webgl_materials_nodes.html 70 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node material</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Material<br />
  13. <a id="serialize" href="javascript:void(0);">Serialize and apply</a>
  14. </div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { GUI } from './jsm/libs/dat.gui.module.js';
  18. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  19. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  20. import { TeapotBufferGeometry } from './jsm/geometries/TeapotBufferGeometry.js';
  21. import * as Nodes from './jsm/nodes/Nodes.js';
  22. var container = document.getElementById( 'container' );
  23. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  24. var frame = new Nodes.NodeFrame();
  25. var teapot, mesh;
  26. var controls;
  27. var move = false;
  28. var rtTexture, rtMaterial;
  29. var gui;
  30. var library = {};
  31. var serialized = false;
  32. var textures = {
  33. brick: { url: 'textures/brick_diffuse.jpg' },
  34. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  35. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  36. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  37. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  38. cloud: { url: 'textures/lava/cloud.png' },
  39. spherical: { url: 'textures/envmap.png' }
  40. };
  41. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  42. function getTexture( name ) {
  43. var texture = textures[ name ].texture;
  44. if ( ! texture ) {
  45. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  46. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  47. library[ texture.uuid ] = texture;
  48. }
  49. return texture;
  50. }
  51. var cubemap = function () {
  52. var path = "textures/cube/Park2/";
  53. var format = '.jpg';
  54. var urls = [
  55. path + 'posx' + format, path + 'negx' + format,
  56. path + 'posy' + format, path + 'negy' + format,
  57. path + 'posz' + format, path + 'negz' + format
  58. ];
  59. var textureCube = new THREE.CubeTextureLoader().load( urls );
  60. textureCube.format = THREE.RGBFormat;
  61. library[ textureCube.uuid ] = textureCube;
  62. return textureCube;
  63. }();
  64. window.addEventListener( 'load', init );
  65. function init() {
  66. renderer = new THREE.WebGLRenderer( { antialias: true } );
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  70. container.appendChild( renderer.domElement );
  71. scene = new THREE.Scene();
  72. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  73. camera.position.x = 50;
  74. camera.position.z = - 50;
  75. camera.position.y = 30;
  76. camera.target = new THREE.Vector3();
  77. controls = new OrbitControls( camera, renderer.domElement );
  78. controls.minDistance = 50;
  79. controls.maxDistance = 200;
  80. scene.add( new THREE.AmbientLight( 0x464646 ) );
  81. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  82. light.position.set( 1, 0.75, 0.5 );
  83. scene.add( light );
  84. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  85. light.position.set( - 1, 0.75, - 0.5 );
  86. scene.add( light );
  87. teapot = new TeapotBufferGeometry( 15, 18 );
  88. mesh = new THREE.Mesh( teapot );
  89. scene.add( mesh );
  90. library[ renderer.uuid ] = renderer;
  91. library[ camera.uuid ] = camera;
  92. library[ mesh.uuid ] = mesh;
  93. window.addEventListener( 'resize', onWindowResize, false );
  94. updateMaterial();
  95. onWindowResize();
  96. animate();
  97. }
  98. function clearGui() {
  99. if ( gui ) gui.destroy();
  100. gui = new GUI();
  101. gui.add( param, 'example', {
  102. 'basic / mesh-standard': 'mesh-standard',
  103. 'basic / standard': 'standard',
  104. 'basic / physical': 'physical',
  105. 'basic / phong': 'phong',
  106. 'basic / layers': 'layers',
  107. 'basic / rim': 'rim',
  108. 'basic / color-adjustment': 'color-adjustment',
  109. 'basic / uv-transform': 'uv-transform',
  110. 'basic / bump': 'bump',
  111. 'basic / blur': 'blur',
  112. 'basic / spherical-reflection': 'spherical-reflection',
  113. 'adv / fresnel': 'fresnel',
  114. 'adv / saturation': 'saturation',
  115. 'adv / top-bottom': 'top-bottom',
  116. 'adv / skin': 'skin',
  117. 'adv / skin-phong': 'skin-phong',
  118. 'adv / caustic': 'caustic',
  119. 'adv / displace': 'displace',
  120. 'adv / dissolve': 'dissolve',
  121. 'adv / dissolve-fire': 'dissolve-fire',
  122. 'adv / plush': 'plush',
  123. 'adv / toon': 'toon',
  124. 'adv / camera-depth': 'camera-depth',
  125. 'adv / soft-body': 'soft-body',
  126. 'adv / wave': 'wave',
  127. 'adv / triangle-blur': 'triangle-blur',
  128. 'adv / triplanar-mapping': 'triplanar-mapping',
  129. 'adv / render-to-texture': 'rtt',
  130. 'adv / temporal-blur': 'temporal-blur',
  131. 'adv / conditional': 'conditional',
  132. 'adv / expression': 'expression',
  133. 'adv / sss': 'sss',
  134. 'adv / translucent': 'translucent',
  135. 'node / position': 'node-position',
  136. 'node / normal': 'node-normal',
  137. 'node / reflect': 'node-reflect',
  138. 'misc / smoke': 'smoke',
  139. 'misc / firefly': 'firefly',
  140. 'misc / reserved-keywords': 'reserved-keywords',
  141. 'misc / varying': 'varying',
  142. 'misc / void-function': 'void-function',
  143. 'misc / readonly': 'readonly',
  144. 'misc / label': 'label',
  145. 'misc / custom-attribute': 'custom-attribute'
  146. } ).onFinishChange( function () {
  147. updateMaterial();
  148. } );
  149. gui.open();
  150. }
  151. function addGui( name, value, callback, isColor, min, max ) {
  152. var node;
  153. param[ name ] = value;
  154. if ( isColor ) {
  155. node = gui.addColor( param, name ).onChange( function () {
  156. callback( param[ name ] );
  157. } );
  158. } else if ( typeof value === 'object' ) {
  159. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  160. node = gui.add( param, name, value ).onChange( function () {
  161. callback( param[ name ] );
  162. } );
  163. } else {
  164. node = gui.add( param, name, min, max ).onChange( function () {
  165. callback( param[ name ] );
  166. } );
  167. }
  168. return node;
  169. }
  170. function updateMaterial() {
  171. move = false;
  172. if ( mesh.material ) mesh.material.dispose();
  173. if ( rtTexture ) {
  174. delete library[ rtTexture.texture.uuid ];
  175. rtTexture.dispose();
  176. rtTexture = null;
  177. }
  178. if ( rtMaterial ) {
  179. rtMaterial.dispose();
  180. rtMaterial = null;
  181. }
  182. var name = param.example,
  183. defaultSide = THREE.DoubleSide,
  184. mtl;
  185. clearGui();
  186. switch ( name ) {
  187. case 'phong':
  188. // MATERIAL
  189. mtl = new Nodes.PhongNodeMaterial();
  190. //mtl.color = // albedo (vec3)
  191. //mtl.alpha = // opacity (float)
  192. //mtl.specular = // specular color (vec3)
  193. //mtl.shininess = // shininess (float)
  194. //mtl.normal = // normal (vec3)
  195. //mtl.emissive = // emissive color (vec3)
  196. //mtl.ambient = // ambient color (vec3)
  197. //mtl.shadow = // shadowmap (vec3)
  198. //mtl.light = // custom-light (vec3)
  199. //mtl.ao = // ambient occlusion (float)
  200. //mtl.light = // input/output light (vec3)
  201. //mtl.environment = // reflection/refraction (vec3)
  202. //mtl.environmentAlpha = // environment alpha (float)
  203. //mtl.position = // vertex local position (vec3)
  204. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  205. mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
  206. mtl.specular = new Nodes.FloatNode( .5 );
  207. mtl.shininess = new Nodes.FloatNode( 15 );
  208. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  209. mtl.environmentAlpha = mask;
  210. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  211. mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
  212. break;
  213. case 'standard':
  214. // MATERIAL
  215. mtl = new Nodes.StandardNodeMaterial();
  216. //mtl.color = // albedo (vec3)
  217. //mtl.alpha = // opacity (float)
  218. //mtl.roughness = // roughness (float)
  219. //mtl.metalness = // metalness (float)
  220. //mtl.normal = // normal (vec3)
  221. //mtl.emissive = // emissive color (vec3)
  222. //mtl.ambient = // ambient color (vec3)
  223. //mtl.shadow = // shadowmap (vec3)
  224. //mtl.light = // custom-light (vec3)
  225. //mtl.ao = // ambient occlusion (float)
  226. //mtl.environment = // reflection/refraction (vec3)
  227. //mtl.position = // vertex local position (vec3)
  228. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  229. var normalScale = new Nodes.FloatNode( .3 );
  230. var roughnessA = new Nodes.FloatNode( .5 );
  231. var metalnessA = new Nodes.FloatNode( .5 );
  232. var roughnessB = new Nodes.FloatNode( 0 );
  233. var metalnessB = new Nodes.FloatNode( 1 );
  234. var roughness = new Nodes.MathNode(
  235. roughnessA,
  236. roughnessB,
  237. mask,
  238. Nodes.MathNode.MIX
  239. );
  240. var metalness = new Nodes.MathNode(
  241. metalnessA,
  242. metalnessB,
  243. mask,
  244. Nodes.MathNode.MIX
  245. );
  246. var normalMask = new Nodes.OperatorNode(
  247. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  248. normalScale,
  249. Nodes.OperatorNode.MUL
  250. );
  251. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  252. mtl.roughness = roughness;
  253. mtl.metalness = metalness;
  254. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  255. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  256. mtl.normal.scale = normalMask;
  257. // GUI
  258. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  259. mtl.color.value.setHex( val );
  260. }, true );
  261. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  262. roughnessA.value = val;
  263. }, false, 0, 1 );
  264. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  265. metalnessA.value = val;
  266. }, false, 0, 1 );
  267. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  268. roughnessB.value = val;
  269. }, false, 0, 1 );
  270. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  271. metalnessB.value = val;
  272. }, false, 0, 1 );
  273. addGui( 'normalScale', normalScale.value, function ( val ) {
  274. normalScale.value = val;
  275. }, false, 0, 1 );
  276. break;
  277. case 'mesh-standard':
  278. // MATERIAL
  279. var sataturation = new Nodes.FloatNode( 1 ),
  280. useNodeMaterial = true,
  281. useMap = true,
  282. useNormals = true;
  283. function updateMaterial() {
  284. var oldMaterial = mtl;
  285. if ( oldMaterial ) oldMaterial.dispose();
  286. mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  287. // default syntax ( backward-compatible )
  288. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  289. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  290. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  291. mtl.envMap = cubemap;
  292. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  293. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  294. // extended syntax ( only for NodeMaterial )
  295. if ( useNodeMaterial && useMap ) {
  296. mtl.map = new Nodes.ColorAdjustmentNode(
  297. new Nodes.TextureNode( mtl.map ),
  298. sataturation,
  299. Nodes.ColorAdjustmentNode.SATURATION
  300. );
  301. }
  302. // apply material
  303. mtl.side = defaultSide;
  304. mtl.needsUpdate = true;
  305. mesh.material = mtl;
  306. }
  307. updateMaterial();
  308. // GUI
  309. addGui( 'use node material', useNodeMaterial, function ( val ) {
  310. useNodeMaterial = val;
  311. updateMaterial();
  312. } );
  313. addGui( 'roughness', mtl.roughness, function ( val ) {
  314. mtl.roughness = val;
  315. }, false, 0, 1 );
  316. addGui( 'metalness', mtl.roughness, function ( val ) {
  317. mtl.metalness = val;
  318. }, false, 0, 1 );
  319. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  320. mtl.normalScale.x = val;
  321. }, false, - 1, 1 );
  322. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  323. mtl.normalScale.y = val;
  324. }, false, - 1, 1 );
  325. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  326. sataturation.value = val;
  327. }, false, 0, 2 );
  328. addGui( 'colors', useMap, function ( val ) {
  329. useMap = val;
  330. updateMaterial();
  331. }, false );
  332. addGui( 'normals', useNormals, function ( val ) {
  333. useNormals = val;
  334. updateMaterial();
  335. }, false );
  336. break;
  337. case 'physical':
  338. // MATERIAL
  339. mtl = new Nodes.StandardNodeMaterial();
  340. //mtl.color = // albedo (vec3)
  341. //mtl.alpha = // opacity (float)
  342. //mtl.roughness = // roughness (float)
  343. //mtl.metalness = // metalness (float)
  344. //mtl.reflectivity = // reflectivity (float)
  345. //mtl.clearCoat = // clearCoat (float)
  346. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  347. //mtl.normal = // normal (vec3)
  348. //mtl.emissive = // emissive color (vec3)
  349. //mtl.ambient = // ambient color (vec3)
  350. //mtl.shadow = // shadowmap (vec3)
  351. //mtl.light = // custom-light (vec3)
  352. //mtl.ao = // ambient occlusion (float)
  353. //mtl.environment = // reflection/refraction (vec3)
  354. //mtl.position = // vertex local position (vec3)
  355. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  356. var normalScale = new Nodes.FloatNode( .3 );
  357. var roughnessA = new Nodes.FloatNode( .5 );
  358. var metalnessA = new Nodes.FloatNode( .5 );
  359. var roughnessB = new Nodes.FloatNode( 0 );
  360. var metalnessB = new Nodes.FloatNode( 1 );
  361. var reflectivity = new Nodes.FloatNode( 0 );
  362. var clearCoat = new Nodes.FloatNode( 1 );
  363. var clearCoatRoughness = new Nodes.FloatNode( 1 );
  364. var roughness = new Nodes.MathNode(
  365. roughnessA,
  366. roughnessB,
  367. mask,
  368. Nodes.MathNode.MIX
  369. );
  370. var metalness = new Nodes.MathNode(
  371. metalnessA,
  372. metalnessB,
  373. mask,
  374. Nodes.MathNode.MIX
  375. );
  376. var normalMask = new Nodes.OperatorNode(
  377. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  378. normalScale,
  379. Nodes.OperatorNode.MUL
  380. );
  381. var sheen = new THREE.FloatNode(.5);
  382. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  383. mtl.roughness = roughness;
  384. mtl.metalness = metalness;
  385. mtl.reflectivity = reflectivity;
  386. mtl.clearCoat = clearCoat;
  387. mtl.clearCoatRoughness = clearCoatRoughness;
  388. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  389. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  390. mtl.normal.scale = normalMask;
  391. mtl.sheen = sheen;
  392. // GUI
  393. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  394. mtl.color.value.setHex( val );
  395. }, true );
  396. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  397. reflectivity.value = val;
  398. }, false, 0, 1 );
  399. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  400. clearCoat.value = val;
  401. }, false, 0, 1 );
  402. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  403. clearCoatRoughness.value = val;
  404. }, false, 0, 1 );
  405. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  406. roughnessA.value = val;
  407. }, false, 0, 1 );
  408. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  409. metalnessA.value = val;
  410. }, false, 0, 1 );
  411. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  412. roughnessB.value = val;
  413. }, false, 0, 1 );
  414. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  415. metalnessB.value = val;
  416. }, false, 0, 1 );
  417. addGui( 'normalScale', normalScale.value, function ( val ) {
  418. normalScale.value = val;
  419. }, false, 0, 1 );
  420. addGui( 'sheen', sheen.value, function ( val ) {
  421. sheen.value = val;
  422. }, false, 0, 1 );
  423. break;
  424. case 'wave':
  425. // MATERIAL
  426. mtl = new Nodes.PhongNodeMaterial();
  427. var time = new Nodes.TimerNode();
  428. var speed = new Nodes.FloatNode( 5 );
  429. var scale = new Nodes.FloatNode( 1 );
  430. var worldScale = new Nodes.FloatNode( .4 );
  431. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  432. var colorB = new Nodes.ColorNode( 0x0054df );
  433. // used for serialization only
  434. time.name = "time";
  435. speed.name = "speed";
  436. var timeScale = new Nodes.OperatorNode(
  437. time,
  438. speed,
  439. Nodes.OperatorNode.MUL
  440. );
  441. var worldScl = new Nodes.OperatorNode(
  442. new Nodes.PositionNode(),
  443. worldScale,
  444. Nodes.OperatorNode.MUL
  445. );
  446. var posContinuous = new Nodes.OperatorNode(
  447. worldScl,
  448. timeScale,
  449. Nodes.OperatorNode.ADD
  450. );
  451. var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
  452. wave = new Nodes.SwitchNode( wave, 'x' );
  453. var waveScale = new Nodes.OperatorNode(
  454. wave,
  455. scale,
  456. Nodes.OperatorNode.MUL
  457. );
  458. var displaceY = new Nodes.JoinNode(
  459. new Nodes.FloatNode(),
  460. waveScale,
  461. new Nodes.FloatNode()
  462. );
  463. var displace = new Nodes.OperatorNode(
  464. new Nodes.NormalNode(),
  465. displaceY,
  466. Nodes.OperatorNode.MUL
  467. );
  468. var blend = new Nodes.OperatorNode(
  469. new Nodes.PositionNode(),
  470. displaceY,
  471. Nodes.OperatorNode.ADD
  472. );
  473. var color = new Nodes.MathNode(
  474. colorB,
  475. colorA,
  476. wave,
  477. Nodes.MathNode.MIX
  478. );
  479. mtl.color = color;
  480. mtl.position = blend;
  481. // GUI
  482. addGui( 'speed', speed.value, function ( val ) {
  483. speed.value = val;
  484. }, false, 0, 10 );
  485. addGui( 'scale', scale.value, function ( val ) {
  486. scale.value = val;
  487. }, false, 0, 3 );
  488. addGui( 'worldScale', worldScale.value, function ( val ) {
  489. worldScale.value = val;
  490. }, false, 0, 1 );
  491. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  492. colorA.value.setHex( val );
  493. }, true );
  494. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  495. colorB.value.setHex( val );
  496. }, true );
  497. addGui( 'useNormals', false, function ( val ) {
  498. blend.b = val ? displace : displaceY;
  499. mtl.needsUpdate = true;
  500. } );
  501. break;
  502. case 'rim':
  503. // MATERIAL
  504. mtl = new Nodes.PhongNodeMaterial();
  505. defaultSide = THREE.FrontSide;
  506. var intensity = 1.3;
  507. var power = new Nodes.FloatNode( 3 );
  508. var color = new Nodes.ColorNode( 0xFFFFFF );
  509. var viewZ = new Nodes.MathNode(
  510. new Nodes.NormalNode(),
  511. new Nodes.Vector3Node( 0, 0, - intensity ),
  512. Nodes.MathNode.DOT
  513. );
  514. var rim = new Nodes.OperatorNode(
  515. viewZ,
  516. new Nodes.FloatNode( intensity ),
  517. Nodes.OperatorNode.ADD
  518. );
  519. var rimPower = new Nodes.MathNode(
  520. rim,
  521. power,
  522. Nodes.MathNode.POW
  523. );
  524. var rimColor = new Nodes.OperatorNode(
  525. rimPower,
  526. color,
  527. Nodes.OperatorNode.MUL
  528. );
  529. mtl.color = new Nodes.ColorNode( 0x111111 );
  530. mtl.emissive = rimColor;
  531. // GUI
  532. addGui( 'color', color.value.getHex(), function ( val ) {
  533. color.value.setHex( val );
  534. }, true );
  535. addGui( 'intensity', intensity, function ( val ) {
  536. intensity = val;
  537. viewZ.b.z = - intensity;
  538. rim.b.value = intensity;
  539. }, false, 0, 3 );
  540. addGui( 'power', power.value, function ( val ) {
  541. power.value = val;
  542. }, false, 0, 6 );
  543. addGui( 'xray', false, function ( val ) {
  544. if ( val ) {
  545. mtl.emissive = color;
  546. mtl.alpha = rimPower;
  547. mtl.blending = THREE.AdditiveBlending;
  548. mtl.depthWrite = false;
  549. } else {
  550. mtl.emissive = rimColor;
  551. mtl.alpha = null;
  552. mtl.blending = THREE.NormalBlending;
  553. mtl.depthWrite = true;
  554. }
  555. mtl.needsUpdate = true;
  556. } );
  557. break;
  558. case 'color-adjustment':
  559. // MATERIAL
  560. mtl = new Nodes.PhongNodeMaterial();
  561. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  562. var hue = new Nodes.FloatNode();
  563. var sataturation = new Nodes.FloatNode( 1 );
  564. var vibrance = new Nodes.FloatNode();
  565. var brightness = new Nodes.FloatNode( 0 );
  566. var contrast = new Nodes.FloatNode( 1 );
  567. var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
  568. var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  569. var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  570. var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  571. var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  572. mtl.color = contrastNode;
  573. // GUI
  574. addGui( 'hue', hue.value, function ( val ) {
  575. hue.value = val;
  576. }, false, 0, Math.PI * 2 );
  577. addGui( 'saturation', sataturation.value, function ( val ) {
  578. sataturation.value = val;
  579. }, false, 0, 2 );
  580. addGui( 'vibrance', vibrance.value, function ( val ) {
  581. vibrance.value = val;
  582. }, false, - 1, 1 );
  583. addGui( 'brightness', brightness.value, function ( val ) {
  584. brightness.value = val;
  585. }, false, 0, .5 );
  586. addGui( 'contrast', contrast.value, function ( val ) {
  587. contrast.value = val;
  588. }, false, 0, 2 );
  589. break;
  590. case 'uv-transform':
  591. // MATERIAL
  592. mtl = new Nodes.PhongNodeMaterial();
  593. var translate = new THREE.Vector2();
  594. var rotate = 0;
  595. var scale = new THREE.Vector2( 1, 1 );
  596. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  597. texture.uv = new Nodes.UVTransformNode();
  598. //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
  599. mtl.color = texture;
  600. // GUI
  601. function updateUVTransform() {
  602. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  603. }
  604. addGui( 'translateX', translate.x, function ( val ) {
  605. translate.x = val;
  606. updateUVTransform();
  607. }, false, 0, 10 );
  608. addGui( 'translateY', translate.y, function ( val ) {
  609. translate.y = val;
  610. updateUVTransform();
  611. }, false, 0, 10 );
  612. addGui( 'scaleX', scale.x, function ( val ) {
  613. scale.x = val;
  614. updateUVTransform();
  615. }, false, .1, 5 );
  616. addGui( 'scaleY', scale.y, function ( val ) {
  617. scale.y = val;
  618. updateUVTransform();
  619. }, false, .1, 5 );
  620. addGui( 'rotate', rotate, function ( val ) {
  621. rotate = val;
  622. updateUVTransform();
  623. }, false, 0, 360 );
  624. break;
  625. case 'bump':
  626. // MATERIAL
  627. mtl = new Nodes.PhongNodeMaterial();
  628. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  629. var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  630. bumpMap.scale = new Nodes.FloatNode( .5 );
  631. mtl.color = diffuse;
  632. mtl.normal = bumpMap;
  633. // convert BumpMap to NormalMap
  634. //bumpMap.toNormalMap = true;
  635. //mtl.normal = new Nodes.NormalMapNode( bumpMap );
  636. // GUI
  637. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  638. bumpMap.scale.value = val;
  639. }, false, - 2, 2 );
  640. addGui( 'color', true, function ( val ) {
  641. mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
  642. mtl.needsUpdate = true;
  643. } );
  644. break;
  645. case 'blur':
  646. // MATERIAL
  647. mtl = new Nodes.PhongNodeMaterial();
  648. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  649. var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  650. mtl.color = blur;
  651. // GUI
  652. addGui( 'radiusX', blur.radius.x, function ( val ) {
  653. blur.radius.x = val;
  654. }, false, 0, 15 );
  655. addGui( 'radiusY', blur.radius.y, function ( val ) {
  656. blur.radius.y = val;
  657. }, false, 0, 15 );
  658. break;
  659. case 'spherical-reflection':
  660. // MATERIAL
  661. mtl = new Nodes.PhongNodeMaterial();
  662. mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
  663. break;
  664. case 'fresnel':
  665. // MATERIAL
  666. mtl = new Nodes.PhongNodeMaterial();
  667. var reflectance = new Nodes.FloatNode( 1.3 );
  668. var power = new Nodes.FloatNode( 1 );
  669. var color = new Nodes.CubeTextureNode( cubemap );
  670. var viewZ = new Nodes.MathNode(
  671. new Nodes.NormalNode(),
  672. new Nodes.Vector3Node( 0, 0, - 1 ),
  673. Nodes.MathNode.DOT
  674. );
  675. var theta = new Nodes.OperatorNode(
  676. viewZ,
  677. new Nodes.FloatNode( 1 ),
  678. Nodes.OperatorNode.ADD
  679. );
  680. var thetaPower = new Nodes.MathNode(
  681. theta,
  682. power,
  683. Nodes.MathNode.POW
  684. );
  685. var fresnel = new Nodes.OperatorNode(
  686. reflectance,
  687. thetaPower,
  688. Nodes.OperatorNode.MUL
  689. );
  690. mtl.color = new Nodes.ColorNode( 0x3399FF );
  691. mtl.environment = color;
  692. mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
  693. // GUI
  694. addGui( 'reflectance', reflectance.value, function ( val ) {
  695. reflectance.value = val;
  696. }, false, 0, 3 );
  697. addGui( 'power', power.value, function ( val ) {
  698. power.value = val;
  699. }, false, 0, 5 );
  700. break;
  701. case 'layers':
  702. // MATERIAL
  703. mtl = new Nodes.PhongNodeMaterial();
  704. var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
  705. var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
  706. var offset = new Nodes.FloatNode( 0 );
  707. var scale = new Nodes.FloatNode( 1 );
  708. var uv = new Nodes.UVNode();
  709. var uvOffset = new Nodes.OperatorNode(
  710. offset,
  711. uv,
  712. Nodes.OperatorNode.ADD
  713. );
  714. var uvScale = new Nodes.OperatorNode(
  715. uvOffset,
  716. scale,
  717. Nodes.OperatorNode.MUL
  718. );
  719. var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  720. var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
  721. var blend = new Nodes.MathNode(
  722. tex1,
  723. tex2,
  724. maskAlphaChannel,
  725. Nodes.MathNode.MIX
  726. );
  727. mtl.color = blend;
  728. // GUI
  729. addGui( 'offset', offset.value, function ( val ) {
  730. offset.value = val;
  731. }, false, 0, 1 );
  732. addGui( 'scale', scale.value, function ( val ) {
  733. scale.value = val;
  734. }, false, 0, 10 );
  735. break;
  736. case 'saturation':
  737. // MATERIAL
  738. mtl = new Nodes.StandardNodeMaterial();
  739. var tex = new Nodes.TextureNode( getTexture( "brick" ) );
  740. var sat = new Nodes.FloatNode( 0 );
  741. var satrgb = new Nodes.FunctionNode( [
  742. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  743. // include luminance function from LuminanceNode
  744. " vec3 intensity = vec3( luminance( rgb ) );",
  745. " return mix( intensity, rgb, adjustment );",
  746. "}"
  747. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  748. var saturation = new Nodes.FunctionCallNode( satrgb );
  749. saturation.inputs.rgb = tex;
  750. saturation.inputs.adjustment = sat;
  751. // or try
  752. //saturation.inputs[0] = tex;
  753. //saturation.inputs[1] = sat;
  754. mtl.color = saturation;
  755. // GUI
  756. addGui( 'saturation', sat.value, function ( val ) {
  757. sat.value = val;
  758. }, false, 0, 2 );
  759. break;
  760. case 'top-bottom':
  761. // MATERIAL
  762. mtl = new Nodes.PhongNodeMaterial();
  763. var top = new Nodes.TextureNode( getTexture( "grass" ) );
  764. var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
  765. var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  766. var normalY = new Nodes.SwitchNode( normal, 'y' );
  767. var hard = new Nodes.FloatNode( 9 );
  768. var offset = new Nodes.FloatNode( - 2.5 );
  769. var hardClamp = new Nodes.OperatorNode(
  770. normalY,
  771. hard,
  772. Nodes.OperatorNode.MUL
  773. );
  774. var offsetClamp = new Nodes.OperatorNode(
  775. hardClamp,
  776. offset,
  777. Nodes.OperatorNode.ADD
  778. );
  779. var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
  780. var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
  781. mtl.color = blend;
  782. // GUI
  783. addGui( 'hard', hard.value, function ( val ) {
  784. hard.value = val;
  785. }, false, 0, 20 );
  786. addGui( 'offset', offset.value, function ( val ) {
  787. offset.value = val;
  788. }, false, - 10, 10 );
  789. break;
  790. case 'displace':
  791. // MATERIAL
  792. mtl = new Nodes.PhongNodeMaterial();
  793. var time = new Nodes.TimerNode();
  794. var scale = new Nodes.FloatNode( 2 );
  795. var speed = new Nodes.FloatNode( .2 );
  796. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  797. var colorB = new Nodes.ColorNode( 0x0054df );
  798. // used for serialization only
  799. time.name = "time";
  800. speed.name = "speed";
  801. var uv = new Nodes.UVNode();
  802. var timeScl = new Nodes.OperatorNode(
  803. time,
  804. speed,
  805. Nodes.OperatorNode.MUL
  806. );
  807. var displaceOffset = new Nodes.OperatorNode(
  808. timeScl,
  809. uv,
  810. Nodes.OperatorNode.ADD
  811. );
  812. var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
  813. var texArea = new Nodes.SwitchNode( tex, 'w' );
  814. var displace = new Nodes.OperatorNode(
  815. new Nodes.NormalNode(),
  816. texArea,
  817. Nodes.OperatorNode.MUL
  818. );
  819. var displaceScale = new Nodes.OperatorNode(
  820. displace,
  821. scale,
  822. Nodes.OperatorNode.MUL
  823. );
  824. var blend = new Nodes.OperatorNode(
  825. new Nodes.PositionNode(),
  826. displaceScale,
  827. Nodes.OperatorNode.ADD
  828. );
  829. var color = new Nodes.MathNode(
  830. colorB,
  831. colorA,
  832. texArea,
  833. Nodes.MathNode.MIX
  834. );
  835. mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
  836. mtl.emissive = color;
  837. mtl.position = blend;
  838. // GUI
  839. addGui( 'speed', speed.value, function ( val ) {
  840. speed.value = val;
  841. }, false, 0, 1 );
  842. addGui( 'scale', scale.value, function ( val ) {
  843. scale.value = val;
  844. }, false, 0, 10 );
  845. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  846. colorA.value.setHex( val );
  847. }, true );
  848. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  849. colorB.value.setHex( val );
  850. }, true );
  851. break;
  852. case 'dissolve':
  853. // MATERIAL
  854. mtl = new Nodes.StandardNodeMaterial();
  855. var color = new Nodes.ColorNode( 0xEEEEEE );
  856. var borderColor = new Nodes.ColorNode( 0x0054df );
  857. var threshold = new Nodes.FloatNode( .1 );
  858. var borderSize = new Nodes.FloatNode( .2 );
  859. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  860. var texArea = new Nodes.SwitchNode( tex, 'w' );
  861. var thresholdBorder = new Nodes.MathNode(
  862. new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
  863. threshold,
  864. texArea,
  865. Nodes.MathNode.SMOOTHSTEP
  866. );
  867. var thresholdEmissive = new Nodes.OperatorNode(
  868. borderColor,
  869. thresholdBorder,
  870. Nodes.OperatorNode.MUL
  871. );
  872. // APPLY
  873. mtl.color = color;
  874. mtl.emissive = thresholdEmissive;
  875. mtl.mask = new Nodes.CondNode(
  876. texArea, // a: value
  877. threshold, // b: value
  878. Nodes.CondNode.GREATER // condition
  879. );
  880. // GUI
  881. addGui( 'threshold', threshold.value, function ( val ) {
  882. threshold.value = val;
  883. }, false, - .3, 1.3 );
  884. addGui( 'borderSize', borderSize.value, function ( val ) {
  885. borderSize.value = val;
  886. }, false, 0, .5 );
  887. addGui( 'color', color.value.getHex(), function ( val ) {
  888. color.value.setHex( val );
  889. }, true );
  890. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  891. borderColor.value.setHex( val );
  892. }, true );
  893. break;
  894. case 'dissolve-fire':
  895. // MATERIAL
  896. mtl = new Nodes.StandardNodeMaterial();
  897. var color = new Nodes.ColorNode( 0xEEEEEE );
  898. var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
  899. var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
  900. var burnedColor = new Nodes.ColorNode( 0x000000 );
  901. var threshold = new Nodes.FloatNode( .1 );
  902. var fireSize = new Nodes.FloatNode( .16 );
  903. var burnedSize = new Nodes.FloatNode( .5 );
  904. var timer = new Nodes.TimerNode( 0.8 );
  905. var sinCycleInSecs = new Nodes.OperatorNode(
  906. timer,
  907. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  908. Nodes.OperatorNode.MUL
  909. );
  910. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  911. // round sin to 0 at 1
  912. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
  913. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
  914. // offset to +.9
  915. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
  916. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  917. var texArea = new Nodes.SwitchNode( tex, 'w' );
  918. var thresholdBorder = new Nodes.MathNode(
  919. new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
  920. threshold,
  921. texArea,
  922. Nodes.MathNode.SMOOTHSTEP
  923. );
  924. var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
  925. fireStartColor,
  926. cycle,
  927. Nodes.ColorAdjustmentNode.SATURATION
  928. );
  929. var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
  930. fireEndColor,
  931. cycle,
  932. Nodes.ColorAdjustmentNode.SATURATION
  933. );
  934. var fireColor = new Nodes.MathNode(
  935. fireEndAnimatedColor,
  936. fireStartAnimatedColor,
  937. thresholdBorder,
  938. Nodes.MathNode.MIX
  939. );
  940. var thresholdBurnedBorder = new Nodes.MathNode(
  941. new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
  942. threshold,
  943. texArea,
  944. Nodes.MathNode.SMOOTHSTEP
  945. );
  946. var fireEmissive = new Nodes.OperatorNode(
  947. fireColor,
  948. thresholdBorder,
  949. Nodes.OperatorNode.MUL
  950. );
  951. var burnedResultColor = new Nodes.MathNode(
  952. color,
  953. burnedColor,
  954. thresholdBurnedBorder,
  955. Nodes.MathNode.MIX
  956. );
  957. // APPLY
  958. mtl.color = burnedResultColor;
  959. mtl.emissive = fireEmissive;
  960. mtl.mask = new Nodes.CondNode(
  961. texArea, // a: value
  962. threshold, // b: value
  963. Nodes.CondNode.GREATER // condition
  964. );
  965. // GUI
  966. addGui( 'threshold', threshold.value, function ( val ) {
  967. threshold.value = val;
  968. }, false, - .5, 1.5 );
  969. addGui( 'fireSize', fireSize.value, function ( val ) {
  970. fireSize.value = val;
  971. }, false, 0, .5 );
  972. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  973. burnedSize.value = val;
  974. }, false, 0, 1 );
  975. addGui( 'color', color.value.getHex(), function ( val ) {
  976. color.value.setHex( val );
  977. }, true );
  978. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  979. fireStartColor.value.setHex( val );
  980. }, true );
  981. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  982. fireEndColor.value.setHex( val );
  983. }, true );
  984. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  985. burnedColor.value.setHex( val );
  986. }, true );
  987. addGui( 'timeScale', timer.scale, function ( val ) {
  988. timer.scale = val;
  989. }, false, 0, 2 );
  990. break;
  991. case 'smoke':
  992. // MATERIAL
  993. mtl = new Nodes.PhongNodeMaterial();
  994. defaultSide = THREE.FrontSide;
  995. var time = new Nodes.TimerNode();
  996. var uv = new Nodes.UVNode();
  997. var timeSpeedA = new Nodes.OperatorNode(
  998. time,
  999. new Nodes.Vector2Node( 0.3, 0.1 ),
  1000. Nodes.OperatorNode.MUL
  1001. );
  1002. var timeSpeedB = new Nodes.OperatorNode(
  1003. time,
  1004. new Nodes.Vector2Node( 0.15, 0.4 ),
  1005. Nodes.OperatorNode.MUL
  1006. );
  1007. var uvOffsetA = new Nodes.OperatorNode(
  1008. timeSpeedA,
  1009. uv,
  1010. Nodes.OperatorNode.ADD
  1011. );
  1012. var uvOffsetB = new Nodes.OperatorNode(
  1013. timeSpeedB,
  1014. uv,
  1015. Nodes.OperatorNode.ADD
  1016. );
  1017. var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1018. var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1019. var clouds = new Nodes.OperatorNode(
  1020. cloudA,
  1021. cloudB,
  1022. Nodes.OperatorNode.ADD
  1023. );
  1024. mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
  1025. mtl.alpha = clouds;
  1026. // GUI
  1027. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1028. mtl.environment.value.setHex( val );
  1029. }, true );
  1030. break;
  1031. case 'camera-depth':
  1032. // MATERIAL
  1033. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1034. var colorB = new Nodes.ColorNode( 0x0054df );
  1035. var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
  1036. depth.near.value = 1;
  1037. depth.far.value = 200;
  1038. var colors = new Nodes.MathNode(
  1039. colorB,
  1040. colorA,
  1041. depth,
  1042. Nodes.MathNode.MIX
  1043. );
  1044. mtl = new Nodes.PhongNodeMaterial();
  1045. mtl.color = colors;
  1046. // GUI
  1047. addGui( 'near', depth.near.value, function ( val ) {
  1048. depth.near.value = val;
  1049. }, false, 1, 1200 );
  1050. addGui( 'far', depth.far.value, function ( val ) {
  1051. depth.far.value = val;
  1052. }, false, 1, 1200 );
  1053. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1054. colorA.value.setHex( val );
  1055. }, true );
  1056. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1057. colorB.value.setHex( val );
  1058. }, true );
  1059. break;
  1060. case 'caustic':
  1061. // MATERIAL
  1062. mtl = new Nodes.StandardNodeMaterial();
  1063. var hash2 = new Nodes.FunctionNode( [
  1064. "vec2 hash2(vec2 p) {",
  1065. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1066. "}"
  1067. ].join( "\n" ) );
  1068. var voronoi = new Nodes.FunctionNode( [
  1069. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1070. "float voronoi(vec2 p, in float time) {",
  1071. " vec2 n = floor(p);",
  1072. " vec2 f = fract(p);",
  1073. " float md = 5.0;",
  1074. " vec2 m = vec2(0.0);",
  1075. " for (int i = -1; i <= 1; i++) {",
  1076. " for (int j = -1; j <= 1; j++) {",
  1077. " vec2 g = vec2(i, j);",
  1078. " vec2 o = hash2(n + g);",
  1079. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1080. " vec2 r = g + o - f;",
  1081. " float d = dot(r, r);",
  1082. " if (d < md) {",
  1083. " md = d;",
  1084. " m = n+g+o;",
  1085. " }",
  1086. " }",
  1087. " }",
  1088. " return md;",
  1089. "}"
  1090. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1091. var voronoiLayers = new Nodes.FunctionNode( [
  1092. // based on https://www.shadertoy.com/view/4tXSDf
  1093. "float voronoiLayers(vec2 p, in float time) {",
  1094. " float v = 0.0;",
  1095. " float a = 0.4;",
  1096. " for (int i = 0; i < 3; i++) {",
  1097. " v += voronoi(p, time) * a;",
  1098. " p *= 2.0;",
  1099. " a *= 0.5;",
  1100. " }",
  1101. " return v;",
  1102. "}"
  1103. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1104. var time = new Nodes.TimerNode();
  1105. var timeScale = new Nodes.FloatNode( 2 );
  1106. // used for serialization only
  1107. time.name = "time";
  1108. timeScale.name = "speed";
  1109. var alpha = new Nodes.FloatNode( 1 );
  1110. var scale = new Nodes.FloatNode( .1 );
  1111. var intensity = new Nodes.FloatNode( 1.5 );
  1112. var color = new Nodes.ColorNode( 0xFFFFFF );
  1113. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1114. var colorB = new Nodes.ColorNode( 0x0054df );
  1115. var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
  1116. var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
  1117. var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  1118. var mask = new Nodes.SwitchNode( worldNormal, 'y' );
  1119. // clamp0at1
  1120. mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
  1121. var timeOffset = new Nodes.OperatorNode(
  1122. time,
  1123. timeScale,
  1124. Nodes.OperatorNode.MUL
  1125. );
  1126. var uvPos = new Nodes.OperatorNode(
  1127. worldPosTop,
  1128. scale,
  1129. Nodes.OperatorNode.MUL
  1130. );
  1131. var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
  1132. voronoi.inputs.p = uvPos;
  1133. voronoi.inputs.time = timeOffset;
  1134. var maskCaustic = new Nodes.OperatorNode(
  1135. alpha,
  1136. mask,
  1137. Nodes.OperatorNode.MUL
  1138. );
  1139. var voronoiIntensity = new Nodes.OperatorNode(
  1140. voronoi,
  1141. intensity,
  1142. Nodes.OperatorNode.MUL
  1143. );
  1144. var voronoiColors = new Nodes.MathNode(
  1145. colorB,
  1146. colorA,
  1147. new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
  1148. Nodes.MathNode.MIX
  1149. );
  1150. var caustic = new Nodes.MathNode(
  1151. color,
  1152. voronoiColors,
  1153. maskCaustic,
  1154. Nodes.MathNode.MIX
  1155. );
  1156. var causticLights = new Nodes.OperatorNode(
  1157. voronoiIntensity,
  1158. maskCaustic,
  1159. Nodes.OperatorNode.MUL
  1160. );
  1161. mtl.color = caustic;
  1162. mtl.ambient = causticLights;
  1163. // GUI
  1164. addGui( 'timeScale', timeScale.value, function ( val ) {
  1165. timeScale.value = val;
  1166. }, false, 0, 5 );
  1167. addGui( 'intensity', intensity.value, function ( val ) {
  1168. intensity.value = val;
  1169. }, false, 0, 3 );
  1170. addGui( 'scale', scale.value, function ( val ) {
  1171. scale.value = val;
  1172. }, false, 0, 1 );
  1173. addGui( 'alpha', alpha.value, function ( val ) {
  1174. alpha.value = val;
  1175. }, false, 0, 1 );
  1176. addGui( 'color', color.value.getHex(), function ( val ) {
  1177. color.value.setHex( val );
  1178. }, true );
  1179. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1180. colorA.value.setHex( val );
  1181. }, true );
  1182. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1183. colorB.value.setHex( val );
  1184. }, true );
  1185. break;
  1186. case 'soft-body':
  1187. // MATERIAL
  1188. move = true;
  1189. mtl = new Nodes.StandardNodeMaterial();
  1190. var scale = new Nodes.FloatNode( 2 );
  1191. var colorA = new Nodes.ColorNode( 0xFF6633 );
  1192. var colorB = new Nodes.ColorNode( 0x3366FF );
  1193. var pos = new Nodes.PositionNode();
  1194. var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
  1195. var mask = new Nodes.SwitchNode( posNorm, 'y' );
  1196. var velocity = new Nodes.VelocityNode( mesh, {
  1197. type: 'elastic',
  1198. spring: .95,
  1199. damping: .95
  1200. } );
  1201. var velocityArea = new Nodes.OperatorNode(
  1202. mask,
  1203. scale,
  1204. Nodes.OperatorNode.MUL
  1205. );
  1206. var softVelocity = new Nodes.OperatorNode(
  1207. velocity,
  1208. velocityArea,
  1209. Nodes.OperatorNode.MUL
  1210. );
  1211. var softPosition = new Nodes.OperatorNode(
  1212. new Nodes.PositionNode(),
  1213. softVelocity,
  1214. Nodes.OperatorNode.ADD
  1215. );
  1216. var colors = new Nodes.MathNode(
  1217. colorB,
  1218. colorA,
  1219. mask,
  1220. Nodes.MathNode.MIX
  1221. );
  1222. mtl.color = colors;
  1223. mtl.position = softPosition;
  1224. // GUI
  1225. addGui( 'spring', velocity.params.spring, function ( val ) {
  1226. velocity.params.spring = val;
  1227. }, false, 0, .95 );
  1228. addGui( 'damping', velocity.params.damping, function ( val ) {
  1229. velocity.params.damping = val;
  1230. }, false, 0, .95 );
  1231. addGui( 'scale', scale.value, function ( val ) {
  1232. scale.value = val;
  1233. }, false, 0, 3 );
  1234. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1235. colorA.value.setHex( val );
  1236. }, true );
  1237. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1238. colorB.value.setHex( val );
  1239. }, true );
  1240. break;
  1241. case 'plush':
  1242. // MATERIAL
  1243. mtl = new Nodes.PhongNodeMaterial();
  1244. var color = new Nodes.ColorNode( 0x8D8677 );
  1245. var mildness = new Nodes.FloatNode( 1.6 );
  1246. var fur = new Nodes.FloatNode( .5 );
  1247. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1248. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1249. var viewZ = new Nodes.MathNode(
  1250. posDirection,
  1251. norDirection,
  1252. Nodes.MathNode.DOT
  1253. );
  1254. // without luma correction for now
  1255. var mildnessColor = new Nodes.OperatorNode(
  1256. color,
  1257. mildness,
  1258. Nodes.OperatorNode.MUL
  1259. );
  1260. var furScale = new Nodes.OperatorNode(
  1261. viewZ,
  1262. fur,
  1263. Nodes.OperatorNode.MUL
  1264. );
  1265. mtl.color = color;
  1266. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  1267. mtl.normal.scale = furScale;
  1268. mtl.environment = mildnessColor;
  1269. mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
  1270. mtl.shininess = new Nodes.FloatNode( 0 );
  1271. // GUI
  1272. addGui( 'color', color.value.getHex(), function ( val ) {
  1273. color.value.setHex( val );
  1274. }, true );
  1275. addGui( 'mildness', mildness.value, function ( val ) {
  1276. mildness.value = val;
  1277. }, false, 1, 2 );
  1278. addGui( 'fur', fur.value, function ( val ) {
  1279. fur.value = val;
  1280. }, false, 0, 2 );
  1281. break;
  1282. case 'skin':
  1283. case 'skin-phong':
  1284. // MATERIAL
  1285. mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
  1286. var skinColor = new Nodes.ColorNode( 0xFFC495 );
  1287. var bloodColor = new Nodes.ColorNode( 0x6b0602 );
  1288. var wrapLight = new Nodes.FloatNode( 1.5 );
  1289. var wrapShadow = new Nodes.FloatNode( 0 );
  1290. var directLight = new Nodes.LightNode();
  1291. var lightLuminance = new Nodes.LuminanceNode( directLight );
  1292. var lightWrap = new Nodes.MathNode(
  1293. wrapShadow,
  1294. wrapLight,
  1295. lightLuminance,
  1296. Nodes.MathNode.SMOOTHSTEP
  1297. );
  1298. var lightTransition = new Nodes.OperatorNode(
  1299. lightWrap,
  1300. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1301. Nodes.OperatorNode.MUL
  1302. );
  1303. var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
  1304. var wrappedLightColor = new Nodes.OperatorNode(
  1305. wrappedLight,
  1306. bloodColor,
  1307. Nodes.OperatorNode.MUL
  1308. );
  1309. var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
  1310. var totalLight = new Nodes.OperatorNode(
  1311. directLight,
  1312. bloodArea,
  1313. Nodes.OperatorNode.ADD
  1314. );
  1315. mtl.color = skinColor;
  1316. mtl.light = totalLight;
  1317. if ( name == 'skin' ) {
  1318. // StandardNodeMaterial
  1319. mtl.metalness = new Nodes.FloatNode( 0 );
  1320. mtl.roughness = new Nodes.FloatNode( 1 );
  1321. mtl.reflectivity = new Nodes.FloatNode( 0 );
  1322. mtl.clearCoat = new Nodes.FloatNode( .2 );
  1323. mtl.clearCoatRoughness = new Nodes.FloatNode( .3 );
  1324. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  1325. } else {
  1326. // PhongNodeMaterial
  1327. mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
  1328. mtl.shininess = new Nodes.FloatNode( 15 );
  1329. }
  1330. // GUI
  1331. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1332. skinColor.value.setHex( val );
  1333. }, true );
  1334. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1335. bloodColor.value.setHex( val );
  1336. }, true );
  1337. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1338. wrapLight.value = val;
  1339. }, false, 0, 3 );
  1340. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1341. wrapShadow.value = val;
  1342. }, false, - 1, 0 );
  1343. break;
  1344. case 'toon':
  1345. // MATERIAL
  1346. mtl = new Nodes.PhongNodeMaterial();
  1347. var count = new Nodes.FloatNode( 3.43 );
  1348. var sceneDirectLight = new Nodes.LightNode();
  1349. var color = new Nodes.ColorNode( 0xAABBFF );
  1350. var lineColor = new Nodes.ColorNode( 0xFF0000 );
  1351. var lineSize = new Nodes.FloatNode( 0.23 );
  1352. var lineInner = new Nodes.FloatNode( 0 );
  1353. // CEL
  1354. var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
  1355. var preCelLight = new Nodes.OperatorNode(
  1356. lightLuminance,
  1357. count,
  1358. Nodes.OperatorNode.MUL
  1359. );
  1360. var celLight = new Nodes.MathNode(
  1361. preCelLight,
  1362. Nodes.MathNode.CEIL
  1363. );
  1364. var posCelLight = new Nodes.OperatorNode(
  1365. celLight,
  1366. count,
  1367. Nodes.OperatorNode.DIV
  1368. );
  1369. // LINE
  1370. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1371. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1372. var viewZ = new Nodes.MathNode(
  1373. posDirection,
  1374. norDirection,
  1375. Nodes.MathNode.DOT
  1376. );
  1377. var lineOutside = new Nodes.MathNode(
  1378. viewZ,
  1379. Nodes.MathNode.ABS
  1380. );
  1381. var line = new Nodes.OperatorNode(
  1382. lineOutside,
  1383. new Nodes.FloatNode( 1 ),
  1384. Nodes.OperatorNode.DIV
  1385. );
  1386. var lineScaled = new Nodes.MathNode(
  1387. line,
  1388. lineSize,
  1389. lineInner,
  1390. Nodes.MathNode.SMOOTHSTEP
  1391. );
  1392. var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
  1393. // APPLY
  1394. mtl.color = color;
  1395. mtl.light = posCelLight;
  1396. mtl.shininess = new Nodes.FloatNode( 0 );
  1397. mtl.environment = lineColor;
  1398. mtl.environmentAlpha = innerContour;
  1399. // GUI
  1400. addGui( 'color', color.value.getHex(), function ( val ) {
  1401. color.value.setHex( val );
  1402. }, true );
  1403. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1404. lineColor.value.setHex( val );
  1405. }, true );
  1406. addGui( 'count', count.value, function ( val ) {
  1407. count.value = val;
  1408. }, false, 1, 8 );
  1409. addGui( 'lineSize', lineSize.value, function ( val ) {
  1410. lineSize.value = val;
  1411. }, false, 0, 1 );
  1412. addGui( 'lineInner', lineInner.value, function ( val ) {
  1413. lineInner.value = val;
  1414. }, false, 0, 1 );
  1415. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1416. mtl.ao = val ? new Nodes.FloatNode() : undefined;
  1417. mtl.needsUpdate = true;
  1418. } );
  1419. break;
  1420. case 'custom-attribute':
  1421. // GEOMETRY
  1422. // add "position" buffer to "custom" attribute
  1423. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1424. // MATERIAL
  1425. mtl = new Nodes.PhongNodeMaterial();
  1426. mtl.color = new Nodes.AttributeNode( "custom", 3 );
  1427. // or
  1428. //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
  1429. break;
  1430. case 'expression':
  1431. // MATERIAL
  1432. mtl = new Nodes.PhongNodeMaterial();
  1433. var speed = new Nodes.FloatNode( .5 );
  1434. var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
  1435. myspeed.keywords[ "speed" ] = speed;
  1436. mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
  1437. mtl.color.keywords[ "myspeed" ] = myspeed;
  1438. mtl.position = new Nodes.ExpressionNode( "mod(myspeed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(myspeed*1.0))*3.0) : position + sin( position.x * sin(myspeed*2.0))", "vec3" );
  1439. mtl.position.keywords[ "myspeed" ] = myspeed;
  1440. // add global keyword ( variable or const )
  1441. Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
  1442. return new Nodes.ReflectNode();
  1443. } );
  1444. // GUI
  1445. addGui( 'speed', speed.value, function ( val ) {
  1446. speed.value = val;
  1447. }, false, 0, 1 );
  1448. break;
  1449. case 'reserved-keywords':
  1450. // MATERIAL
  1451. mtl = new Nodes.PhongNodeMaterial();
  1452. var keywordsexample = new Nodes.FunctionNode( [
  1453. // use "uv" reserved keyword
  1454. "vec4 keywordsexample( sampler2D texture ) {",
  1455. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1456. "}"
  1457. ].join( "\n" ) );
  1458. // add local keyword ( const only )
  1459. keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
  1460. // add global keyword ( const only )
  1461. Nodes.NodeLib.addKeyword( 'myUV', function () {
  1462. return new Nodes.UVNode();
  1463. } );
  1464. // add global const or function
  1465. //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
  1466. // reserved keywords
  1467. console.log( Nodes.NodeLib.keywords );
  1468. // keywords conflit? use this to disable:
  1469. //blurtexture.useKeywords = false; // ( true is default )
  1470. mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
  1471. break;
  1472. case 'node-position':
  1473. // MATERIAL
  1474. var node = new Nodes.PositionNode();
  1475. mtl = new Nodes.PhongNodeMaterial();
  1476. mtl.color = node;
  1477. // GUI
  1478. addGui( 'scope', {
  1479. local: Nodes.PositionNode.LOCAL,
  1480. world: Nodes.PositionNode.WORLD,
  1481. view: Nodes.PositionNode.VIEW
  1482. }, function ( val ) {
  1483. node.scope = val;
  1484. mtl.needsUpdate = true;
  1485. } );
  1486. break;
  1487. case 'node-normal':
  1488. // MATERIAL
  1489. var node = new Nodes.NormalNode();
  1490. mtl = new Nodes.PhongNodeMaterial();
  1491. mtl.color = node;
  1492. // GUI
  1493. addGui( 'scope', {
  1494. local: Nodes.NormalNode.LOCAL,
  1495. world: Nodes.NormalNode.WORLD,
  1496. view: Nodes.NormalNode.VIEW
  1497. }, function ( val ) {
  1498. node.scope = val;
  1499. mtl.needsUpdate = true;
  1500. } );
  1501. break;
  1502. case 'node-reflect':
  1503. // MATERIAL
  1504. var node = new Nodes.ReflectNode();
  1505. mtl = new Nodes.PhongNodeMaterial();
  1506. mtl.environment = new Nodes.CubeTextureNode( cubemap, node );
  1507. // GUI
  1508. addGui( 'scope', {
  1509. vector: Nodes.ReflectNode.VECTOR,
  1510. cube: Nodes.ReflectNode.CUBE,
  1511. sphere: Nodes.ReflectNode.SPHERE
  1512. }, function ( val ) {
  1513. node.scope = val;
  1514. mtl.needsUpdate = true;
  1515. } );
  1516. break;
  1517. case 'varying':
  1518. // MATERIAL
  1519. mtl = new Nodes.PhongNodeMaterial();
  1520. var varying = new Nodes.VarNode( "vec3" );
  1521. varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  1522. // using BypassNode the NormalNode not apply the value in .position slot
  1523. // but set the NormalNode value in VarNode
  1524. // it can be useful to send values between vertex to fragment shader
  1525. // without affect vertex shader
  1526. mtl.position = new Nodes.BypassNode( varying );
  1527. mtl.color = varying;
  1528. // you can also set a independent value in .position slot using BypassNode
  1529. // such this expression using ExpressionNode
  1530. mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1531. break;
  1532. case 'void-function':
  1533. // MATERIAL
  1534. mtl = new Nodes.PhongNodeMaterial();
  1535. var varying = new Nodes.VarNode( "vec3" );
  1536. // VERTEX
  1537. var setMyVar = new Nodes.FunctionNode( [
  1538. "void setMyVar( vec3 pos ) {",
  1539. // set "myVar" in vertex shader in this example,
  1540. // can be used in fragment shader too or in rest of the current shader
  1541. " myVar = pos;",
  1542. "}"
  1543. ].join( "\n" ) );
  1544. // add keyword
  1545. setMyVar.keywords[ "myVar" ] = varying;
  1546. var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1547. position.includes = [ setMyVar ];
  1548. position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
  1549. // use BypassNode to "void" functions
  1550. mtl.position = new Nodes.BypassNode( position );
  1551. // FRAGMENT
  1552. var clipFromPos = new Nodes.FunctionNode( [
  1553. "void clipFromPos( vec3 pos ) {",
  1554. " if ( pos.y < .0 ) discard;",
  1555. "}"
  1556. ].join( "\n" ) );
  1557. var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
  1558. pos: varying
  1559. } );
  1560. mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
  1561. break;
  1562. case 'conditional':
  1563. // MATERIAL
  1564. mtl = new Nodes.PhongNodeMaterial();
  1565. var a = new Nodes.FloatNode( 0 ),
  1566. b = new Nodes.FloatNode( 0 ),
  1567. ifNode = new Nodes.ColorNode( 0x0000FF ),
  1568. elseNode = new Nodes.ColorNode( 0xFF0000 );
  1569. var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
  1570. mtl.color = cond;
  1571. // GUI
  1572. addGui( 'a', a.value, function ( val ) {
  1573. a.value = val;
  1574. }, false, 0, 1 );
  1575. addGui( 'b', b.value, function ( val ) {
  1576. b.value = val;
  1577. }, false, 0, 1 );
  1578. addGui( 'a condition b', {
  1579. EQUAL: Nodes.CondNode.EQUAL,
  1580. NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
  1581. GREATER: Nodes.CondNode.GREATER,
  1582. GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
  1583. LESS: Nodes.CondNode.LESS,
  1584. LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
  1585. }, function ( val ) {
  1586. cond.op = val;
  1587. mtl.needsUpdate = true;
  1588. } );
  1589. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1590. ifNode.value.setHex( val );
  1591. }, true );
  1592. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1593. elseNode.value.setHex( val );
  1594. }, true );
  1595. break;
  1596. case 'rtt':
  1597. // MATERIAL
  1598. mtl = new Nodes.PhongNodeMaterial();
  1599. var uvTransform = new Nodes.UVTransformNode(),
  1600. checker = new Nodes.CheckerNode( uvTransform );
  1601. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1602. var rtt = new Nodes.RTTNode( 512, 512, checker ),
  1603. bumpMap = new Nodes.BumpMapNode( rtt );
  1604. bumpMap.scale.value = .1;
  1605. mtl.color = checker;
  1606. mtl.normal = bumpMap;
  1607. // GUI
  1608. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1609. bumpMap.scale.value = val;
  1610. }, false, - .5, .5 );
  1611. addGui( 'scale', 2, function ( val ) {
  1612. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1613. }, false, 0, 8 );
  1614. addGui( 'ignoreColor', false, function ( val ) {
  1615. mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
  1616. mtl.needsUpdate = true;
  1617. } );
  1618. break;
  1619. case 'temporal-blur':
  1620. // MATERIAL
  1621. mtl = new Nodes.PhongNodeMaterial();
  1622. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  1623. var rttStore = new Nodes.RTTNode( 512, 512, texture );
  1624. var blur = new Nodes.BlurNode( rttStore );
  1625. var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
  1626. var color = new Nodes.MathNode(
  1627. rttStore,
  1628. blur,
  1629. new Nodes.FloatNode( .6 ),
  1630. Nodes.MathNode.MIX
  1631. );
  1632. blur.horizontal = blur.vertical = timer;
  1633. var rttSave = new Nodes.RTTNode( 512, 512, color );
  1634. rttSave.saveTo = rttStore;
  1635. mtl.color = rttSave;
  1636. // GUI
  1637. addGui( 'click to reset', false, function () {
  1638. // render a single time
  1639. rttStore.render = true;
  1640. // reset time blur
  1641. timer.value = 0;
  1642. } );
  1643. break;
  1644. case 'readonly':
  1645. // MATERIAL
  1646. mtl = new Nodes.PhongNodeMaterial();
  1647. // not use "uniform" input ( for optimization )
  1648. // instead use explicit declaration, for example:
  1649. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1650. // if readonly is true not allow change the value after build the shader material
  1651. mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
  1652. mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
  1653. mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
  1654. break;
  1655. case 'label':
  1656. // MATERIAL
  1657. mtl = new Nodes.PhongNodeMaterial();
  1658. // label can be useful for finding the nodes as variables in debug level
  1659. // but this always force the creation of a variable
  1660. // same as the code can be writed in the same line (inline)
  1661. // for optimization this is not recommended
  1662. var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
  1663. var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
  1664. var colorMix = new Nodes.OperatorNode(
  1665. colorInput,
  1666. new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
  1667. Nodes.OperatorNode.MUL
  1668. ).setLabel( "colorMix" );
  1669. mtl.color = colorMix;
  1670. mtl.specular = specularInput;
  1671. // default: without use label
  1672. // this is optimized writed the code in a single line (inline)
  1673. // for the reason that this node is used only once in this shader program
  1674. mtl.shininess = new Nodes.OperatorNode(
  1675. new Nodes.FloatNode( 10 ).setReadonly( true ),
  1676. new Nodes.FloatNode( 5 ).setReadonly( true ),
  1677. Nodes.OperatorNode.ADD
  1678. );
  1679. mtl.build();
  1680. // show names glsl fragment shader
  1681. // open console e find using CTRL+F "colorMix" for example
  1682. console.log( mtl.fragmentShader );
  1683. break;
  1684. case 'triangle-blur':
  1685. // MATERIAL
  1686. mtl = new Nodes.PhongNodeMaterial();
  1687. var delta = new Nodes.Vector2Node( .5, .25 );
  1688. var alpha = new Nodes.FloatNode( 1 );
  1689. var blurtexture = new Nodes.FunctionNode( [
  1690. // Reference: TriangleBlurShader.js
  1691. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1692. " vec4 color = vec4( 0.0 );",
  1693. " float total = 0.0;",
  1694. // randomize the lookup values to hide the fixed number of samples
  1695. " float offset = rand( uv );",
  1696. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1697. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1698. " float weight = 1.0 - abs( percent );",
  1699. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1700. " total += weight;",
  1701. " }",
  1702. " return color / total;",
  1703. "}"
  1704. ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1705. var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
  1706. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1707. delta: delta,
  1708. uv: new Nodes.UVNode()
  1709. } );
  1710. var color = new Nodes.MathNode(
  1711. new Nodes.TextureNode( getTexture( "brick" ) ),
  1712. blurredTexture,
  1713. alpha,
  1714. Nodes.MathNode.MIX
  1715. );
  1716. mtl.color = color;
  1717. // GUI
  1718. addGui( 'alpha', alpha.value, function ( val ) {
  1719. alpha.value = val;
  1720. }, false, 0, 1 );
  1721. addGui( 'deltaX', delta.x, function ( val ) {
  1722. delta.x = val;
  1723. }, false, 0, 1 );
  1724. addGui( 'deltaY', delta.x, function ( val ) {
  1725. delta.y = val;
  1726. }, false, 0, 1 );
  1727. break;
  1728. case 'triplanar-mapping':
  1729. // MATERIAL
  1730. mtl = new Nodes.PhongNodeMaterial();
  1731. var scale = new Nodes.FloatNode( .02 );
  1732. var triplanarMapping = new Nodes.FunctionNode( [
  1733. // Reference: https://github.com/keijiro/StandardTriplanar
  1734. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1735. // Blending factor of triplanar mapping
  1736. " vec3 bf = normalize( abs( normal ) );",
  1737. " bf /= dot( bf, vec3( 1.0 ) );",
  1738. // Triplanar mapping
  1739. " vec2 tx = position.yz * scale;",
  1740. " vec2 ty = position.zx * scale;",
  1741. " vec2 tz = position.xy * scale;",
  1742. // Base color
  1743. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1744. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1745. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1746. " return cx + cy + cz;",
  1747. "}"
  1748. ].join( "\n" ) );
  1749. var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
  1750. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1751. normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
  1752. position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
  1753. scale: scale,
  1754. } );
  1755. mtl.color = triplanarMappingTexture;
  1756. // GUI
  1757. addGui( 'scale', scale.value, function ( val ) {
  1758. scale.value = val;
  1759. }, false, 0.001, .1 );
  1760. break;
  1761. case 'firefly':
  1762. // MATERIAL
  1763. mtl = new Nodes.PhongNodeMaterial();
  1764. var time = new Nodes.TimerNode();
  1765. var speed = new Nodes.FloatNode( .5 );
  1766. var color = new Nodes.ColorNode( 0x98ff00 );
  1767. var timeSpeed = new Nodes.OperatorNode(
  1768. time,
  1769. speed,
  1770. Nodes.OperatorNode.MUL
  1771. );
  1772. var sinCycleInSecs = new Nodes.OperatorNode(
  1773. timeSpeed,
  1774. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1775. Nodes.OperatorNode.MUL
  1776. );
  1777. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1778. var cycleColor = new Nodes.OperatorNode(
  1779. cycle,
  1780. color,
  1781. Nodes.OperatorNode.MUL
  1782. );
  1783. var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
  1784. mtl.color = new Nodes.ColorNode( 0 );
  1785. mtl.emissive = cos;
  1786. // GUI
  1787. addGui( 'speed', speed.value, function ( val ) {
  1788. speed.value = val;
  1789. }, false, 0, 3 );
  1790. break;
  1791. case 'sss':
  1792. case 'translucent':
  1793. // DISTANCE FORMULA
  1794. var modelPos = new Nodes.Vector3Node();
  1795. var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
  1796. var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
  1797. var cameraDistance = new Nodes.MathNode(
  1798. modelPos,
  1799. cameraPosition,
  1800. Nodes.MathNode.DISTANCE
  1801. );
  1802. var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
  1803. var distance = new Nodes.OperatorNode(
  1804. cameraDistance,
  1805. viewPosZ,
  1806. Nodes.OperatorNode.SUB
  1807. );
  1808. var distanceRadius = new Nodes.OperatorNode(
  1809. distance,
  1810. new Nodes.FloatNode( 70 ),
  1811. Nodes.OperatorNode.ADD
  1812. );
  1813. var objectDepth = new Nodes.MathNode(
  1814. distanceRadius,
  1815. new Nodes.FloatNode( 0 ),
  1816. new Nodes.FloatNode( 50 ),
  1817. Nodes.MathNode.SMOOTHSTEP
  1818. );
  1819. // RTT ( get back distance )
  1820. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1821. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1822. var distanceMtl = new Nodes.PhongNodeMaterial();
  1823. distanceMtl.environment = objectDepth;
  1824. distanceMtl.side = THREE.BackSide;
  1825. rtMaterial = distanceMtl;
  1826. // MATERIAL
  1827. mtl = new Nodes.StandardNodeMaterial();
  1828. var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
  1829. var difference = new Nodes.OperatorNode(
  1830. objectDepth,
  1831. backSideDepth,
  1832. Nodes.OperatorNode.SUB
  1833. );
  1834. var sss = new Nodes.MathNode(
  1835. new Nodes.FloatNode( - .1 ),
  1836. new Nodes.FloatNode( .5 ),
  1837. difference,
  1838. Nodes.MathNode.SMOOTHSTEP
  1839. );
  1840. var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
  1841. var frontColor, backColor;
  1842. if ( name == 'sss' ) {
  1843. var sssOut = new Nodes.MathNode(
  1844. objectDepth,
  1845. sssAlpha,
  1846. Nodes.MathNode.MIN
  1847. );
  1848. frontColor = new Nodes.ColorNode( 0xd4cfbb );
  1849. backColor = new Nodes.ColorNode( 0xd04327 );
  1850. var color = new Nodes.MathNode(
  1851. backColor,
  1852. frontColor,
  1853. sssOut,
  1854. Nodes.MathNode.MIX
  1855. );
  1856. var light = new Nodes.OperatorNode(
  1857. new Nodes.LightNode(),
  1858. color,
  1859. Nodes.OperatorNode.ADD
  1860. );
  1861. mtl.color = frontColor;
  1862. mtl.roughness = new Nodes.FloatNode( .1 );
  1863. mtl.metalness = new Nodes.FloatNode( .5 );
  1864. mtl.light = light;
  1865. mtl.environment = color;
  1866. } else {
  1867. frontColor = new Nodes.ColorNode( 0xd04327 );
  1868. backColor = new Nodes.ColorNode( 0x1a0e14 );
  1869. var color = new Nodes.MathNode(
  1870. frontColor,
  1871. backColor,
  1872. sssAlpha,
  1873. Nodes.MathNode.MIX
  1874. );
  1875. var light = new Nodes.OperatorNode(
  1876. new Nodes.LightNode(),
  1877. color,
  1878. Nodes.OperatorNode.ADD
  1879. );
  1880. mtl.color = new Nodes.ColorNode( 0xffffff );
  1881. mtl.roughness = new Nodes.FloatNode( .1 );
  1882. mtl.metalness = new Nodes.FloatNode( .5 );
  1883. mtl.light = light;
  1884. mtl.environment = color;
  1885. }
  1886. // GUI
  1887. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1888. frontColor.value.setHex( val );
  1889. }, true );
  1890. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1891. backColor.value.setHex( val );
  1892. }, true );
  1893. addGui( 'area', sss.b.value, function ( val ) {
  1894. sss.b.value = val;
  1895. }, false, 0, 1 );
  1896. break;
  1897. }
  1898. // set material
  1899. mtl.side = defaultSide;
  1900. mesh.material = mtl;
  1901. }
  1902. function onWindowResize() {
  1903. var width = window.innerWidth, height = window.innerHeight;
  1904. camera.aspect = width / height;
  1905. camera.updateProjectionMatrix();
  1906. renderer.setSize( width, height );
  1907. if ( rtTexture ) rtTexture.setSize( width, height );
  1908. }
  1909. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  1910. if ( serialized ) reset();
  1911. else serialize();
  1912. serialized = ! serialized;
  1913. } );
  1914. function reset() {
  1915. updateMaterial();
  1916. // gui
  1917. var div = document.getElementById( 'serialize' );
  1918. div.textContent = "Serialize and apply";
  1919. }
  1920. function serialize() {
  1921. var json = mesh.material.toJSON();
  1922. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  1923. var cloud = getTexture( "cloud" );
  1924. NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  1925. library[ "cloud" ] = cloud;
  1926. // --
  1927. var jsonStr = JSON.stringify( json );
  1928. console.log( jsonStr );
  1929. var loader = new NodeMaterialLoader( null, library ),
  1930. material = loader.parse( json );
  1931. mesh.material.dispose();
  1932. mesh.material = material;
  1933. // gui
  1934. var div = document.getElementById( 'serialize' );
  1935. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1936. if ( gui ) gui.destroy();
  1937. gui = null;
  1938. }
  1939. function animate() {
  1940. var delta = clock.getDelta();
  1941. if ( move ) {
  1942. var time = Date.now() * 0.005;
  1943. mesh.position.z = Math.cos( time ) * 10;
  1944. mesh.position.y = Math.sin( time ) * 10;
  1945. } else {
  1946. mesh.position.z = mesh.position.y = 0;
  1947. }
  1948. //mesh.rotation.z += .01;
  1949. // update material animation and/or gpu calcs (pre-renderer)
  1950. frame.setRenderer( renderer ).update( delta );
  1951. if ( mesh.material instanceof Nodes.NodeMaterial ) {
  1952. frame.updateNode( mesh.material );
  1953. }
  1954. // render to texture for sss/translucent material only
  1955. if ( rtTexture ) {
  1956. scene.overrideMaterial = rtMaterial;
  1957. renderer.setRenderTarget( rtTexture );
  1958. renderer.clear();
  1959. renderer.render( scene, camera );
  1960. scene.overrideMaterial = null;
  1961. }
  1962. renderer.setRenderTarget( null );
  1963. renderer.render( scene, camera );
  1964. requestAnimationFrame( animate );
  1965. }
  1966. </script>
  1967. </body>
  1968. </html>