This is a wasm error (an int) that we need to resolve
488
- console.error("Error creating MaterialX material:", error);
282
+ console.error("[MaterialX] Error creating MaterialX material:", error);
489
283
  // Return a fallback material with stored MaterialX data
490
284
  const fallbackMaterial = new MeshStandardMaterial();
491
- fallbackMaterial.userData.materialX = materialXData;
492
- fallbackMaterial.name = `MaterialX_Error_${materialXData.name}`;
285
+ fallbackMaterial.userData.materialX = material_extension;
286
+ fallbackMaterial.name = `MaterialX_Error_${material_extension.name}`;
493
287
  return fallbackMaterial;
494
288
  }
495
289
  }
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
- }
555
290
  }