@needle-tools/materialx 1.0.1-next.df0e959 → 1.0.2-next.81f48e0

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package/src/materialx.ts CHANGED
@@ -1,13 +1,15 @@
1
- import { Context, delay, isDevEnvironment, ObjectUtils, GameObject } from "@needle-tools/engine";
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+ import { Context, delay, isDevEnvironment, ObjectUtils, GameObject, onBeforeRender } from "@needle-tools/engine";
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+ import type { MaterialX as MX } from "./materialx.types.js";
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  import MaterialX from "../bin/JsMaterialXGenShader.js";
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  import { debug } from "./utils.js";
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  import { renderPMREMToEquirect } from "./textureHelper.js";
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- import { Light, MeshBasicMaterial, Object3D, PMREMGenerator, Texture } from "three";
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- import { registerLights } from "./helper.js";
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+ import { Light, Material, MeshBasicMaterial, Object3D, PMREMGenerator, Texture } from "three";
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+ import { registerLights, getLightData } from "./materialx.helper.js";
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+ import type { MaterialXMaterial } from "./materialx.material.js";
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  export const state = new class {
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- materialXModule: typeof MaterialX | null = null;
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+ materialXModule: MX.MODULE | null = null;
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  materialXGenerator: any = null;
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  materialXGenContext: any = null;
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  materialXStdLib: any = null;
@@ -59,7 +61,7 @@ export async function ready(): Promise<void> {
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  },
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  });
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  if (debug) console.log("[MaterialX] module loaded", module);
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- state.materialXModule = module;
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+ state.materialXModule = module as MX.MODULE
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  // Initialize shader generator and context
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  state.materialXGenerator = module.EsslShaderGenerator.create();
@@ -71,7 +73,6 @@ export async function ready(): Promise<void> {
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  tempDoc.setDataLibrary(state.materialXStdLib);
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  // TODO ShaderInterfaceType.SHADER_INTERFACE_REDUCED would be better, but doesn't actually seem to be supported in the MaterialX javascript bindings
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- const options = state.materialXGenContext.getOptions();
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  state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
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  // SPECULAR_ENVIRONMENT_NONE: Do not use specular environment maps.
@@ -95,9 +96,9 @@ export async function ready(): Promise<void> {
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  state.materialXGenContext.getOptions().hwMaxActiveLightSources = 4;
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  // This prewarms the shader generation context to have all light types
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- await registerLights(state.materialXModule, [], state.materialXGenContext);
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+ await registerLights(state.materialXModule, state.materialXGenContext);
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- if (debug) console.log("[MaterialX] generator initialized successfully");
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+ if (debug) console.log("[MaterialX] Generator initialized successfully");
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  } catch (error) {
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  console.error("[MaterialX] Failed to load MaterialX module:", error);
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  throw error;
@@ -105,124 +106,156 @@ export async function ready(): Promise<void> {
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  })();
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  }
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108
 
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+ type EnvironmentTextureSet = {
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+ radianceTexture: Texture | null;
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+ irradianceTexture: Texture | null;
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+ }
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+
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  // MaterialX Environment Manager - handles lighting and environment setup
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  export class MaterialXEnvironment {
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  private _context: Context | null = null;
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+ private _lights: Array<Light> = [];
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  private _lightData: any = null;
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  private _lightCount: number = 0;
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- private _radianceTexture: Texture | null = null;
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- private _irradianceTexture: Texture | null = null;
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  private _initializePromise: Promise<boolean> | null = null;
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121
 
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+ private _unsubscribehook: (() => void) | null = null;
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+
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  constructor() {
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  if (debug) console.log("[MaterialX] Environment created");
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126
  }
120
127
 
121
128
  // Initialize with Needle Engine context
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- async initializeFromContext(context: Context): Promise<boolean> {
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-
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- // Prevent multiple initializations
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+ async initialize(context: Context): Promise<boolean> {
125
130
  if (this._initializePromise) {
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- if (debug) console.log("[MaterialX] environment already initialized, skipping");
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  return this._initializePromise;
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132
  }
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-
130
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  return this._initializePromise = this._initialize(context);
131
134
  }
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135
 
133
- getLightData() { return this._lightData; }
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- getLightCount() { return this._lightCount; }
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-
136
- setRadianceTexture(texture: Texture) { this._radianceTexture = texture; }
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- getRadianceTexture() { return this._radianceTexture; }
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+ get lightData() { return this._lightData; }
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+ get lightCount() { return this._lightCount || 0; }
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+ getTextures(material: MaterialXMaterial) {
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+ if (material.envMap) {
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+ // If the material has its own envMap, we don't use the irradiance texture
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+ return this._getTextures(material.envMap);
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+ }
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+ return this._getTextures(this._context?.scene.environment);
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+ }
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145
 
139
- getIrradianceTexture() { return this._irradianceTexture; }
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- setIrradianceTexture(texture: Texture) { this._irradianceTexture = texture; }
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+ private _pmremGenerator: PMREMGenerator | null = null;
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+ private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
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+
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+ private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
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+
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+ this._context = context;
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+ this._pmremGenerator = new PMREMGenerator(context.renderer);
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+
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+ this._unsubscribehook?.();
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+ this._unsubscribehook = onBeforeRender(() => {
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+ this.updateLighting(false);
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+ this._getTextures(context.scene.environment);
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+ })
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+
160
+ // TODO remove this delay; we should wait for the scene lighting to be ready
161
+ // and then update the uniforms
162
+ while (!context.scene.environment) {
163
+ await delay(5);
164
+ }
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+ this._getTextures(context.scene.environment);
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+
167
+ // if (debug) {
168
+ // console.log({ radiance: this._radianceTexture, irradiance: this._irradianceTexture });
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+ // // Show both of them on cubes in the scene
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+ // const unlitMat = new MeshBasicMaterial();
171
+ // unlitMat.side = 2;
172
+ // const radianceMat = unlitMat.clone();
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+ // radianceMat.map = this._radianceTexture;
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+ // const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
175
+ // const irradianceMat = unlitMat.clone();
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+ // irradianceMat.map = this._irradianceTexture;
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+ // const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
178
+ // context.scene.add(radianceCube);
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+ // context.scene.add(irradianceCube);
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+ // radianceCube.position.set(2, 0, 0);
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+ // irradianceCube.position.set(-2, 0, 0);
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+ // console.log("[MaterialX] environment initialized from Needle context", this, this._context.scene);
183
+ // }
184
+
185
+ this.updateLighting(true);
186
+
187
+ // Mark as initialized
188
+ return true;
189
+ }
141
190
 
142
191
  // Reset the environment to allow re-initialization
143
192
  reset() {
144
193
  if (debug) console.log("[MaterialX] Resetting environment");
145
- if (this._radianceTexture) {
146
- this._radianceTexture.dispose();
147
- this._radianceTexture = null;
148
- }
149
- if (this._irradianceTexture) {
150
- this._irradianceTexture.dispose();
151
- this._irradianceTexture = null;
152
- }
153
194
  this._initializePromise = null;
154
- // this.lights = [];
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+ this._lights = [];
155
196
  this._lightData = null;
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+ this._lightCount = 0;
198
+ this._pmremGenerator?.dispose();
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+ this._pmremGenerator = null;
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+ for(const textureSet of this._texturesCache.values()) {
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+ textureSet.radianceTexture?.dispose();
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+ textureSet.irradianceTexture?.dispose();
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+ }
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+ this._texturesCache.clear();
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+
206
+ this._unsubscribehook?.();
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+ this._unsubscribehook = null;
156
208
  }
157
209
 
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- private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
210
+ private _getTextures(texture: Texture | null | undefined): {
211
+ radianceTexture: Texture | null,
212
+ irradianceTexture: Texture | null
213
+ } {
159
214
 
160
- this._context = context;
215
+ let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
216
+ if (res) {
217
+ return res;
218
+ }
161
219
 
162
- // Clean up previous textures if they exist
163
- if (this._radianceTexture) {
164
- if (debug) console.log("[MaterialX] Disposing previous radiance texture");
165
- this._radianceTexture.dispose();
166
- this._radianceTexture = null;
220
+ if (this._context && this._pmremGenerator && texture) {
221
+ if (debug) console.log("[MaterialX] Generating environment textures", texture.name);
222
+
223
+ const target = this._pmremGenerator.fromEquirectangular(texture);
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+ const radianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 0.0, 1024, 512, target.height);
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+ const irradianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 1.0, 32, 16, target.height);
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+ target.dispose();
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+ res = {
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+ radianceTexture: radianceRenderTarget.texture,
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+ irradianceTexture: irradianceRenderTarget.texture
230
+ }
167
231
  }
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- if (this._irradianceTexture) {
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- if (debug) console.log("[MaterialX] Disposing previous irradiance texture");
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- this._irradianceTexture.dispose();
171
- this._irradianceTexture = null;
232
+ else {
233
+ res = {
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+ radianceTexture: null,
235
+ irradianceTexture: null
236
+ }
172
237
  }
238
+ this._texturesCache.set(texture || null, res);
239
+ return res;
240
+ }
173
241
 
174
- // Get renderer from context
175
- const renderer = this._context.renderer;
242
+ private updateLighting = (collectLights: boolean = false) => {
243
+ if (!this._context) return;
176
244
 
177
- // TODO remove this delay; we should wait for the scene lighting to be ready
178
- // and then update the uniforms
179
- let envMap = this._context.scene.environment;
180
- while (!envMap) {
181
- await delay(200);
182
- envMap = this._context.scene.environment;
183
- }
184
- var pmrem = new PMREMGenerator(renderer);
185
- const target = pmrem.fromEquirectangular(envMap);
186
-
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- const radianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 0.0, 1024, 512, target.height);
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- const irradianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 1.0, 32, 16, target.height);
189
-
190
- this._radianceTexture = radianceRenderTarget.texture;
191
- this._irradianceTexture = irradianceRenderTarget.texture;
192
-
193
- // Clean up PMREM generator and its render target
194
- target.dispose();
195
- pmrem.dispose();
196
-
197
- if (debug) {
198
- console.log({ radiance: this._radianceTexture, irradiance: this._irradianceTexture });
199
- // Show both of them on cubes in the scene
200
- const unlitMat = new MeshBasicMaterial();
201
- unlitMat.side = 2;
202
- const radianceMat = unlitMat.clone();
203
- radianceMat.map = this._radianceTexture;
204
- const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
205
- const irradianceMat = unlitMat.clone();
206
- irradianceMat.map = this._irradianceTexture;
207
- const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
208
- this._context.scene.add(radianceCube);
209
- this._context.scene.add(irradianceCube);
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- radianceCube.position.set(2, 0, 0);
211
- irradianceCube.position.set(-2, 0, 0);
212
- // await this.initializeLighting(defaultLightRigXml, renderer);
213
- console.log("[MaterialX] environment initialized from Needle context", this, this._context.scene);
245
+ // Find lights in scene
246
+ if (collectLights) {
247
+ const lights = new Array<Light>();
248
+ this._context.scene.traverse((object: Object3D) => {
249
+ if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
250
+ lights.push(object as Light);
251
+ });
252
+ this._lights = lights;
214
253
  }
215
254
 
216
- // Find lights in scene
217
- let lights = new Array<Light>();
218
- this._context.scene.traverse((object: Object3D) => {
219
- if ((object as Light).isLight && GameObject.isActiveInHierarchy(object))
220
- lights.push(object as Light);
221
- });
222
-
223
- const { lightData, lightCount } = await registerLights(state.materialXModule, lights, state.materialXGenContext);
224
- this._lightData = lightData;
225
- this._lightCount = lightCount;
226
- return true;
255
+ if (state.materialXGenContext) {
256
+ const { lightData, lightCount } = getLightData(this._lights, state.materialXGenContext);
257
+ this._lightData = lightData;
258
+ this._lightCount = lightCount;
259
+ }
227
260
  }
228
261
  }
@@ -0,0 +1,50 @@
1
+
2
+
3
+
4
+ export namespace MaterialX {
5
+
6
+ export type MODULE = {
7
+ ShaderInterfaceType: any;
8
+ HwSpecularEnvironmentMethod: any;
9
+ HwShaderGenerator: {
10
+ bindLightShader(def: any, id: number, genContext: GenContext): void;
11
+ unbindLightShaders(context: any): void;
12
+ };
13
+ createDocument(): Document;
14
+ readFromXmlString(doc: Document, xml: string, unknown: string): void;
15
+ loadStandardLibraries(genContext: GenContext): StandardLibrary;
16
+ isTransparentSurface(renderableElement: any, target: string): boolean;
17
+ }
18
+
19
+
20
+ export type GenContext = {
21
+ }
22
+
23
+ export type StandardLibrary = {
24
+
25
+ }
26
+
27
+ // https://github.com/AcademySoftwareFoundation/MaterialX/blob/b74787db6544283dc32afc8085ebc93cabe937cb/source/MaterialXGenShader/ShaderStage.h#L56
28
+ export type ShaderStage = {
29
+ getUniformBlocks(): Record<string, any>;
30
+ }
31
+
32
+ export type Document = {
33
+ setDataLibrary(lib: StandardLibrary): void;
34
+ importLibrary(lib: Document): void;
35
+
36
+ getNodes(): Node[];
37
+ }
38
+
39
+ export type Node = {
40
+ getType(): string;
41
+ }
42
+
43
+ export type Matrix = {
44
+ numRows(): number;
45
+ numColumns(): number;
46
+ get size(): number;
47
+ getItem(row: number, col: number): number;
48
+ }
49
+
50
+ }
@@ -40,7 +40,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
40
40
  } else {
41
41
  imageHeight = 256; // Final fallback
42
42
  }
43
-
43
+
44
44
  const maxMip = Math.log2(imageHeight) - 2;
45
45
  const cubeUVHeight = imageHeight;
46
46
  const cubeUVWidth = 3 * Math.max(Math.pow(2, maxMip), 7 * 16);
@@ -129,14 +129,14 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
129
129
  const currentAutoClear = renderer.autoClear;
130
130
  const currentXrEnabled = renderer.xr.enabled;
131
131
  const currentShadowMapEnabled = renderer.shadowMap.enabled;
132
-
132
+
133
133
  renderTarget.texture.generateMipmaps = true;
134
-
134
+
135
135
  try {
136
136
  // Disable XR and shadow mapping during our render to avoid interference
137
137
  renderer.xr.enabled = false;
138
138
  renderer.shadowMap.enabled = false;
139
-
139
+
140
140
  // Render to our target
141
141
  renderer.autoClear = true;
142
142
  renderer.setRenderTarget(renderTarget);
@@ -148,7 +148,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
148
148
  renderer.autoClear = currentAutoClear;
149
149
  renderer.xr.enabled = currentXrEnabled;
150
150
  renderer.shadowMap.enabled = currentShadowMapEnabled;
151
-
151
+
152
152
  // Clean up temporary objects
153
153
  geometry.dispose();
154
154
  material.dispose();
@@ -159,7 +159,7 @@ export function renderPMREMToEquirect(renderer: WebGLRenderer, pmremTexture: Tex
159
159
  renderTarget.texture.mapping = EquirectangularReflectionMapping;
160
160
 
161
161
  // Log mipmap infos
162
- if (debug) console.log('PMREM to Equirect Render Target:', {
162
+ if (debug) console.log('[MaterialX] PMREM to Equirect Render Target:', {
163
163
  width: renderTarget.width,
164
164
  height: renderTarget.height,
165
165
  mipmaps: renderTarget.texture.mipmaps?.length,
package/src/utils.ts CHANGED
@@ -2,10 +2,7 @@ import { Context, getParam } from "@needle-tools/engine";
2
2
  import { Mesh } from "three";
3
3
 
4
4
  export const debug = getParam("debugmaterialx");
5
-
6
-
7
-
8
-
5
+ export const debugUpdate = getParam("debugmaterialxupdate");
9
6
 
10
7
  /**
11
8
  * =====================================
@@ -33,6 +30,44 @@ const patchWebGL2 = () => {
33
30
  }
34
31
  return uniform4fv.call(this, location, v);
35
32
  };
33
+
34
+ const uniform3fv = WebGL2RenderingContext.prototype.uniform3fv;
35
+ WebGL2RenderingContext.prototype.uniform3fv = function (location: WebGLUniformLocation | null, v: Float32Array | number[]) {
36
+ if (location) {
37
+ const uniformName = programAndNameToUniformLocation.get(location);
38
+ if (true) console.log("Calling uniform3fv", { location, v, name: uniformName?.name });
39
+ }
40
+ return uniform3fv.call(this, location, v);
41
+ };
42
+
43
+ const uniform3iv = WebGL2RenderingContext.prototype.uniform3iv;
44
+ WebGL2RenderingContext.prototype.uniform3iv = function (location: WebGLUniformLocation | null, v: Int32Array | number[]) {
45
+ if (location) {
46
+ const uniformName = programAndNameToUniformLocation.get(location);
47
+ if (true) console.log("Calling uniform3iv", { location, v, name: uniformName?.name });
48
+ }
49
+ return uniform3iv.call(this, location, v);
50
+ };
51
+
52
+ const uniform3uiv = WebGL2RenderingContext.prototype.uniform3uiv;
53
+ WebGL2RenderingContext.prototype.uniform3uiv = function (location: WebGLUniformLocation | null, v: Uint32Array | number[]) {
54
+ if (location) {
55
+ const uniformName = programAndNameToUniformLocation.get(location);
56
+ if (true) console.log("Calling uniform3uiv", { location, v, name: uniformName?.name });
57
+ }
58
+ return uniform3uiv.call(this, location, v);
59
+ };
60
+
61
+ const uniform3f = WebGL2RenderingContext.prototype.uniform3f;
62
+ WebGL2RenderingContext.prototype.uniform3f = function (location: WebGLUniformLocation
63
+ | null, x: number, y: number, z: number) {
64
+ if (location) {
65
+ const uniformName = programAndNameToUniformLocation.get(location);
66
+ if (uniformName?.name !== "diffuse")
67
+ if (true) console.log("Calling uniform3f", { location, x, y, z, name: uniformName?.name });
68
+ }
69
+ return uniform3f.call(this, location, x, y, z);
70
+ };
36
71
  };
37
72
  // patchWebGL2();
38
73