@needle-tools/materialx 1.0.1-next.c315a2f → 1.0.1-next.df0e959

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@@ -1,78 +1,85 @@
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";
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";
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+ import { getUniformValues } from "../helper.js";
4
5
  import { ready, 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 = {
9
+ interface MaterialX_root_extension {
10
10
  /** e.g. 1.39 */
11
11
  version: string;
12
12
  /** e.g. "Material" */
13
13
  name: string;
14
14
  /** MaterialX xml content */
15
15
  mtlx: string;
16
- /** MaterialX texture pointers */
17
- textures: Array<{ name: string, pointer: string }>;
18
16
  }
19
17
 
20
- export type MaterialX_material_extension = {
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+ interface MaterialX_material_extension {
21
19
  name: string; // Material name reference
22
20
  }
23
21
 
24
22
  // MaterialX loader extension for js GLTFLoader
25
23
  export class MaterialXLoader implements GLTFLoaderPlugin {
26
- readonly name = "NEEDLE_materials_mtlx";
24
+ name = "NEEDLE_materials_mtlx";
27
25
 
28
- private readonly _generatedMaterials: MaterialXMaterial[] = [];
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+ private rootMaterialXData: MaterialX_root_extension | null = null;
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+ private parsedDocument: any = null;
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+ private documentParsePromise: Promise<any> | null = null;
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+ private rootDataInitialized = false;
30
+ private environmentInitialized = false;
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+ private generatedMaterials: ShaderMaterial[] = [];
29
32
 
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;
33
+ constructor(private parser: GLTFParser, private context: Context) {
34
+ if (debug) console.log("MaterialXLoader created for parser");
35
+ // Initialize MaterialX environment after MaterialX is ready
36
+ this.initializeEnvironment();
34
37
  }
35
38
 
36
- /** Generated materialX materials */
37
- get materials() {
38
- return this._generatedMaterials;
39
- }
39
+ // Initialize MaterialX environment - called once after MaterialX is ready
40
+ private async initializeEnvironment(): Promise<void> {
41
+ if (this.environmentInitialized) return;
40
42
 
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();
52
- }
53
- }
43
+ if (debug) console.log("[MaterialX] MaterialXLoader: Initializing MaterialX environment...");
54
44
 
55
- loadMaterial(materialIndex: number): Promise<Material> | null {
56
- const materialDef = this.parser.json.materials?.[materialIndex];
57
- if (!materialDef?.extensions?.[this.name]) {
58
- return null;
45
+ // Ensure MaterialX is initialized first
46
+ await ready();
47
+
48
+ // Set up environment with context
49
+ const environment = state.materialXEnvironment;
50
+ // Initialize the environment from context (properly awaited)
51
+ try {
52
+ await environment.initializeFromContext(this.context);
53
+ this.environmentInitialized = true;
54
+ if (debug) console.log("[MaterialX] MaterialXLoader: Environment initialized successfully");
55
+ } catch (error) {
56
+ console.warn("[MaterialX] MaterialXLoader: Failed to initialize MaterialX environment:", error);
59
57
  }
60
- // Wrap the async implementation
61
- return this._loadMaterialAsync(materialIndex);
62
58
  }
63
59
 
64
- afterRoot = async (_gltf: GLTF) => {
65
- // Initialize MaterialX lighting system with scene data
66
- const environment = state.materialXEnvironment;
67
- environment.initialize(this.context);
60
+ // Initialize root data from parser.json.extensions once
61
+ private initializeRootData(): void {
62
+ if (this.rootDataInitialized) return;
63
+
64
+ const gltfExtensions = this.parser.json.extensions;
65
+ if (gltfExtensions?.[this.name]) {
66
+ if (debug) console.log("[MaterialX] extension found in root:", gltfExtensions[this.name]);
67
+
68
+ const materialXExtension = gltfExtensions[this.name];
69
+ this.rootMaterialXData = materialXExtension as MaterialX_root_extension;
70
+ }
71
+ this.rootDataInitialized = true;
68
72
  }
69
73
 
70
74
  // Parse the MaterialX document once and cache it
71
- private async _materialXDocumentReady(): Promise<any> {
72
- if (this._documentReadyPromise) {
73
- return this._documentReadyPromise;
75
+ private async parseRootDocument(): Promise<any> {
76
+ if (this.documentParsePromise) {
77
+ return this.documentParsePromise;
74
78
  }
75
- return this._documentReadyPromise = (async () => {
79
+
80
+ this.documentParsePromise = (async () => {
81
+ if (this.parsedDocument) return this.parsedDocument;
82
+
76
83
  if (debug) console.log("[MaterialX] Parsing MaterialX root document...");
77
84
 
78
85
  // Ensure MaterialX is initialized
@@ -87,18 +94,33 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
87
94
  doc.setDataLibrary(state.materialXStdLib);
88
95
 
89
96
  // Parse all MaterialX XML strings from the root data
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, "");
97
+ if (this.rootMaterialXData) {
98
+ if (debug) console.log(`[MaterialX] Parsing XML for: ${this.rootMaterialXData.name}`);
99
+ await state.materialXModule.readFromXmlString(doc, this.rootMaterialXData.mtlx, "");
94
100
  }
95
101
 
96
102
  if (debug) console.log("[MaterialX] root document parsed successfully");
103
+
104
+ this.parsedDocument = doc;
97
105
  return doc;
98
106
  })();
107
+
108
+ return this.documentParsePromise;
109
+ }
110
+
111
+ loadMaterial(materialIndex: number): Promise<Material> | null {
112
+ const materialDef = this.parser.json.materials?.[materialIndex];
113
+ if (!materialDef?.extensions?.[this.name]) {
114
+ return null;
115
+ }
116
+
117
+ // Wrap the async implementation
118
+ return this._loadMaterialAsync(materialIndex);
99
119
  }
100
120
 
101
121
  private async _loadMaterialAsync(materialIndex: number): Promise<Material> {
122
+ // Initialize root data first
123
+ this.initializeRootData();
102
124
 
103
125
  const materialDef = this.parser.json.materials?.[materialIndex];
104
126
  if (debug) console.log("[MaterialX] extension found in material:", materialDef.extensions[this.name]);
@@ -108,7 +130,7 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
108
130
 
109
131
  if (dataIndex) {
110
132
  // Create a new material and process MaterialX - AWAIT THIS!
111
- return await this._createMaterialXMaterial(dataIndex);
133
+ return await this.createMaterialXMaterial(dataIndex);
112
134
  }
113
135
 
114
136
  // Return fallback material instead of null
@@ -117,22 +139,29 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
117
139
  return fallbackMaterial;
118
140
  }
119
141
 
120
- private async _createMaterialXMaterial(material_extension: MaterialX_material_extension): Promise<Material> {
142
+ private rootDocument: Promise<any> | null = null;
143
+ private async createMaterialXMaterial(materialXData: MaterialX_material_extension): Promise<Material> {
121
144
  try {
122
- if (debug) console.log(`Creating MaterialX material: ${material_extension.name}`);
145
+ if (debug) console.log(`Creating MaterialX material: ${materialXData.name}`);
123
146
 
124
- const doc = await this._materialXDocumentReady();
147
+ // Ensure MaterialX is initialized and document is parsed
148
+ await ready();
149
+
150
+ if (!this.rootDocument) {
151
+ this.rootDocument = this.parseRootDocument();
152
+ }
153
+ const doc = await this.rootDocument;
125
154
 
126
155
  if (!state.materialXModule || !state.materialXGenerator || !state.materialXGenContext) {
127
156
  console.warn("[MaterialX] WASM module not ready, returning fallback material");
128
157
  const fallbackMaterial = new MeshStandardMaterial();
129
- fallbackMaterial.userData.materialX = material_extension;
130
- fallbackMaterial.name = `MaterialX_Fallback_${material_extension.name}`;
158
+ fallbackMaterial.userData.materialX = materialXData;
159
+ fallbackMaterial.name = `MaterialX_Fallback_${materialXData.name}`;
131
160
  return fallbackMaterial;
132
161
  }
133
162
 
134
163
  // Find the renderable element following MaterialX example pattern exactly
135
- let renderableElement: any = null;
164
+ let renderableElement = null;
136
165
  let foundRenderable = false;
137
166
 
138
167
  if (debug) console.log("[MaterialX] document", doc);
@@ -150,7 +179,7 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
150
179
  if (debug) console.log('[MaterialX] Scan material: ', i, materialName);
151
180
 
152
181
  // Find the matching material
153
- if (materialName == material_extension.name) {
182
+ if (materialName == materialXData.name) {
154
183
  renderableElement = materialNode;
155
184
  foundRenderable = true;
156
185
  if (debug) console.log('[MaterialX] -- add material: ', materialName);
@@ -209,15 +238,15 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
209
238
  if (!renderableElement) {
210
239
  console.warn("[MaterialX] No renderable element found in MaterialX document");
211
240
  const fallbackMaterial = new MeshStandardMaterial();
212
- fallbackMaterial.userData.materialX = material_extension;
213
- fallbackMaterial.name = `MaterialX_NoRenderable_${material_extension.name}`;
241
+ fallbackMaterial.userData.materialX = materialXData;
242
+ fallbackMaterial.name = `MaterialX_NoRenderable_${materialXData.name}`;
214
243
  return fallbackMaterial;
215
244
  }
216
245
 
217
246
  if (debug) console.log("[MaterialX] Using renderable element for shader generation");
218
247
 
219
248
  // Check transparency and set context options like the reference
220
- const isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
249
+ let isTransparent = state.materialXModule.isTransparentSurface(renderableElement, state.materialXGenerator.getTarget());
221
250
  state.materialXGenContext.getOptions().hwTransparency = isTransparent;
222
251
 
223
252
  // Generate shaders using the element's name path
@@ -225,56 +254,246 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
225
254
  const elementName = (renderableElement as any).getNamePath ? (renderableElement as any).getNamePath() : (renderableElement as any).getName();
226
255
 
227
256
  const shader = state.materialXGenerator.generate(elementName, renderableElement, state.materialXGenContext);
228
- const shaderMaterial = new MaterialXMaterial({
229
- name: material_extension.name,
230
- shader,
231
- transparent: isTransparent,
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
- }
259
257
 
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;
258
+ // Get vertex and fragment shader source, and remove #version directive for newer js.
259
+ // It's added by three.js glslVersion.
260
+ let vertexShader = shader.getSourceCode("vertex").replace(/^#version.*$/gm, '').trim();
261
+ let fragmentShader = shader.getSourceCode("pixel").replace(/^#version.*$/gm, '').trim();
262
+
263
+ // MaterialX uses different attribute names than js defaults,
264
+ // so we patch the MaterialX shaders to match the js standard names.
265
+ // Otherwise, we'd have to modify the mesh attributes (see original MaterialX for reference).
266
+
267
+ // Patch vertexShader
268
+ vertexShader = vertexShader.replace(/\bi_position\b/g, 'position');
269
+ vertexShader = vertexShader.replace(/\bi_normal\b/g, 'normal');
270
+ vertexShader = vertexShader.replace(/\bi_texcoord_0\b/g, 'uv');
271
+ vertexShader = vertexShader.replace(/\bi_texcoord_1\b/g, 'uv1');
272
+ vertexShader = vertexShader.replace(/\bi_tangent\b/g, 'tangent');
273
+ vertexShader = vertexShader.replace(/\bi_color_0\b/g, 'color');
274
+
275
+ // Patch fragmentShader
276
+ fragmentShader = fragmentShader.replace(/\bi_position\b/g, 'position');
277
+ fragmentShader = fragmentShader.replace(/\bi_normal\b/g, 'normal');
278
+ fragmentShader = fragmentShader.replace(/\bi_texcoord_0\b/g, 'uv');
279
+ fragmentShader = fragmentShader.replace(/\bi_texcoord_1\b/g, 'uv1');
280
+ fragmentShader = fragmentShader.replace(/\bi_tangent\b/g, 'tangent');
281
+ fragmentShader = fragmentShader.replace(/\bi_color_0\b/g, 'color');
282
+
283
+ // Remove `in vec3 position;` and so on since they're already declared by ShaderMaterial
284
+ vertexShader = vertexShader.replace(/in\s+vec3\s+position;/g, '');
285
+ vertexShader = vertexShader.replace(/in\s+vec3\s+normal;/g, '');
286
+ vertexShader = vertexShader.replace(/in\s+vec3\s+uv;/g, '');
287
+ vertexShader = vertexShader.replace(/in\s+vec3\s+uv1;/g, '');
288
+ vertexShader = vertexShader.replace(/in\s+vec4\s+tangent;/g, '');
289
+ vertexShader = vertexShader.replace(/in\s+vec4\s+color;/g, '');
290
+
291
+ // Patch uv 2-component to 3-component (`texcoord_0 = uv;` needs to be replaced with `texcoord_0 = vec3(uv, 0.0);`)
292
+ // TODO what if we actually have a 3-component UV? Not sure what three.js does then
293
+ vertexShader = vertexShader.replace(/texcoord_0 = uv;/g, 'texcoord_0 = vec3(uv, 0.0);');
294
+
295
+ // Add tonemapping and colorspace handling
296
+ // Replace `out vec4 out1;` with `out vec4 gl_FragColor;`
297
+ fragmentShader = fragmentShader.replace(/out\s+vec4\s+out1;/, 'layout(location = 0) out vec4 pc_fragColor;\n#define gl_FragColor pc_fragColor');
298
+ // Replace `out1 = vec4(<CAPTURE>)` with `gl_FragColor = vec4(<CAPTURE>)` and tonemapping/colorspace handling
299
+ fragmentShader = fragmentShader.replace(/^\s*out1\s*=\s*vec4\((.*)\);/gm,
300
+ `
301
+ gl_FragColor = vec4($1);
302
+ #include <tonemapping_fragment>
303
+ #include <colorspace_fragment>`);
304
+
305
+ if (debug) {
306
+ console.group("[MaterialX]: ", materialXData.name);
307
+ console.log("Vertex shader length:", vertexShader.length, vertexShader);
308
+ console.log("Fragment shader length:", fragmentShader.length, fragmentShader);
309
+ console.groupEnd();
310
+ }
311
+
312
+ // Extract uniforms from both vertex and pixel stages
313
+ const loadingManager = new LoadingManager();
314
+ loadingManager.setURLModifier((url: string) => {
315
+ if (debug) console.log("Loading URL:", url);
316
+ // Find the texture in the textures in the parser and load it from there
317
+ return url;
318
+ });
319
+ let textureLoader = new TextureLoader(loadingManager);
320
+
321
+ // Override the textureLoader.load method to use the parser's loadTexture directly,
322
+ // since we want to load the textures from the glTF document and not from disk.
323
+ // That loader does its own caching too.
324
+ textureLoader.load = (url: string, onLoad?: (texture: Texture) => void, onProgress?: (event: ProgressEvent) => void, onError?: (err: Error) => void): Texture => {
325
+
326
+ // Return a checkerboard texture for now
327
+ const checkerboardTexture = new Texture();
328
+ checkerboardTexture.image = new Image();
329
+ checkerboardTexture.image.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAIAAAACCAIAAAD91JpzAAAAG0lEQVR4nGJqWH9q9e8XjA/VrL8UfQIEAAD//zn2CCX5UcsdAAAAAElFTkSuQmCC";
330
+ checkerboardTexture.needsUpdate = true;
331
+ // Pixelated filtering
332
+ checkerboardTexture.magFilter = NearestFilter;
333
+ checkerboardTexture.minFilter = NearestFilter;
334
+
335
+ new Promise(() => {
336
+ // Find the index of the texture in the parser
337
+ const filenameWithoutExt = url.split('/').pop()?.split('.').shift() || '';
338
+
339
+ // Find in the root extension; there's the textures dictionary:
340
+ // a mapping from the texture name used in MaterialX to the glTF texture index
341
+ const ext = this.parser.json.extensions?.[this.name];
342
+ const textures = ext?.textures || [];
343
+
344
+ const index = textures.findIndex(tex => {
345
+ if (debug) console.log("[MaterialX] Checking texture:", tex.name, "against URL:", filenameWithoutExt);
346
+ return tex.name === filenameWithoutExt;
347
+ });
348
+
349
+ if (index < 0) {
350
+ console.warn("[MaterialX] Texture not found in parser:", filenameWithoutExt, this.parser.json);
351
+ onError?.(new Error(`Texture not found: ${filenameWithoutExt}`));
352
+ return;
270
353
  }
271
- }
354
+ this.parser.getDependency("texture", index).then(tex => {
355
+ if (debug) console.log("[MaterialX] Texture loaded:", tex);
356
+ // update the checkerboard texture with the loaded texture
357
+ checkerboardTexture.image = tex.image;
358
+ checkerboardTexture.needsUpdate = true;
359
+ onLoad?.(tex);
360
+ }).catch(err => {
361
+ onError?.(err);
362
+ });
363
+ });
364
+
365
+ return checkerboardTexture;
366
+ };
367
+
368
+ const searchPath = ""; // Could be derived from the asset path if needed
369
+ const flipV = false; // Set based on your geometry requirements
370
+
371
+ let uniforms = {
372
+ ...getUniformValues(shader.getStage('vertex'), textureLoader, searchPath, flipV),
373
+ ...getUniformValues(shader.getStage('pixel'), textureLoader, searchPath, flipV),
374
+ };
375
+
376
+ // Get lighting and environment data from MaterialX environment
377
+ const environment = state.materialXEnvironment;
378
+ // const lights = environment.getLights() || [];
379
+ const lightData = environment.getLightData() || null;
380
+ const radianceTexture = environment.getRadianceTexture() || null;
381
+ const irradianceTexture = environment.getIrradianceTexture() || null;
382
+ const getLightRotation = () => {
383
+ // Placeholder for light rotation logic, if needed
384
+ return new Matrix4();
385
+ };
386
+
387
+ if (debug) console.log({ lightData, radianceTexture, irradianceTexture });
388
+
389
+ Object.assign(uniforms, {
390
+ u_numActiveLightSources: { value: lightData?.length || 0, type: 'i' },
272
391
  });
273
- // Track this material for later lighting updates
274
- this._generatedMaterials.push(shaderMaterial);
392
+
393
+ if (lightData?.length) {
394
+ Object.assign(uniforms, {
395
+ u_lightData: { value: lightData, type: 'v4v' },
396
+ });
397
+ }
398
+
399
+ const mips = Math.trunc(Math.log2(Math.max(radianceTexture?.width ?? 0, radianceTexture?.height ?? 0))) + 1;
400
+ if (debug) console.log("[MaterialX] Radiance texture mips:", mips, "for texture size:", radianceTexture?.width, "x", radianceTexture?.height);
401
+ Object.assign(uniforms, {
402
+ u_envMatrix: { value: getLightRotation() },
403
+ u_envRadiance: { value: radianceTexture, type: 't' },
404
+ u_envRadianceMips: { value: 8, type: 'i' },
405
+ // TODO we need to figure out how we can set a PMREM here... doing many texture samples is prohibitively expensive
406
+ u_envRadianceSamples: { value: 8, type: 'i' },
407
+ u_envIrradiance: { value: irradianceTexture, type: 't' },
408
+ u_refractionEnv: { value: true },
409
+ });
410
+
411
+ // console.log("NEW MATERIAL UNIFORMS", uniforms);
412
+
413
+ // Debug: Log the actual shaders to see what we're working with
414
+ // console.log("Generated vertex shader:", vertexShader.substring(0, 500) + "...");
415
+ // console.log("Generated fragment shader:", fragmentShader.substring(0, 500) + "...");
416
+
417
+ // Create js RawShaderMaterial (with GLSL3 for MaterialX compatibility)
418
+ const shaderMaterial = new ShaderMaterial({
419
+ uniforms: uniforms,
420
+ vertexShader: vertexShader,
421
+ fragmentShader: fragmentShader,
422
+ glslVersion: GLSL3,
423
+ transparent: isTransparent,
424
+ // Only set blend settings if actually transparent
425
+ ...(isTransparent && {
426
+ blendEquation: AddEquation,
427
+ blendSrc: OneMinusSrcAlphaFactor,
428
+ blendDst: SrcAlphaFactor,
429
+ }),
430
+ side: DoubleSide,
431
+ // Add some debug settings
432
+ depthTest: true,
433
+ depthWrite: !isTransparent
434
+ });
435
+
436
+ // Add helper matrices for uniform updates (similar to MaterialX example)
437
+ const normalMat = new Matrix3();
438
+ const viewProjMat = new Matrix4();
439
+ const worldViewPos = new Vector3();
440
+
441
+ // Store helper objects on the material for uniform updates
442
+ shaderMaterial.userData.materialX = materialXData;
443
+ shaderMaterial.userData.updateUniforms = (object: Object3D, camera: Camera) => {
444
+ const uniforms = shaderMaterial.uniforms;
445
+
446
+ if (!uniforms) return;
447
+
448
+ // TODO remove. Not sure why this is needed, but without it
449
+ // we currently get some "swimming" where matrices are not up to date.
450
+ camera.updateMatrixWorld(true);
451
+
452
+ // Update standard transformation matrices
453
+ if (uniforms.u_worldMatrix) {
454
+ if (!uniforms.u_worldMatrix.value?.isMatrix4) uniforms.u_worldMatrix.value = new Matrix4();
455
+ uniforms.u_worldMatrix.value = object.matrixWorld;
456
+ }
457
+
458
+ if (uniforms.u_viewProjectionMatrix) {
459
+ if (!uniforms.u_viewProjectionMatrix.value?.isMatrix4) uniforms.u_viewProjectionMatrix.value = new Matrix4();
460
+ uniforms.u_viewProjectionMatrix.value.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
461
+ }
462
+
463
+ if (uniforms.u_viewPosition) {
464
+ if (!uniforms.u_viewPosition.value?.isVector3) uniforms.u_viewPosition.value = new Vector3();
465
+ uniforms.u_viewPosition.value.copy(camera.getWorldPosition(worldViewPos));
466
+ }
467
+
468
+ if (uniforms.u_worldInverseTransposeMatrix) {
469
+ if (!uniforms.u_worldInverseTransposeMatrix.value?.isMatrix4) uniforms.u_worldInverseTransposeMatrix.value = new Matrix4();
470
+ uniforms.u_worldInverseTransposeMatrix.value.setFromMatrix3(normalMat.getNormalMatrix(object.matrixWorld));
471
+ }
472
+
473
+ // Update time uniforms
474
+ const time = performance.now() / 1000.0;
475
+ if (uniforms.u_time) {
476
+ uniforms.u_time.value = time;
477
+ }
478
+ if (uniforms.u_frame) {
479
+ uniforms.u_frame.value = time;
480
+ }
481
+
482
+ // Mark uniforms as needing update
483
+ shaderMaterial.uniformsNeedUpdate = true;
484
+ };
485
+
486
+ shaderMaterial.name = `MaterialX_Generated_${materialXData.name}`;
275
487
 
276
488
  // Add debugging to see if the material compiles correctly
277
- if (debug) console.log("[MaterialX] material created:", shaderMaterial.name);
489
+ if (debug) console.log("[MaterialX] material created successfully:", shaderMaterial.name);
490
+ // if (debug) console.log("Material uniforms keys:", Object.keys(shaderMaterial.uniforms || {}));
491
+ // if (debug) console.log("Material transparent:", shaderMaterial.transparent);
492
+ // if (debug) console.log("Material side:", shaderMaterial.side);
493
+
494
+ // Track this material for later lighting updates
495
+ this.generatedMaterials.push(shaderMaterial);
496
+
278
497
  return shaderMaterial;
279
498
 
280
499
  } catch (error) {
@@ -282,9 +501,70 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
282
501
  console.error("[MaterialX] Error creating MaterialX material:", error);
283
502
  // Return a fallback material with stored MaterialX data
284
503
  const fallbackMaterial = new MeshStandardMaterial();
285
- fallbackMaterial.userData.materialX = material_extension;
286
- fallbackMaterial.name = `MaterialX_Error_${material_extension.name}`;
504
+ fallbackMaterial.userData.materialX = materialXData;
505
+ fallbackMaterial.name = `MaterialX_Error_${materialXData.name}`;
287
506
  return fallbackMaterial;
288
507
  }
289
508
  }
509
+
510
+ private identityMatrix: Matrix4 = new Matrix4().identity();
511
+ // Update lighting uniforms for all generated MaterialX materials
512
+ updateLightingFromEnvironment(environment: MaterialXEnvironment): void {
513
+
514
+ // Get lighting data from environment
515
+ const lightData = environment.getLightData() || null;
516
+ const lightCount = environment.getLightCount() || 0;
517
+ const radianceTexture = environment.getRadianceTexture() || null;
518
+ const irradianceTexture = environment.getIrradianceTexture() || null;
519
+
520
+ if (debug) console.log(`[MaterialX] Updating lighting for ${this.generatedMaterials.length} MaterialX materials`, {
521
+ lightData, radianceTexture, irradianceTexture,
522
+ });
523
+
524
+ // Update each generated material's lighting uniforms
525
+ this.generatedMaterials.forEach((material, _index) => {
526
+ if (!material.uniforms) return;
527
+
528
+ // Update light count
529
+ if (material.uniforms.u_numActiveLightSources && lightCount >= 0) {
530
+ material.uniforms.u_numActiveLightSources.value = lightCount;
531
+ }
532
+
533
+ // Update light data if we have lights
534
+ if (lightData) {
535
+ if (!material.uniforms.u_lightData) {
536
+ material.uniforms.u_lightData = { value: null };
537
+ }
538
+ material.uniforms.u_lightData.value = lightData;
539
+ if (debug) console.log("[MaterialX] Updated light data for material", material.name, lightData, material.uniforms,);
540
+ }
541
+ else if(debug) console.warn("[MaterialX] No light data available to update uniforms for material", material.name);
542
+
543
+ // Update environment uniforms
544
+ if (material.uniforms.u_envMatrix) {
545
+ material.uniforms.u_envMatrix.value = this.identityMatrix;
546
+ }
547
+ if (material.uniforms.u_envRadiance) {
548
+ material.uniforms.u_envRadiance.value = radianceTexture;
549
+ }
550
+ if (material.uniforms.u_envRadianceMips) {
551
+ material.uniforms.u_envRadianceMips.value = Math.trunc(Math.log2(Math.max(radianceTexture?.source.data.width ?? 0, radianceTexture?.source.data.height ?? 0))) + 1;
552
+ }
553
+ if (material.uniforms.u_envIrradiance) {
554
+ material.uniforms.u_envIrradiance.value = irradianceTexture;
555
+ }
556
+
557
+ // Mark uniforms as needing update
558
+ // console.log("Light data in uniforms", material.uniforms, material.fragmentShader);
559
+ material.uniformsNeedUpdate = true;
560
+ });
561
+
562
+ /* TODO not working yet
563
+ this.generatedMaterials.forEach((material, index) => {
564
+ console.log("Regenerating shaders for MaterialX material:", index, material.name);
565
+ material.userData.regenerateShaders();
566
+ resetShaders(this.context);
567
+ });
568
+ */
569
+ }
290
570
  }