webgl_materials_nodes.html 78 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 { PMREMGenerator } from './jsm/pmrem/PMREMGenerator.js';
  21. import { PMREMCubeUVPacker } from './jsm/pmrem/PMREMCubeUVPacker.js';
  22. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  23. import * as Nodes from './jsm/nodes/Nodes.js';
  24. var container = document.getElementById( 'container' );
  25. var renderer, scene, lightGroup, camera, clock = new THREE.Clock(), fov = 50;
  26. var frame = new Nodes.NodeFrame();
  27. var teapot, mesh;
  28. var controls;
  29. var move = false;
  30. var rtTexture, rtMaterial;
  31. var gui;
  32. var library = {};
  33. var serialized = false;
  34. var textures = {
  35. brick: { url: 'textures/brick_diffuse.jpg' },
  36. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  37. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  38. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  39. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  40. cloud: { url: 'textures/lava/cloud.png' },
  41. spherical: { url: 'textures/envmap.png' }
  42. };
  43. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  44. function getTexture( name ) {
  45. var texture = textures[ name ].texture;
  46. if ( ! texture ) {
  47. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  48. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  49. library[ texture.uuid ] = texture;
  50. }
  51. return texture;
  52. }
  53. var premTexture, pmremCube, pmremGenerator, pmremCubeUVPacker, premSize = 1024;
  54. function updatePREM( textureCube ) {
  55. pmremCube = pmremCube || textureCube;
  56. if ( ! pmremCube || ! renderer ) return;
  57. var minFilter = pmremCube.minFilter;
  58. var magFilter = pmremCube.magFilter;
  59. var generateMipmaps = pmremCube.generateMipmaps;
  60. pmremGenerator = new PMREMGenerator( pmremCube, undefined, premSize / 4 );
  61. pmremGenerator.update( renderer );
  62. pmremCubeUVPacker = new PMREMCubeUVPacker( pmremGenerator.cubeLods );
  63. pmremCubeUVPacker.update( renderer );
  64. pmremCube.minFilter = minFilter;
  65. pmremCube.magFilter = magFilter;
  66. pmremCube.generateMipmaps = generateMipmaps;
  67. pmremCube.needsUpdate = true;
  68. premTexture = pmremCubeUVPacker.CubeUVRenderTarget.texture;
  69. library[ premTexture.uuid ] = premTexture;
  70. pmremGenerator.dispose();
  71. pmremCubeUVPacker.dispose();
  72. }
  73. var cubemap = function () {
  74. var path = "textures/cube/Park2/";
  75. var format = '.jpg';
  76. var urls = [
  77. path + 'posx' + format, path + 'negx' + format,
  78. path + 'posy' + format, path + 'negy' + format,
  79. path + 'posz' + format, path + 'negz' + format
  80. ];
  81. var textureCube = new THREE.CubeTextureLoader().load( urls, updatePREM );
  82. textureCube.format = THREE.RGBFormat;
  83. library[ textureCube.uuid ] = textureCube;
  84. return textureCube;
  85. }();
  86. window.addEventListener( 'load', init );
  87. function init() {
  88. renderer = new THREE.WebGLRenderer( { antialias: true } );
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  92. container.appendChild( renderer.domElement );
  93. scene = new THREE.Scene();
  94. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  95. camera.position.x = 50;
  96. camera.position.z = - 50;
  97. camera.position.y = 30;
  98. camera.target = new THREE.Vector3();
  99. controls = new OrbitControls( camera, renderer.domElement );
  100. controls.minDistance = 50;
  101. controls.maxDistance = 200;
  102. lightGroup = new THREE.Group();
  103. scene.add( lightGroup );
  104. var light;
  105. lightGroup.add( new THREE.AmbientLight( 0x464646 ) );
  106. light = new THREE.DirectionalLight( 0xffddcc, 1 );
  107. light.position.set( 1, 0.75, 0.5 );
  108. lightGroup.add( light );
  109. light = new THREE.DirectionalLight( 0xccccff, 1 );
  110. light.position.set( - 1, 0.75, - 0.5 );
  111. lightGroup.add( light );
  112. teapot = new TeapotBufferGeometry( 15, 18 );
  113. mesh = new THREE.Mesh( teapot );
  114. scene.add( mesh );
  115. library[ renderer.uuid ] = renderer;
  116. library[ camera.uuid ] = camera;
  117. library[ mesh.uuid ] = mesh;
  118. updatePREM();
  119. window.addEventListener( 'resize', onWindowResize, false );
  120. updateMaterial();
  121. onWindowResize();
  122. animate();
  123. }
  124. function clearGui() {
  125. if ( gui ) gui.destroy();
  126. gui = new GUI();
  127. gui.add( param, 'example', {
  128. 'basic / mesh-standard': 'mesh-standard',
  129. 'basic / standard': 'standard',
  130. 'basic / physical': 'physical',
  131. 'basic / prem': 'prem',
  132. 'basic / phong': 'phong',
  133. 'basic / layers': 'layers',
  134. 'basic / rim': 'rim',
  135. 'basic / color-adjustment': 'color-adjustment',
  136. 'basic / uv-transform': 'uv-transform',
  137. 'basic / bump': 'bump',
  138. 'basic / blur': 'blur',
  139. 'basic / spherical-reflection': 'spherical-reflection',
  140. 'adv / fresnel': 'fresnel',
  141. 'adv / saturation': 'saturation',
  142. 'adv / top-bottom': 'top-bottom',
  143. 'adv / skin': 'skin',
  144. 'adv / skin-phong': 'skin-phong',
  145. 'adv / caustic': 'caustic',
  146. 'adv / displace': 'displace',
  147. 'adv / dissolve': 'dissolve',
  148. 'adv / dissolve-fire': 'dissolve-fire',
  149. 'adv / plush': 'plush',
  150. 'adv / toon': 'toon',
  151. 'adv / camera-depth': 'camera-depth',
  152. 'adv / soft-body': 'soft-body',
  153. 'adv / wave': 'wave',
  154. 'adv / triangle-blur': 'triangle-blur',
  155. 'adv / triplanar-mapping': 'triplanar-mapping',
  156. 'adv / render-to-texture': 'rtt',
  157. 'adv / temporal-blur': 'temporal-blur',
  158. 'adv / conditional': 'conditional',
  159. 'adv / expression': 'expression',
  160. 'adv / sss': 'sss',
  161. 'adv / translucent': 'translucent',
  162. 'adv / bias': 'bias',
  163. 'node / position': 'node-position',
  164. 'node / normal': 'node-normal',
  165. 'node / reflect': 'node-reflect',
  166. 'misc / sub-slot': 'sub-slot',
  167. 'misc / smoke': 'smoke',
  168. 'misc / firefly': 'firefly',
  169. 'misc / reserved-keywords': 'reserved-keywords',
  170. 'misc / varying': 'varying',
  171. 'misc / void-function': 'void-function',
  172. 'misc / readonly': 'readonly',
  173. 'misc / label': 'label',
  174. 'misc / custom-attribute': 'custom-attribute'
  175. } ).onFinishChange( function () {
  176. updateMaterial();
  177. } );
  178. gui.open();
  179. }
  180. function addGui( name, value, callback, isColor, min, max ) {
  181. var node;
  182. param[ name ] = value;
  183. if ( isColor ) {
  184. node = gui.addColor( param, name ).onChange( function () {
  185. callback( param[ name ] );
  186. } );
  187. } else if ( typeof value === 'object' ) {
  188. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  189. node = gui.add( param, name, value ).onChange( function () {
  190. callback( param[ name ] );
  191. } );
  192. } else {
  193. node = gui.add( param, name, min, max ).onChange( function () {
  194. callback( param[ name ] );
  195. } );
  196. }
  197. return node;
  198. }
  199. function updateMaterial() {
  200. move = false;
  201. lightGroup.visible = true;
  202. if ( mesh.material ) mesh.material.dispose();
  203. if ( rtTexture ) {
  204. delete library[ rtTexture.texture.uuid ];
  205. rtTexture.dispose();
  206. rtTexture = null;
  207. }
  208. if ( rtMaterial ) {
  209. rtMaterial.dispose();
  210. rtMaterial = null;
  211. }
  212. var name = param.example,
  213. defaultSide = THREE.DoubleSide,
  214. mtl;
  215. clearGui();
  216. switch ( name ) {
  217. case 'phong':
  218. // MATERIAL
  219. mtl = new Nodes.PhongNodeMaterial();
  220. //mtl.color = // albedo (vec3)
  221. //mtl.alpha = // opacity (float)
  222. //mtl.specular = // specular color (vec3)
  223. //mtl.shininess = // shininess (float)
  224. //mtl.normal = // normal (vec3)
  225. //mtl.emissive = // emissive color (vec3)
  226. //mtl.ambient = // ambient color (vec3)
  227. //mtl.shadow = // shadowmap (vec3)
  228. //mtl.light = // custom-light (vec3)
  229. //mtl.ao = // ambient occlusion (float)
  230. //mtl.light = // input/output light (vec3)
  231. //mtl.environment = // reflection/refraction (vec3)
  232. //mtl.environmentAlpha = // environment alpha (float)
  233. //mtl.position = // vertex local position (vec3)
  234. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  235. mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
  236. mtl.specular = new Nodes.FloatNode( .5 );
  237. mtl.shininess = new Nodes.FloatNode( 15 );
  238. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  239. mtl.environmentAlpha = mask;
  240. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  241. mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
  242. break;
  243. case 'standard':
  244. // MATERIAL
  245. mtl = new Nodes.StandardNodeMaterial();
  246. //mtl.color = // albedo (vec3)
  247. //mtl.alpha = // opacity (float)
  248. //mtl.roughness = // roughness (float)
  249. //mtl.metalness = // metalness (float)
  250. //mtl.normal = // normal (vec3)
  251. //mtl.emissive = // emissive color (vec3)
  252. //mtl.ambient = // ambient color (vec3)
  253. //mtl.shadow = // shadowmap (vec3)
  254. //mtl.light = // custom-light (vec3)
  255. //mtl.ao = // ambient occlusion (float)
  256. //mtl.environment = // reflection/refraction (vec3)
  257. //mtl.position = // vertex local position (vec3)
  258. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  259. var normalScale = new Nodes.FloatNode( .3 );
  260. var roughnessA = new Nodes.FloatNode( .5 );
  261. var metalnessA = new Nodes.FloatNode( .5 );
  262. var roughnessB = new Nodes.FloatNode( 0 );
  263. var metalnessB = new Nodes.FloatNode( 1 );
  264. var roughness = new Nodes.MathNode(
  265. roughnessA,
  266. roughnessB,
  267. mask,
  268. Nodes.MathNode.MIX
  269. );
  270. var metalness = new Nodes.MathNode(
  271. metalnessA,
  272. metalnessB,
  273. mask,
  274. Nodes.MathNode.MIX
  275. );
  276. var normalMask = new Nodes.OperatorNode(
  277. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  278. normalScale,
  279. Nodes.OperatorNode.MUL
  280. );
  281. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  282. mtl.roughness = roughness;
  283. mtl.metalness = metalness;
  284. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  285. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  286. mtl.normal.scale = normalMask;
  287. // GUI
  288. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  289. mtl.color.value.setHex( val );
  290. }, true );
  291. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  292. roughnessA.value = val;
  293. }, false, 0, 1 );
  294. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  295. metalnessA.value = val;
  296. }, false, 0, 1 );
  297. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  298. roughnessB.value = val;
  299. }, false, 0, 1 );
  300. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  301. metalnessB.value = val;
  302. }, false, 0, 1 );
  303. addGui( 'normalScale', normalScale.value, function ( val ) {
  304. normalScale.value = val;
  305. }, false, 0, 1 );
  306. break;
  307. case 'prem':
  308. // MATERIAL
  309. mtl = new Nodes.StandardNodeMaterial();
  310. //mtl.color = // albedo (vec3)
  311. //mtl.alpha = // opacity (float)
  312. //mtl.roughness = // roughness (float)
  313. //mtl.metalness = // metalness (float)
  314. //mtl.normal = // normal (vec3)
  315. //mtl.emissive = // emissive color (vec3)
  316. //mtl.ambient = // ambient color (vec3)
  317. //mtl.shadow = // shadowmap (vec3)
  318. //mtl.light = // custom-light (vec3)
  319. //mtl.ao = // ambient occlusion (float)
  320. //mtl.environment = // reflection/refraction (vec3)
  321. //mtl.position = // vertex local position (vec3)
  322. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  323. var intensity = new Nodes.FloatNode( 1 );
  324. var normalScale = new Nodes.FloatNode( .3 );
  325. var roughnessA = new Nodes.FloatNode( .5 );
  326. var metalnessA = new Nodes.FloatNode( .5 );
  327. var roughnessB = new Nodes.FloatNode( 0 );
  328. var metalnessB = new Nodes.FloatNode( 1 );
  329. var roughness = new Nodes.MathNode(
  330. roughnessA,
  331. roughnessB,
  332. mask,
  333. Nodes.MathNode.MIX
  334. );
  335. var metalness = new Nodes.MathNode(
  336. metalnessA,
  337. metalnessB,
  338. mask,
  339. Nodes.MathNode.MIX
  340. );
  341. var normalMask = new Nodes.OperatorNode(
  342. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  343. normalScale,
  344. Nodes.OperatorNode.MUL
  345. );
  346. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  347. mtl.roughness = roughness;
  348. mtl.metalness = metalness;
  349. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  350. mtl.normal.scale = normalMask;
  351. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  352. mtl.environment = new Nodes.OperatorNode( envNode, intensity, Nodes.OperatorNode.MUL );
  353. // GUI
  354. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  355. mtl.color.value.setHex( val );
  356. }, true );
  357. addGui( 'intensity', intensity.value, function ( val ) {
  358. intensity.value = val;
  359. }, false, 0, 2 );
  360. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  361. roughnessA.value = val;
  362. }, false, 0, 1 );
  363. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  364. metalnessA.value = val;
  365. }, false, 0, 1 );
  366. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  367. roughnessB.value = val;
  368. }, false, 0, 1 );
  369. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  370. metalnessB.value = val;
  371. }, false, 0, 1 );
  372. addGui( 'normalScale', normalScale.value, function ( val ) {
  373. normalScale.value = val;
  374. }, false, 0, 1 );
  375. break;
  376. case 'sub-slot':
  377. // disable dynamic light
  378. lightGroup.visible = false;
  379. // MATERIAL
  380. mtl = new Nodes.StandardNodeMaterial();
  381. // NODES
  382. var normalScale = new Nodes.FloatNode( .3 );
  383. var radiance = new Nodes.FloatNode( 1 );
  384. var irradiance = new Nodes.FloatNode( 1 );
  385. var roughness = new Nodes.FloatNode( .5 );
  386. var metalness = new Nodes.FloatNode( .5 );
  387. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  388. mtl.roughness = roughness;
  389. mtl.metalness = metalness;
  390. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  391. mtl.normal.scale = normalScale;
  392. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  393. var subSlotNode = new Nodes.SubSlotNode();
  394. subSlotNode.slots[ 'radiance' ] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
  395. subSlotNode.slots[ 'irradiance' ] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
  396. mtl.environment = subSlotNode;
  397. // GUI
  398. addGui( 'radiance', radiance.value, function ( val ) {
  399. radiance.value = val;
  400. }, false, 0, 2 );
  401. addGui( 'irradiance', irradiance.value, function ( val ) {
  402. irradiance.value = val;
  403. }, false, 0, 2 );
  404. addGui( 'roughness', roughness.value, function ( val ) {
  405. roughness.value = val;
  406. }, false, 0, 1 );
  407. addGui( 'metalness', metalness.value, function ( val ) {
  408. metalness.value = val;
  409. }, false, 0, 1 );
  410. addGui( 'normalScale', normalScale.value, function ( val ) {
  411. normalScale.value = val;
  412. }, false, 0, 1 );
  413. break;
  414. case 'mesh-standard':
  415. // MATERIAL
  416. var sataturation = new Nodes.FloatNode( 1 ),
  417. useNodeMaterial = true,
  418. useMap = true,
  419. useNormals = true;
  420. function updateMaterial() {
  421. var oldMaterial = mtl;
  422. if ( oldMaterial ) oldMaterial.dispose();
  423. mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  424. // default syntax ( backward-compatible )
  425. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  426. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  427. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  428. mtl.envMap = cubemap;
  429. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  430. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  431. // extended syntax ( only for NodeMaterial )
  432. if ( useNodeMaterial && useMap ) {
  433. mtl.map = new Nodes.ColorAdjustmentNode(
  434. new Nodes.TextureNode( mtl.map ),
  435. sataturation,
  436. Nodes.ColorAdjustmentNode.SATURATION
  437. );
  438. }
  439. // apply material
  440. mtl.side = defaultSide;
  441. mtl.needsUpdate = true;
  442. mesh.material = mtl;
  443. }
  444. updateMaterial();
  445. // GUI
  446. addGui( 'use node material', useNodeMaterial, function ( val ) {
  447. useNodeMaterial = val;
  448. updateMaterial();
  449. } );
  450. addGui( 'roughness', mtl.roughness, function ( val ) {
  451. mtl.roughness = val;
  452. }, false, 0, 1 );
  453. addGui( 'metalness', mtl.roughness, function ( val ) {
  454. mtl.metalness = val;
  455. }, false, 0, 1 );
  456. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  457. mtl.normalScale.x = val;
  458. }, false, - 1, 1 );
  459. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  460. mtl.normalScale.y = val;
  461. }, false, - 1, 1 );
  462. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  463. sataturation.value = val;
  464. }, false, 0, 2 );
  465. addGui( 'colors', useMap, function ( val ) {
  466. useMap = val;
  467. updateMaterial();
  468. }, false );
  469. addGui( 'normals', useNormals, function ( val ) {
  470. useNormals = val;
  471. updateMaterial();
  472. }, false );
  473. break;
  474. case 'physical':
  475. // MATERIAL
  476. mtl = new Nodes.StandardNodeMaterial();
  477. //mtl.color = // albedo (vec3)
  478. //mtl.alpha = // opacity (float)
  479. //mtl.roughness = // roughness (float)
  480. //mtl.metalness = // metalness (float)
  481. //mtl.reflectivity = // reflectivity (float)
  482. //mtl.clearcoat = // clearcoat (float)
  483. //mtl.clearcoatRoughness = // clearcoatRoughness (float)
  484. //mtl.clearcoatNormal = // clearcoatNormal (vec3)
  485. //mtl.normal = // normal (vec3)
  486. //mtl.emissive = // emissive color (vec3)
  487. //mtl.ambient = // ambient color (vec3)
  488. //mtl.shadow = // shadowmap (vec3)
  489. //mtl.light = // custom-light (vec3)
  490. //mtl.ao = // ambient occlusion (float)
  491. //mtl.environment = // reflection/refraction (vec3)
  492. //mtl.position = // vertex local position (vec3)
  493. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  494. var normalScale = new Nodes.FloatNode( .3 );
  495. var clearcoatNormalScale = new Nodes.FloatNode( .1 );
  496. var roughnessA = new Nodes.FloatNode( .5 );
  497. var metalnessA = new Nodes.FloatNode( .5 );
  498. var roughnessB = new Nodes.FloatNode( 0 );
  499. var metalnessB = new Nodes.FloatNode( 1 );
  500. var reflectivity = new Nodes.FloatNode( 0 );
  501. var clearcoat = new Nodes.FloatNode( 1 );
  502. var clearcoatRoughness = new Nodes.FloatNode( 1 );
  503. var roughness = new Nodes.MathNode(
  504. roughnessA,
  505. roughnessB,
  506. mask,
  507. Nodes.MathNode.MIX
  508. );
  509. var metalness = new Nodes.MathNode(
  510. metalnessA,
  511. metalnessB,
  512. mask,
  513. Nodes.MathNode.MIX
  514. );
  515. var normalMask = new Nodes.OperatorNode(
  516. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  517. normalScale,
  518. Nodes.OperatorNode.MUL
  519. );
  520. var clearcoatNormalMask = new Nodes.OperatorNode(
  521. mask,
  522. clearcoatNormalScale,
  523. Nodes.OperatorNode.MUL
  524. );
  525. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  526. mtl.roughness = roughness;
  527. mtl.metalness = metalness;
  528. mtl.reflectivity = reflectivity;
  529. mtl.clearcoat = clearcoat;
  530. mtl.clearcoatRoughness = clearcoatRoughness;
  531. mtl.clearcoatNormal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  532. mtl.clearcoatNormal.scale = clearcoatNormalMask;
  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( 'clearcoatNormalScale', clearcoatNormalScale.value, function ( val ) {
  550. clearcoatNormalScale.value = val;
  551. }, false, 0, 1 );
  552. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  553. roughnessA.value = val;
  554. }, false, 0, 1 );
  555. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  556. metalnessA.value = val;
  557. }, false, 0, 1 );
  558. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  559. roughnessB.value = val;
  560. }, false, 0, 1 );
  561. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  562. metalnessB.value = val;
  563. }, false, 0, 1 );
  564. addGui( 'normalScale', normalScale.value, function ( val ) {
  565. normalScale.value = val;
  566. }, false, 0, 1 );
  567. break;
  568. case 'wave':
  569. // MATERIAL
  570. mtl = new Nodes.PhongNodeMaterial();
  571. var time = new Nodes.TimerNode();
  572. var speed = new Nodes.FloatNode( 5 );
  573. var scale = new Nodes.FloatNode( 1 );
  574. var worldScale = new Nodes.FloatNode( .4 );
  575. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  576. var colorB = new Nodes.ColorNode( 0x0054df );
  577. // used for serialization only
  578. time.name = "time";
  579. speed.name = "speed";
  580. var timeScale = new Nodes.OperatorNode(
  581. time,
  582. speed,
  583. Nodes.OperatorNode.MUL
  584. );
  585. var worldScl = new Nodes.OperatorNode(
  586. new Nodes.PositionNode(),
  587. worldScale,
  588. Nodes.OperatorNode.MUL
  589. );
  590. var posContinuous = new Nodes.OperatorNode(
  591. worldScl,
  592. timeScale,
  593. Nodes.OperatorNode.ADD
  594. );
  595. var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
  596. wave = new Nodes.SwitchNode( wave, 'x' );
  597. var waveScale = new Nodes.OperatorNode(
  598. wave,
  599. scale,
  600. Nodes.OperatorNode.MUL
  601. );
  602. var displaceY = new Nodes.JoinNode(
  603. new Nodes.FloatNode(),
  604. waveScale,
  605. new Nodes.FloatNode()
  606. );
  607. var displace = new Nodes.OperatorNode(
  608. new Nodes.NormalNode(),
  609. displaceY,
  610. Nodes.OperatorNode.MUL
  611. );
  612. var blend = new Nodes.OperatorNode(
  613. new Nodes.PositionNode(),
  614. displaceY,
  615. Nodes.OperatorNode.ADD
  616. );
  617. var color = new Nodes.MathNode(
  618. colorB,
  619. colorA,
  620. wave,
  621. Nodes.MathNode.MIX
  622. );
  623. mtl.color = color;
  624. mtl.position = blend;
  625. // GUI
  626. addGui( 'speed', speed.value, function ( val ) {
  627. speed.value = val;
  628. }, false, 0, 10 );
  629. addGui( 'scale', scale.value, function ( val ) {
  630. scale.value = val;
  631. }, false, 0, 3 );
  632. addGui( 'worldScale', worldScale.value, function ( val ) {
  633. worldScale.value = val;
  634. }, false, 0, 1 );
  635. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  636. colorA.value.setHex( val );
  637. }, true );
  638. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  639. colorB.value.setHex( val );
  640. }, true );
  641. addGui( 'useNormals', false, function ( val ) {
  642. blend.b = val ? displace : displaceY;
  643. mtl.needsUpdate = true;
  644. } );
  645. break;
  646. case 'rim':
  647. // MATERIAL
  648. mtl = new Nodes.PhongNodeMaterial();
  649. defaultSide = THREE.FrontSide;
  650. var intensity = 1.3;
  651. var power = new Nodes.FloatNode( 3 );
  652. var color = new Nodes.ColorNode( 0xFFFFFF );
  653. var viewZ = new Nodes.MathNode(
  654. new Nodes.NormalNode(),
  655. new Nodes.Vector3Node( 0, 0, - intensity ),
  656. Nodes.MathNode.DOT
  657. );
  658. var rim = new Nodes.OperatorNode(
  659. viewZ,
  660. new Nodes.FloatNode( intensity ),
  661. Nodes.OperatorNode.ADD
  662. );
  663. var rimPower = new Nodes.MathNode(
  664. rim,
  665. power,
  666. Nodes.MathNode.POW
  667. );
  668. var rimColor = new Nodes.OperatorNode(
  669. rimPower,
  670. color,
  671. Nodes.OperatorNode.MUL
  672. );
  673. mtl.color = new Nodes.ColorNode( 0x111111 );
  674. mtl.emissive = rimColor;
  675. // GUI
  676. addGui( 'color', color.value.getHex(), function ( val ) {
  677. color.value.setHex( val );
  678. }, true );
  679. addGui( 'intensity', intensity, function ( val ) {
  680. intensity = val;
  681. viewZ.b.z = - intensity;
  682. rim.b.value = intensity;
  683. }, false, 0, 3 );
  684. addGui( 'power', power.value, function ( val ) {
  685. power.value = val;
  686. }, false, 0, 6 );
  687. addGui( 'xray', false, function ( val ) {
  688. if ( val ) {
  689. mtl.emissive = color;
  690. mtl.alpha = rimPower;
  691. mtl.blending = THREE.AdditiveBlending;
  692. mtl.depthWrite = false;
  693. } else {
  694. mtl.emissive = rimColor;
  695. mtl.alpha = null;
  696. mtl.blending = THREE.NormalBlending;
  697. mtl.depthWrite = true;
  698. }
  699. mtl.needsUpdate = true;
  700. } );
  701. break;
  702. case 'color-adjustment':
  703. // MATERIAL
  704. mtl = new Nodes.PhongNodeMaterial();
  705. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  706. var hue = new Nodes.FloatNode();
  707. var sataturation = new Nodes.FloatNode( 1 );
  708. var vibrance = new Nodes.FloatNode();
  709. var brightness = new Nodes.FloatNode( 0 );
  710. var contrast = new Nodes.FloatNode( 1 );
  711. var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
  712. var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  713. var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  714. var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  715. var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  716. mtl.color = contrastNode;
  717. // GUI
  718. addGui( 'hue', hue.value, function ( val ) {
  719. hue.value = val;
  720. }, false, 0, Math.PI * 2 );
  721. addGui( 'saturation', sataturation.value, function ( val ) {
  722. sataturation.value = val;
  723. }, false, 0, 2 );
  724. addGui( 'vibrance', vibrance.value, function ( val ) {
  725. vibrance.value = val;
  726. }, false, - 1, 1 );
  727. addGui( 'brightness', brightness.value, function ( val ) {
  728. brightness.value = val;
  729. }, false, 0, .5 );
  730. addGui( 'contrast', contrast.value, function ( val ) {
  731. contrast.value = val;
  732. }, false, 0, 2 );
  733. break;
  734. case 'uv-transform':
  735. // MATERIAL
  736. mtl = new Nodes.PhongNodeMaterial();
  737. var translate = new THREE.Vector2();
  738. var rotate = 0;
  739. var scale = new THREE.Vector2( 1, 1 );
  740. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  741. texture.uv = new Nodes.UVTransformNode();
  742. //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
  743. mtl.color = texture;
  744. // GUI
  745. function updateUVTransform() {
  746. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  747. }
  748. addGui( 'translateX', translate.x, function ( val ) {
  749. translate.x = val;
  750. updateUVTransform();
  751. }, false, 0, 10 );
  752. addGui( 'translateY', translate.y, function ( val ) {
  753. translate.y = val;
  754. updateUVTransform();
  755. }, false, 0, 10 );
  756. addGui( 'scaleX', scale.x, function ( val ) {
  757. scale.x = val;
  758. updateUVTransform();
  759. }, false, .1, 5 );
  760. addGui( 'scaleY', scale.y, function ( val ) {
  761. scale.y = val;
  762. updateUVTransform();
  763. }, false, .1, 5 );
  764. addGui( 'rotate', rotate, function ( val ) {
  765. rotate = val;
  766. updateUVTransform();
  767. }, false, 0, 360 );
  768. break;
  769. case 'bump':
  770. // MATERIAL
  771. mtl = new Nodes.PhongNodeMaterial();
  772. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  773. var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  774. bumpMap.scale = new Nodes.FloatNode( .5 );
  775. mtl.color = diffuse;
  776. mtl.normal = bumpMap;
  777. // convert BumpMap to NormalMap
  778. //bumpMap.toNormalMap = true;
  779. //mtl.normal = new Nodes.NormalMapNode( bumpMap );
  780. // GUI
  781. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  782. bumpMap.scale.value = val;
  783. }, false, - 2, 2 );
  784. addGui( 'color', true, function ( val ) {
  785. mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
  786. mtl.needsUpdate = true;
  787. } );
  788. break;
  789. case 'blur':
  790. // MATERIAL
  791. mtl = new Nodes.PhongNodeMaterial();
  792. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  793. var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  794. mtl.color = blur;
  795. // GUI
  796. addGui( 'radiusX', blur.radius.x, function ( val ) {
  797. blur.radius.x = val;
  798. }, false, 0, 15 );
  799. addGui( 'radiusY', blur.radius.y, function ( val ) {
  800. blur.radius.y = val;
  801. }, false, 0, 15 );
  802. break;
  803. case 'spherical-reflection':
  804. // MATERIAL
  805. mtl = new Nodes.PhongNodeMaterial();
  806. mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
  807. break;
  808. case 'fresnel':
  809. // MATERIAL
  810. mtl = new Nodes.PhongNodeMaterial();
  811. var reflectance = new Nodes.FloatNode( 1.3 );
  812. var power = new Nodes.FloatNode( 1 );
  813. var color = new Nodes.CubeTextureNode( cubemap );
  814. var viewZ = new Nodes.MathNode(
  815. new Nodes.NormalNode(),
  816. new Nodes.Vector3Node( 0, 0, - 1 ),
  817. Nodes.MathNode.DOT
  818. );
  819. var theta = new Nodes.OperatorNode(
  820. viewZ,
  821. new Nodes.FloatNode( 1 ),
  822. Nodes.OperatorNode.ADD
  823. );
  824. var thetaPower = new Nodes.MathNode(
  825. theta,
  826. power,
  827. Nodes.MathNode.POW
  828. );
  829. var fresnel = new Nodes.OperatorNode(
  830. reflectance,
  831. thetaPower,
  832. Nodes.OperatorNode.MUL
  833. );
  834. mtl.color = new Nodes.ColorNode( 0x3399FF );
  835. mtl.environment = color;
  836. mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
  837. // GUI
  838. addGui( 'reflectance', reflectance.value, function ( val ) {
  839. reflectance.value = val;
  840. }, false, 0, 3 );
  841. addGui( 'power', power.value, function ( val ) {
  842. power.value = val;
  843. }, false, 0, 5 );
  844. break;
  845. case 'layers':
  846. // MATERIAL
  847. mtl = new Nodes.PhongNodeMaterial();
  848. var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
  849. var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
  850. var offset = new Nodes.FloatNode( 0 );
  851. var scale = new Nodes.FloatNode( 1 );
  852. var uv = new Nodes.UVNode();
  853. var uvOffset = new Nodes.OperatorNode(
  854. offset,
  855. uv,
  856. Nodes.OperatorNode.ADD
  857. );
  858. var uvScale = new Nodes.OperatorNode(
  859. uvOffset,
  860. scale,
  861. Nodes.OperatorNode.MUL
  862. );
  863. var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  864. var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
  865. var blend = new Nodes.MathNode(
  866. tex1,
  867. tex2,
  868. maskAlphaChannel,
  869. Nodes.MathNode.MIX
  870. );
  871. mtl.color = blend;
  872. // GUI
  873. addGui( 'offset', offset.value, function ( val ) {
  874. offset.value = val;
  875. }, false, 0, 1 );
  876. addGui( 'scale', scale.value, function ( val ) {
  877. scale.value = val;
  878. }, false, 0, 10 );
  879. break;
  880. case 'saturation':
  881. // MATERIAL
  882. mtl = new Nodes.StandardNodeMaterial();
  883. var tex = new Nodes.TextureNode( getTexture( "brick" ) );
  884. var sat = new Nodes.FloatNode( 0 );
  885. var satrgb = new Nodes.FunctionNode( [
  886. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  887. // include luminance function from LuminanceNode
  888. " vec3 intensity = vec3( luminance( rgb ) );",
  889. " return mix( intensity, rgb, adjustment );",
  890. "}"
  891. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  892. var saturation = new Nodes.FunctionCallNode( satrgb );
  893. saturation.inputs.rgb = tex;
  894. saturation.inputs.adjustment = sat;
  895. // or try
  896. //saturation.inputs[0] = tex;
  897. //saturation.inputs[1] = sat;
  898. mtl.color = saturation;
  899. // GUI
  900. addGui( 'saturation', sat.value, function ( val ) {
  901. sat.value = val;
  902. }, false, 0, 2 );
  903. break;
  904. case 'top-bottom':
  905. // MATERIAL
  906. mtl = new Nodes.PhongNodeMaterial();
  907. var top = new Nodes.TextureNode( getTexture( "grass" ) );
  908. var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
  909. var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  910. var normalY = new Nodes.SwitchNode( normal, 'y' );
  911. var hard = new Nodes.FloatNode( 9 );
  912. var offset = new Nodes.FloatNode( - 2.5 );
  913. var hardClamp = new Nodes.OperatorNode(
  914. normalY,
  915. hard,
  916. Nodes.OperatorNode.MUL
  917. );
  918. var offsetClamp = new Nodes.OperatorNode(
  919. hardClamp,
  920. offset,
  921. Nodes.OperatorNode.ADD
  922. );
  923. var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
  924. var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
  925. mtl.color = blend;
  926. // GUI
  927. addGui( 'hard', hard.value, function ( val ) {
  928. hard.value = val;
  929. }, false, 0, 20 );
  930. addGui( 'offset', offset.value, function ( val ) {
  931. offset.value = val;
  932. }, false, - 10, 10 );
  933. break;
  934. case 'displace':
  935. // MATERIAL
  936. mtl = new Nodes.PhongNodeMaterial();
  937. var time = new Nodes.TimerNode();
  938. var scale = new Nodes.FloatNode( 2 );
  939. var speed = new Nodes.FloatNode( .2 );
  940. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  941. var colorB = new Nodes.ColorNode( 0x0054df );
  942. // used for serialization only
  943. time.name = "time";
  944. speed.name = "speed";
  945. var uv = new Nodes.UVNode();
  946. var timeScl = new Nodes.OperatorNode(
  947. time,
  948. speed,
  949. Nodes.OperatorNode.MUL
  950. );
  951. var displaceOffset = new Nodes.OperatorNode(
  952. timeScl,
  953. uv,
  954. Nodes.OperatorNode.ADD
  955. );
  956. var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
  957. var texArea = new Nodes.SwitchNode( tex, 'w' );
  958. var displace = new Nodes.OperatorNode(
  959. new Nodes.NormalNode(),
  960. texArea,
  961. Nodes.OperatorNode.MUL
  962. );
  963. var displaceScale = new Nodes.OperatorNode(
  964. displace,
  965. scale,
  966. Nodes.OperatorNode.MUL
  967. );
  968. var blend = new Nodes.OperatorNode(
  969. new Nodes.PositionNode(),
  970. displaceScale,
  971. Nodes.OperatorNode.ADD
  972. );
  973. var color = new Nodes.MathNode(
  974. colorB,
  975. colorA,
  976. texArea,
  977. Nodes.MathNode.MIX
  978. );
  979. mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
  980. mtl.emissive = color;
  981. mtl.position = blend;
  982. // GUI
  983. addGui( 'speed', speed.value, function ( val ) {
  984. speed.value = val;
  985. }, false, 0, 1 );
  986. addGui( 'scale', scale.value, function ( val ) {
  987. scale.value = val;
  988. }, false, 0, 10 );
  989. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  990. colorA.value.setHex( val );
  991. }, true );
  992. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  993. colorB.value.setHex( val );
  994. }, true );
  995. break;
  996. case 'dissolve':
  997. // MATERIAL
  998. mtl = new Nodes.StandardNodeMaterial();
  999. var color = new Nodes.ColorNode( 0xEEEEEE );
  1000. var borderColor = new Nodes.ColorNode( 0x0054df );
  1001. var threshold = new Nodes.FloatNode( .1 );
  1002. var borderSize = new Nodes.FloatNode( .2 );
  1003. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1004. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1005. var thresholdBorder = new Nodes.MathNode(
  1006. new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
  1007. threshold,
  1008. texArea,
  1009. Nodes.MathNode.SMOOTHSTEP
  1010. );
  1011. var thresholdEmissive = new Nodes.OperatorNode(
  1012. borderColor,
  1013. thresholdBorder,
  1014. Nodes.OperatorNode.MUL
  1015. );
  1016. // APPLY
  1017. mtl.color = color;
  1018. mtl.emissive = thresholdEmissive;
  1019. mtl.mask = new Nodes.CondNode(
  1020. texArea, // a: value
  1021. threshold, // b: value
  1022. Nodes.CondNode.GREATER // condition
  1023. );
  1024. // GUI
  1025. addGui( 'threshold', threshold.value, function ( val ) {
  1026. threshold.value = val;
  1027. }, false, - .3, 1.3 );
  1028. addGui( 'borderSize', borderSize.value, function ( val ) {
  1029. borderSize.value = val;
  1030. }, false, 0, .5 );
  1031. addGui( 'color', color.value.getHex(), function ( val ) {
  1032. color.value.setHex( val );
  1033. }, true );
  1034. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  1035. borderColor.value.setHex( val );
  1036. }, true );
  1037. break;
  1038. case 'dissolve-fire':
  1039. // MATERIAL
  1040. mtl = new Nodes.StandardNodeMaterial();
  1041. var color = new Nodes.ColorNode( 0xEEEEEE );
  1042. var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
  1043. var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
  1044. var burnedColor = new Nodes.ColorNode( 0x000000 );
  1045. var threshold = new Nodes.FloatNode( .1 );
  1046. var fireSize = new Nodes.FloatNode( .16 );
  1047. var burnedSize = new Nodes.FloatNode( .5 );
  1048. var timer = new Nodes.TimerNode( 0.8 );
  1049. var sinCycleInSecs = new Nodes.OperatorNode(
  1050. timer,
  1051. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1052. Nodes.OperatorNode.MUL
  1053. );
  1054. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1055. // round sin to 0 at 1
  1056. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
  1057. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
  1058. // offset to +.9
  1059. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
  1060. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1061. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1062. var thresholdBorder = new Nodes.MathNode(
  1063. new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
  1064. threshold,
  1065. texArea,
  1066. Nodes.MathNode.SMOOTHSTEP
  1067. );
  1068. var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
  1069. fireStartColor,
  1070. cycle,
  1071. Nodes.ColorAdjustmentNode.SATURATION
  1072. );
  1073. var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
  1074. fireEndColor,
  1075. cycle,
  1076. Nodes.ColorAdjustmentNode.SATURATION
  1077. );
  1078. var fireColor = new Nodes.MathNode(
  1079. fireEndAnimatedColor,
  1080. fireStartAnimatedColor,
  1081. thresholdBorder,
  1082. Nodes.MathNode.MIX
  1083. );
  1084. var thresholdBurnedBorder = new Nodes.MathNode(
  1085. new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
  1086. threshold,
  1087. texArea,
  1088. Nodes.MathNode.SMOOTHSTEP
  1089. );
  1090. var fireEmissive = new Nodes.OperatorNode(
  1091. fireColor,
  1092. thresholdBorder,
  1093. Nodes.OperatorNode.MUL
  1094. );
  1095. var burnedResultColor = new Nodes.MathNode(
  1096. color,
  1097. burnedColor,
  1098. thresholdBurnedBorder,
  1099. Nodes.MathNode.MIX
  1100. );
  1101. // APPLY
  1102. mtl.color = burnedResultColor;
  1103. mtl.emissive = fireEmissive;
  1104. mtl.mask = new Nodes.CondNode(
  1105. texArea, // a: value
  1106. threshold, // b: value
  1107. Nodes.CondNode.GREATER // condition
  1108. );
  1109. // GUI
  1110. addGui( 'threshold', threshold.value, function ( val ) {
  1111. threshold.value = val;
  1112. }, false, - .5, 1.5 );
  1113. addGui( 'fireSize', fireSize.value, function ( val ) {
  1114. fireSize.value = val;
  1115. }, false, 0, .5 );
  1116. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  1117. burnedSize.value = val;
  1118. }, false, 0, 1 );
  1119. addGui( 'color', color.value.getHex(), function ( val ) {
  1120. color.value.setHex( val );
  1121. }, true );
  1122. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  1123. fireStartColor.value.setHex( val );
  1124. }, true );
  1125. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  1126. fireEndColor.value.setHex( val );
  1127. }, true );
  1128. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  1129. burnedColor.value.setHex( val );
  1130. }, true );
  1131. addGui( 'timeScale', timer.scale, function ( val ) {
  1132. timer.scale = val;
  1133. }, false, 0, 2 );
  1134. break;
  1135. case 'smoke':
  1136. // MATERIAL
  1137. mtl = new Nodes.PhongNodeMaterial();
  1138. defaultSide = THREE.FrontSide;
  1139. var time = new Nodes.TimerNode();
  1140. var uv = new Nodes.UVNode();
  1141. var timeSpeedA = new Nodes.OperatorNode(
  1142. time,
  1143. new Nodes.Vector2Node( 0.3, 0.1 ),
  1144. Nodes.OperatorNode.MUL
  1145. );
  1146. var timeSpeedB = new Nodes.OperatorNode(
  1147. time,
  1148. new Nodes.Vector2Node( 0.15, 0.4 ),
  1149. Nodes.OperatorNode.MUL
  1150. );
  1151. var uvOffsetA = new Nodes.OperatorNode(
  1152. timeSpeedA,
  1153. uv,
  1154. Nodes.OperatorNode.ADD
  1155. );
  1156. var uvOffsetB = new Nodes.OperatorNode(
  1157. timeSpeedB,
  1158. uv,
  1159. Nodes.OperatorNode.ADD
  1160. );
  1161. var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1162. var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1163. var clouds = new Nodes.OperatorNode(
  1164. cloudA,
  1165. cloudB,
  1166. Nodes.OperatorNode.ADD
  1167. );
  1168. mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
  1169. mtl.alpha = clouds;
  1170. // GUI
  1171. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1172. mtl.environment.value.setHex( val );
  1173. }, true );
  1174. break;
  1175. case 'camera-depth':
  1176. // MATERIAL
  1177. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1178. var colorB = new Nodes.ColorNode( 0x0054df );
  1179. var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
  1180. depth.near.value = 1;
  1181. depth.far.value = 200;
  1182. var colors = new Nodes.MathNode(
  1183. colorB,
  1184. colorA,
  1185. depth,
  1186. Nodes.MathNode.MIX
  1187. );
  1188. mtl = new Nodes.PhongNodeMaterial();
  1189. mtl.color = colors;
  1190. // GUI
  1191. addGui( 'near', depth.near.value, function ( val ) {
  1192. depth.near.value = val;
  1193. }, false, 1, 1200 );
  1194. addGui( 'far', depth.far.value, function ( val ) {
  1195. depth.far.value = val;
  1196. }, false, 1, 1200 );
  1197. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1198. colorA.value.setHex( val );
  1199. }, true );
  1200. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1201. colorB.value.setHex( val );
  1202. }, true );
  1203. break;
  1204. case 'caustic':
  1205. // MATERIAL
  1206. mtl = new Nodes.StandardNodeMaterial();
  1207. var hash2 = new Nodes.FunctionNode( [
  1208. "vec2 hash2(vec2 p) {",
  1209. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1210. "}"
  1211. ].join( "\n" ) );
  1212. var voronoi = new Nodes.FunctionNode( [
  1213. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1214. "float voronoi(vec2 p, in float time) {",
  1215. " vec2 n = floor(p);",
  1216. " vec2 f = fract(p);",
  1217. " float md = 5.0;",
  1218. " vec2 m = vec2(0.0);",
  1219. " for (int i = -1; i <= 1; i++) {",
  1220. " for (int j = -1; j <= 1; j++) {",
  1221. " vec2 g = vec2(i, j);",
  1222. " vec2 o = hash2(n + g);",
  1223. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1224. " vec2 r = g + o - f;",
  1225. " float d = dot(r, r);",
  1226. " if (d < md) {",
  1227. " md = d;",
  1228. " m = n+g+o;",
  1229. " }",
  1230. " }",
  1231. " }",
  1232. " return md;",
  1233. "}"
  1234. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1235. var voronoiLayers = new Nodes.FunctionNode( [
  1236. // based on https://www.shadertoy.com/view/4tXSDf
  1237. "float voronoiLayers(vec2 p, in float time) {",
  1238. " float v = 0.0;",
  1239. " float a = 0.4;",
  1240. " for (int i = 0; i < 3; i++) {",
  1241. " v += voronoi(p, time) * a;",
  1242. " p *= 2.0;",
  1243. " a *= 0.5;",
  1244. " }",
  1245. " return v;",
  1246. "}"
  1247. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1248. var time = new Nodes.TimerNode();
  1249. var timeScale = new Nodes.FloatNode( 2 );
  1250. // used for serialization only
  1251. time.name = "time";
  1252. timeScale.name = "speed";
  1253. var alpha = new Nodes.FloatNode( 1 );
  1254. var scale = new Nodes.FloatNode( .1 );
  1255. var intensity = new Nodes.FloatNode( 1.5 );
  1256. var color = new Nodes.ColorNode( 0xFFFFFF );
  1257. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1258. var colorB = new Nodes.ColorNode( 0x0054df );
  1259. var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
  1260. var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
  1261. var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  1262. var mask = new Nodes.SwitchNode( worldNormal, 'y' );
  1263. // clamp0at1
  1264. mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
  1265. var timeOffset = new Nodes.OperatorNode(
  1266. time,
  1267. timeScale,
  1268. Nodes.OperatorNode.MUL
  1269. );
  1270. var uvPos = new Nodes.OperatorNode(
  1271. worldPosTop,
  1272. scale,
  1273. Nodes.OperatorNode.MUL
  1274. );
  1275. var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
  1276. voronoi.inputs.p = uvPos;
  1277. voronoi.inputs.time = timeOffset;
  1278. var maskCaustic = new Nodes.OperatorNode(
  1279. alpha,
  1280. mask,
  1281. Nodes.OperatorNode.MUL
  1282. );
  1283. var voronoiIntensity = new Nodes.OperatorNode(
  1284. voronoi,
  1285. intensity,
  1286. Nodes.OperatorNode.MUL
  1287. );
  1288. var voronoiColors = new Nodes.MathNode(
  1289. colorB,
  1290. colorA,
  1291. new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
  1292. Nodes.MathNode.MIX
  1293. );
  1294. var caustic = new Nodes.MathNode(
  1295. color,
  1296. voronoiColors,
  1297. maskCaustic,
  1298. Nodes.MathNode.MIX
  1299. );
  1300. var causticLights = new Nodes.OperatorNode(
  1301. voronoiIntensity,
  1302. maskCaustic,
  1303. Nodes.OperatorNode.MUL
  1304. );
  1305. mtl.color = caustic;
  1306. mtl.ambient = causticLights;
  1307. // GUI
  1308. addGui( 'timeScale', timeScale.value, function ( val ) {
  1309. timeScale.value = val;
  1310. }, false, 0, 5 );
  1311. addGui( 'intensity', intensity.value, function ( val ) {
  1312. intensity.value = val;
  1313. }, false, 0, 3 );
  1314. addGui( 'scale', scale.value, function ( val ) {
  1315. scale.value = val;
  1316. }, false, 0, 1 );
  1317. addGui( 'alpha', alpha.value, function ( val ) {
  1318. alpha.value = val;
  1319. }, false, 0, 1 );
  1320. addGui( 'color', color.value.getHex(), function ( val ) {
  1321. color.value.setHex( val );
  1322. }, true );
  1323. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1324. colorA.value.setHex( val );
  1325. }, true );
  1326. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1327. colorB.value.setHex( val );
  1328. }, true );
  1329. break;
  1330. case 'soft-body':
  1331. // MATERIAL
  1332. move = true;
  1333. mtl = new Nodes.StandardNodeMaterial();
  1334. var scale = new Nodes.FloatNode( 2 );
  1335. var colorA = new Nodes.ColorNode( 0xFF6633 );
  1336. var colorB = new Nodes.ColorNode( 0x3366FF );
  1337. var pos = new Nodes.PositionNode();
  1338. var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
  1339. var mask = new Nodes.SwitchNode( posNorm, 'y' );
  1340. var velocity = new Nodes.VelocityNode( mesh, {
  1341. type: 'elastic',
  1342. spring: .95,
  1343. damping: .95
  1344. } );
  1345. var velocityArea = new Nodes.OperatorNode(
  1346. mask,
  1347. scale,
  1348. Nodes.OperatorNode.MUL
  1349. );
  1350. var softVelocity = new Nodes.OperatorNode(
  1351. velocity,
  1352. velocityArea,
  1353. Nodes.OperatorNode.MUL
  1354. );
  1355. var softPosition = new Nodes.OperatorNode(
  1356. new Nodes.PositionNode(),
  1357. softVelocity,
  1358. Nodes.OperatorNode.ADD
  1359. );
  1360. var colors = new Nodes.MathNode(
  1361. colorB,
  1362. colorA,
  1363. mask,
  1364. Nodes.MathNode.MIX
  1365. );
  1366. mtl.color = colors;
  1367. mtl.position = softPosition;
  1368. // GUI
  1369. addGui( 'spring', velocity.params.spring, function ( val ) {
  1370. velocity.params.spring = val;
  1371. }, false, 0, .95 );
  1372. addGui( 'damping', velocity.params.damping, function ( val ) {
  1373. velocity.params.damping = val;
  1374. }, false, 0, .95 );
  1375. addGui( 'scale', scale.value, function ( val ) {
  1376. scale.value = val;
  1377. }, false, 0, 3 );
  1378. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1379. colorA.value.setHex( val );
  1380. }, true );
  1381. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1382. colorB.value.setHex( val );
  1383. }, true );
  1384. break;
  1385. case 'plush':
  1386. // MATERIAL
  1387. mtl = new Nodes.PhongNodeMaterial();
  1388. var color = new Nodes.ColorNode( 0x8D8677 );
  1389. var mildness = new Nodes.FloatNode( 1.6 );
  1390. var fur = new Nodes.FloatNode( .5 );
  1391. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1392. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1393. var viewZ = new Nodes.MathNode(
  1394. posDirection,
  1395. norDirection,
  1396. Nodes.MathNode.DOT
  1397. );
  1398. // without luma correction for now
  1399. var mildnessColor = new Nodes.OperatorNode(
  1400. color,
  1401. mildness,
  1402. Nodes.OperatorNode.MUL
  1403. );
  1404. var furScale = new Nodes.OperatorNode(
  1405. viewZ,
  1406. fur,
  1407. Nodes.OperatorNode.MUL
  1408. );
  1409. mtl.color = color;
  1410. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  1411. mtl.normal.scale = furScale;
  1412. mtl.environment = mildnessColor;
  1413. mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
  1414. mtl.shininess = new Nodes.FloatNode( 0 );
  1415. // GUI
  1416. addGui( 'color', color.value.getHex(), function ( val ) {
  1417. color.value.setHex( val );
  1418. }, true );
  1419. addGui( 'mildness', mildness.value, function ( val ) {
  1420. mildness.value = val;
  1421. }, false, 1, 2 );
  1422. addGui( 'fur', fur.value, function ( val ) {
  1423. fur.value = val;
  1424. }, false, 0, 2 );
  1425. break;
  1426. case 'skin':
  1427. case 'skin-phong':
  1428. // MATERIAL
  1429. mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
  1430. var skinColor = new Nodes.ColorNode( 0xFFC495 );
  1431. var bloodColor = new Nodes.ColorNode( 0x6b0602 );
  1432. var wrapLight = new Nodes.FloatNode( 1.5 );
  1433. var wrapShadow = new Nodes.FloatNode( 0 );
  1434. var directLight = new Nodes.LightNode();
  1435. var lightLuminance = new Nodes.LuminanceNode( directLight );
  1436. var lightWrap = new Nodes.MathNode(
  1437. wrapShadow,
  1438. wrapLight,
  1439. lightLuminance,
  1440. Nodes.MathNode.SMOOTHSTEP
  1441. );
  1442. var lightTransition = new Nodes.OperatorNode(
  1443. lightWrap,
  1444. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1445. Nodes.OperatorNode.MUL
  1446. );
  1447. var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
  1448. var wrappedLightColor = new Nodes.OperatorNode(
  1449. wrappedLight,
  1450. bloodColor,
  1451. Nodes.OperatorNode.MUL
  1452. );
  1453. var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
  1454. var totalLight = new Nodes.OperatorNode(
  1455. directLight,
  1456. bloodArea,
  1457. Nodes.OperatorNode.ADD
  1458. );
  1459. mtl.color = skinColor;
  1460. mtl.light = totalLight;
  1461. if ( name == 'skin' ) {
  1462. // StandardNodeMaterial
  1463. mtl.metalness = new Nodes.FloatNode( 0 );
  1464. mtl.roughness = new Nodes.FloatNode( 1 );
  1465. mtl.reflectivity = new Nodes.FloatNode( 0 );
  1466. mtl.clearcoat = new Nodes.FloatNode( .2 );
  1467. mtl.clearcoatRoughness = new Nodes.FloatNode( .3 );
  1468. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  1469. } else {
  1470. // PhongNodeMaterial
  1471. mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
  1472. mtl.shininess = new Nodes.FloatNode( 15 );
  1473. }
  1474. // GUI
  1475. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1476. skinColor.value.setHex( val );
  1477. }, true );
  1478. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1479. bloodColor.value.setHex( val );
  1480. }, true );
  1481. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1482. wrapLight.value = val;
  1483. }, false, 0, 3 );
  1484. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1485. wrapShadow.value = val;
  1486. }, false, - 1, 0 );
  1487. break;
  1488. case 'toon':
  1489. // MATERIAL
  1490. mtl = new Nodes.PhongNodeMaterial();
  1491. var count = new Nodes.FloatNode( 3.43 );
  1492. var sceneDirectLight = new Nodes.LightNode();
  1493. var color = new Nodes.ColorNode( 0xAABBFF );
  1494. var lineColor = new Nodes.ColorNode( 0xFF0000 );
  1495. var lineSize = new Nodes.FloatNode( 0.23 );
  1496. var lineInner = new Nodes.FloatNode( 0 );
  1497. // CEL
  1498. var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
  1499. var preCelLight = new Nodes.OperatorNode(
  1500. lightLuminance,
  1501. count,
  1502. Nodes.OperatorNode.MUL
  1503. );
  1504. var celLight = new Nodes.MathNode(
  1505. preCelLight,
  1506. Nodes.MathNode.CEIL
  1507. );
  1508. var posCelLight = new Nodes.OperatorNode(
  1509. celLight,
  1510. count,
  1511. Nodes.OperatorNode.DIV
  1512. );
  1513. // LINE
  1514. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1515. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1516. var viewZ = new Nodes.MathNode(
  1517. posDirection,
  1518. norDirection,
  1519. Nodes.MathNode.DOT
  1520. );
  1521. var lineOutside = new Nodes.MathNode(
  1522. viewZ,
  1523. Nodes.MathNode.ABS
  1524. );
  1525. var line = new Nodes.OperatorNode(
  1526. lineOutside,
  1527. new Nodes.FloatNode( 1 ),
  1528. Nodes.OperatorNode.DIV
  1529. );
  1530. var lineScaled = new Nodes.MathNode(
  1531. line,
  1532. lineSize,
  1533. lineInner,
  1534. Nodes.MathNode.SMOOTHSTEP
  1535. );
  1536. var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
  1537. // APPLY
  1538. mtl.color = color;
  1539. mtl.light = posCelLight;
  1540. mtl.shininess = new Nodes.FloatNode( 0 );
  1541. mtl.environment = lineColor;
  1542. mtl.environmentAlpha = innerContour;
  1543. // GUI
  1544. addGui( 'color', color.value.getHex(), function ( val ) {
  1545. color.value.setHex( val );
  1546. }, true );
  1547. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1548. lineColor.value.setHex( val );
  1549. }, true );
  1550. addGui( 'count', count.value, function ( val ) {
  1551. count.value = val;
  1552. }, false, 1, 8 );
  1553. addGui( 'lineSize', lineSize.value, function ( val ) {
  1554. lineSize.value = val;
  1555. }, false, 0, 1 );
  1556. addGui( 'lineInner', lineInner.value, function ( val ) {
  1557. lineInner.value = val;
  1558. }, false, 0, 1 );
  1559. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1560. mtl.ao = val ? new Nodes.FloatNode() : undefined;
  1561. mtl.needsUpdate = true;
  1562. } );
  1563. break;
  1564. case 'custom-attribute':
  1565. // GEOMETRY
  1566. // add "position" buffer to "custom" attribute
  1567. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1568. // MATERIAL
  1569. mtl = new Nodes.PhongNodeMaterial();
  1570. mtl.color = new Nodes.AttributeNode( "custom", 3 );
  1571. // or
  1572. //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
  1573. break;
  1574. case 'expression':
  1575. // MATERIAL
  1576. mtl = new Nodes.PhongNodeMaterial();
  1577. var speed = new Nodes.FloatNode( .5 );
  1578. var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
  1579. myspeed.keywords[ "speed" ] = speed;
  1580. mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
  1581. mtl.color.keywords[ "myspeed" ] = myspeed;
  1582. 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" );
  1583. mtl.position.keywords[ "myspeed" ] = myspeed;
  1584. // add global keyword ( variable or const )
  1585. Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
  1586. return new Nodes.ReflectNode();
  1587. } );
  1588. // GUI
  1589. addGui( 'speed', speed.value, function ( val ) {
  1590. speed.value = val;
  1591. }, false, 0, 1 );
  1592. break;
  1593. case 'reserved-keywords':
  1594. // MATERIAL
  1595. mtl = new Nodes.PhongNodeMaterial();
  1596. var keywordsexample = new Nodes.FunctionNode( [
  1597. // use "uv" reserved keyword
  1598. "vec4 keywordsexample( sampler2D texture ) {",
  1599. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1600. "}"
  1601. ].join( "\n" ) );
  1602. // add local keyword ( const only )
  1603. keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
  1604. // add global keyword ( const only )
  1605. Nodes.NodeLib.addKeyword( 'myUV', function () {
  1606. return new Nodes.UVNode();
  1607. } );
  1608. // add global const or function
  1609. //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
  1610. // reserved keywords
  1611. console.log( Nodes.NodeLib.keywords );
  1612. // keywords conflit? use this to disable:
  1613. //blurtexture.useKeywords = false; // ( true is default )
  1614. mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
  1615. break;
  1616. case 'bias':
  1617. // MATERIAL
  1618. var bias = new Nodes.FloatNode( .5 );
  1619. var maxMIPLevel = new Nodes.MaxMIPLevelNode( new Nodes.TextureNode( cubemap ) );
  1620. var mipsBias = new Nodes.OperatorNode( bias, maxMIPLevel, Nodes.OperatorNode.MUL );
  1621. mtl = new Nodes.PhongNodeMaterial();
  1622. mtl.color.value.setHex( 0xFFFFFF );
  1623. function biasMode( val ) {
  1624. switch ( val ) {
  1625. case 'prem':
  1626. mtl.color = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ), undefined, undefined, bias );
  1627. break;
  1628. case 'lod':
  1629. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCubeLodEXT( samplerCube texture, vec3 uv, float bias );', undefined, { shaderTextureLOD: true } );
  1630. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1631. break;
  1632. case 'basic':
  1633. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCube( samplerCube texture, vec3 uv, float bias );' );
  1634. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1635. break;
  1636. }
  1637. mtl.needsUpdate = true;
  1638. }
  1639. biasMode( 'prem' );
  1640. // GUI
  1641. addGui( 'scope', {
  1642. PREM: 'prem',
  1643. LOD: 'lod',
  1644. BASIC: 'basic'
  1645. }, biasMode );
  1646. addGui( 'bias', bias.value, function ( val ) {
  1647. bias.value = val;
  1648. }, false, 0, 1 );
  1649. break;
  1650. case 'node-position':
  1651. // MATERIAL
  1652. var node = new Nodes.PositionNode();
  1653. mtl = new Nodes.PhongNodeMaterial();
  1654. mtl.color = node;
  1655. // GUI
  1656. addGui( 'scope', {
  1657. local: Nodes.PositionNode.LOCAL,
  1658. world: Nodes.PositionNode.WORLD,
  1659. view: Nodes.PositionNode.VIEW
  1660. }, function ( val ) {
  1661. node.scope = val;
  1662. mtl.needsUpdate = true;
  1663. } );
  1664. break;
  1665. case 'node-normal':
  1666. // MATERIAL
  1667. var node = new Nodes.NormalNode();
  1668. mtl = new Nodes.PhongNodeMaterial();
  1669. mtl.color = node;
  1670. // GUI
  1671. addGui( 'scope', {
  1672. view: Nodes.NormalNode.VIEW,
  1673. local: Nodes.NormalNode.LOCAL,
  1674. world: Nodes.NormalNode.WORLD
  1675. }, function ( val ) {
  1676. node.scope = val;
  1677. mtl.needsUpdate = true;
  1678. } );
  1679. break;
  1680. case 'node-reflect':
  1681. // MATERIAL
  1682. var node = new Nodes.ReflectNode();
  1683. var nodeMaterial = new Nodes.StandardNodeMaterial();
  1684. nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
  1685. nodeMaterial.roughness.value = .5;
  1686. nodeMaterial.metalness.value = 1;
  1687. var standardMaterial = new THREE.MeshStandardMaterial( {
  1688. color: nodeMaterial.color.value,
  1689. side: defaultSide,
  1690. envMap: cubemap,
  1691. roughness: nodeMaterial.roughness.value,
  1692. metalness: 1
  1693. } );
  1694. mtl = nodeMaterial;
  1695. // GUI
  1696. addGui( 'node', true, function ( val ) {
  1697. mtl = val ? nodeMaterial : standardMaterial;
  1698. mesh.material = mtl;
  1699. } );
  1700. addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
  1701. nodeMaterial.roughness.value = val;
  1702. standardMaterial.roughness = val;
  1703. }, false, 0, 1 );
  1704. break;
  1705. case 'varying':
  1706. // MATERIAL
  1707. mtl = new Nodes.PhongNodeMaterial();
  1708. var varying = new Nodes.VarNode( "vec3" );
  1709. varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  1710. // using BypassNode the NormalNode not apply the value in .position slot
  1711. // but set the NormalNode value in VarNode
  1712. // it can be useful to send values between vertex to fragment shader
  1713. // without affect vertex shader
  1714. mtl.position = new Nodes.BypassNode( varying );
  1715. mtl.color = varying;
  1716. // you can also set a independent value in .position slot using BypassNode
  1717. // such this expression using ExpressionNode
  1718. mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1719. break;
  1720. case 'void-function':
  1721. // MATERIAL
  1722. mtl = new Nodes.PhongNodeMaterial();
  1723. var varying = new Nodes.VarNode( "vec3" );
  1724. // VERTEX
  1725. var setMyVar = new Nodes.FunctionNode( [
  1726. "void setMyVar( vec3 pos ) {",
  1727. // set "myVar" in vertex shader in this example,
  1728. // can be used in fragment shader too or in rest of the current shader
  1729. " myVar = pos;",
  1730. "}"
  1731. ].join( "\n" ) );
  1732. // add keyword
  1733. setMyVar.keywords[ "myVar" ] = varying;
  1734. var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1735. position.includes = [ setMyVar ];
  1736. position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
  1737. // use BypassNode to "void" functions
  1738. mtl.position = new Nodes.BypassNode( position );
  1739. // FRAGMENT
  1740. var clipFromPos = new Nodes.FunctionNode( [
  1741. "void clipFromPos( vec3 pos ) {",
  1742. " if ( pos.y < .0 ) discard;",
  1743. "}"
  1744. ].join( "\n" ) );
  1745. var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
  1746. pos: varying
  1747. } );
  1748. mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
  1749. break;
  1750. case 'conditional':
  1751. // MATERIAL
  1752. mtl = new Nodes.PhongNodeMaterial();
  1753. var a = new Nodes.FloatNode( 0 ),
  1754. b = new Nodes.FloatNode( 0 ),
  1755. ifNode = new Nodes.ColorNode( 0x0000FF ),
  1756. elseNode = new Nodes.ColorNode( 0xFF0000 );
  1757. var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
  1758. mtl.color = cond;
  1759. // GUI
  1760. addGui( 'a', a.value, function ( val ) {
  1761. a.value = val;
  1762. }, false, 0, 1 );
  1763. addGui( 'b', b.value, function ( val ) {
  1764. b.value = val;
  1765. }, false, 0, 1 );
  1766. addGui( 'a condition b', {
  1767. EQUAL: Nodes.CondNode.EQUAL,
  1768. NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
  1769. GREATER: Nodes.CondNode.GREATER,
  1770. GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
  1771. LESS: Nodes.CondNode.LESS,
  1772. LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
  1773. }, function ( val ) {
  1774. cond.op = val;
  1775. mtl.needsUpdate = true;
  1776. } );
  1777. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1778. ifNode.value.setHex( val );
  1779. }, true );
  1780. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1781. elseNode.value.setHex( val );
  1782. }, true );
  1783. break;
  1784. case 'rtt':
  1785. // MATERIAL
  1786. mtl = new Nodes.PhongNodeMaterial();
  1787. var uvTransform = new Nodes.UVTransformNode(),
  1788. checker = new Nodes.CheckerNode( uvTransform );
  1789. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1790. var rtt = new Nodes.RTTNode( 512, 512, checker ),
  1791. bumpMap = new Nodes.BumpMapNode( rtt );
  1792. bumpMap.scale.value = .1;
  1793. mtl.color = checker;
  1794. mtl.normal = bumpMap;
  1795. // GUI
  1796. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1797. bumpMap.scale.value = val;
  1798. }, false, - .5, .5 );
  1799. addGui( 'scale', 2, function ( val ) {
  1800. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1801. }, false, 0, 8 );
  1802. addGui( 'ignoreColor', false, function ( val ) {
  1803. mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
  1804. mtl.needsUpdate = true;
  1805. } );
  1806. break;
  1807. case 'temporal-blur':
  1808. // MATERIAL
  1809. mtl = new Nodes.PhongNodeMaterial();
  1810. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  1811. var rttStore = new Nodes.RTTNode( 512, 512, texture );
  1812. var blur = new Nodes.BlurNode( rttStore );
  1813. var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
  1814. var color = new Nodes.MathNode(
  1815. rttStore,
  1816. blur,
  1817. new Nodes.FloatNode( .6 ),
  1818. Nodes.MathNode.MIX
  1819. );
  1820. blur.horizontal = blur.vertical = timer;
  1821. var rttSave = new Nodes.RTTNode( 512, 512, color );
  1822. rttSave.saveTo = rttStore;
  1823. mtl.color = rttSave;
  1824. // GUI
  1825. addGui( 'click to reset', false, function () {
  1826. // render a single time
  1827. rttStore.render = true;
  1828. // reset time blur
  1829. timer.value = 0;
  1830. } );
  1831. break;
  1832. case 'readonly':
  1833. // MATERIAL
  1834. mtl = new Nodes.PhongNodeMaterial();
  1835. // not use "uniform" input ( for optimization )
  1836. // instead use explicit declaration, for example:
  1837. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1838. // if readonly is true not allow change the value after build the shader material
  1839. mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
  1840. mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
  1841. mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
  1842. break;
  1843. case 'label':
  1844. // MATERIAL
  1845. mtl = new Nodes.PhongNodeMaterial();
  1846. // label can be useful for finding the nodes as variables in debug level
  1847. // but this always force the creation of a variable
  1848. // same as the code can be writed in the same line (inline)
  1849. // for optimization this is not recommended
  1850. var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
  1851. var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
  1852. var colorMix = new Nodes.OperatorNode(
  1853. colorInput,
  1854. new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
  1855. Nodes.OperatorNode.MUL
  1856. ).setLabel( "colorMix" );
  1857. mtl.color = colorMix;
  1858. mtl.specular = specularInput;
  1859. // default: without use label
  1860. // this is optimized writed the code in a single line (inline)
  1861. // for the reason that this node is used only once in this shader program
  1862. mtl.shininess = new Nodes.OperatorNode(
  1863. new Nodes.FloatNode( 10 ).setReadonly( true ),
  1864. new Nodes.FloatNode( 5 ).setReadonly( true ),
  1865. Nodes.OperatorNode.ADD
  1866. );
  1867. mtl.build();
  1868. // show names glsl fragment shader
  1869. // open console e find using CTRL+F "colorMix" for example
  1870. console.log( mtl.fragmentShader );
  1871. break;
  1872. case 'triangle-blur':
  1873. // MATERIAL
  1874. mtl = new Nodes.PhongNodeMaterial();
  1875. var delta = new Nodes.Vector2Node( .5, .25 );
  1876. var alpha = new Nodes.FloatNode( 1 );
  1877. var blurtexture = new Nodes.FunctionNode( [
  1878. // Reference: TriangleBlurShader.js
  1879. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1880. " vec4 color = vec4( 0.0 );",
  1881. " float total = 0.0;",
  1882. // randomize the lookup values to hide the fixed number of samples
  1883. " float offset = rand( uv );",
  1884. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1885. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1886. " float weight = 1.0 - abs( percent );",
  1887. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1888. " total += weight;",
  1889. " }",
  1890. " return color / total;",
  1891. "}"
  1892. ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1893. var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
  1894. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1895. delta: delta,
  1896. uv: new Nodes.UVNode()
  1897. } );
  1898. var color = new Nodes.MathNode(
  1899. new Nodes.TextureNode( getTexture( "brick" ) ),
  1900. blurredTexture,
  1901. alpha,
  1902. Nodes.MathNode.MIX
  1903. );
  1904. mtl.color = color;
  1905. // GUI
  1906. addGui( 'alpha', alpha.value, function ( val ) {
  1907. alpha.value = val;
  1908. }, false, 0, 1 );
  1909. addGui( 'deltaX', delta.x, function ( val ) {
  1910. delta.x = val;
  1911. }, false, 0, 1 );
  1912. addGui( 'deltaY', delta.x, function ( val ) {
  1913. delta.y = val;
  1914. }, false, 0, 1 );
  1915. break;
  1916. case 'triplanar-mapping':
  1917. // MATERIAL
  1918. mtl = new Nodes.PhongNodeMaterial();
  1919. var scale = new Nodes.FloatNode( .02 );
  1920. var triplanarMapping = new Nodes.FunctionNode( [
  1921. // Reference: https://github.com/keijiro/StandardTriplanar
  1922. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1923. // Blending factor of triplanar mapping
  1924. " vec3 bf = normalize( abs( normal ) );",
  1925. " bf /= dot( bf, vec3( 1.0 ) );",
  1926. // Triplanar mapping
  1927. " vec2 tx = position.yz * scale;",
  1928. " vec2 ty = position.zx * scale;",
  1929. " vec2 tz = position.xy * scale;",
  1930. // Base color
  1931. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1932. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1933. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1934. " return cx + cy + cz;",
  1935. "}"
  1936. ].join( "\n" ) );
  1937. var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
  1938. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1939. normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
  1940. position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
  1941. scale: scale,
  1942. } );
  1943. mtl.color = triplanarMappingTexture;
  1944. // GUI
  1945. addGui( 'scale', scale.value, function ( val ) {
  1946. scale.value = val;
  1947. }, false, 0.001, .1 );
  1948. break;
  1949. case 'firefly':
  1950. // MATERIAL
  1951. mtl = new Nodes.PhongNodeMaterial();
  1952. var time = new Nodes.TimerNode();
  1953. var speed = new Nodes.FloatNode( .5 );
  1954. var color = new Nodes.ColorNode( 0x98ff00 );
  1955. var timeSpeed = new Nodes.OperatorNode(
  1956. time,
  1957. speed,
  1958. Nodes.OperatorNode.MUL
  1959. );
  1960. var sinCycleInSecs = new Nodes.OperatorNode(
  1961. timeSpeed,
  1962. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1963. Nodes.OperatorNode.MUL
  1964. );
  1965. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1966. var cycleColor = new Nodes.OperatorNode(
  1967. cycle,
  1968. color,
  1969. Nodes.OperatorNode.MUL
  1970. );
  1971. var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
  1972. mtl.color = new Nodes.ColorNode( 0 );
  1973. mtl.emissive = cos;
  1974. // GUI
  1975. addGui( 'speed', speed.value, function ( val ) {
  1976. speed.value = val;
  1977. }, false, 0, 3 );
  1978. break;
  1979. case 'sss':
  1980. case 'translucent':
  1981. // DISTANCE FORMULA
  1982. var modelPos = new Nodes.Vector3Node();
  1983. var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
  1984. var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
  1985. var cameraDistance = new Nodes.MathNode(
  1986. modelPos,
  1987. cameraPosition,
  1988. Nodes.MathNode.DISTANCE
  1989. );
  1990. var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
  1991. var distance = new Nodes.OperatorNode(
  1992. cameraDistance,
  1993. viewPosZ,
  1994. Nodes.OperatorNode.SUB
  1995. );
  1996. var distanceRadius = new Nodes.OperatorNode(
  1997. distance,
  1998. new Nodes.FloatNode( 70 ),
  1999. Nodes.OperatorNode.ADD
  2000. );
  2001. var objectDepth = new Nodes.MathNode(
  2002. distanceRadius,
  2003. new Nodes.FloatNode( 0 ),
  2004. new Nodes.FloatNode( 50 ),
  2005. Nodes.MathNode.SMOOTHSTEP
  2006. );
  2007. // RTT ( get back distance )
  2008. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  2009. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  2010. var distanceMtl = new Nodes.PhongNodeMaterial();
  2011. distanceMtl.environment = objectDepth;
  2012. distanceMtl.side = THREE.BackSide;
  2013. rtMaterial = distanceMtl;
  2014. // MATERIAL
  2015. mtl = new Nodes.StandardNodeMaterial();
  2016. var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
  2017. var difference = new Nodes.OperatorNode(
  2018. objectDepth,
  2019. backSideDepth,
  2020. Nodes.OperatorNode.SUB
  2021. );
  2022. var sss = new Nodes.MathNode(
  2023. new Nodes.FloatNode( - .1 ),
  2024. new Nodes.FloatNode( .5 ),
  2025. difference,
  2026. Nodes.MathNode.SMOOTHSTEP
  2027. );
  2028. var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
  2029. var frontColor, backColor;
  2030. if ( name == 'sss' ) {
  2031. var sssOut = new Nodes.MathNode(
  2032. objectDepth,
  2033. sssAlpha,
  2034. Nodes.MathNode.MIN
  2035. );
  2036. frontColor = new Nodes.ColorNode( 0xd4cfbb );
  2037. backColor = new Nodes.ColorNode( 0xd04327 );
  2038. var color = new Nodes.MathNode(
  2039. backColor,
  2040. frontColor,
  2041. sssOut,
  2042. Nodes.MathNode.MIX
  2043. );
  2044. var light = new Nodes.OperatorNode(
  2045. new Nodes.LightNode(),
  2046. color,
  2047. Nodes.OperatorNode.ADD
  2048. );
  2049. mtl.color = frontColor;
  2050. mtl.roughness = new Nodes.FloatNode( .1 );
  2051. mtl.metalness = new Nodes.FloatNode( .5 );
  2052. mtl.light = light;
  2053. mtl.environment = color;
  2054. } else {
  2055. frontColor = new Nodes.ColorNode( 0xd04327 );
  2056. backColor = new Nodes.ColorNode( 0x1a0e14 );
  2057. var color = new Nodes.MathNode(
  2058. frontColor,
  2059. backColor,
  2060. sssAlpha,
  2061. Nodes.MathNode.MIX
  2062. );
  2063. var light = new Nodes.OperatorNode(
  2064. new Nodes.LightNode(),
  2065. color,
  2066. Nodes.OperatorNode.ADD
  2067. );
  2068. mtl.color = new Nodes.ColorNode( 0xffffff );
  2069. mtl.roughness = new Nodes.FloatNode( .1 );
  2070. mtl.metalness = new Nodes.FloatNode( .5 );
  2071. mtl.light = light;
  2072. mtl.environment = color;
  2073. }
  2074. // GUI
  2075. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  2076. frontColor.value.setHex( val );
  2077. }, true );
  2078. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  2079. backColor.value.setHex( val );
  2080. }, true );
  2081. addGui( 'area', sss.b.value, function ( val ) {
  2082. sss.b.value = val;
  2083. }, false, 0, 1 );
  2084. break;
  2085. }
  2086. // set material
  2087. mtl.side = defaultSide;
  2088. mesh.material = mtl;
  2089. }
  2090. function onWindowResize() {
  2091. var width = window.innerWidth, height = window.innerHeight;
  2092. camera.aspect = width / height;
  2093. camera.updateProjectionMatrix();
  2094. renderer.setSize( width, height );
  2095. if ( rtTexture ) rtTexture.setSize( width, height );
  2096. }
  2097. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  2098. if ( serialized ) reset();
  2099. else serialize();
  2100. serialized = ! serialized;
  2101. } );
  2102. function reset() {
  2103. updateMaterial();
  2104. // gui
  2105. var div = document.getElementById( 'serialize' );
  2106. div.textContent = "Serialize and apply";
  2107. }
  2108. function serialize() {
  2109. var json = mesh.material.toJSON();
  2110. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  2111. var cloud = getTexture( "cloud" );
  2112. NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  2113. library[ "cloud" ] = cloud;
  2114. // --
  2115. var jsonStr = JSON.stringify( json );
  2116. console.log( jsonStr );
  2117. var loader = new NodeMaterialLoader( null, library ),
  2118. material = loader.parse( json );
  2119. mesh.material.dispose();
  2120. mesh.material = material;
  2121. // gui
  2122. var div = document.getElementById( 'serialize' );
  2123. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  2124. if ( gui ) gui.destroy();
  2125. gui = null;
  2126. }
  2127. function animate() {
  2128. var delta = clock.getDelta();
  2129. if ( move ) {
  2130. var time = Date.now() * 0.005;
  2131. mesh.position.z = Math.cos( time ) * 10;
  2132. mesh.position.y = Math.sin( time ) * 10;
  2133. } else {
  2134. mesh.position.z = mesh.position.y = 0;
  2135. }
  2136. //mesh.rotation.z += .01;
  2137. // update material animation and/or gpu calcs (pre-renderer)
  2138. frame.setRenderer( renderer ).update( delta );
  2139. if ( mesh.material instanceof Nodes.NodeMaterial ) {
  2140. frame.updateNode( mesh.material );
  2141. }
  2142. // render to texture for sss/translucent material only
  2143. if ( rtTexture ) {
  2144. scene.overrideMaterial = rtMaterial;
  2145. renderer.setRenderTarget( rtTexture );
  2146. renderer.clear();
  2147. renderer.render( scene, camera );
  2148. scene.overrideMaterial = null;
  2149. }
  2150. renderer.setRenderTarget( null );
  2151. renderer.render( scene, camera );
  2152. requestAnimationFrame( animate );
  2153. }
  2154. </script>
  2155. </body>
  2156. </html>