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