@needle-tools/materialx 1.0.1 → 1.0.2-next.c468cd8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/src/materialx.ts CHANGED
@@ -1,14 +1,15 @@
1
- import { Context, delay, isDevEnvironment, ObjectUtils } from "@needle-tools/engine";
1
+ import { Context, delay, isDevEnvironment, ObjectUtils, GameObject, onBeforeRender } from "@needle-tools/engine";
2
+ import type { MaterialX as MX } from "./materialx.types.js";
2
3
  import MaterialX from "../bin/JsMaterialXGenShader.js";
3
4
  import { debug } from "./utils.js";
4
5
  import { renderPMREMToEquirect } from "./textureHelper.js";
5
- import { Light, MeshBasicMaterial, Object3D, PMREMGenerator } from "three";
6
- import { registerLights } from "./helper.js";
6
+ import { Light, Material, MeshBasicMaterial, Object3D, PMREMGenerator, Texture } from "three";
7
+ import { registerLights, getLightData } from "./materialx.helper.js";
8
+ import type { MaterialXMaterial } from "./materialx.material.js";
7
9
 
8
10
 
9
- // Global MaterialX module instance - initialized lazily
10
11
  export const state = new class {
11
- materialXModule: any = null;
12
+ materialXModule: MX.MODULE | null = null;
12
13
  materialXGenerator: any = null;
13
14
  materialXGenContext: any = null;
14
15
  materialXStdLib: any = null;
@@ -22,14 +23,14 @@ export const state = new class {
22
23
  }
23
24
  }
24
25
 
25
- // Initialize MaterialX WASM module lazily
26
- export async function initializeMaterialX(): Promise<void> {
26
+ /** Initialize the MaterialX module. Must be awaited before trying to create materials */
27
+ export async function ready(): Promise<void> {
27
28
  if (state.materialXInitPromise) {
28
29
  return state.materialXInitPromise;
29
30
  }
30
31
  return state.materialXInitPromise = (async () => {
31
32
  if (state.materialXModule) return; // Already initialized
32
- if (debug) console.log("Initializing MaterialX WASM module...");
33
+ if (debug) console.log("[MaterialX] Initializing WASM module...");
33
34
  try {
34
35
 
35
36
  const urls: Array<string> = await Promise.all([
@@ -44,7 +45,7 @@ export async function initializeMaterialX(): Promise<void> {
44
45
 
45
46
  const module = await MaterialX({
46
47
  locateFile: (path: string, scriptDirectory: string) => {
47
- if (debug) console.debug("MaterialX locateFile called:", { path, scriptDirectory });
48
+ if (debug) console.debug("[MaterialX] locateFile called:", { path, scriptDirectory });
48
49
 
49
50
  if (path.includes("JsMaterialXCore.wasm")) {
50
51
  return JsMaterialXCore; // Use the URL for the core WASM file
@@ -59,8 +60,8 @@ export async function initializeMaterialX(): Promise<void> {
59
60
  return scriptDirectory + path;
60
61
  },
61
62
  });
62
- if (debug) console.log("MaterialXLoader module loaded", module);
63
- state.materialXModule = module;
63
+ if (debug) console.log("[MaterialX] module loaded", module);
64
+ state.materialXModule = module as MX.MODULE
64
65
 
65
66
  // Initialize shader generator and context
66
67
  state.materialXGenerator = module.EsslShaderGenerator.create();
@@ -71,158 +72,190 @@ export async function initializeMaterialX(): Promise<void> {
71
72
  state.materialXStdLib = module.loadStandardLibraries(state.materialXGenContext);
72
73
  tempDoc.setDataLibrary(state.materialXStdLib);
73
74
 
74
- // Initialize basic lighting with default light rig
75
- // const defaultLightRigXml = `<?xml version="1.0"?>
76
- // <materialx version="1.39">
77
- // <!-- Default directional light -->
78
- // <directional_light name="default_light" type="lightshader">
79
- // <input name="direction" type="vector3" value="0.0, -1.0, -0.5" />
80
- // <input name="color" type="color3" value="1.0, 1.0, 1.0" />
81
- // <input name="intensity" type="float" value="1.0" />
82
- // </directional_light>
83
- // </materialx>`;
75
+ // TODO ShaderInterfaceType.SHADER_INTERFACE_REDUCED would be better, but doesn't actually seem to be supported in the MaterialX javascript bindings
76
+ state.materialXGenContext.getOptions().shaderInterfaceType = state.materialXModule.ShaderInterfaceType.SHADER_INTERFACE_COMPLETE;
77
+
78
+ // SPECULAR_ENVIRONMENT_NONE: Do not use specular environment maps.
79
+ // SPECULAR_ENVIRONMENT_FIS: Use Filtered Importance Sampling for specular environment/indirect lighting.
80
+ // SPECULAR_ENVIRONMENT_PREFILTER: Use pre-filtered environment maps for specular environment/indirect lighting.
81
+ state.materialXGenContext.getOptions().hwSpecularEnvironmentMethod = state.materialXModule.HwSpecularEnvironmentMethod.SPECULAR_ENVIRONMENT_FIS;
82
+
83
+ // TRANSMISSION_REFRACTION: Use a refraction approximation for transmission rendering.
84
+ // TRANSMISSION_OPACITY: Use opacity for transmission rendering.
85
+ // state.materialXGenContext.getOptions().hwTransmissionRenderMethod = state.materialXModule.HwTransmissionRenderMethod.TRANSMISSION_REFRACTION;
86
+
87
+ // Turned off because we're doing color space conversion the three.js way
88
+ state.materialXGenContext.getOptions().hwSrgbEncodeOutput = false;
89
+
90
+ // Enables the generation of a prefiltered environment map.
91
+ // TODO Would be great to use but requires setting more uniforms (like u_envPrefilterMip).
92
+ // When set to true, the u_envRadiance map is expected to be a prefiltered environment map.
93
+ // state.materialXGenContext.getOptions().hwWriteEnvPrefilter = true;
94
+
95
+ // Set a reasonable default for max active lights
96
+ state.materialXGenContext.getOptions().hwMaxActiveLightSources = 4;
84
97
 
85
98
  // This prewarms the shader generation context to have all light types
86
- await registerLights(state.materialXModule, [], state.materialXGenContext);
99
+ await registerLights(state.materialXModule, state.materialXGenContext);
87
100
 
88
- if (debug) console.log("MaterialX generator initialized successfully");
101
+ if (debug) console.log("[MaterialX] Generator initialized successfully");
89
102
  } catch (error) {
90
- console.error("Failed to load MaterialX module:", error);
103
+ console.error("[MaterialX] Failed to load MaterialX module:", error);
91
104
  throw error;
92
105
  }
93
106
  })();
94
107
  }
95
108
 
109
+ type EnvironmentTextureSet = {
110
+ radianceTexture: Texture | null;
111
+ irradianceTexture: Texture | null;
112
+ }
113
+
96
114
  // MaterialX Environment Manager - handles lighting and environment setup
97
115
  export class MaterialXEnvironment {
98
- private lights: any[] = [];
99
- private lightData: any = null;
100
- private radianceTexture: any = null;
101
- private irradianceTexture: any = null;
102
- private context: Context | null = null;
103
- private initialized: boolean = false;
116
+ private _context: Context | null = null;
117
+ private _lights: Array<Light> = [];
118
+ private _lightData: any = null;
119
+ private _lightCount: number = 0;
120
+ private _initializePromise: Promise<boolean> | null = null;
121
+
122
+ private _unsubscribehook: (() => void) | null = null;
104
123
 
105
124
  constructor() {
106
- if (debug) console.log("MaterialX Environment created");
125
+ if (debug) console.log("[MaterialX] Environment created");
107
126
  }
108
127
 
109
- setContext(context: Context) {
110
- this.context = context;
128
+ // Initialize with Needle Engine context
129
+ async initialize(context: Context): Promise<boolean> {
130
+ if (this._initializePromise) {
131
+ return this._initializePromise;
132
+ }
133
+ return this._initializePromise = this._initialize(context);
111
134
  }
112
135
 
113
- /*
114
- // Initialize MaterialX lighting system based on the reference implementation
115
- async initializeLighting(lightRigXml: string, renderer?: any, radianceTexture?: any, irradianceTexture?: any): Promise<void> {
116
- if (!materialXModule || !materialXGenContext) {
117
- console.warn("MaterialX module not initialized, skipping lighting setup");
118
- return;
136
+ get lightData() { return this._lightData; }
137
+ get lightCount() { return this._lightCount || 0; }
138
+ getTextures(material: MaterialXMaterial) {
139
+ if (material.envMap) {
140
+ // If the material has its own envMap, we don't use the irradiance texture
141
+ return this._getTextures(material.envMap);
119
142
  }
120
-
121
- registerLights(materialXModule, this.lights, materialXGenContext);
143
+ return this._getTextures(this._context?.scene.environment);
122
144
  }
123
- */
124
145
 
125
- // Initialize with Needle Engine context
126
- async initializeFromContext(): Promise<void> {
127
- if (!this.context) {
128
- console.warn("No Needle context available for MaterialX environment initialization");
129
- return;
130
- }
146
+ private _pmremGenerator: PMREMGenerator | null = null;
147
+ private readonly _texturesCache: Map<Texture | null, EnvironmentTextureSet> = new Map();
131
148
 
132
- // Prevent multiple initializations
133
- if (this.initialized) {
134
- if (debug) console.log("MaterialX environment already initialized, skipping");
135
- return;
136
- }
149
+ private _initialize: (context: Context) => Promise<boolean> = async (context: Context) => {
137
150
 
138
- // Clean up previous textures if they exist
139
- if (this.radianceTexture) {
140
- if (debug) console.log("Disposing previous radiance texture");
141
- this.radianceTexture.dispose();
142
- this.radianceTexture = null;
143
- }
144
- if (this.irradianceTexture) {
145
- if (debug) console.log("Disposing previous irradiance texture");
146
- this.irradianceTexture.dispose();
147
- this.irradianceTexture = null;
148
- }
151
+ this._context = context;
152
+ this._pmremGenerator = new PMREMGenerator(context.renderer);
149
153
 
150
- // Get renderer from context
151
- const renderer = this.context.renderer;
154
+ this._unsubscribehook?.();
155
+ this._unsubscribehook = onBeforeRender(() => {
156
+ this.updateLighting(false);
157
+ this._getTextures(context.scene.environment);
158
+ })
152
159
 
153
160
  // TODO remove this delay; we should wait for the scene lighting to be ready
154
161
  // and then update the uniforms
155
- let envMap = this.context.scene.environment;
156
- while (!envMap) {
157
- await delay(200);
158
- envMap = this.context.scene.environment;
159
- }
160
- var pmrem = new PMREMGenerator(renderer);
161
- const target = pmrem.fromEquirectangular(envMap);
162
-
163
- const radianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 0.0, 1024, 512, target.height);
164
- const irradianceRenderTarget = renderPMREMToEquirect(renderer, target.texture, 1.0, 32, 16, target.height);
165
-
166
- this.radianceTexture = radianceRenderTarget.texture;
167
- this.irradianceTexture = irradianceRenderTarget.texture;
168
-
169
- // Clean up PMREM generator and its render target
170
- target.dispose();
171
- pmrem.dispose();
172
-
173
- if (debug) {
174
- console.log({ radiance: this.radianceTexture, irradiance: this.irradianceTexture });
175
- // Show both of them on cubes in the scene
176
- const unlitMat = new MeshBasicMaterial();
177
- const radianceMat = unlitMat.clone();
178
- radianceMat.map = this.radianceTexture;
179
- const radianceCube = ObjectUtils.createPrimitive("Cube", { material: radianceMat });
180
- const irradianceMat = unlitMat.clone();
181
- irradianceMat.map = this.irradianceTexture;
182
- const irradianceCube = ObjectUtils.createPrimitive("Cube", { material: irradianceMat });
183
- this.context.scene.add(radianceCube);
184
- this.context.scene.add(irradianceCube);
185
- radianceCube.position.set(2, 0, 0);
186
- radianceCube.scale.y = 0.00001;
187
- irradianceCube.position.set(-2, 0, 0);
188
- irradianceCube.scale.y = 0.00001;
189
- // await this.initializeLighting(defaultLightRigXml, renderer);
190
- console.log("MaterialX environment initialized from Needle context", this, this.context.scene);
162
+ while (!context.scene.environment) {
163
+ await delay(5);
191
164
  }
165
+ this._getTextures(context.scene.environment);
166
+
167
+ // if (debug) {
168
+ // console.log({ radiance: this._radianceTexture, irradiance: this._irradianceTexture });
169
+ // // Show both of them on cubes in the scene
170
+ // const unlitMat = new MeshBasicMaterial();
171
+ // unlitMat.side = 2;
172
+ // const radianceMat = unlitMat.clone();
173
+ // radianceMat.map = this._radianceTexture;
174
+ // const radianceCube = ObjectUtils.createPrimitive("Quad", { material: radianceMat });
175
+ // const irradianceMat = unlitMat.clone();
176
+ // irradianceMat.map = this._irradianceTexture;
177
+ // const irradianceCube = ObjectUtils.createPrimitive("Quad", { material: irradianceMat });
178
+ // context.scene.add(radianceCube);
179
+ // context.scene.add(irradianceCube);
180
+ // radianceCube.position.set(2, 0, 0);
181
+ // irradianceCube.position.set(-2, 0, 0);
182
+ // console.log("[MaterialX] environment initialized from Needle context", this, this._context.scene);
183
+ // }
184
+
185
+ this.updateLighting(true);
192
186
 
193
- // Find lights in scene
194
- let lights = new Array<Light>();
195
- this.context.scene.traverse((object: Object3D) => {
196
- if ((object as Light).isLight) lights.push(object as Light);
197
- });
187
+ // Mark as initialized
188
+ return true;
189
+ }
198
190
 
199
- this.lightData = await registerLights(state.materialXModule, lights, state.materialXGenContext);
191
+ // Reset the environment to allow re-initialization
192
+ reset() {
193
+ if (debug) console.log("[MaterialX] Resetting environment");
194
+ this._initializePromise = null;
195
+ this._lights = [];
196
+ this._lightData = null;
197
+ this._lightCount = 0;
198
+ this._pmremGenerator?.dispose();
199
+ this._pmremGenerator = null;
200
+ for(const textureSet of this._texturesCache.values()) {
201
+ textureSet.radianceTexture?.dispose();
202
+ textureSet.irradianceTexture?.dispose();
203
+ }
204
+ this._texturesCache.clear();
200
205
 
201
- // Mark as initialized
202
- this.initialized = true;
206
+ this._unsubscribehook?.();
207
+ this._unsubscribehook = null;
203
208
  }
204
209
 
205
- // getLights() { return this.lights; }
206
- getLightData() { return this.lightData; }
207
- getRadianceTexture() { return this.radianceTexture; }
208
- getIrradianceTexture() { return this.irradianceTexture; }
210
+ private _getTextures(texture: Texture | null | undefined): {
211
+ radianceTexture: Texture | null,
212
+ irradianceTexture: Texture | null
213
+ } {
209
214
 
210
- setRadianceTexture(texture: any) { this.radianceTexture = texture; }
211
- setIrradianceTexture(texture: any) { this.irradianceTexture = texture; }
215
+ let res: EnvironmentTextureSet | undefined = this._texturesCache.get(texture || null);
216
+ if (res) {
217
+ return res;
218
+ }
212
219
 
213
- // Reset the environment to allow re-initialization
214
- reset() {
215
- if (debug) console.log("Resetting MaterialX environment");
216
- if (this.radianceTexture) {
217
- this.radianceTexture.dispose();
218
- 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);
224
+ const radianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 0.0, 1024, 512, target.height);
225
+ const irradianceRenderTarget = renderPMREMToEquirect(this._context.renderer, target.texture, 1.0, 32, 16, target.height);
226
+ target.dispose();
227
+ res = {
228
+ radianceTexture: radianceRenderTarget.texture,
229
+ irradianceTexture: irradianceRenderTarget.texture
230
+ }
219
231
  }
220
- if (this.irradianceTexture) {
221
- this.irradianceTexture.dispose();
222
- this.irradianceTexture = null;
232
+ else {
233
+ res = {
234
+ radianceTexture: null,
235
+ irradianceTexture: null
236
+ }
237
+ }
238
+ this._texturesCache.set(texture || null, res);
239
+ return res;
240
+ }
241
+
242
+ private updateLighting = (collectLights: boolean = false) => {
243
+ if (!this._context) return;
244
+
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;
253
+ }
254
+
255
+ if (state.materialXGenContext) {
256
+ const { lightData, lightCount } = getLightData(this._lights, state.materialXGenContext);
257
+ this._lightData = lightData;
258
+ this._lightCount = lightCount;
223
259
  }
224
- this.initialized = false;
225
- // this.lights = [];
226
- this.lightData = null;
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