@needle-tools/materialx 1.1.0-next.0aa8b46 → 1.1.0-next.2d4dc5e

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package/CHANGELOG.md CHANGED
@@ -4,6 +4,9 @@ All notable changes to this package will be documented in this file.
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  The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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  and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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+ ## [1.1.0] - 2025-07-15
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+ - Add: `useNeedleMaterialX` hooks for vanilla three.js and Needle Engine
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+
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  ## [1.0.6] - 2025-07-15
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  - Fix: texture/environment sampling on some Android devices
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package/README.md CHANGED
@@ -1,18 +1,32 @@
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  # Needle MaterialX
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- Web runtime support to load and display MaterialX materials in Needle Engine
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+ Web runtime support to load and display MaterialX materials in Needle Engine and three.js
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  ## Installation
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  `npm i @needle-tools/materialx`
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+ ## Examples
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+ - [three.js Example on Stackblitz](https://stackblitz.com/edit/needle-materialx-example?file=main.js,package.json,index.html)
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+
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  ## How to use
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- To use with Needle Engine simply import the module
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+ ### Use with Needle Engine
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+
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+ ```ts
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+ import { useNeedleMaterialX } from "@needle-tools/materialx/needle";
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+ // Simply call this function in global scope as soon as possible
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+ useNeedleMaterialX();
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+ ```
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+
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+ ### Use with three.js
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  ```ts
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- import "@needle-tools/materialx"
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+ import { useNeedleMaterialX } from "@needle-tools/materialx";
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+ // Call the function with your GLTFLoader instance
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+ useNeedleMaterialX(<yourGltfLoaderInstance>);
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  ```
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+
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  <br />
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  # Contact ✒️
package/index.ts CHANGED
@@ -1,2 +1,2 @@
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  export * from "./src/index.js";
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- export { addPluginForThree } from "./src/loader/loader.three.js";
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+ export { useNeedleMaterialX } from "./src/loader/loader.three.js";
package/needle.ts CHANGED
@@ -1,2 +1,2 @@
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  export * from "./src/index.js";
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- export { addPluginForNeedleEngine } from "./src/loader/loader.needle.js";
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+ export { useNeedleMaterialX } from "./src/loader/loader.needle.js";
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@needle-tools/materialx",
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- "version": "1.1.0-next.0aa8b46",
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+ "version": "1.1.0-next.2d4dc5e",
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  "type": "module",
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  "main": "index.ts",
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  "exports": {
@@ -2,7 +2,7 @@ import { addCustomExtensionPlugin } from "@needle-tools/engine";
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  import { Context, GLTF, INeedleGLTFExtensionPlugin } from "@needle-tools/engine";
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  import type { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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  import type { GLTFExporter } from "three/examples/jsm/exporters/GLTFExporter.js";
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- import { addPluginForThree, MaterialXLoader } from "./loader.three.js";
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+ import { useNeedleMaterialX as _useNeedleMaterialX, MaterialXLoader } from "./loader.three.js";
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  import { debug } from "../utils.js";
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  import { MaterialParameters } from "three";
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@@ -14,7 +14,7 @@ export class MaterialXLoaderPlugin implements INeedleGLTFExtensionPlugin {
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  onImport = (loader: GLTFLoader, url: string, context: Context) => {
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  if (debug) console.log("MaterialXLoaderPlugin: Registering MaterialX extension for", url);
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- addPluginForThree(loader, {
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+ _useNeedleMaterialX(loader, {
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  cacheKey: url,
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  parameters: {
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  precision: context.renderer.capabilities.getMaxPrecision("highp") as MaterialParameters["precision"],
@@ -38,6 +38,6 @@ export class MaterialXLoaderPlugin implements INeedleGLTFExtensionPlugin {
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  /**
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  * Add the MaterialXLoaderPlugin to the Needle Engine.
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  */
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- export async function addPluginForNeedleEngine() {
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+ export async function useNeedleMaterialX() {
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  addCustomExtensionPlugin(new MaterialXLoaderPlugin());
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  }
@@ -309,9 +309,9 @@ export class MaterialXLoader implements GLTFLoaderPlugin {
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  /**
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- * Add the MaterialXLoaderPlugin to the Needle Engine.
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+ * Add the MaterialXLoader to the GLTFLoader instance.
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  */
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- export function addPluginForThree(loader: GLTFLoader, options?: MaterialXLoaderOptions, context?: MaterialXContext) {
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+ export function useNeedleMaterialX(loader: GLTFLoader, options?: MaterialXLoaderOptions, context?: MaterialXContext) {
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  loader.register(p => {
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  const loader = new MaterialXLoader(p, options || {}, context || {});
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  return loader;
@@ -466,12 +466,57 @@ export function getUniformValues(shaderStage: MaterialX.ShaderStage, loaders: Lo
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  for (let i = 0; i < uniforms.size(); ++i) {
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  const variable = uniforms.get(i);
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  const value = variable.getValue()?.getData();
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- const name = variable.getVariable();
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- if (debug) console.log("Adding uniform", { path: variable.getPath(), name: name, value: value, type: variable.getType().getName() });
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- threeUniforms[name] = toThreeUniform(uniforms, variable.getType().getName(), value, name, loaders, searchPath);
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+ const uniformName = variable.getVariable();
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+ const type = variable.getType().getName();
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+ if (debug) console.log("Adding uniform", { path: variable.getPath(), name: uniformName, value: value, type: type });
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+ threeUniforms[uniformName] = toThreeUniform(uniforms, type, value, uniformName, loaders, searchPath);
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  }
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  }
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  }
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  return threeUniforms;
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  }
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+
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+ export function generateMaterialPropertiesForUniforms(material: THREE.ShaderMaterial, shaderStage: MaterialX.ShaderStage) {
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+
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+ const uniformBlocks = shaderStage.getUniformBlocks()
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+ for (const [blockName, uniforms] of Object.entries(uniformBlocks)) {
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+ // Seems struct uniforms (like in LightData) end up here as well, we should filter those out.
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+ if (blockName === "LightData") continue;
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+
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+ if (!uniforms.empty()) {
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+ for (let i = 0; i < uniforms.size(); ++i) {
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+ const variable = uniforms.get(i);
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+ const uniformName = variable.getVariable();
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+ let key = variable.getPath().split('/').pop();
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+ switch (key) {
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+ case "_Color":
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+ key = "color";
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+ break;
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+ case "_Roughness":
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+ key = "roughness";
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+ break;
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+ case "_Metallic":
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+ key = "metalness";
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+ break;
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+ }
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+ if (key) {
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+ Object.defineProperty(material, key, {
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+ get: () => {
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+ return material.uniforms?.[uniformName].value
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+ },
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+ set: (v) => {
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+ const uniforms = material.uniforms;
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+ if (!uniforms || !uniforms[uniformName]) {
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+ console.warn(`[MaterialX] Uniform ${uniformName} not found in ${material.name} uniforms`);
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+ return;
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+ }
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+ material.uniforms[uniformName].value = v;
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+ material.uniformsNeedUpdate = true;
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+ }
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+ });
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+ }
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+ }
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+ }
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+ }
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+ }
@@ -1,7 +1,7 @@
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  import { BufferGeometry, Camera, FrontSide, GLSL3, Group, IUniform, MaterialParameters, Matrix3, Matrix4, Object3D, Scene, ShaderMaterial, Texture, Vector3, WebGLRenderer } from "three";
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  import { debug, getFrame, getTime } from "./utils.js";
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  import { MaterialXContext, MaterialXEnvironment } from "./materialx.js";
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- import { getUniformValues, Loaders } from "./materialx.helper.js";
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+ import { generateMaterialPropertiesForUniforms, getUniformValues, Loaders } from "./materialx.helper.js";
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  // Add helper matrices for uniform updates (similar to MaterialX example)
@@ -137,6 +137,7 @@ export class MaterialXMaterial extends ShaderMaterial {
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  depthWrite: !isTransparent,
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  defines: defines,
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  });
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+ this._context = init.context;
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  Object.assign(this.uniforms, {
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  ...getUniformValues(init.shader.getStage('vertex'), init.loaders, searchPath),
@@ -158,7 +159,9 @@ export class MaterialXMaterial extends ShaderMaterial {
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  u_lightData: { value: [], needsUpdate: false }, // Array of light data. We need to set needsUpdate to false until we actually update it
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  });
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- this._context = init.context;
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+ generateMaterialPropertiesForUniforms(this, init.shader.getStage('pixel'));
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+ generateMaterialPropertiesForUniforms(this, init.shader.getStage('vertex'));
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+
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  if (debug) {
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  // Get lighting and environment data from MaterialX environment
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  if (frame === undefined) frame = getFrame();
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  uniforms.u_frame.value = frame;
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  }
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-
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+
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  // Update light uniforms
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  this.updateEnvironmentUniforms(environment);
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