webgl_materials_nodes.html 76 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 { TeapotBufferGeometry } from './jsm/geometries/TeapotBufferGeometry.js';
  20. import { HDRCubeTextureLoader } from './jsm/loaders/HDRCubeTextureLoader.js';
  21. import { PMREMGenerator } from './jsm/pmrem/PMREMGenerator.js';
  22. import { PMREMCubeUVPacker } from './jsm/pmrem/PMREMCubeUVPacker.js';
  23. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  24. import * as Nodes from './jsm/nodes/Nodes.js';
  25. var container = document.getElementById( 'container' );
  26. var renderer, scene, lightGroup, camera, clock = new THREE.Clock(), fov = 50;
  27. var frame = new Nodes.NodeFrame();
  28. var teapot, mesh;
  29. var controls;
  30. var move = false;
  31. var rtTexture, rtMaterial;
  32. var gui;
  33. var library = {};
  34. var serialized = false;
  35. var textures = {
  36. brick: { url: 'textures/brick_diffuse.jpg' },
  37. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  38. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  39. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  40. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  41. cloud: { url: 'textures/lava/cloud.png' },
  42. spherical: { url: 'textures/envmap.png' }
  43. };
  44. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  45. function getTexture( name ) {
  46. var texture = textures[ name ].texture;
  47. if ( ! texture ) {
  48. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  49. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  50. library[ texture.uuid ] = texture;
  51. }
  52. return texture;
  53. }
  54. var cubemap = function () {
  55. var path = "textures/cube/Park2/";
  56. var format = '.jpg';
  57. var urls = [
  58. path + 'posx' + format, path + 'negx' + format,
  59. path + 'posy' + format, path + 'negy' + format,
  60. path + 'posz' + format, path + 'negz' + format
  61. ];
  62. var textureCube = new THREE.CubeTextureLoader().load( urls );
  63. textureCube.format = THREE.RGBFormat;
  64. library[ textureCube.uuid ] = textureCube;
  65. return textureCube;
  66. }();
  67. function generatePREM( cubeMap, textureSize ) {
  68. textureSize = textureSize || 1024;
  69. var pmremGenerator = new PMREMGenerator( cubeMap, undefined, textureSize / 4 );
  70. pmremGenerator.update( renderer );
  71. var pmremCubeUVPacker = new PMREMCubeUVPacker( pmremGenerator.cubeLods );
  72. pmremCubeUVPacker.update( renderer );
  73. pmremGenerator.dispose();
  74. pmremCubeUVPacker.dispose();
  75. return pmremCubeUVPacker.CubeUVRenderTarget.texture;
  76. }
  77. var premTexture;
  78. function getPREM( callback, textureSize ) {
  79. if ( premTexture ) return callback( premTexture );
  80. var hdrUrls = [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ];
  81. var hdrCubeMap = new HDRCubeTextureLoader()
  82. .setPath( './textures/cube/pisaHDR/' )
  83. .setDataType( THREE.UnsignedByteType )
  84. .load( hdrUrls, function () {
  85. premTexture = generatePREM( hdrCubeMap, textureSize );
  86. library[ premTexture.uuid ] = premTexture;
  87. callback( premTexture );
  88. } );
  89. }
  90. window.addEventListener( 'load', init );
  91. function init() {
  92. renderer = new THREE.WebGLRenderer( { antialias: true } );
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  96. container.appendChild( renderer.domElement );
  97. scene = new THREE.Scene();
  98. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  99. camera.position.x = 50;
  100. camera.position.z = - 50;
  101. camera.position.y = 30;
  102. camera.target = new THREE.Vector3();
  103. controls = new OrbitControls( camera, renderer.domElement );
  104. controls.minDistance = 50;
  105. controls.maxDistance = 200;
  106. lightGroup = new THREE.Group();
  107. scene.add( lightGroup );
  108. var light;
  109. lightGroup.add( new THREE.AmbientLight( 0x464646 ) );
  110. light = new THREE.DirectionalLight( 0xffddcc, 1 );
  111. light.position.set( 1, 0.75, 0.5 );
  112. lightGroup.add( light );
  113. light = new THREE.DirectionalLight( 0xccccff, 1 );
  114. light.position.set( - 1, 0.75, - 0.5 );
  115. lightGroup.add( light );
  116. teapot = new TeapotBufferGeometry( 15, 18 );
  117. mesh = new THREE.Mesh( teapot );
  118. scene.add( mesh );
  119. library[ renderer.uuid ] = renderer;
  120. library[ camera.uuid ] = camera;
  121. library[ mesh.uuid ] = mesh;
  122. window.addEventListener( 'resize', onWindowResize, false );
  123. updateMaterial();
  124. onWindowResize();
  125. animate();
  126. }
  127. function clearGui() {
  128. if ( gui ) gui.destroy();
  129. gui = new GUI();
  130. gui.add( param, 'example', {
  131. 'basic / mesh-standard': 'mesh-standard',
  132. 'basic / standard': 'standard',
  133. 'basic / physical': 'physical',
  134. 'basic / prem': 'prem',
  135. 'basic / phong': 'phong',
  136. 'basic / layers': 'layers',
  137. 'basic / rim': 'rim',
  138. 'basic / color-adjustment': 'color-adjustment',
  139. 'basic / uv-transform': 'uv-transform',
  140. 'basic / bump': 'bump',
  141. 'basic / blur': 'blur',
  142. 'basic / spherical-reflection': 'spherical-reflection',
  143. 'adv / fresnel': 'fresnel',
  144. 'adv / saturation': 'saturation',
  145. 'adv / top-bottom': 'top-bottom',
  146. 'adv / skin': 'skin',
  147. 'adv / skin-phong': 'skin-phong',
  148. 'adv / caustic': 'caustic',
  149. 'adv / displace': 'displace',
  150. 'adv / dissolve': 'dissolve',
  151. 'adv / dissolve-fire': 'dissolve-fire',
  152. 'adv / plush': 'plush',
  153. 'adv / toon': 'toon',
  154. 'adv / camera-depth': 'camera-depth',
  155. 'adv / soft-body': 'soft-body',
  156. 'adv / wave': 'wave',
  157. 'adv / triangle-blur': 'triangle-blur',
  158. 'adv / triplanar-mapping': 'triplanar-mapping',
  159. 'adv / render-to-texture': 'rtt',
  160. 'adv / temporal-blur': 'temporal-blur',
  161. 'adv / conditional': 'conditional',
  162. 'adv / expression': 'expression',
  163. 'adv / sss': 'sss',
  164. 'adv / translucent': 'translucent',
  165. 'node / position': 'node-position',
  166. 'node / normal': 'node-normal',
  167. 'node / reflect': 'node-reflect',
  168. 'misc / sub-slot': 'sub-slot',
  169. 'misc / smoke': 'smoke',
  170. 'misc / firefly': 'firefly',
  171. 'misc / reserved-keywords': 'reserved-keywords',
  172. 'misc / varying': 'varying',
  173. 'misc / void-function': 'void-function',
  174. 'misc / readonly': 'readonly',
  175. 'misc / label': 'label',
  176. 'misc / custom-attribute': 'custom-attribute'
  177. } ).onFinishChange( function () {
  178. updateMaterial();
  179. } );
  180. gui.open();
  181. }
  182. function addGui( name, value, callback, isColor, min, max ) {
  183. var node;
  184. param[ name ] = value;
  185. if ( isColor ) {
  186. node = gui.addColor( param, name ).onChange( function () {
  187. callback( param[ name ] );
  188. } );
  189. } else if ( typeof value === 'object' ) {
  190. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  191. node = gui.add( param, name, value ).onChange( function () {
  192. callback( param[ name ] );
  193. } );
  194. } else {
  195. node = gui.add( param, name, min, max ).onChange( function () {
  196. callback( param[ name ] );
  197. } );
  198. }
  199. return node;
  200. }
  201. function updateMaterial() {
  202. move = false;
  203. lightGroup.visible = true;
  204. if ( mesh.material ) mesh.material.dispose();
  205. if ( rtTexture ) {
  206. delete library[ rtTexture.texture.uuid ];
  207. rtTexture.dispose();
  208. rtTexture = null;
  209. }
  210. if ( rtMaterial ) {
  211. rtMaterial.dispose();
  212. rtMaterial = null;
  213. }
  214. var name = param.example,
  215. defaultSide = THREE.DoubleSide,
  216. mtl;
  217. clearGui();
  218. switch ( name ) {
  219. case 'phong':
  220. // MATERIAL
  221. mtl = new Nodes.PhongNodeMaterial();
  222. //mtl.color = // albedo (vec3)
  223. //mtl.alpha = // opacity (float)
  224. //mtl.specular = // specular color (vec3)
  225. //mtl.shininess = // shininess (float)
  226. //mtl.normal = // normal (vec3)
  227. //mtl.emissive = // emissive color (vec3)
  228. //mtl.ambient = // ambient color (vec3)
  229. //mtl.shadow = // shadowmap (vec3)
  230. //mtl.light = // custom-light (vec3)
  231. //mtl.ao = // ambient occlusion (float)
  232. //mtl.light = // input/output light (vec3)
  233. //mtl.environment = // reflection/refraction (vec3)
  234. //mtl.environmentAlpha = // environment alpha (float)
  235. //mtl.position = // vertex local position (vec3)
  236. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  237. mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
  238. mtl.specular = new Nodes.FloatNode( .5 );
  239. mtl.shininess = new Nodes.FloatNode( 15 );
  240. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  241. mtl.environmentAlpha = mask;
  242. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  243. mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
  244. break;
  245. case 'standard':
  246. // MATERIAL
  247. mtl = new Nodes.StandardNodeMaterial();
  248. //mtl.color = // albedo (vec3)
  249. //mtl.alpha = // opacity (float)
  250. //mtl.roughness = // roughness (float)
  251. //mtl.metalness = // metalness (float)
  252. //mtl.normal = // normal (vec3)
  253. //mtl.emissive = // emissive color (vec3)
  254. //mtl.ambient = // ambient color (vec3)
  255. //mtl.shadow = // shadowmap (vec3)
  256. //mtl.light = // custom-light (vec3)
  257. //mtl.ao = // ambient occlusion (float)
  258. //mtl.environment = // reflection/refraction (vec3)
  259. //mtl.position = // vertex local position (vec3)
  260. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  261. var normalScale = new Nodes.FloatNode( .3 );
  262. var roughnessA = new Nodes.FloatNode( .5 );
  263. var metalnessA = new Nodes.FloatNode( .5 );
  264. var roughnessB = new Nodes.FloatNode( 0 );
  265. var metalnessB = new Nodes.FloatNode( 1 );
  266. var roughness = new Nodes.MathNode(
  267. roughnessA,
  268. roughnessB,
  269. mask,
  270. Nodes.MathNode.MIX
  271. );
  272. var metalness = new Nodes.MathNode(
  273. metalnessA,
  274. metalnessB,
  275. mask,
  276. Nodes.MathNode.MIX
  277. );
  278. var normalMask = new Nodes.OperatorNode(
  279. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  280. normalScale,
  281. Nodes.OperatorNode.MUL
  282. );
  283. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  284. mtl.roughness = roughness;
  285. mtl.metalness = metalness;
  286. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  287. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  288. mtl.normal.scale = normalMask;
  289. // GUI
  290. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  291. mtl.color.value.setHex( val );
  292. }, true );
  293. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  294. roughnessA.value = val;
  295. }, false, 0, 1 );
  296. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  297. metalnessA.value = val;
  298. }, false, 0, 1 );
  299. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  300. roughnessB.value = val;
  301. }, false, 0, 1 );
  302. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  303. metalnessB.value = val;
  304. }, false, 0, 1 );
  305. addGui( 'normalScale', normalScale.value, function ( val ) {
  306. normalScale.value = val;
  307. }, false, 0, 1 );
  308. break;
  309. case 'prem':
  310. // MATERIAL
  311. mtl = new Nodes.StandardNodeMaterial();
  312. //mtl.color = // albedo (vec3)
  313. //mtl.alpha = // opacity (float)
  314. //mtl.roughness = // roughness (float)
  315. //mtl.metalness = // metalness (float)
  316. //mtl.normal = // normal (vec3)
  317. //mtl.emissive = // emissive color (vec3)
  318. //mtl.ambient = // ambient color (vec3)
  319. //mtl.shadow = // shadowmap (vec3)
  320. //mtl.light = // custom-light (vec3)
  321. //mtl.ao = // ambient occlusion (float)
  322. //mtl.environment = // reflection/refraction (vec3)
  323. //mtl.position = // vertex local position (vec3)
  324. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  325. var intensity = new Nodes.FloatNode( 1 );
  326. var normalScale = new Nodes.FloatNode( .3 );
  327. var roughnessA = new Nodes.FloatNode( .5 );
  328. var metalnessA = new Nodes.FloatNode( .5 );
  329. var roughnessB = new Nodes.FloatNode( 0 );
  330. var metalnessB = new Nodes.FloatNode( 1 );
  331. var roughness = new Nodes.MathNode(
  332. roughnessA,
  333. roughnessB,
  334. mask,
  335. Nodes.MathNode.MIX
  336. );
  337. var metalness = new Nodes.MathNode(
  338. metalnessA,
  339. metalnessB,
  340. mask,
  341. Nodes.MathNode.MIX
  342. );
  343. var normalMask = new Nodes.OperatorNode(
  344. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  345. normalScale,
  346. Nodes.OperatorNode.MUL
  347. );
  348. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  349. mtl.roughness = roughness;
  350. mtl.metalness = metalness;
  351. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  352. mtl.normal.scale = normalMask;
  353. getPREM(function(texture) {
  354. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( texture ) );
  355. mtl.environment = new Nodes.OperatorNode( envNode, intensity, Nodes.OperatorNode.MUL );
  356. mtl.needsUpdate = true;
  357. });
  358. // GUI
  359. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  360. mtl.color.value.setHex( val );
  361. }, true );
  362. addGui( 'intensity', intensity.value, function ( val ) {
  363. intensity.value = val;
  364. }, false, 0, 2 );
  365. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  366. roughnessA.value = val;
  367. }, false, 0, 1 );
  368. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  369. metalnessA.value = val;
  370. }, false, 0, 1 );
  371. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  372. roughnessB.value = val;
  373. }, false, 0, 1 );
  374. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  375. metalnessB.value = val;
  376. }, false, 0, 1 );
  377. addGui( 'normalScale', normalScale.value, function ( val ) {
  378. normalScale.value = val;
  379. }, false, 0, 1 );
  380. break;
  381. case 'sub-slot':
  382. // disable dynamic light
  383. lightGroup.visible = false;
  384. // MATERIAL
  385. mtl = new Nodes.StandardNodeMaterial();
  386. // NODES
  387. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  388. var normalScale = new Nodes.FloatNode( .3 );
  389. var radiance = new Nodes.FloatNode( 1 );
  390. var irradiance = new Nodes.FloatNode( 1 );
  391. var roughness = new Nodes.FloatNode( .5 );
  392. var metalness = new Nodes.FloatNode( .5 );
  393. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  394. mtl.roughness = roughness;
  395. mtl.metalness = metalness;
  396. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  397. mtl.normal.scale = normalScale;
  398. getPREM(function(texture) {
  399. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( texture ) );
  400. var subSlotNode = new Nodes.SubSlotNode();
  401. subSlotNode.slots['radiance'] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
  402. subSlotNode.slots['irradiance'] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
  403. mtl.environment = subSlotNode;
  404. mtl.needsUpdate = true;
  405. });
  406. // GUI
  407. addGui( 'radiance', radiance.value, function ( val ) {
  408. radiance.value = val;
  409. }, false, 0, 2 );
  410. addGui( 'irradiance', irradiance.value, function ( val ) {
  411. irradiance.value = val;
  412. }, false, 0, 2 );
  413. addGui( 'roughness', roughness.value, function ( val ) {
  414. roughness.value = val;
  415. }, false, 0, 1 );
  416. addGui( 'metalness', metalness.value, function ( val ) {
  417. metalness.value = val;
  418. }, false, 0, 1 );
  419. addGui( 'normalScale', normalScale.value, function ( val ) {
  420. normalScale.value = val;
  421. }, false, 0, 1 );
  422. break;
  423. case 'mesh-standard':
  424. // MATERIAL
  425. var sataturation = new Nodes.FloatNode( 1 ),
  426. useNodeMaterial = true,
  427. useMap = true,
  428. useNormals = true;
  429. function updateMaterial() {
  430. var oldMaterial = mtl;
  431. if ( oldMaterial ) oldMaterial.dispose();
  432. mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  433. // default syntax ( backward-compatible )
  434. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  435. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  436. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  437. mtl.envMap = cubemap;
  438. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  439. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  440. // extended syntax ( only for NodeMaterial )
  441. if ( useNodeMaterial && useMap ) {
  442. mtl.map = new Nodes.ColorAdjustmentNode(
  443. new Nodes.TextureNode( mtl.map ),
  444. sataturation,
  445. Nodes.ColorAdjustmentNode.SATURATION
  446. );
  447. }
  448. // apply material
  449. mtl.side = defaultSide;
  450. mtl.needsUpdate = true;
  451. mesh.material = mtl;
  452. }
  453. updateMaterial();
  454. // GUI
  455. addGui( 'use node material', useNodeMaterial, function ( val ) {
  456. useNodeMaterial = val;
  457. updateMaterial();
  458. } );
  459. addGui( 'roughness', mtl.roughness, function ( val ) {
  460. mtl.roughness = val;
  461. }, false, 0, 1 );
  462. addGui( 'metalness', mtl.roughness, function ( val ) {
  463. mtl.metalness = val;
  464. }, false, 0, 1 );
  465. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  466. mtl.normalScale.x = val;
  467. }, false, - 1, 1 );
  468. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  469. mtl.normalScale.y = val;
  470. }, false, - 1, 1 );
  471. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  472. sataturation.value = val;
  473. }, false, 0, 2 );
  474. addGui( 'colors', useMap, function ( val ) {
  475. useMap = val;
  476. updateMaterial();
  477. }, false );
  478. addGui( 'normals', useNormals, function ( val ) {
  479. useNormals = val;
  480. updateMaterial();
  481. }, false );
  482. break;
  483. case 'physical':
  484. // MATERIAL
  485. mtl = new Nodes.StandardNodeMaterial();
  486. //mtl.color = // albedo (vec3)
  487. //mtl.alpha = // opacity (float)
  488. //mtl.roughness = // roughness (float)
  489. //mtl.metalness = // metalness (float)
  490. //mtl.reflectivity = // reflectivity (float)
  491. //mtl.clearCoat = // clearCoat (float)
  492. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  493. //mtl.normal = // normal (vec3)
  494. //mtl.emissive = // emissive color (vec3)
  495. //mtl.ambient = // ambient color (vec3)
  496. //mtl.shadow = // shadowmap (vec3)
  497. //mtl.light = // custom-light (vec3)
  498. //mtl.ao = // ambient occlusion (float)
  499. //mtl.environment = // reflection/refraction (vec3)
  500. //mtl.position = // vertex local position (vec3)
  501. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  502. var normalScale = new Nodes.FloatNode( .3 );
  503. var roughnessA = new Nodes.FloatNode( .5 );
  504. var metalnessA = new Nodes.FloatNode( .5 );
  505. var roughnessB = new Nodes.FloatNode( 0 );
  506. var metalnessB = new Nodes.FloatNode( 1 );
  507. var reflectivity = new Nodes.FloatNode( 0 );
  508. var clearCoat = new Nodes.FloatNode( 1 );
  509. var clearCoatRoughness = new Nodes.FloatNode( 1 );
  510. var roughness = new Nodes.MathNode(
  511. roughnessA,
  512. roughnessB,
  513. mask,
  514. Nodes.MathNode.MIX
  515. );
  516. var metalness = new Nodes.MathNode(
  517. metalnessA,
  518. metalnessB,
  519. mask,
  520. Nodes.MathNode.MIX
  521. );
  522. var normalMask = new Nodes.OperatorNode(
  523. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  524. normalScale,
  525. Nodes.OperatorNode.MUL
  526. );
  527. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  528. mtl.roughness = roughness;
  529. mtl.metalness = metalness;
  530. mtl.reflectivity = reflectivity;
  531. mtl.clearCoat = clearCoat;
  532. mtl.clearCoatRoughness = clearCoatRoughness;
  533. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  534. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  535. mtl.normal.scale = normalMask;
  536. // GUI
  537. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  538. mtl.color.value.setHex( val );
  539. }, true );
  540. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  541. reflectivity.value = val;
  542. }, false, 0, 1 );
  543. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  544. clearCoat.value = val;
  545. }, false, 0, 1 );
  546. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  547. clearCoatRoughness.value = val;
  548. }, false, 0, 1 );
  549. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  550. roughnessA.value = val;
  551. }, false, 0, 1 );
  552. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  553. metalnessA.value = val;
  554. }, false, 0, 1 );
  555. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  556. roughnessB.value = val;
  557. }, false, 0, 1 );
  558. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  559. metalnessB.value = val;
  560. }, false, 0, 1 );
  561. addGui( 'normalScale', normalScale.value, function ( val ) {
  562. normalScale.value = val;
  563. }, false, 0, 1 );
  564. break;
  565. case 'wave':
  566. // MATERIAL
  567. mtl = new Nodes.PhongNodeMaterial();
  568. var time = new Nodes.TimerNode();
  569. var speed = new Nodes.FloatNode( 5 );
  570. var scale = new Nodes.FloatNode( 1 );
  571. var worldScale = new Nodes.FloatNode( .4 );
  572. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  573. var colorB = new Nodes.ColorNode( 0x0054df );
  574. // used for serialization only
  575. time.name = "time";
  576. speed.name = "speed";
  577. var timeScale = new Nodes.OperatorNode(
  578. time,
  579. speed,
  580. Nodes.OperatorNode.MUL
  581. );
  582. var worldScl = new Nodes.OperatorNode(
  583. new Nodes.PositionNode(),
  584. worldScale,
  585. Nodes.OperatorNode.MUL
  586. );
  587. var posContinuous = new Nodes.OperatorNode(
  588. worldScl,
  589. timeScale,
  590. Nodes.OperatorNode.ADD
  591. );
  592. var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
  593. wave = new Nodes.SwitchNode( wave, 'x' );
  594. var waveScale = new Nodes.OperatorNode(
  595. wave,
  596. scale,
  597. Nodes.OperatorNode.MUL
  598. );
  599. var displaceY = new Nodes.JoinNode(
  600. new Nodes.FloatNode(),
  601. waveScale,
  602. new Nodes.FloatNode()
  603. );
  604. var displace = new Nodes.OperatorNode(
  605. new Nodes.NormalNode(),
  606. displaceY,
  607. Nodes.OperatorNode.MUL
  608. );
  609. var blend = new Nodes.OperatorNode(
  610. new Nodes.PositionNode(),
  611. displaceY,
  612. Nodes.OperatorNode.ADD
  613. );
  614. var color = new Nodes.MathNode(
  615. colorB,
  616. colorA,
  617. wave,
  618. Nodes.MathNode.MIX
  619. );
  620. mtl.color = color;
  621. mtl.position = blend;
  622. // GUI
  623. addGui( 'speed', speed.value, function ( val ) {
  624. speed.value = val;
  625. }, false, 0, 10 );
  626. addGui( 'scale', scale.value, function ( val ) {
  627. scale.value = val;
  628. }, false, 0, 3 );
  629. addGui( 'worldScale', worldScale.value, function ( val ) {
  630. worldScale.value = val;
  631. }, false, 0, 1 );
  632. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  633. colorA.value.setHex( val );
  634. }, true );
  635. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  636. colorB.value.setHex( val );
  637. }, true );
  638. addGui( 'useNormals', false, function ( val ) {
  639. blend.b = val ? displace : displaceY;
  640. mtl.needsUpdate = true;
  641. } );
  642. break;
  643. case 'rim':
  644. // MATERIAL
  645. mtl = new Nodes.PhongNodeMaterial();
  646. defaultSide = THREE.FrontSide;
  647. var intensity = 1.3;
  648. var power = new Nodes.FloatNode( 3 );
  649. var color = new Nodes.ColorNode( 0xFFFFFF );
  650. var viewZ = new Nodes.MathNode(
  651. new Nodes.NormalNode(),
  652. new Nodes.Vector3Node( 0, 0, - intensity ),
  653. Nodes.MathNode.DOT
  654. );
  655. var rim = new Nodes.OperatorNode(
  656. viewZ,
  657. new Nodes.FloatNode( intensity ),
  658. Nodes.OperatorNode.ADD
  659. );
  660. var rimPower = new Nodes.MathNode(
  661. rim,
  662. power,
  663. Nodes.MathNode.POW
  664. );
  665. var rimColor = new Nodes.OperatorNode(
  666. rimPower,
  667. color,
  668. Nodes.OperatorNode.MUL
  669. );
  670. mtl.color = new Nodes.ColorNode( 0x111111 );
  671. mtl.emissive = rimColor;
  672. // GUI
  673. addGui( 'color', color.value.getHex(), function ( val ) {
  674. color.value.setHex( val );
  675. }, true );
  676. addGui( 'intensity', intensity, function ( val ) {
  677. intensity = val;
  678. viewZ.b.z = - intensity;
  679. rim.b.value = intensity;
  680. }, false, 0, 3 );
  681. addGui( 'power', power.value, function ( val ) {
  682. power.value = val;
  683. }, false, 0, 6 );
  684. addGui( 'xray', false, function ( val ) {
  685. if ( val ) {
  686. mtl.emissive = color;
  687. mtl.alpha = rimPower;
  688. mtl.blending = THREE.AdditiveBlending;
  689. mtl.depthWrite = false;
  690. } else {
  691. mtl.emissive = rimColor;
  692. mtl.alpha = null;
  693. mtl.blending = THREE.NormalBlending;
  694. mtl.depthWrite = true;
  695. }
  696. mtl.needsUpdate = true;
  697. } );
  698. break;
  699. case 'color-adjustment':
  700. // MATERIAL
  701. mtl = new Nodes.PhongNodeMaterial();
  702. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  703. var hue = new Nodes.FloatNode();
  704. var sataturation = new Nodes.FloatNode( 1 );
  705. var vibrance = new Nodes.FloatNode();
  706. var brightness = new Nodes.FloatNode( 0 );
  707. var contrast = new Nodes.FloatNode( 1 );
  708. var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
  709. var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  710. var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  711. var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  712. var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  713. mtl.color = contrastNode;
  714. // GUI
  715. addGui( 'hue', hue.value, function ( val ) {
  716. hue.value = val;
  717. }, false, 0, Math.PI * 2 );
  718. addGui( 'saturation', sataturation.value, function ( val ) {
  719. sataturation.value = val;
  720. }, false, 0, 2 );
  721. addGui( 'vibrance', vibrance.value, function ( val ) {
  722. vibrance.value = val;
  723. }, false, - 1, 1 );
  724. addGui( 'brightness', brightness.value, function ( val ) {
  725. brightness.value = val;
  726. }, false, 0, .5 );
  727. addGui( 'contrast', contrast.value, function ( val ) {
  728. contrast.value = val;
  729. }, false, 0, 2 );
  730. break;
  731. case 'uv-transform':
  732. // MATERIAL
  733. mtl = new Nodes.PhongNodeMaterial();
  734. var translate = new THREE.Vector2();
  735. var rotate = 0;
  736. var scale = new THREE.Vector2( 1, 1 );
  737. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  738. texture.uv = new Nodes.UVTransformNode();
  739. //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
  740. mtl.color = texture;
  741. // GUI
  742. function updateUVTransform() {
  743. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  744. }
  745. addGui( 'translateX', translate.x, function ( val ) {
  746. translate.x = val;
  747. updateUVTransform();
  748. }, false, 0, 10 );
  749. addGui( 'translateY', translate.y, function ( val ) {
  750. translate.y = val;
  751. updateUVTransform();
  752. }, false, 0, 10 );
  753. addGui( 'scaleX', scale.x, function ( val ) {
  754. scale.x = val;
  755. updateUVTransform();
  756. }, false, .1, 5 );
  757. addGui( 'scaleY', scale.y, function ( val ) {
  758. scale.y = val;
  759. updateUVTransform();
  760. }, false, .1, 5 );
  761. addGui( 'rotate', rotate, function ( val ) {
  762. rotate = val;
  763. updateUVTransform();
  764. }, false, 0, 360 );
  765. break;
  766. case 'bump':
  767. // MATERIAL
  768. mtl = new Nodes.PhongNodeMaterial();
  769. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  770. var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  771. bumpMap.scale = new Nodes.FloatNode( .5 );
  772. mtl.color = diffuse;
  773. mtl.normal = bumpMap;
  774. // convert BumpMap to NormalMap
  775. //bumpMap.toNormalMap = true;
  776. //mtl.normal = new Nodes.NormalMapNode( bumpMap );
  777. // GUI
  778. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  779. bumpMap.scale.value = val;
  780. }, false, - 2, 2 );
  781. addGui( 'color', true, function ( val ) {
  782. mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
  783. mtl.needsUpdate = true;
  784. } );
  785. break;
  786. case 'blur':
  787. // MATERIAL
  788. mtl = new Nodes.PhongNodeMaterial();
  789. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  790. var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  791. mtl.color = blur;
  792. // GUI
  793. addGui( 'radiusX', blur.radius.x, function ( val ) {
  794. blur.radius.x = val;
  795. }, false, 0, 15 );
  796. addGui( 'radiusY', blur.radius.y, function ( val ) {
  797. blur.radius.y = val;
  798. }, false, 0, 15 );
  799. break;
  800. case 'spherical-reflection':
  801. // MATERIAL
  802. mtl = new Nodes.PhongNodeMaterial();
  803. mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
  804. break;
  805. case 'fresnel':
  806. // MATERIAL
  807. mtl = new Nodes.PhongNodeMaterial();
  808. var reflectance = new Nodes.FloatNode( 1.3 );
  809. var power = new Nodes.FloatNode( 1 );
  810. var color = new Nodes.CubeTextureNode( cubemap );
  811. var viewZ = new Nodes.MathNode(
  812. new Nodes.NormalNode(),
  813. new Nodes.Vector3Node( 0, 0, - 1 ),
  814. Nodes.MathNode.DOT
  815. );
  816. var theta = new Nodes.OperatorNode(
  817. viewZ,
  818. new Nodes.FloatNode( 1 ),
  819. Nodes.OperatorNode.ADD
  820. );
  821. var thetaPower = new Nodes.MathNode(
  822. theta,
  823. power,
  824. Nodes.MathNode.POW
  825. );
  826. var fresnel = new Nodes.OperatorNode(
  827. reflectance,
  828. thetaPower,
  829. Nodes.OperatorNode.MUL
  830. );
  831. mtl.color = new Nodes.ColorNode( 0x3399FF );
  832. mtl.environment = color;
  833. mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
  834. // GUI
  835. addGui( 'reflectance', reflectance.value, function ( val ) {
  836. reflectance.value = val;
  837. }, false, 0, 3 );
  838. addGui( 'power', power.value, function ( val ) {
  839. power.value = val;
  840. }, false, 0, 5 );
  841. break;
  842. case 'layers':
  843. // MATERIAL
  844. mtl = new Nodes.PhongNodeMaterial();
  845. var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
  846. var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
  847. var offset = new Nodes.FloatNode( 0 );
  848. var scale = new Nodes.FloatNode( 1 );
  849. var uv = new Nodes.UVNode();
  850. var uvOffset = new Nodes.OperatorNode(
  851. offset,
  852. uv,
  853. Nodes.OperatorNode.ADD
  854. );
  855. var uvScale = new Nodes.OperatorNode(
  856. uvOffset,
  857. scale,
  858. Nodes.OperatorNode.MUL
  859. );
  860. var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  861. var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
  862. var blend = new Nodes.MathNode(
  863. tex1,
  864. tex2,
  865. maskAlphaChannel,
  866. Nodes.MathNode.MIX
  867. );
  868. mtl.color = blend;
  869. // GUI
  870. addGui( 'offset', offset.value, function ( val ) {
  871. offset.value = val;
  872. }, false, 0, 1 );
  873. addGui( 'scale', scale.value, function ( val ) {
  874. scale.value = val;
  875. }, false, 0, 10 );
  876. break;
  877. case 'saturation':
  878. // MATERIAL
  879. mtl = new Nodes.StandardNodeMaterial();
  880. var tex = new Nodes.TextureNode( getTexture( "brick" ) );
  881. var sat = new Nodes.FloatNode( 0 );
  882. var satrgb = new Nodes.FunctionNode( [
  883. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  884. // include luminance function from LuminanceNode
  885. " vec3 intensity = vec3( luminance( rgb ) );",
  886. " return mix( intensity, rgb, adjustment );",
  887. "}"
  888. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  889. var saturation = new Nodes.FunctionCallNode( satrgb );
  890. saturation.inputs.rgb = tex;
  891. saturation.inputs.adjustment = sat;
  892. // or try
  893. //saturation.inputs[0] = tex;
  894. //saturation.inputs[1] = sat;
  895. mtl.color = saturation;
  896. // GUI
  897. addGui( 'saturation', sat.value, function ( val ) {
  898. sat.value = val;
  899. }, false, 0, 2 );
  900. break;
  901. case 'top-bottom':
  902. // MATERIAL
  903. mtl = new Nodes.PhongNodeMaterial();
  904. var top = new Nodes.TextureNode( getTexture( "grass" ) );
  905. var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
  906. var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  907. var normalY = new Nodes.SwitchNode( normal, 'y' );
  908. var hard = new Nodes.FloatNode( 9 );
  909. var offset = new Nodes.FloatNode( - 2.5 );
  910. var hardClamp = new Nodes.OperatorNode(
  911. normalY,
  912. hard,
  913. Nodes.OperatorNode.MUL
  914. );
  915. var offsetClamp = new Nodes.OperatorNode(
  916. hardClamp,
  917. offset,
  918. Nodes.OperatorNode.ADD
  919. );
  920. var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
  921. var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
  922. mtl.color = blend;
  923. // GUI
  924. addGui( 'hard', hard.value, function ( val ) {
  925. hard.value = val;
  926. }, false, 0, 20 );
  927. addGui( 'offset', offset.value, function ( val ) {
  928. offset.value = val;
  929. }, false, - 10, 10 );
  930. break;
  931. case 'displace':
  932. // MATERIAL
  933. mtl = new Nodes.PhongNodeMaterial();
  934. var time = new Nodes.TimerNode();
  935. var scale = new Nodes.FloatNode( 2 );
  936. var speed = new Nodes.FloatNode( .2 );
  937. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  938. var colorB = new Nodes.ColorNode( 0x0054df );
  939. // used for serialization only
  940. time.name = "time";
  941. speed.name = "speed";
  942. var uv = new Nodes.UVNode();
  943. var timeScl = new Nodes.OperatorNode(
  944. time,
  945. speed,
  946. Nodes.OperatorNode.MUL
  947. );
  948. var displaceOffset = new Nodes.OperatorNode(
  949. timeScl,
  950. uv,
  951. Nodes.OperatorNode.ADD
  952. );
  953. var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
  954. var texArea = new Nodes.SwitchNode( tex, 'w' );
  955. var displace = new Nodes.OperatorNode(
  956. new Nodes.NormalNode(),
  957. texArea,
  958. Nodes.OperatorNode.MUL
  959. );
  960. var displaceScale = new Nodes.OperatorNode(
  961. displace,
  962. scale,
  963. Nodes.OperatorNode.MUL
  964. );
  965. var blend = new Nodes.OperatorNode(
  966. new Nodes.PositionNode(),
  967. displaceScale,
  968. Nodes.OperatorNode.ADD
  969. );
  970. var color = new Nodes.MathNode(
  971. colorB,
  972. colorA,
  973. texArea,
  974. Nodes.MathNode.MIX
  975. );
  976. mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
  977. mtl.emissive = color;
  978. mtl.position = blend;
  979. // GUI
  980. addGui( 'speed', speed.value, function ( val ) {
  981. speed.value = val;
  982. }, false, 0, 1 );
  983. addGui( 'scale', scale.value, function ( val ) {
  984. scale.value = val;
  985. }, false, 0, 10 );
  986. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  987. colorA.value.setHex( val );
  988. }, true );
  989. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  990. colorB.value.setHex( val );
  991. }, true );
  992. break;
  993. case 'dissolve':
  994. // MATERIAL
  995. mtl = new Nodes.StandardNodeMaterial();
  996. var color = new Nodes.ColorNode( 0xEEEEEE );
  997. var borderColor = new Nodes.ColorNode( 0x0054df );
  998. var threshold = new Nodes.FloatNode( .1 );
  999. var borderSize = new Nodes.FloatNode( .2 );
  1000. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1001. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1002. var thresholdBorder = new Nodes.MathNode(
  1003. new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
  1004. threshold,
  1005. texArea,
  1006. Nodes.MathNode.SMOOTHSTEP
  1007. );
  1008. var thresholdEmissive = new Nodes.OperatorNode(
  1009. borderColor,
  1010. thresholdBorder,
  1011. Nodes.OperatorNode.MUL
  1012. );
  1013. // APPLY
  1014. mtl.color = color;
  1015. mtl.emissive = thresholdEmissive;
  1016. mtl.mask = new Nodes.CondNode(
  1017. texArea, // a: value
  1018. threshold, // b: value
  1019. Nodes.CondNode.GREATER // condition
  1020. );
  1021. // GUI
  1022. addGui( 'threshold', threshold.value, function ( val ) {
  1023. threshold.value = val;
  1024. }, false, - .3, 1.3 );
  1025. addGui( 'borderSize', borderSize.value, function ( val ) {
  1026. borderSize.value = val;
  1027. }, false, 0, .5 );
  1028. addGui( 'color', color.value.getHex(), function ( val ) {
  1029. color.value.setHex( val );
  1030. }, true );
  1031. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  1032. borderColor.value.setHex( val );
  1033. }, true );
  1034. break;
  1035. case 'dissolve-fire':
  1036. // MATERIAL
  1037. mtl = new Nodes.StandardNodeMaterial();
  1038. var color = new Nodes.ColorNode( 0xEEEEEE );
  1039. var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
  1040. var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
  1041. var burnedColor = new Nodes.ColorNode( 0x000000 );
  1042. var threshold = new Nodes.FloatNode( .1 );
  1043. var fireSize = new Nodes.FloatNode( .16 );
  1044. var burnedSize = new Nodes.FloatNode( .5 );
  1045. var timer = new Nodes.TimerNode( 0.8 );
  1046. var sinCycleInSecs = new Nodes.OperatorNode(
  1047. timer,
  1048. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1049. Nodes.OperatorNode.MUL
  1050. );
  1051. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1052. // round sin to 0 at 1
  1053. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
  1054. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
  1055. // offset to +.9
  1056. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
  1057. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1058. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1059. var thresholdBorder = new Nodes.MathNode(
  1060. new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
  1061. threshold,
  1062. texArea,
  1063. Nodes.MathNode.SMOOTHSTEP
  1064. );
  1065. var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
  1066. fireStartColor,
  1067. cycle,
  1068. Nodes.ColorAdjustmentNode.SATURATION
  1069. );
  1070. var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
  1071. fireEndColor,
  1072. cycle,
  1073. Nodes.ColorAdjustmentNode.SATURATION
  1074. );
  1075. var fireColor = new Nodes.MathNode(
  1076. fireEndAnimatedColor,
  1077. fireStartAnimatedColor,
  1078. thresholdBorder,
  1079. Nodes.MathNode.MIX
  1080. );
  1081. var thresholdBurnedBorder = new Nodes.MathNode(
  1082. new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
  1083. threshold,
  1084. texArea,
  1085. Nodes.MathNode.SMOOTHSTEP
  1086. );
  1087. var fireEmissive = new Nodes.OperatorNode(
  1088. fireColor,
  1089. thresholdBorder,
  1090. Nodes.OperatorNode.MUL
  1091. );
  1092. var burnedResultColor = new Nodes.MathNode(
  1093. color,
  1094. burnedColor,
  1095. thresholdBurnedBorder,
  1096. Nodes.MathNode.MIX
  1097. );
  1098. // APPLY
  1099. mtl.color = burnedResultColor;
  1100. mtl.emissive = fireEmissive;
  1101. mtl.mask = new Nodes.CondNode(
  1102. texArea, // a: value
  1103. threshold, // b: value
  1104. Nodes.CondNode.GREATER // condition
  1105. );
  1106. // GUI
  1107. addGui( 'threshold', threshold.value, function ( val ) {
  1108. threshold.value = val;
  1109. }, false, - .5, 1.5 );
  1110. addGui( 'fireSize', fireSize.value, function ( val ) {
  1111. fireSize.value = val;
  1112. }, false, 0, .5 );
  1113. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  1114. burnedSize.value = val;
  1115. }, false, 0, 1 );
  1116. addGui( 'color', color.value.getHex(), function ( val ) {
  1117. color.value.setHex( val );
  1118. }, true );
  1119. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  1120. fireStartColor.value.setHex( val );
  1121. }, true );
  1122. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  1123. fireEndColor.value.setHex( val );
  1124. }, true );
  1125. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  1126. burnedColor.value.setHex( val );
  1127. }, true );
  1128. addGui( 'timeScale', timer.scale, function ( val ) {
  1129. timer.scale = val;
  1130. }, false, 0, 2 );
  1131. break;
  1132. case 'smoke':
  1133. // MATERIAL
  1134. mtl = new Nodes.PhongNodeMaterial();
  1135. defaultSide = THREE.FrontSide;
  1136. var time = new Nodes.TimerNode();
  1137. var uv = new Nodes.UVNode();
  1138. var timeSpeedA = new Nodes.OperatorNode(
  1139. time,
  1140. new Nodes.Vector2Node( 0.3, 0.1 ),
  1141. Nodes.OperatorNode.MUL
  1142. );
  1143. var timeSpeedB = new Nodes.OperatorNode(
  1144. time,
  1145. new Nodes.Vector2Node( 0.15, 0.4 ),
  1146. Nodes.OperatorNode.MUL
  1147. );
  1148. var uvOffsetA = new Nodes.OperatorNode(
  1149. timeSpeedA,
  1150. uv,
  1151. Nodes.OperatorNode.ADD
  1152. );
  1153. var uvOffsetB = new Nodes.OperatorNode(
  1154. timeSpeedB,
  1155. uv,
  1156. Nodes.OperatorNode.ADD
  1157. );
  1158. var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1159. var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1160. var clouds = new Nodes.OperatorNode(
  1161. cloudA,
  1162. cloudB,
  1163. Nodes.OperatorNode.ADD
  1164. );
  1165. mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
  1166. mtl.alpha = clouds;
  1167. // GUI
  1168. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1169. mtl.environment.value.setHex( val );
  1170. }, true );
  1171. break;
  1172. case 'camera-depth':
  1173. // MATERIAL
  1174. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1175. var colorB = new Nodes.ColorNode( 0x0054df );
  1176. var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
  1177. depth.near.value = 1;
  1178. depth.far.value = 200;
  1179. var colors = new Nodes.MathNode(
  1180. colorB,
  1181. colorA,
  1182. depth,
  1183. Nodes.MathNode.MIX
  1184. );
  1185. mtl = new Nodes.PhongNodeMaterial();
  1186. mtl.color = colors;
  1187. // GUI
  1188. addGui( 'near', depth.near.value, function ( val ) {
  1189. depth.near.value = val;
  1190. }, false, 1, 1200 );
  1191. addGui( 'far', depth.far.value, function ( val ) {
  1192. depth.far.value = val;
  1193. }, false, 1, 1200 );
  1194. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1195. colorA.value.setHex( val );
  1196. }, true );
  1197. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1198. colorB.value.setHex( val );
  1199. }, true );
  1200. break;
  1201. case 'caustic':
  1202. // MATERIAL
  1203. mtl = new Nodes.StandardNodeMaterial();
  1204. var hash2 = new Nodes.FunctionNode( [
  1205. "vec2 hash2(vec2 p) {",
  1206. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1207. "}"
  1208. ].join( "\n" ) );
  1209. var voronoi = new Nodes.FunctionNode( [
  1210. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1211. "float voronoi(vec2 p, in float time) {",
  1212. " vec2 n = floor(p);",
  1213. " vec2 f = fract(p);",
  1214. " float md = 5.0;",
  1215. " vec2 m = vec2(0.0);",
  1216. " for (int i = -1; i <= 1; i++) {",
  1217. " for (int j = -1; j <= 1; j++) {",
  1218. " vec2 g = vec2(i, j);",
  1219. " vec2 o = hash2(n + g);",
  1220. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1221. " vec2 r = g + o - f;",
  1222. " float d = dot(r, r);",
  1223. " if (d < md) {",
  1224. " md = d;",
  1225. " m = n+g+o;",
  1226. " }",
  1227. " }",
  1228. " }",
  1229. " return md;",
  1230. "}"
  1231. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1232. var voronoiLayers = new Nodes.FunctionNode( [
  1233. // based on https://www.shadertoy.com/view/4tXSDf
  1234. "float voronoiLayers(vec2 p, in float time) {",
  1235. " float v = 0.0;",
  1236. " float a = 0.4;",
  1237. " for (int i = 0; i < 3; i++) {",
  1238. " v += voronoi(p, time) * a;",
  1239. " p *= 2.0;",
  1240. " a *= 0.5;",
  1241. " }",
  1242. " return v;",
  1243. "}"
  1244. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1245. var time = new Nodes.TimerNode();
  1246. var timeScale = new Nodes.FloatNode( 2 );
  1247. // used for serialization only
  1248. time.name = "time";
  1249. timeScale.name = "speed";
  1250. var alpha = new Nodes.FloatNode( 1 );
  1251. var scale = new Nodes.FloatNode( .1 );
  1252. var intensity = new Nodes.FloatNode( 1.5 );
  1253. var color = new Nodes.ColorNode( 0xFFFFFF );
  1254. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1255. var colorB = new Nodes.ColorNode( 0x0054df );
  1256. var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
  1257. var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
  1258. var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  1259. var mask = new Nodes.SwitchNode( worldNormal, 'y' );
  1260. // clamp0at1
  1261. mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
  1262. var timeOffset = new Nodes.OperatorNode(
  1263. time,
  1264. timeScale,
  1265. Nodes.OperatorNode.MUL
  1266. );
  1267. var uvPos = new Nodes.OperatorNode(
  1268. worldPosTop,
  1269. scale,
  1270. Nodes.OperatorNode.MUL
  1271. );
  1272. var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
  1273. voronoi.inputs.p = uvPos;
  1274. voronoi.inputs.time = timeOffset;
  1275. var maskCaustic = new Nodes.OperatorNode(
  1276. alpha,
  1277. mask,
  1278. Nodes.OperatorNode.MUL
  1279. );
  1280. var voronoiIntensity = new Nodes.OperatorNode(
  1281. voronoi,
  1282. intensity,
  1283. Nodes.OperatorNode.MUL
  1284. );
  1285. var voronoiColors = new Nodes.MathNode(
  1286. colorB,
  1287. colorA,
  1288. new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
  1289. Nodes.MathNode.MIX
  1290. );
  1291. var caustic = new Nodes.MathNode(
  1292. color,
  1293. voronoiColors,
  1294. maskCaustic,
  1295. Nodes.MathNode.MIX
  1296. );
  1297. var causticLights = new Nodes.OperatorNode(
  1298. voronoiIntensity,
  1299. maskCaustic,
  1300. Nodes.OperatorNode.MUL
  1301. );
  1302. mtl.color = caustic;
  1303. mtl.ambient = causticLights;
  1304. // GUI
  1305. addGui( 'timeScale', timeScale.value, function ( val ) {
  1306. timeScale.value = val;
  1307. }, false, 0, 5 );
  1308. addGui( 'intensity', intensity.value, function ( val ) {
  1309. intensity.value = val;
  1310. }, false, 0, 3 );
  1311. addGui( 'scale', scale.value, function ( val ) {
  1312. scale.value = val;
  1313. }, false, 0, 1 );
  1314. addGui( 'alpha', alpha.value, function ( val ) {
  1315. alpha.value = val;
  1316. }, false, 0, 1 );
  1317. addGui( 'color', color.value.getHex(), function ( val ) {
  1318. color.value.setHex( val );
  1319. }, true );
  1320. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1321. colorA.value.setHex( val );
  1322. }, true );
  1323. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1324. colorB.value.setHex( val );
  1325. }, true );
  1326. break;
  1327. case 'soft-body':
  1328. // MATERIAL
  1329. move = true;
  1330. mtl = new Nodes.StandardNodeMaterial();
  1331. var scale = new Nodes.FloatNode( 2 );
  1332. var colorA = new Nodes.ColorNode( 0xFF6633 );
  1333. var colorB = new Nodes.ColorNode( 0x3366FF );
  1334. var pos = new Nodes.PositionNode();
  1335. var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
  1336. var mask = new Nodes.SwitchNode( posNorm, 'y' );
  1337. var velocity = new Nodes.VelocityNode( mesh, {
  1338. type: 'elastic',
  1339. spring: .95,
  1340. damping: .95
  1341. } );
  1342. var velocityArea = new Nodes.OperatorNode(
  1343. mask,
  1344. scale,
  1345. Nodes.OperatorNode.MUL
  1346. );
  1347. var softVelocity = new Nodes.OperatorNode(
  1348. velocity,
  1349. velocityArea,
  1350. Nodes.OperatorNode.MUL
  1351. );
  1352. var softPosition = new Nodes.OperatorNode(
  1353. new Nodes.PositionNode(),
  1354. softVelocity,
  1355. Nodes.OperatorNode.ADD
  1356. );
  1357. var colors = new Nodes.MathNode(
  1358. colorB,
  1359. colorA,
  1360. mask,
  1361. Nodes.MathNode.MIX
  1362. );
  1363. mtl.color = colors;
  1364. mtl.position = softPosition;
  1365. // GUI
  1366. addGui( 'spring', velocity.params.spring, function ( val ) {
  1367. velocity.params.spring = val;
  1368. }, false, 0, .95 );
  1369. addGui( 'damping', velocity.params.damping, function ( val ) {
  1370. velocity.params.damping = val;
  1371. }, false, 0, .95 );
  1372. addGui( 'scale', scale.value, function ( val ) {
  1373. scale.value = val;
  1374. }, false, 0, 3 );
  1375. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1376. colorA.value.setHex( val );
  1377. }, true );
  1378. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1379. colorB.value.setHex( val );
  1380. }, true );
  1381. break;
  1382. case 'plush':
  1383. // MATERIAL
  1384. mtl = new Nodes.PhongNodeMaterial();
  1385. var color = new Nodes.ColorNode( 0x8D8677 );
  1386. var mildness = new Nodes.FloatNode( 1.6 );
  1387. var fur = new Nodes.FloatNode( .5 );
  1388. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1389. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1390. var viewZ = new Nodes.MathNode(
  1391. posDirection,
  1392. norDirection,
  1393. Nodes.MathNode.DOT
  1394. );
  1395. // without luma correction for now
  1396. var mildnessColor = new Nodes.OperatorNode(
  1397. color,
  1398. mildness,
  1399. Nodes.OperatorNode.MUL
  1400. );
  1401. var furScale = new Nodes.OperatorNode(
  1402. viewZ,
  1403. fur,
  1404. Nodes.OperatorNode.MUL
  1405. );
  1406. mtl.color = color;
  1407. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  1408. mtl.normal.scale = furScale;
  1409. mtl.environment = mildnessColor;
  1410. mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
  1411. mtl.shininess = new Nodes.FloatNode( 0 );
  1412. // GUI
  1413. addGui( 'color', color.value.getHex(), function ( val ) {
  1414. color.value.setHex( val );
  1415. }, true );
  1416. addGui( 'mildness', mildness.value, function ( val ) {
  1417. mildness.value = val;
  1418. }, false, 1, 2 );
  1419. addGui( 'fur', fur.value, function ( val ) {
  1420. fur.value = val;
  1421. }, false, 0, 2 );
  1422. break;
  1423. case 'skin':
  1424. case 'skin-phong':
  1425. // MATERIAL
  1426. mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
  1427. var skinColor = new Nodes.ColorNode( 0xFFC495 );
  1428. var bloodColor = new Nodes.ColorNode( 0x6b0602 );
  1429. var wrapLight = new Nodes.FloatNode( 1.5 );
  1430. var wrapShadow = new Nodes.FloatNode( 0 );
  1431. var directLight = new Nodes.LightNode();
  1432. var lightLuminance = new Nodes.LuminanceNode( directLight );
  1433. var lightWrap = new Nodes.MathNode(
  1434. wrapShadow,
  1435. wrapLight,
  1436. lightLuminance,
  1437. Nodes.MathNode.SMOOTHSTEP
  1438. );
  1439. var lightTransition = new Nodes.OperatorNode(
  1440. lightWrap,
  1441. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1442. Nodes.OperatorNode.MUL
  1443. );
  1444. var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
  1445. var wrappedLightColor = new Nodes.OperatorNode(
  1446. wrappedLight,
  1447. bloodColor,
  1448. Nodes.OperatorNode.MUL
  1449. );
  1450. var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
  1451. var totalLight = new Nodes.OperatorNode(
  1452. directLight,
  1453. bloodArea,
  1454. Nodes.OperatorNode.ADD
  1455. );
  1456. mtl.color = skinColor;
  1457. mtl.light = totalLight;
  1458. if ( name == 'skin' ) {
  1459. // StandardNodeMaterial
  1460. mtl.metalness = new Nodes.FloatNode( 0 );
  1461. mtl.roughness = new Nodes.FloatNode( 1 );
  1462. mtl.reflectivity = new Nodes.FloatNode( 0 );
  1463. mtl.clearCoat = new Nodes.FloatNode( .2 );
  1464. mtl.clearCoatRoughness = new Nodes.FloatNode( .3 );
  1465. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  1466. } else {
  1467. // PhongNodeMaterial
  1468. mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
  1469. mtl.shininess = new Nodes.FloatNode( 15 );
  1470. }
  1471. // GUI
  1472. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1473. skinColor.value.setHex( val );
  1474. }, true );
  1475. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1476. bloodColor.value.setHex( val );
  1477. }, true );
  1478. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1479. wrapLight.value = val;
  1480. }, false, 0, 3 );
  1481. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1482. wrapShadow.value = val;
  1483. }, false, - 1, 0 );
  1484. break;
  1485. case 'toon':
  1486. // MATERIAL
  1487. mtl = new Nodes.PhongNodeMaterial();
  1488. var count = new Nodes.FloatNode( 3.43 );
  1489. var sceneDirectLight = new Nodes.LightNode();
  1490. var color = new Nodes.ColorNode( 0xAABBFF );
  1491. var lineColor = new Nodes.ColorNode( 0xFF0000 );
  1492. var lineSize = new Nodes.FloatNode( 0.23 );
  1493. var lineInner = new Nodes.FloatNode( 0 );
  1494. // CEL
  1495. var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
  1496. var preCelLight = new Nodes.OperatorNode(
  1497. lightLuminance,
  1498. count,
  1499. Nodes.OperatorNode.MUL
  1500. );
  1501. var celLight = new Nodes.MathNode(
  1502. preCelLight,
  1503. Nodes.MathNode.CEIL
  1504. );
  1505. var posCelLight = new Nodes.OperatorNode(
  1506. celLight,
  1507. count,
  1508. Nodes.OperatorNode.DIV
  1509. );
  1510. // LINE
  1511. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1512. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1513. var viewZ = new Nodes.MathNode(
  1514. posDirection,
  1515. norDirection,
  1516. Nodes.MathNode.DOT
  1517. );
  1518. var lineOutside = new Nodes.MathNode(
  1519. viewZ,
  1520. Nodes.MathNode.ABS
  1521. );
  1522. var line = new Nodes.OperatorNode(
  1523. lineOutside,
  1524. new Nodes.FloatNode( 1 ),
  1525. Nodes.OperatorNode.DIV
  1526. );
  1527. var lineScaled = new Nodes.MathNode(
  1528. line,
  1529. lineSize,
  1530. lineInner,
  1531. Nodes.MathNode.SMOOTHSTEP
  1532. );
  1533. var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
  1534. // APPLY
  1535. mtl.color = color;
  1536. mtl.light = posCelLight;
  1537. mtl.shininess = new Nodes.FloatNode( 0 );
  1538. mtl.environment = lineColor;
  1539. mtl.environmentAlpha = innerContour;
  1540. // GUI
  1541. addGui( 'color', color.value.getHex(), function ( val ) {
  1542. color.value.setHex( val );
  1543. }, true );
  1544. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1545. lineColor.value.setHex( val );
  1546. }, true );
  1547. addGui( 'count', count.value, function ( val ) {
  1548. count.value = val;
  1549. }, false, 1, 8 );
  1550. addGui( 'lineSize', lineSize.value, function ( val ) {
  1551. lineSize.value = val;
  1552. }, false, 0, 1 );
  1553. addGui( 'lineInner', lineInner.value, function ( val ) {
  1554. lineInner.value = val;
  1555. }, false, 0, 1 );
  1556. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1557. mtl.ao = val ? new Nodes.FloatNode() : undefined;
  1558. mtl.needsUpdate = true;
  1559. } );
  1560. break;
  1561. case 'custom-attribute':
  1562. // GEOMETRY
  1563. // add "position" buffer to "custom" attribute
  1564. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1565. // MATERIAL
  1566. mtl = new Nodes.PhongNodeMaterial();
  1567. mtl.color = new Nodes.AttributeNode( "custom", 3 );
  1568. // or
  1569. //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
  1570. break;
  1571. case 'expression':
  1572. // MATERIAL
  1573. mtl = new Nodes.PhongNodeMaterial();
  1574. var speed = new Nodes.FloatNode( .5 );
  1575. var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
  1576. myspeed.keywords[ "speed" ] = speed;
  1577. mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
  1578. mtl.color.keywords[ "myspeed" ] = myspeed;
  1579. 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" );
  1580. mtl.position.keywords[ "myspeed" ] = myspeed;
  1581. // add global keyword ( variable or const )
  1582. Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
  1583. return new Nodes.ReflectNode();
  1584. } );
  1585. // GUI
  1586. addGui( 'speed', speed.value, function ( val ) {
  1587. speed.value = val;
  1588. }, false, 0, 1 );
  1589. break;
  1590. case 'reserved-keywords':
  1591. // MATERIAL
  1592. mtl = new Nodes.PhongNodeMaterial();
  1593. var keywordsexample = new Nodes.FunctionNode( [
  1594. // use "uv" reserved keyword
  1595. "vec4 keywordsexample( sampler2D texture ) {",
  1596. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1597. "}"
  1598. ].join( "\n" ) );
  1599. // add local keyword ( const only )
  1600. keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
  1601. // add global keyword ( const only )
  1602. Nodes.NodeLib.addKeyword( 'myUV', function () {
  1603. return new Nodes.UVNode();
  1604. } );
  1605. // add global const or function
  1606. //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
  1607. // reserved keywords
  1608. console.log( Nodes.NodeLib.keywords );
  1609. // keywords conflit? use this to disable:
  1610. //blurtexture.useKeywords = false; // ( true is default )
  1611. mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
  1612. break;
  1613. case 'node-position':
  1614. // MATERIAL
  1615. var node = new Nodes.PositionNode();
  1616. mtl = new Nodes.PhongNodeMaterial();
  1617. mtl.color = node;
  1618. // GUI
  1619. addGui( 'scope', {
  1620. local: Nodes.PositionNode.LOCAL,
  1621. world: Nodes.PositionNode.WORLD,
  1622. view: Nodes.PositionNode.VIEW
  1623. }, function ( val ) {
  1624. node.scope = val;
  1625. mtl.needsUpdate = true;
  1626. } );
  1627. break;
  1628. case 'node-normal':
  1629. // MATERIAL
  1630. var node = new Nodes.NormalNode();
  1631. mtl = new Nodes.PhongNodeMaterial();
  1632. mtl.color = node;
  1633. // GUI
  1634. addGui( 'scope', {
  1635. local: Nodes.NormalNode.LOCAL,
  1636. world: Nodes.NormalNode.WORLD
  1637. }, function ( val ) {
  1638. node.scope = val;
  1639. mtl.needsUpdate = true;
  1640. } );
  1641. break;
  1642. case 'node-reflect':
  1643. // MATERIAL
  1644. var node = new Nodes.ReflectNode();
  1645. mtl = new Nodes.PhongNodeMaterial();
  1646. mtl.environment = new Nodes.CubeTextureNode( cubemap, node );
  1647. // GUI
  1648. addGui( 'scope', {
  1649. vector: Nodes.ReflectNode.VECTOR,
  1650. cube: Nodes.ReflectNode.CUBE,
  1651. sphere: Nodes.ReflectNode.SPHERE
  1652. }, function ( val ) {
  1653. node.scope = val;
  1654. mtl.needsUpdate = true;
  1655. } );
  1656. break;
  1657. case 'varying':
  1658. // MATERIAL
  1659. mtl = new Nodes.PhongNodeMaterial();
  1660. var varying = new Nodes.VarNode( "vec3" );
  1661. varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  1662. // using BypassNode the NormalNode not apply the value in .position slot
  1663. // but set the NormalNode value in VarNode
  1664. // it can be useful to send values between vertex to fragment shader
  1665. // without affect vertex shader
  1666. mtl.position = new Nodes.BypassNode( varying );
  1667. mtl.color = varying;
  1668. // you can also set a independent value in .position slot using BypassNode
  1669. // such this expression using ExpressionNode
  1670. mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1671. break;
  1672. case 'void-function':
  1673. // MATERIAL
  1674. mtl = new Nodes.PhongNodeMaterial();
  1675. var varying = new Nodes.VarNode( "vec3" );
  1676. // VERTEX
  1677. var setMyVar = new Nodes.FunctionNode( [
  1678. "void setMyVar( vec3 pos ) {",
  1679. // set "myVar" in vertex shader in this example,
  1680. // can be used in fragment shader too or in rest of the current shader
  1681. " myVar = pos;",
  1682. "}"
  1683. ].join( "\n" ) );
  1684. // add keyword
  1685. setMyVar.keywords[ "myVar" ] = varying;
  1686. var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1687. position.includes = [ setMyVar ];
  1688. position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
  1689. // use BypassNode to "void" functions
  1690. mtl.position = new Nodes.BypassNode( position );
  1691. // FRAGMENT
  1692. var clipFromPos = new Nodes.FunctionNode( [
  1693. "void clipFromPos( vec3 pos ) {",
  1694. " if ( pos.y < .0 ) discard;",
  1695. "}"
  1696. ].join( "\n" ) );
  1697. var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
  1698. pos: varying
  1699. } );
  1700. mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
  1701. break;
  1702. case 'conditional':
  1703. // MATERIAL
  1704. mtl = new Nodes.PhongNodeMaterial();
  1705. var a = new Nodes.FloatNode( 0 ),
  1706. b = new Nodes.FloatNode( 0 ),
  1707. ifNode = new Nodes.ColorNode( 0x0000FF ),
  1708. elseNode = new Nodes.ColorNode( 0xFF0000 );
  1709. var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
  1710. mtl.color = cond;
  1711. // GUI
  1712. addGui( 'a', a.value, function ( val ) {
  1713. a.value = val;
  1714. }, false, 0, 1 );
  1715. addGui( 'b', b.value, function ( val ) {
  1716. b.value = val;
  1717. }, false, 0, 1 );
  1718. addGui( 'a condition b', {
  1719. EQUAL: Nodes.CondNode.EQUAL,
  1720. NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
  1721. GREATER: Nodes.CondNode.GREATER,
  1722. GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
  1723. LESS: Nodes.CondNode.LESS,
  1724. LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
  1725. }, function ( val ) {
  1726. cond.op = val;
  1727. mtl.needsUpdate = true;
  1728. } );
  1729. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1730. ifNode.value.setHex( val );
  1731. }, true );
  1732. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1733. elseNode.value.setHex( val );
  1734. }, true );
  1735. break;
  1736. case 'rtt':
  1737. // MATERIAL
  1738. mtl = new Nodes.PhongNodeMaterial();
  1739. var uvTransform = new Nodes.UVTransformNode(),
  1740. checker = new Nodes.CheckerNode( uvTransform );
  1741. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1742. var rtt = new Nodes.RTTNode( 512, 512, checker ),
  1743. bumpMap = new Nodes.BumpMapNode( rtt );
  1744. bumpMap.scale.value = .1;
  1745. mtl.color = checker;
  1746. mtl.normal = bumpMap;
  1747. // GUI
  1748. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1749. bumpMap.scale.value = val;
  1750. }, false, - .5, .5 );
  1751. addGui( 'scale', 2, function ( val ) {
  1752. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1753. }, false, 0, 8 );
  1754. addGui( 'ignoreColor', false, function ( val ) {
  1755. mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
  1756. mtl.needsUpdate = true;
  1757. } );
  1758. break;
  1759. case 'temporal-blur':
  1760. // MATERIAL
  1761. mtl = new Nodes.PhongNodeMaterial();
  1762. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  1763. var rttStore = new Nodes.RTTNode( 512, 512, texture );
  1764. var blur = new Nodes.BlurNode( rttStore );
  1765. var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
  1766. var color = new Nodes.MathNode(
  1767. rttStore,
  1768. blur,
  1769. new Nodes.FloatNode( .6 ),
  1770. Nodes.MathNode.MIX
  1771. );
  1772. blur.horizontal = blur.vertical = timer;
  1773. var rttSave = new Nodes.RTTNode( 512, 512, color );
  1774. rttSave.saveTo = rttStore;
  1775. mtl.color = rttSave;
  1776. // GUI
  1777. addGui( 'click to reset', false, function () {
  1778. // render a single time
  1779. rttStore.render = true;
  1780. // reset time blur
  1781. timer.value = 0;
  1782. } );
  1783. break;
  1784. case 'readonly':
  1785. // MATERIAL
  1786. mtl = new Nodes.PhongNodeMaterial();
  1787. // not use "uniform" input ( for optimization )
  1788. // instead use explicit declaration, for example:
  1789. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1790. // if readonly is true not allow change the value after build the shader material
  1791. mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
  1792. mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
  1793. mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
  1794. break;
  1795. case 'label':
  1796. // MATERIAL
  1797. mtl = new Nodes.PhongNodeMaterial();
  1798. // label can be useful for finding the nodes as variables in debug level
  1799. // but this always force the creation of a variable
  1800. // same as the code can be writed in the same line (inline)
  1801. // for optimization this is not recommended
  1802. var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
  1803. var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
  1804. var colorMix = new Nodes.OperatorNode(
  1805. colorInput,
  1806. new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
  1807. Nodes.OperatorNode.MUL
  1808. ).setLabel( "colorMix" );
  1809. mtl.color = colorMix;
  1810. mtl.specular = specularInput;
  1811. // default: without use label
  1812. // this is optimized writed the code in a single line (inline)
  1813. // for the reason that this node is used only once in this shader program
  1814. mtl.shininess = new Nodes.OperatorNode(
  1815. new Nodes.FloatNode( 10 ).setReadonly( true ),
  1816. new Nodes.FloatNode( 5 ).setReadonly( true ),
  1817. Nodes.OperatorNode.ADD
  1818. );
  1819. mtl.build();
  1820. // show names glsl fragment shader
  1821. // open console e find using CTRL+F "colorMix" for example
  1822. console.log( mtl.fragmentShader );
  1823. break;
  1824. case 'triangle-blur':
  1825. // MATERIAL
  1826. mtl = new Nodes.PhongNodeMaterial();
  1827. var delta = new Nodes.Vector2Node( .5, .25 );
  1828. var alpha = new Nodes.FloatNode( 1 );
  1829. var blurtexture = new Nodes.FunctionNode( [
  1830. // Reference: TriangleBlurShader.js
  1831. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1832. " vec4 color = vec4( 0.0 );",
  1833. " float total = 0.0;",
  1834. // randomize the lookup values to hide the fixed number of samples
  1835. " float offset = rand( uv );",
  1836. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1837. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1838. " float weight = 1.0 - abs( percent );",
  1839. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1840. " total += weight;",
  1841. " }",
  1842. " return color / total;",
  1843. "}"
  1844. ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1845. var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
  1846. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1847. delta: delta,
  1848. uv: new Nodes.UVNode()
  1849. } );
  1850. var color = new Nodes.MathNode(
  1851. new Nodes.TextureNode( getTexture( "brick" ) ),
  1852. blurredTexture,
  1853. alpha,
  1854. Nodes.MathNode.MIX
  1855. );
  1856. mtl.color = color;
  1857. // GUI
  1858. addGui( 'alpha', alpha.value, function ( val ) {
  1859. alpha.value = val;
  1860. }, false, 0, 1 );
  1861. addGui( 'deltaX', delta.x, function ( val ) {
  1862. delta.x = val;
  1863. }, false, 0, 1 );
  1864. addGui( 'deltaY', delta.x, function ( val ) {
  1865. delta.y = val;
  1866. }, false, 0, 1 );
  1867. break;
  1868. case 'triplanar-mapping':
  1869. // MATERIAL
  1870. mtl = new Nodes.PhongNodeMaterial();
  1871. var scale = new Nodes.FloatNode( .02 );
  1872. var triplanarMapping = new Nodes.FunctionNode( [
  1873. // Reference: https://github.com/keijiro/StandardTriplanar
  1874. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1875. // Blending factor of triplanar mapping
  1876. " vec3 bf = normalize( abs( normal ) );",
  1877. " bf /= dot( bf, vec3( 1.0 ) );",
  1878. // Triplanar mapping
  1879. " vec2 tx = position.yz * scale;",
  1880. " vec2 ty = position.zx * scale;",
  1881. " vec2 tz = position.xy * scale;",
  1882. // Base color
  1883. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1884. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1885. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1886. " return cx + cy + cz;",
  1887. "}"
  1888. ].join( "\n" ) );
  1889. var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
  1890. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1891. normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
  1892. position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
  1893. scale: scale,
  1894. } );
  1895. mtl.color = triplanarMappingTexture;
  1896. // GUI
  1897. addGui( 'scale', scale.value, function ( val ) {
  1898. scale.value = val;
  1899. }, false, 0.001, .1 );
  1900. break;
  1901. case 'firefly':
  1902. // MATERIAL
  1903. mtl = new Nodes.PhongNodeMaterial();
  1904. var time = new Nodes.TimerNode();
  1905. var speed = new Nodes.FloatNode( .5 );
  1906. var color = new Nodes.ColorNode( 0x98ff00 );
  1907. var timeSpeed = new Nodes.OperatorNode(
  1908. time,
  1909. speed,
  1910. Nodes.OperatorNode.MUL
  1911. );
  1912. var sinCycleInSecs = new Nodes.OperatorNode(
  1913. timeSpeed,
  1914. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1915. Nodes.OperatorNode.MUL
  1916. );
  1917. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1918. var cycleColor = new Nodes.OperatorNode(
  1919. cycle,
  1920. color,
  1921. Nodes.OperatorNode.MUL
  1922. );
  1923. var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
  1924. mtl.color = new Nodes.ColorNode( 0 );
  1925. mtl.emissive = cos;
  1926. // GUI
  1927. addGui( 'speed', speed.value, function ( val ) {
  1928. speed.value = val;
  1929. }, false, 0, 3 );
  1930. break;
  1931. case 'sss':
  1932. case 'translucent':
  1933. // DISTANCE FORMULA
  1934. var modelPos = new Nodes.Vector3Node();
  1935. var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
  1936. var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
  1937. var cameraDistance = new Nodes.MathNode(
  1938. modelPos,
  1939. cameraPosition,
  1940. Nodes.MathNode.DISTANCE
  1941. );
  1942. var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
  1943. var distance = new Nodes.OperatorNode(
  1944. cameraDistance,
  1945. viewPosZ,
  1946. Nodes.OperatorNode.SUB
  1947. );
  1948. var distanceRadius = new Nodes.OperatorNode(
  1949. distance,
  1950. new Nodes.FloatNode( 70 ),
  1951. Nodes.OperatorNode.ADD
  1952. );
  1953. var objectDepth = new Nodes.MathNode(
  1954. distanceRadius,
  1955. new Nodes.FloatNode( 0 ),
  1956. new Nodes.FloatNode( 50 ),
  1957. Nodes.MathNode.SMOOTHSTEP
  1958. );
  1959. // RTT ( get back distance )
  1960. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1961. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1962. var distanceMtl = new Nodes.PhongNodeMaterial();
  1963. distanceMtl.environment = objectDepth;
  1964. distanceMtl.side = THREE.BackSide;
  1965. rtMaterial = distanceMtl;
  1966. // MATERIAL
  1967. mtl = new Nodes.StandardNodeMaterial();
  1968. var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
  1969. var difference = new Nodes.OperatorNode(
  1970. objectDepth,
  1971. backSideDepth,
  1972. Nodes.OperatorNode.SUB
  1973. );
  1974. var sss = new Nodes.MathNode(
  1975. new Nodes.FloatNode( - .1 ),
  1976. new Nodes.FloatNode( .5 ),
  1977. difference,
  1978. Nodes.MathNode.SMOOTHSTEP
  1979. );
  1980. var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
  1981. var frontColor, backColor;
  1982. if ( name == 'sss' ) {
  1983. var sssOut = new Nodes.MathNode(
  1984. objectDepth,
  1985. sssAlpha,
  1986. Nodes.MathNode.MIN
  1987. );
  1988. frontColor = new Nodes.ColorNode( 0xd4cfbb );
  1989. backColor = new Nodes.ColorNode( 0xd04327 );
  1990. var color = new Nodes.MathNode(
  1991. backColor,
  1992. frontColor,
  1993. sssOut,
  1994. Nodes.MathNode.MIX
  1995. );
  1996. var light = new Nodes.OperatorNode(
  1997. new Nodes.LightNode(),
  1998. color,
  1999. Nodes.OperatorNode.ADD
  2000. );
  2001. mtl.color = frontColor;
  2002. mtl.roughness = new Nodes.FloatNode( .1 );
  2003. mtl.metalness = new Nodes.FloatNode( .5 );
  2004. mtl.light = light;
  2005. mtl.environment = color;
  2006. } else {
  2007. frontColor = new Nodes.ColorNode( 0xd04327 );
  2008. backColor = new Nodes.ColorNode( 0x1a0e14 );
  2009. var color = new Nodes.MathNode(
  2010. frontColor,
  2011. backColor,
  2012. sssAlpha,
  2013. Nodes.MathNode.MIX
  2014. );
  2015. var light = new Nodes.OperatorNode(
  2016. new Nodes.LightNode(),
  2017. color,
  2018. Nodes.OperatorNode.ADD
  2019. );
  2020. mtl.color = new Nodes.ColorNode( 0xffffff );
  2021. mtl.roughness = new Nodes.FloatNode( .1 );
  2022. mtl.metalness = new Nodes.FloatNode( .5 );
  2023. mtl.light = light;
  2024. mtl.environment = color;
  2025. }
  2026. // GUI
  2027. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  2028. frontColor.value.setHex( val );
  2029. }, true );
  2030. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  2031. backColor.value.setHex( val );
  2032. }, true );
  2033. addGui( 'area', sss.b.value, function ( val ) {
  2034. sss.b.value = val;
  2035. }, false, 0, 1 );
  2036. break;
  2037. }
  2038. // set material
  2039. mtl.side = defaultSide;
  2040. mesh.material = mtl;
  2041. }
  2042. function onWindowResize() {
  2043. var width = window.innerWidth, height = window.innerHeight;
  2044. camera.aspect = width / height;
  2045. camera.updateProjectionMatrix();
  2046. renderer.setSize( width, height );
  2047. if ( rtTexture ) rtTexture.setSize( width, height );
  2048. }
  2049. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  2050. if ( serialized ) reset();
  2051. else serialize();
  2052. serialized = ! serialized;
  2053. } );
  2054. function reset() {
  2055. updateMaterial();
  2056. // gui
  2057. var div = document.getElementById( 'serialize' );
  2058. div.textContent = "Serialize and apply";
  2059. }
  2060. function serialize() {
  2061. var json = mesh.material.toJSON();
  2062. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  2063. var cloud = getTexture( "cloud" );
  2064. NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  2065. library[ "cloud" ] = cloud;
  2066. // --
  2067. var jsonStr = JSON.stringify( json );
  2068. console.log( jsonStr );
  2069. var loader = new NodeMaterialLoader( null, library ),
  2070. material = loader.parse( json );
  2071. mesh.material.dispose();
  2072. mesh.material = material;
  2073. // gui
  2074. var div = document.getElementById( 'serialize' );
  2075. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  2076. if ( gui ) gui.destroy();
  2077. gui = null;
  2078. }
  2079. function animate() {
  2080. var delta = clock.getDelta();
  2081. if ( move ) {
  2082. var time = Date.now() * 0.005;
  2083. mesh.position.z = Math.cos( time ) * 10;
  2084. mesh.position.y = Math.sin( time ) * 10;
  2085. } else {
  2086. mesh.position.z = mesh.position.y = 0;
  2087. }
  2088. //mesh.rotation.z += .01;
  2089. // update material animation and/or gpu calcs (pre-renderer)
  2090. frame.setRenderer( renderer ).update( delta );
  2091. if ( mesh.material instanceof Nodes.NodeMaterial ) {
  2092. frame.updateNode( mesh.material );
  2093. }
  2094. // render to texture for sss/translucent material only
  2095. if ( rtTexture ) {
  2096. scene.overrideMaterial = rtMaterial;
  2097. renderer.setRenderTarget( rtTexture );
  2098. renderer.clear();
  2099. renderer.render( scene, camera );
  2100. scene.overrideMaterial = null;
  2101. }
  2102. renderer.setRenderTarget( null );
  2103. renderer.render( scene, camera );
  2104. requestAnimationFrame( animate );
  2105. }
  2106. </script>
  2107. </body>
  2108. </html>