webgl_materials_nodes.html 55 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. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Material</br>
  31. <a id="serialize" onclick="toggleSerialize()" href="javascript:void(0);">Serialize and apply</a>
  32. </div>
  33. <script src="../build/three.js"></script>
  34. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/libs/dat.gui.min.js"></script>
  37. <!-- NodeLibrary -->
  38. <script src="js/nodes/GLNode.js"></script>
  39. <script src="js/nodes/RawNode.js"></script>
  40. <script src="js/nodes/TempNode.js"></script>
  41. <script src="js/nodes/InputNode.js"></script>
  42. <script src="js/nodes/ConstNode.js"></script>
  43. <script src="js/nodes/VarNode.js"></script>
  44. <script src="js/nodes/FunctionNode.js"></script>
  45. <script src="js/nodes/FunctionCallNode.js"></script>
  46. <script src="js/nodes/AttributeNode.js"></script>
  47. <script src="js/nodes/NodeBuilder.js"></script>
  48. <script src="js/nodes/NodeLib.js"></script>
  49. <script src="js/nodes/NodeFrame.js"></script>
  50. <script src="js/nodes/NodeMaterial.js"></script>
  51. <!-- Accessors -->
  52. <script src="js/nodes/accessors/PositionNode.js"></script>
  53. <script src="js/nodes/accessors/NormalNode.js"></script>
  54. <script src="js/nodes/accessors/UVNode.js"></script>
  55. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  56. <script src="js/nodes/accessors/ColorsNode.js"></script>
  57. <script src="js/nodes/accessors/CameraNode.js"></script>
  58. <script src="js/nodes/accessors/ReflectNode.js"></script>
  59. <script src="js/nodes/accessors/LightNode.js"></script>
  60. <!-- Inputs -->
  61. <script src="js/nodes/inputs/IntNode.js"></script>
  62. <script src="js/nodes/inputs/FloatNode.js"></script>
  63. <script src="js/nodes/inputs/ColorNode.js"></script>
  64. <script src="js/nodes/inputs/Vector2Node.js"></script>
  65. <script src="js/nodes/inputs/Vector3Node.js"></script>
  66. <script src="js/nodes/inputs/Vector4Node.js"></script>
  67. <script src="js/nodes/inputs/TextureNode.js"></script>
  68. <script src="js/nodes/inputs/Matrix3Node.js"></script>
  69. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  70. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  71. <!-- Math -->
  72. <script src="js/nodes/math/Math1Node.js"></script>
  73. <script src="js/nodes/math/Math2Node.js"></script>
  74. <script src="js/nodes/math/Math3Node.js"></script>
  75. <script src="js/nodes/math/OperatorNode.js"></script>
  76. <!-- Utils -->
  77. <script src="js/nodes/utils/SwitchNode.js"></script>
  78. <script src="js/nodes/utils/JoinNode.js"></script>
  79. <script src="js/nodes/utils/TimerNode.js"></script>
  80. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  81. <script src="js/nodes/utils/VelocityNode.js"></script>
  82. <script src="js/nodes/utils/LuminanceNode.js"></script>
  83. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  84. <script src="js/nodes/utils/NoiseNode.js"></script>
  85. <script src="js/nodes/utils/ResolutionNode.js"></script>
  86. <script src="js/nodes/utils/BumpNode.js"></script>
  87. <script src="js/nodes/utils/BlurNode.js"></script>
  88. <script src="js/nodes/utils/UVTransformNode.js"></script>
  89. <!-- Phong Material -->
  90. <script src="js/nodes/materials/PhongNode.js"></script>
  91. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  92. <!-- Standard Material -->
  93. <script src="js/nodes/materials/StandardNode.js"></script>
  94. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  95. <!-- NodeMaterial Loader -->
  96. <script src="js/loaders/NodeMaterialLoader.js"></script>
  97. <script>
  98. var container = document.getElementById( 'container' );
  99. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  100. var frame = new THREE.NodeFrame();
  101. var teapot, mesh;
  102. var controls;
  103. var move = false;
  104. var rtTexture, rtMaterial;
  105. var gui, guiElements = [];
  106. var library = {};
  107. var serialized = false;
  108. var textures = {
  109. brick: { url: 'textures/brick_diffuse.jpg' },
  110. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  111. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  112. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  113. cloud: { url: 'textures/lava/cloud.png' },
  114. spherical: { url: 'textures/envmap.png' }
  115. };
  116. var param = { example: 'standard' };
  117. function getTexture( name ) {
  118. var texture = textures[ name ].texture;
  119. if ( ! texture ) {
  120. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  121. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  122. library[ texture.uuid ] = texture;
  123. }
  124. return texture;
  125. }
  126. var cubemap = function () {
  127. var path = "textures/cube/Park2/";
  128. var format = '.jpg';
  129. var urls = [
  130. path + 'posx' + format, path + 'negx' + format,
  131. path + 'posy' + format, path + 'negy' + format,
  132. path + 'posz' + format, path + 'negz' + format
  133. ];
  134. var textureCube = new THREE.CubeTextureLoader().load( urls );
  135. textureCube.format = THREE.RGBFormat;
  136. library[ textureCube.uuid ] = textureCube;
  137. return textureCube;
  138. }();
  139. window.addEventListener( 'load', init );
  140. function init() {
  141. renderer = new THREE.WebGLRenderer( { antialias: true } );
  142. renderer.setPixelRatio( window.devicePixelRatio );
  143. renderer.setSize( window.innerWidth, window.innerHeight );
  144. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  145. container.appendChild( renderer.domElement );
  146. scene = new THREE.Scene();
  147. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  148. camera.position.x = 50;
  149. camera.position.z = - 50;
  150. camera.position.y = 30;
  151. camera.target = new THREE.Vector3();
  152. controls = new THREE.OrbitControls( camera, renderer.domElement );
  153. controls.minDistance = 50;
  154. controls.maxDistance = 200;
  155. scene.add( new THREE.AmbientLight( 0x464646 ) );
  156. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  157. light.position.set( 1, 0.75, 0.5 );
  158. scene.add( light );
  159. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  160. light.position.set( - 1, 0.75, - 0.5 );
  161. scene.add( light );
  162. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  163. mesh = new THREE.Mesh( teapot );
  164. scene.add( mesh );
  165. library[ renderer.uuid ] = renderer;
  166. library[ camera.uuid ] = camera;
  167. library[ mesh.uuid ] = mesh;
  168. window.addEventListener( 'resize', onWindowResize, false );
  169. updateMaterial();
  170. onWindowResize();
  171. animate();
  172. }
  173. function clearGui() {
  174. if ( gui ) gui.destroy();
  175. gui = new dat.GUI();
  176. var example = gui.add( param, 'example', {
  177. 'basic / standard': 'standard',
  178. 'basic / physical': 'physical',
  179. 'basic / phong': 'phong',
  180. 'basic / layers': 'layers',
  181. 'basic / rim': 'rim',
  182. 'basic / color-adjustment': 'color-adjustment',
  183. 'basic / uv-transform': 'uv-transform',
  184. 'basic / bump': 'bump',
  185. 'basic / blur': 'blur',
  186. 'basic / spherical-reflection': 'spherical-reflection',
  187. 'adv / fresnel': 'fresnel',
  188. 'adv / saturation': 'saturation',
  189. 'adv / top-bottom': 'top-bottom',
  190. 'adv / skin': 'skin',
  191. 'adv / skin-phong': 'skin-phong',
  192. 'adv / caustic': 'caustic',
  193. 'adv / displace': 'displace',
  194. 'adv / plush': 'plush',
  195. 'adv / toon': 'toon',
  196. 'adv / camera-depth': 'camera-depth',
  197. 'adv / soft-body': 'soft-body',
  198. 'adv / wave': 'wave',
  199. 'adv / triangle-blur': 'triangle-blur',
  200. 'adv / expression': 'expression',
  201. 'adv / sss': 'sss',
  202. 'adv / translucent': 'translucent',
  203. 'misc / smoke': 'smoke',
  204. 'misc / firefly': 'firefly',
  205. 'misc / reserved-keywords': 'reserved-keywords',
  206. 'misc / varying': 'varying',
  207. 'misc / custom-attribute': 'custom-attribute'
  208. } ).onFinishChange( function () {
  209. updateMaterial();
  210. } );
  211. gui.open();
  212. }
  213. function addGui( name, value, callback, isColor, min, max ) {
  214. var node;
  215. param[ name ] = value;
  216. if ( isColor ) {
  217. node = gui.addColor( param, name ).onChange( function () {
  218. callback( param[ name ] );
  219. } );
  220. } else if ( typeof value == 'object' ) {
  221. node = gui.add( param, name, value ).onChange( function () {
  222. callback( param[ name ] );
  223. } );
  224. } else {
  225. node = gui.add( param, name, min, max ).onChange( function () {
  226. callback( param[ name ] );
  227. } );
  228. }
  229. return node;
  230. }
  231. function updateMaterial() {
  232. move = false;
  233. if ( mesh.material ) mesh.material.dispose();
  234. if ( rtTexture ) {
  235. delete library[ rtTexture.uuid ];
  236. rtTexture.dispose();
  237. rtTexture = null;
  238. }
  239. if ( rtMaterial ) {
  240. rtMaterial.dispose();
  241. rtMaterial = null;
  242. }
  243. var name = param.example;
  244. var mtl;
  245. clearGui();
  246. switch ( name ) {
  247. case 'phong':
  248. // MATERIAL
  249. mtl = new THREE.PhongNodeMaterial();
  250. //mtl.color = // albedo (vec3)
  251. //mtl.alpha = // opacity (float)
  252. //mtl.specular = // specular color (vec3)
  253. //mtl.shininess = // shininess (float)
  254. //mtl.normal = // normalmap (vec3)
  255. //mtl.normalScale = // normalmap scale (vec2)
  256. //mtl.emissive = // emissive color (vec3)
  257. //mtl.ambient = // ambient color (vec3)
  258. //mtl.shadow = // shadowmap (vec3)
  259. //mtl.light = // custom-light (vec3)
  260. //mtl.ao = // ambient occlusion (float)
  261. //mtl.light = // input/output light (vec3)
  262. //mtl.environment = // reflection/refraction (vec3)
  263. //mtl.environmentAlpha = // environment alpha (float)
  264. //mtl.transform = // vertex transformation (vec3)
  265. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  266. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  267. mtl.specular = new THREE.FloatNode( .5 );
  268. mtl.shininess = new THREE.FloatNode( 15 );
  269. mtl.environment = new THREE.CubeTextureNode( cubemap );
  270. mtl.environmentAlpha = mask;
  271. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  272. mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  273. break;
  274. case 'standard':
  275. // MATERIAL
  276. mtl = new THREE.StandardNodeMaterial();
  277. //mtl.color = // albedo (vec3)
  278. //mtl.alpha = // opacity (float)
  279. //mtl.roughness = // roughness (float)
  280. //mtl.metalness = // metalness (float)
  281. //mtl.normal = // normalmap (vec3)
  282. //mtl.normalScale = // normalmap scale (vec2)
  283. //mtl.emissive = // emissive color (vec3)
  284. //mtl.ambient = // ambient color (vec3)
  285. //mtl.shadow = // shadowmap (vec3)
  286. //mtl.light = // custom-light (vec3)
  287. //mtl.ao = // ambient occlusion (float)
  288. //mtl.environment = // reflection/refraction (vec3)
  289. //mtl.transform = // vertex transformation (vec3)
  290. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  291. var normalScale = new THREE.FloatNode( .3 );
  292. var roughnessA = new THREE.FloatNode( .5 );
  293. var metalnessA = new THREE.FloatNode( .5 );
  294. var roughnessB = new THREE.FloatNode( 0 );
  295. var metalnessB = new THREE.FloatNode( 1 );
  296. var roughness = new THREE.Math3Node(
  297. roughnessA,
  298. roughnessB,
  299. mask,
  300. THREE.Math3Node.MIX
  301. );
  302. var metalness = new THREE.Math3Node(
  303. metalnessA,
  304. metalnessB,
  305. mask,
  306. THREE.Math3Node.MIX
  307. );
  308. var normalMask = new THREE.OperatorNode(
  309. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  310. normalScale,
  311. THREE.OperatorNode.MUL
  312. );
  313. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  314. mtl.roughness = roughness;
  315. mtl.metalness = metalness;
  316. mtl.environment = new THREE.CubeTextureNode( cubemap );
  317. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  318. mtl.normalScale = normalMask;
  319. // GUI
  320. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  321. mtl.color.value.setHex( val );
  322. }, true );
  323. addGui( 'roughnessA', roughnessA.number, function ( val ) {
  324. roughnessA.number = val;
  325. }, false, 0, 1 );
  326. addGui( 'metalnessA', metalnessA.number, function ( val ) {
  327. metalnessA.number = val;
  328. }, false, 0, 1 );
  329. addGui( 'roughnessB', roughnessB.number, function ( val ) {
  330. roughnessB.number = val;
  331. }, false, 0, 1 );
  332. addGui( 'metalnessB', metalnessB.number, function ( val ) {
  333. metalnessB.number = val;
  334. }, false, 0, 1 );
  335. addGui( 'normalScale', normalScale.number, function ( val ) {
  336. normalScale.number = val;
  337. }, false, 0, 1 );
  338. break;
  339. case 'physical':
  340. // MATERIAL
  341. mtl = new THREE.StandardNodeMaterial();
  342. //mtl.color = // albedo (vec3)
  343. //mtl.alpha = // opacity (float)
  344. //mtl.roughness = // roughness (float)
  345. //mtl.metalness = // metalness (float)
  346. //mtl.reflectivity = // reflectivity (float)
  347. //mtl.clearCoat = // clearCoat (float)
  348. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  349. //mtl.normal = // normalmap (vec3)
  350. //mtl.normalScale = // normalmap scale (vec2)
  351. //mtl.emissive = // emissive color (vec3)
  352. //mtl.ambient = // ambient color (vec3)
  353. //mtl.shadow = // shadowmap (vec3)
  354. //mtl.light = // custom-light (vec3)
  355. //mtl.ao = // ambient occlusion (float)
  356. //mtl.environment = // reflection/refraction (vec3)
  357. //mtl.transform = // vertex transformation (vec3)
  358. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  359. var normalScale = new THREE.FloatNode( .3 );
  360. var roughnessA = new THREE.FloatNode( .5 );
  361. var metalnessA = new THREE.FloatNode( .5 );
  362. var roughnessB = new THREE.FloatNode( 0 );
  363. var metalnessB = new THREE.FloatNode( 1 );
  364. var reflectivity = new THREE.FloatNode( 0 );
  365. var clearCoat = new THREE.FloatNode( 1 );
  366. var clearCoatRoughness = new THREE.FloatNode( 1 );
  367. var roughness = new THREE.Math3Node(
  368. roughnessA,
  369. roughnessB,
  370. mask,
  371. THREE.Math3Node.MIX
  372. );
  373. var metalness = new THREE.Math3Node(
  374. metalnessA,
  375. metalnessB,
  376. mask,
  377. THREE.Math3Node.MIX
  378. );
  379. var normalMask = new THREE.OperatorNode(
  380. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  381. normalScale,
  382. THREE.OperatorNode.MUL
  383. );
  384. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  385. mtl.roughness = roughness;
  386. mtl.metalness = metalness;
  387. mtl.reflectivity = reflectivity;
  388. mtl.clearCoat = clearCoat;
  389. mtl.clearCoatRoughness = clearCoatRoughness;
  390. mtl.environment = new THREE.CubeTextureNode( cubemap );
  391. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  392. mtl.normalScale = normalMask;
  393. // GUI
  394. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  395. mtl.color.value.setHex( val );
  396. }, true );
  397. addGui( 'reflectivity', reflectivity.number, function ( val ) {
  398. reflectivity.number = val;
  399. }, false, 0, 1 );
  400. addGui( 'clearCoat', clearCoat.number, function ( val ) {
  401. clearCoat.number = val;
  402. }, false, 0, 1 );
  403. addGui( 'clearCoatRoughness', clearCoatRoughness.number, function ( val ) {
  404. clearCoatRoughness.number = val;
  405. }, false, 0, 1 );
  406. addGui( 'roughnessA', roughnessA.number, function ( val ) {
  407. roughnessA.number = val;
  408. }, false, 0, 1 );
  409. addGui( 'metalnessA', metalnessA.number, function ( val ) {
  410. metalnessA.number = val;
  411. }, false, 0, 1 );
  412. addGui( 'roughnessB', roughnessB.number, function ( val ) {
  413. roughnessB.number = val;
  414. }, false, 0, 1 );
  415. addGui( 'metalnessB', metalnessB.number, function ( val ) {
  416. metalnessB.number = val;
  417. }, false, 0, 1 );
  418. addGui( 'normalScale', normalScale.number, function ( val ) {
  419. normalScale.number = val;
  420. }, false, 0, 1 );
  421. break;
  422. case 'wave':
  423. // MATERIAL
  424. mtl = new THREE.PhongNodeMaterial();
  425. var time = new THREE.TimerNode();
  426. var speed = new THREE.FloatNode( 5 );
  427. var scale = new THREE.FloatNode( 1 );
  428. var worldScale = new THREE.FloatNode( .4 );
  429. var colorA = new THREE.ColorNode( 0xFFFFFF );
  430. var colorB = new THREE.ColorNode( 0x0054df );
  431. // used for serialization only
  432. time.name = "time";
  433. speed.name = "speed";
  434. var timeScale = new THREE.OperatorNode(
  435. time,
  436. speed,
  437. THREE.OperatorNode.MUL
  438. );
  439. var worldScl = new THREE.OperatorNode(
  440. new THREE.PositionNode(),
  441. worldScale,
  442. THREE.OperatorNode.MUL
  443. );
  444. var posContinuous = new THREE.OperatorNode(
  445. worldScl,
  446. timeScale,
  447. THREE.OperatorNode.ADD
  448. );
  449. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  450. wave = new THREE.SwitchNode( wave, 'x' );
  451. var waveScale = new THREE.OperatorNode(
  452. wave,
  453. scale,
  454. THREE.OperatorNode.MUL
  455. );
  456. var displaceY = new THREE.JoinNode(
  457. new THREE.FloatNode(),
  458. waveScale,
  459. new THREE.FloatNode()
  460. );
  461. var displace = new THREE.OperatorNode(
  462. new THREE.NormalNode(),
  463. displaceY,
  464. THREE.OperatorNode.MUL
  465. );
  466. var blend = new THREE.OperatorNode(
  467. new THREE.PositionNode(),
  468. displaceY,
  469. THREE.OperatorNode.ADD
  470. );
  471. var color = new THREE.Math3Node(
  472. colorB,
  473. colorA,
  474. wave,
  475. THREE.Math3Node.MIX
  476. );
  477. mtl.color = color;
  478. mtl.transform = blend;
  479. // GUI
  480. addGui( 'speed', speed.number, function ( val ) {
  481. speed.number = val;
  482. }, false, 0, 10 );
  483. addGui( 'scale', scale.number, function ( val ) {
  484. scale.number = val;
  485. }, false, 0, 3 );
  486. addGui( 'worldScale', worldScale.number, function ( val ) {
  487. worldScale.number = val;
  488. }, false, 0, 1 );
  489. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  490. colorA.value.setHex( val );
  491. }, true );
  492. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  493. colorB.value.setHex( val );
  494. }, true );
  495. addGui( 'useNormals', false, function ( val ) {
  496. blend.b = val ? displace : displaceY;
  497. mtl.build();
  498. } );
  499. break;
  500. case 'rim':
  501. // MATERIAL
  502. mtl = new THREE.PhongNodeMaterial();
  503. var intensity = 1.3;
  504. var power = new THREE.FloatNode( 3 );
  505. var color = new THREE.ColorNode( 0xFFFFFF );
  506. var viewZ = new THREE.Math2Node(
  507. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  508. new THREE.Vector3Node( 0, 0, - intensity ),
  509. THREE.Math2Node.DOT
  510. );
  511. var rim = new THREE.OperatorNode(
  512. viewZ,
  513. new THREE.FloatNode( intensity ),
  514. THREE.OperatorNode.ADD
  515. );
  516. var rimPower = new THREE.Math2Node(
  517. rim,
  518. power,
  519. THREE.Math2Node.POW
  520. );
  521. var rimColor = new THREE.OperatorNode(
  522. rimPower,
  523. color,
  524. THREE.OperatorNode.MUL
  525. );
  526. mtl.color = new THREE.ColorNode( 0x111111 );
  527. mtl.emissive = rimColor;
  528. // GUI
  529. addGui( 'color', color.value.getHex(), function ( val ) {
  530. color.value.setHex( val );
  531. }, true );
  532. addGui( 'intensity', intensity, function ( val ) {
  533. intensity = val;
  534. viewZ.b.z = - intensity;
  535. rim.b.number = intensity;
  536. }, false, 0, 3 );
  537. addGui( 'power', power.number, function ( val ) {
  538. power.number = val;
  539. }, false, 0, 6 );
  540. addGui( 'xray', false, function ( val ) {
  541. if ( val ) {
  542. mtl.emissive = color;
  543. mtl.alpha = rimPower;
  544. mtl.blending = THREE.AdditiveBlending;
  545. mtl.depthWrite = false;
  546. } else {
  547. mtl.emissive = rimColor;
  548. mtl.alpha = null;
  549. mtl.blending = THREE.NormalBlending;
  550. mtl.depthWrite = true;
  551. }
  552. mtl.build();
  553. } );
  554. break;
  555. case 'color-adjustment':
  556. // MATERIAL
  557. mtl = new THREE.PhongNodeMaterial();
  558. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  559. var hue = new THREE.FloatNode();
  560. var sataturation = new THREE.FloatNode( 1 );
  561. var vibrance = new THREE.FloatNode();
  562. var brightness = new THREE.FloatNode( 0 );
  563. var contrast = new THREE.FloatNode( 1 );
  564. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  565. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  566. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  567. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  568. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  569. mtl.color = contrastNode;
  570. // GUI
  571. addGui( 'hue', hue.number, function ( val ) {
  572. hue.number = val;
  573. }, false, 0, Math.PI * 2 );
  574. addGui( 'saturation', sataturation.number, function ( val ) {
  575. sataturation.number = val;
  576. }, false, 0, 2 );
  577. addGui( 'vibrance', vibrance.number, function ( val ) {
  578. vibrance.number = val;
  579. }, false, - 1, 1 );
  580. addGui( 'brightness', brightness.number, function ( val ) {
  581. brightness.number = val;
  582. }, false, 0, .5 );
  583. addGui( 'contrast', contrast.number, function ( val ) {
  584. contrast.number = val;
  585. }, false, 0, 2 );
  586. break;
  587. case 'uv-transform':
  588. // MATERIAL
  589. mtl = new THREE.PhongNodeMaterial();
  590. var translate = new THREE.Vector2();
  591. var rotate = 0;
  592. var scale = new THREE.Vector2( 1, 1 );
  593. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  594. texture.coord = new THREE.UVTransformNode();
  595. //texture.coord.uv = new THREE.UVNode( 1 ); // uv2 for example
  596. mtl.color = texture;
  597. // GUI
  598. function updateUVTransform() {
  599. texture.coord.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  600. }
  601. addGui( 'translateX', translate.x, function ( val ) {
  602. translate.x = val;
  603. updateUVTransform();
  604. }, false, 0, 10 );
  605. addGui( 'translateY', translate.y, function ( val ) {
  606. translate.y = val;
  607. updateUVTransform();
  608. }, false, 0, 10 );
  609. addGui( 'scaleX', scale.x, function ( val ) {
  610. scale.x = val;
  611. updateUVTransform();
  612. }, false, .1, 5 );
  613. addGui( 'scaleY', scale.y, function ( val ) {
  614. scale.y = val;
  615. updateUVTransform();
  616. }, false, .1, 5 );
  617. addGui( 'rotate', rotate, function ( val ) {
  618. rotate = val;
  619. updateUVTransform();
  620. }, false, 0, 360 );
  621. break;
  622. case 'bump':
  623. // MATERIAL
  624. mtl = new THREE.PhongNodeMaterial();
  625. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  626. var bump = new THREE.BumpNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  627. bump.scale = new THREE.Vector2Node( - 1.5, - 1.5 );
  628. mtl.color = diffuse;
  629. mtl.normal = bump;
  630. // GUI
  631. addGui( 'scaleX', bump.scale.x, function ( val ) {
  632. bump.scale.x = val;
  633. }, false, - 2, 2 );
  634. addGui( 'scaleY', bump.scale.y, function ( val ) {
  635. bump.scale.y = val;
  636. }, false, - 2, 2 );
  637. addGui( 'color', true, function ( val ) {
  638. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  639. mtl.build();
  640. } );
  641. break;
  642. case 'blur':
  643. // MATERIAL
  644. mtl = new THREE.PhongNodeMaterial();
  645. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  646. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  647. mtl.color = blur;
  648. // GUI
  649. addGui( 'radiusX', blur.radius.x, function ( val ) {
  650. blur.radius.x = val;
  651. }, false, 0, 15 );
  652. addGui( 'radiusY', blur.radius.y, function ( val ) {
  653. blur.radius.y = val;
  654. }, false, 0, 15 );
  655. break;
  656. case 'spherical-reflection':
  657. // MATERIAL
  658. mtl = new THREE.PhongNodeMaterial();
  659. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  660. break;
  661. case 'fresnel':
  662. // MATERIAL
  663. mtl = new THREE.PhongNodeMaterial();
  664. var reflectance = new THREE.FloatNode( 1.3 );
  665. var power = new THREE.FloatNode( 1 );
  666. var color = new THREE.CubeTextureNode( cubemap );
  667. var viewZ = new THREE.Math2Node(
  668. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  669. new THREE.Vector3Node( 0, 0, - 1 ),
  670. THREE.Math2Node.DOT
  671. );
  672. var theta = new THREE.OperatorNode(
  673. viewZ,
  674. new THREE.FloatNode( 1 ),
  675. THREE.OperatorNode.ADD
  676. );
  677. var thetaPower = new THREE.Math2Node(
  678. theta,
  679. power,
  680. THREE.Math2Node.POW
  681. );
  682. var fresnel = new THREE.OperatorNode(
  683. reflectance,
  684. thetaPower,
  685. THREE.OperatorNode.MUL
  686. );
  687. mtl.color = new THREE.ColorNode( 0x3399FF );
  688. mtl.environment = color;
  689. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  690. // GUI
  691. addGui( 'reflectance', reflectance.number, function ( val ) {
  692. reflectance.number = val;
  693. }, false, 0, 3 );
  694. addGui( 'power', power.number, function ( val ) {
  695. power.number = val;
  696. }, false, 0, 5 );
  697. break;
  698. case 'layers':
  699. // MATERIAL
  700. mtl = new THREE.PhongNodeMaterial();
  701. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  702. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  703. var offset = new THREE.FloatNode( 0 );
  704. var scale = new THREE.FloatNode( 1 );
  705. var uv = new THREE.UVNode();
  706. var uvOffset = new THREE.OperatorNode(
  707. offset,
  708. uv,
  709. THREE.OperatorNode.ADD
  710. );
  711. var uvScale = new THREE.OperatorNode(
  712. uvOffset,
  713. scale,
  714. THREE.OperatorNode.MUL
  715. );
  716. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  717. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  718. var blend = new THREE.Math3Node(
  719. tex1,
  720. tex2,
  721. maskAlphaChannel,
  722. THREE.Math3Node.MIX
  723. );
  724. mtl.color = blend;
  725. // GUI
  726. addGui( 'offset', offset.number, function ( val ) {
  727. offset.number = val;
  728. }, false, 0, 1 );
  729. addGui( 'scale', scale.number, function ( val ) {
  730. scale.number = val;
  731. }, false, 0, 10 );
  732. break;
  733. case 'saturation':
  734. // MATERIAL
  735. mtl = new THREE.StandardNodeMaterial();
  736. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  737. var sat = new THREE.FloatNode( 0 );
  738. var satrgb = new THREE.FunctionNode( [
  739. "vec3 satrgb(vec3 rgb, float adjustment) {",
  740. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  741. " vec3 intensity = vec3(dot(rgb, LUMA));",
  742. " return mix(intensity, rgb, adjustment);",
  743. "}"
  744. ].join( "\n" ) );
  745. var saturation = new THREE.FunctionCallNode( satrgb );
  746. saturation.inputs.rgb = tex;
  747. saturation.inputs.adjustment = sat;
  748. // or try
  749. //saturation.inputs[0] = tex;
  750. //saturation.inputs[1] = sat;
  751. mtl.color = saturation;
  752. // GUI
  753. addGui( 'saturation', sat.number, function ( val ) {
  754. sat.number = val;
  755. }, false, 0, 2 );
  756. break;
  757. case 'top-bottom':
  758. // MATERIAL
  759. mtl = new THREE.PhongNodeMaterial();
  760. var top = new THREE.TextureNode( getTexture( "grass" ) );
  761. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  762. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  763. var normalY = new THREE.SwitchNode( normal, 'y' );
  764. var hard = new THREE.FloatNode( 9 );
  765. var offset = new THREE.FloatNode( - 2.5 );
  766. var hardClamp = new THREE.OperatorNode(
  767. normalY,
  768. hard,
  769. THREE.OperatorNode.MUL
  770. );
  771. var offsetClamp = new THREE.OperatorNode(
  772. hardClamp,
  773. offset,
  774. THREE.OperatorNode.ADD
  775. );
  776. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  777. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  778. mtl.color = blend;
  779. // GUI
  780. addGui( 'hard', hard.number, function ( val ) {
  781. hard.number = val;
  782. }, false, 0, 20 );
  783. addGui( 'offset', offset.number, function ( val ) {
  784. offset.number = val;
  785. }, false, - 10, 10 );
  786. break;
  787. case 'displace':
  788. // MATERIAL
  789. mtl = new THREE.PhongNodeMaterial();
  790. var time = new THREE.TimerNode();
  791. var scale = new THREE.FloatNode( 2 );
  792. var speed = new THREE.FloatNode( .2 );
  793. var colorA = new THREE.ColorNode( 0xFFFFFF );
  794. var colorB = new THREE.ColorNode( 0x0054df );
  795. // used for serialization only
  796. time.name = "time";
  797. speed.name = "speed";
  798. var uv = new THREE.UVNode();
  799. var timeScl = new THREE.OperatorNode(
  800. time,
  801. speed,
  802. THREE.OperatorNode.MUL
  803. );
  804. var displaceOffset = new THREE.OperatorNode(
  805. timeScl,
  806. uv,
  807. THREE.OperatorNode.ADD
  808. );
  809. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  810. var texArea = new THREE.SwitchNode( tex, 'w' );
  811. var displace = new THREE.OperatorNode(
  812. new THREE.NormalNode(),
  813. texArea,
  814. THREE.OperatorNode.MUL
  815. );
  816. var displaceScale = new THREE.OperatorNode(
  817. displace,
  818. scale,
  819. THREE.OperatorNode.MUL
  820. );
  821. var blend = new THREE.OperatorNode(
  822. new THREE.PositionNode(),
  823. displaceScale,
  824. THREE.OperatorNode.ADD
  825. );
  826. var color = new THREE.Math3Node(
  827. colorB,
  828. colorA,
  829. texArea,
  830. THREE.Math3Node.MIX
  831. );
  832. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  833. mtl.emissive = color;
  834. mtl.transform = blend;
  835. // GUI
  836. addGui( 'speed', speed.number, function ( val ) {
  837. speed.number = val;
  838. }, false, 0, 1 );
  839. addGui( 'scale', scale.number, function ( val ) {
  840. scale.number = val;
  841. }, false, 0, 10 );
  842. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  843. colorA.value.setHex( val );
  844. }, true );
  845. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  846. colorB.value.setHex( val );
  847. }, true );
  848. break;
  849. case 'smoke':
  850. // MATERIAL
  851. mtl = new THREE.PhongNodeMaterial();
  852. var time = new THREE.TimerNode();
  853. var uv = new THREE.UVNode();
  854. var timeSpeedA = new THREE.OperatorNode(
  855. time,
  856. new THREE.Vector2Node( 0.3, 0.1 ),
  857. THREE.OperatorNode.MUL
  858. );
  859. var timeSpeedB = new THREE.OperatorNode(
  860. time,
  861. new THREE.Vector2Node( 0.15, 0.4 ),
  862. THREE.OperatorNode.MUL
  863. );
  864. var uvOffsetA = new THREE.OperatorNode(
  865. timeSpeedA,
  866. uv,
  867. THREE.OperatorNode.ADD
  868. );
  869. var uvOffsetB = new THREE.OperatorNode(
  870. timeSpeedB,
  871. uv,
  872. THREE.OperatorNode.ADD
  873. );
  874. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  875. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  876. var clouds = new THREE.OperatorNode(
  877. cloudA,
  878. cloudB,
  879. THREE.OperatorNode.ADD
  880. );
  881. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  882. mtl.alpha = clouds;
  883. // GUI
  884. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  885. mtl.environment.value.setHex( val );
  886. }, true );
  887. break;
  888. case 'camera-depth':
  889. // MATERIAL
  890. var colorA = new THREE.ColorNode( 0xFFFFFF );
  891. var colorB = new THREE.ColorNode( 0x0054df );
  892. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  893. depth.near.number = 1;
  894. depth.far.number = 200;
  895. var colors = new THREE.Math3Node(
  896. colorB,
  897. colorA,
  898. depth,
  899. THREE.Math3Node.MIX
  900. );
  901. mtl = new THREE.PhongNodeMaterial();
  902. mtl.color = colors;
  903. // GUI
  904. addGui( 'near', depth.near.number, function ( val ) {
  905. depth.near.number = val;
  906. }, false, 1, 1200 );
  907. addGui( 'far', depth.far.number, function ( val ) {
  908. depth.far.number = val;
  909. }, false, 1, 1200 );
  910. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  911. colorA.value.setHex( val );
  912. }, true );
  913. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  914. colorB.value.setHex( val );
  915. }, true );
  916. break;
  917. case 'caustic':
  918. // MATERIAL
  919. mtl = new THREE.StandardNodeMaterial();
  920. var hash2 = new THREE.FunctionNode( [
  921. "vec2 hash2(vec2 p) {",
  922. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  923. "}"
  924. ].join( "\n" ) );
  925. var voronoi = new THREE.FunctionNode( [
  926. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  927. "float voronoi(vec2 p, in float time) {",
  928. " vec2 n = floor(p);",
  929. " vec2 f = fract(p);",
  930. " float md = 5.0;",
  931. " vec2 m = vec2(0.0);",
  932. " for (int i = -1; i <= 1; i++) {",
  933. " for (int j = -1; j <= 1; j++) {",
  934. " vec2 g = vec2(i, j);",
  935. " vec2 o = hash2(n + g);",
  936. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  937. " vec2 r = g + o - f;",
  938. " float d = dot(r, r);",
  939. " if (d < md) {",
  940. " md = d;",
  941. " m = n+g+o;",
  942. " }",
  943. " }",
  944. " }",
  945. " return md;",
  946. "}"
  947. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  948. var voronoiLayers = new THREE.FunctionNode( [
  949. // based on https://www.shadertoy.com/view/4tXSDf
  950. "float voronoiLayers(vec2 p, in float time) {",
  951. " float v = 0.0;",
  952. " float a = 0.4;",
  953. " for (int i = 0; i < 3; i++) {",
  954. " v += voronoi(p, time) * a;",
  955. " p *= 2.0;",
  956. " a *= 0.5;",
  957. " }",
  958. " return v;",
  959. "}"
  960. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  961. var time = new THREE.TimerNode();
  962. var timeScale = new THREE.FloatNode( 2 );
  963. // used for serialization only
  964. time.name = "time";
  965. timeScale.name = "speed";
  966. var alpha = new THREE.FloatNode( 1 );
  967. var scale = new THREE.FloatNode( .1 );
  968. var intensity = new THREE.FloatNode( 1.5 );
  969. var color = new THREE.ColorNode( 0xFFFFFF );
  970. var colorA = new THREE.ColorNode( 0xFFFFFF );
  971. var colorB = new THREE.ColorNode( 0x0054df );
  972. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  973. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  974. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  975. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  976. // clamp0at1
  977. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  978. var timeOffset = new THREE.OperatorNode(
  979. time,
  980. timeScale,
  981. THREE.OperatorNode.MUL
  982. );
  983. var uvPos = new THREE.OperatorNode(
  984. worldPosTop,
  985. scale,
  986. THREE.OperatorNode.MUL
  987. );
  988. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  989. voronoi.inputs.p = uvPos;
  990. voronoi.inputs.time = timeOffset;
  991. var maskCaustic = new THREE.OperatorNode(
  992. alpha,
  993. mask,
  994. THREE.OperatorNode.MUL
  995. );
  996. var voronoiIntensity = new THREE.OperatorNode(
  997. voronoi,
  998. intensity,
  999. THREE.OperatorNode.MUL
  1000. );
  1001. var voronoiColors = new THREE.Math3Node(
  1002. colorB,
  1003. colorA,
  1004. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1005. THREE.Math3Node.MIX
  1006. );
  1007. var caustic = new THREE.Math3Node(
  1008. color,
  1009. voronoiColors,
  1010. maskCaustic,
  1011. THREE.Math3Node.MIX
  1012. );
  1013. var causticLights = new THREE.OperatorNode(
  1014. voronoiIntensity,
  1015. maskCaustic,
  1016. THREE.OperatorNode.MUL
  1017. );
  1018. mtl.color = caustic;
  1019. mtl.ambient = causticLights;
  1020. // GUI
  1021. addGui( 'timeScale', timeScale.number, function ( val ) {
  1022. timeScale.number = val;
  1023. }, false, 0, 5 );
  1024. addGui( 'intensity', intensity.number, function ( val ) {
  1025. intensity.number = val;
  1026. }, false, 0, 3 );
  1027. addGui( 'scale', scale.number, function ( val ) {
  1028. scale.number = val;
  1029. }, false, 0, 1 );
  1030. addGui( 'alpha', alpha.number, function ( val ) {
  1031. alpha.number = val;
  1032. }, false, 0, 1 );
  1033. addGui( 'color', color.value.getHex(), function ( val ) {
  1034. color.value.setHex( val );
  1035. }, true );
  1036. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1037. colorA.value.setHex( val );
  1038. }, true );
  1039. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1040. colorB.value.setHex( val );
  1041. }, true );
  1042. break;
  1043. case 'soft-body':
  1044. // MATERIAL
  1045. move = true;
  1046. mtl = new THREE.StandardNodeMaterial();
  1047. var scale = new THREE.FloatNode( 2 );
  1048. var colorA = new THREE.ColorNode( 0xFF6633 );
  1049. var colorB = new THREE.ColorNode( 0x3366FF );
  1050. var pos = new THREE.PositionNode();
  1051. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1052. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1053. var velocity = new THREE.VelocityNode( mesh, {
  1054. type: 'elastic',
  1055. spring: .95,
  1056. damping: .95
  1057. } );
  1058. var velocityArea = new THREE.OperatorNode(
  1059. mask,
  1060. scale,
  1061. THREE.OperatorNode.MUL
  1062. );
  1063. var softVelocity = new THREE.OperatorNode(
  1064. velocity,
  1065. velocityArea,
  1066. THREE.OperatorNode.MUL
  1067. );
  1068. var softPosition = new THREE.OperatorNode(
  1069. new THREE.PositionNode(),
  1070. softVelocity,
  1071. THREE.OperatorNode.ADD
  1072. );
  1073. var colors = new THREE.Math3Node(
  1074. colorB,
  1075. colorA,
  1076. mask,
  1077. THREE.Math3Node.MIX
  1078. );
  1079. mtl.color = colors;
  1080. mtl.transform = softPosition;
  1081. // GUI
  1082. addGui( 'spring', velocity.params.spring, function ( val ) {
  1083. velocity.params.spring = val;
  1084. }, false, 0, .95 );
  1085. addGui( 'damping', velocity.params.damping, function ( val ) {
  1086. velocity.params.damping = val;
  1087. }, false, 0, .95 );
  1088. addGui( 'scale', scale.number, function ( val ) {
  1089. scale.number = val;
  1090. }, false, 0, 3 );
  1091. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1092. colorA.value.setHex( val );
  1093. }, true );
  1094. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1095. colorB.value.setHex( val );
  1096. }, true );
  1097. break;
  1098. case 'plush':
  1099. // MATERIAL
  1100. mtl = new THREE.PhongNodeMaterial();
  1101. var color = new THREE.ColorNode( 0x8D8677 );
  1102. var mildness = new THREE.FloatNode( 1.6 );
  1103. var fur = new THREE.FloatNode( .5 );
  1104. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1105. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1106. var viewZ = new THREE.Math2Node(
  1107. posDirection,
  1108. norDirection,
  1109. THREE.Math2Node.DOT
  1110. );
  1111. // without luma correction for now
  1112. var mildnessColor = new THREE.OperatorNode(
  1113. color,
  1114. mildness,
  1115. THREE.OperatorNode.MUL
  1116. );
  1117. var furScale = new THREE.OperatorNode(
  1118. viewZ,
  1119. fur,
  1120. THREE.OperatorNode.MUL
  1121. );
  1122. mtl.color = color;
  1123. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  1124. mtl.normalScale = furScale;
  1125. mtl.environment = mildnessColor;
  1126. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1127. mtl.shininess = new THREE.FloatNode( 0 );
  1128. // GUI
  1129. addGui( 'color', color.value.getHex(), function ( val ) {
  1130. color.value.setHex( val );
  1131. }, true );
  1132. addGui( 'mildness', mildness.number, function ( val ) {
  1133. mildness.number = val;
  1134. }, false, 1, 2 );
  1135. addGui( 'fur', fur.number, function ( val ) {
  1136. fur.number = val;
  1137. }, false, 0, 2 );
  1138. break;
  1139. case 'skin':
  1140. case 'skin-phong':
  1141. // MATERIAL
  1142. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1143. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1144. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1145. var wrapLight = new THREE.FloatNode( 1.5 );
  1146. var wrapShadow = new THREE.FloatNode( 0 );
  1147. var directLight = new THREE.LightNode();
  1148. var lightLuminance = new THREE.LuminanceNode( directLight );
  1149. var lightWrap = new THREE.Math3Node(
  1150. wrapShadow,
  1151. wrapLight,
  1152. lightLuminance,
  1153. THREE.Math3Node.SMOOTHSTEP
  1154. );
  1155. var lightTransition = new THREE.OperatorNode(
  1156. lightWrap,
  1157. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1158. THREE.OperatorNode.MUL
  1159. );
  1160. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1161. var wrappedLightColor = new THREE.OperatorNode(
  1162. wrappedLight,
  1163. bloodColor,
  1164. THREE.OperatorNode.MUL
  1165. );
  1166. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1167. var totalLight = new THREE.OperatorNode(
  1168. directLight,
  1169. bloodArea,
  1170. THREE.OperatorNode.ADD
  1171. );
  1172. mtl.color = skinColor;
  1173. mtl.light = totalLight;
  1174. if ( name == 'skin' ) {
  1175. // StandardNodeMaterial
  1176. mtl.metalness = new THREE.FloatNode( 0 );
  1177. mtl.roughness = new THREE.FloatNode( 1 );
  1178. mtl.reflectivity = new THREE.FloatNode( 0 );
  1179. mtl.clearCoat = new THREE.FloatNode( .2 );
  1180. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1181. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1182. } else {
  1183. // PhongNodeMaterial
  1184. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1185. mtl.shininess = new THREE.FloatNode( 15 );
  1186. }
  1187. // GUI
  1188. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1189. skinColor.value.setHex( val );
  1190. }, true );
  1191. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1192. bloodColor.value.setHex( val );
  1193. }, true );
  1194. addGui( 'wrapLight', wrapLight.number, function ( val ) {
  1195. wrapLight.number = val;
  1196. }, false, 0, 3 );
  1197. addGui( 'wrapShadow', wrapShadow.number, function ( val ) {
  1198. wrapShadow.number = val;
  1199. }, false, - 1, 0 );
  1200. break;
  1201. case 'toon':
  1202. // MATERIAL
  1203. mtl = new THREE.PhongNodeMaterial();
  1204. var count = new THREE.FloatNode( 3.43 );
  1205. var sceneDirectLight = new THREE.LightNode();
  1206. var color = new THREE.ColorNode( 0xAABBFF );
  1207. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1208. var lineSize = new THREE.FloatNode( 0.23 );
  1209. var lineInner = new THREE.FloatNode( 0 );
  1210. // CEL
  1211. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1212. var preCelLight = new THREE.OperatorNode(
  1213. lightLuminance,
  1214. count,
  1215. THREE.OperatorNode.MUL
  1216. );
  1217. var celLight = new THREE.Math1Node(
  1218. preCelLight,
  1219. THREE.Math1Node.CEIL
  1220. );
  1221. var posCelLight = new THREE.OperatorNode(
  1222. celLight,
  1223. count,
  1224. THREE.OperatorNode.DIV
  1225. );
  1226. // LINE
  1227. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1228. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1229. var viewZ = new THREE.Math2Node(
  1230. posDirection,
  1231. norDirection,
  1232. THREE.Math2Node.DOT
  1233. );
  1234. var lineOutside = new THREE.Math1Node(
  1235. viewZ,
  1236. THREE.Math1Node.ABS
  1237. );
  1238. var line = new THREE.OperatorNode(
  1239. lineOutside,
  1240. new THREE.FloatNode( 1 ),
  1241. THREE.OperatorNode.DIV
  1242. );
  1243. var lineScaled = new THREE.Math3Node(
  1244. line,
  1245. lineSize,
  1246. lineInner,
  1247. THREE.Math3Node.SMOOTHSTEP
  1248. );
  1249. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1250. // APPLY
  1251. mtl.color = color;
  1252. mtl.light = posCelLight;
  1253. mtl.shininess = new THREE.FloatNode( 0 );
  1254. mtl.environment = lineColor;
  1255. mtl.environmentAlpha = innerContour;
  1256. // GUI
  1257. addGui( 'color', color.value.getHex(), function ( val ) {
  1258. color.value.setHex( val );
  1259. }, true );
  1260. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1261. lineColor.value.setHex( val );
  1262. }, true );
  1263. addGui( 'count', count.number, function ( val ) {
  1264. count.number = val;
  1265. }, false, 1, 8 );
  1266. addGui( 'lineSize', lineSize.number, function ( val ) {
  1267. lineSize.number = val;
  1268. }, false, 0, 1 );
  1269. addGui( 'lineInner', lineInner.number, function ( val ) {
  1270. lineInner.number = val;
  1271. }, false, 0, 1 );
  1272. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1273. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1274. mtl.build();
  1275. } );
  1276. break;
  1277. case 'custom-attribute':
  1278. // GEOMETRY
  1279. // add "position" buffer to "custom" attribute
  1280. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1281. // MATERIAL
  1282. mtl = new THREE.PhongNodeMaterial();
  1283. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1284. // or
  1285. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1286. break;
  1287. case 'expression':
  1288. // MATERIAL
  1289. mtl = new THREE.PhongNodeMaterial();
  1290. var speed = new THREE.FloatNode( .5 );
  1291. mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1292. mtl.color.keywords[ "speed" ] = speed;
  1293. mtl.transform = new THREE.FunctionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
  1294. mtl.transform.keywords[ "speed" ] = speed;
  1295. // add global keyword ( variable or const )
  1296. THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
  1297. return new THREE.ReflectNode();
  1298. } );
  1299. // GUI
  1300. addGui( 'speed', speed.number, function ( val ) {
  1301. speed.number = val;
  1302. }, false, 0, 1 );
  1303. break;
  1304. case 'reserved-keywords':
  1305. // MATERIAL
  1306. mtl = new THREE.PhongNodeMaterial();
  1307. var keywordsexample = new THREE.FunctionNode( [
  1308. // use "uv" reserved keyword
  1309. "vec4 keywordsexample( sampler2D texture ) {",
  1310. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1311. "}"
  1312. ].join( "\n" ) );
  1313. // add local keyword ( const only )
  1314. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1315. // add global keyword ( const only )
  1316. THREE.NodeLib.addKeyword( 'myUV', function ( builder ) {
  1317. return new THREE.UVNode();
  1318. } );
  1319. // add global const or function
  1320. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1321. // reserved keywords
  1322. console.log( THREE.NodeLib.keywords );
  1323. // keywords conflit? use this to disable:
  1324. //blurtexture.useKeywords = false; // ( true is default )
  1325. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1326. break;
  1327. case 'varying':
  1328. // MATERIAL
  1329. mtl = new THREE.PhongNodeMaterial();
  1330. var varying = new THREE.VarNode( "vec3" );
  1331. var setMyVar = new THREE.FunctionNode( [
  1332. "float setMyVar( vec3 pos ) {",
  1333. // set "myVar" in vertex shader in this example,
  1334. // can be used in fragment shader too or in rest of the current shader
  1335. " myVar = pos;",
  1336. // it is not accept "void" functions for now!
  1337. " return 0.;",
  1338. "}"
  1339. ].join( "\n" ) );
  1340. // add keyword
  1341. setMyVar.keywords[ "myVar" ] = varying;
  1342. var transform = new THREE.FunctionNode( "setMyVar( position * .1 ) + position", "vec3", [ setMyVar ] );
  1343. transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1344. mtl.transform = transform;
  1345. mtl.color = varying;
  1346. break;
  1347. case 'triangle-blur':
  1348. // MATERIAL
  1349. mtl = new THREE.PhongNodeMaterial();
  1350. var delta = new THREE.Vector2Node( .5, .25 );
  1351. var alpha = new THREE.FloatNode( 1 );
  1352. var blurtexture = new THREE.FunctionNode( [
  1353. // Reference: TriangleBlurShader.js
  1354. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1355. " vec4 color = vec4( 0.0 );",
  1356. " float total = 0.0;",
  1357. // randomize the lookup values to hide the fixed number of samples
  1358. " float offset = rand( uv );",
  1359. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1360. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1361. " float weight = 1.0 - abs( percent );",
  1362. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1363. " total += weight;",
  1364. " }",
  1365. " return color / total;",
  1366. "}"
  1367. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1368. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1369. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1370. delta: delta,
  1371. uv: new THREE.UVNode()
  1372. } );
  1373. var color = new THREE.Math3Node(
  1374. new THREE.TextureNode( getTexture( "brick" ) ),
  1375. blurredTexture,
  1376. alpha,
  1377. THREE.Math3Node.MIX
  1378. );
  1379. mtl.color = color;
  1380. // GUI
  1381. addGui( 'alpha', alpha.number, function ( val ) {
  1382. alpha.number = val;
  1383. }, false, 0, 1 );
  1384. addGui( 'deltaX', delta.x, function ( val ) {
  1385. delta.x = val;
  1386. }, false, 0, 1 );
  1387. addGui( 'deltaY', delta.x, function ( val ) {
  1388. delta.y = val;
  1389. }, false, 0, 1 );
  1390. break;
  1391. case 'firefly':
  1392. // MATERIAL
  1393. mtl = new THREE.PhongNodeMaterial();
  1394. var time = new THREE.TimerNode();
  1395. var speed = new THREE.FloatNode( .5 );
  1396. var color = new THREE.ColorNode( 0x98ff00 );
  1397. var timeSpeed = new THREE.OperatorNode(
  1398. time,
  1399. speed,
  1400. THREE.OperatorNode.MUL
  1401. );
  1402. var sinCycleInSecs = new THREE.OperatorNode(
  1403. timeSpeed,
  1404. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1405. THREE.OperatorNode.MUL
  1406. );
  1407. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1408. var cycleColor = new THREE.OperatorNode(
  1409. cycle,
  1410. color,
  1411. THREE.OperatorNode.MUL
  1412. );
  1413. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1414. mtl.color = new THREE.ColorNode( 0 );
  1415. mtl.emissive = cos;
  1416. // GUI
  1417. addGui( 'speed', speed.number, function ( val ) {
  1418. speed.number = val;
  1419. }, false, 0, 3 );
  1420. break;
  1421. case 'sss':
  1422. case 'translucent':
  1423. // DISTANCE FORMULA
  1424. var modelPos = new THREE.Vector3Node();
  1425. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1426. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1427. var cameraDistance = new THREE.Math2Node(
  1428. modelPos,
  1429. cameraPosition,
  1430. THREE.Math2Node.DISTANCE
  1431. );
  1432. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1433. var distance = new THREE.OperatorNode(
  1434. cameraDistance,
  1435. viewPosZ,
  1436. THREE.OperatorNode.SUB
  1437. );
  1438. var distanceRadius = new THREE.OperatorNode(
  1439. distance,
  1440. new THREE.FloatNode( 70 ),
  1441. THREE.OperatorNode.ADD
  1442. );
  1443. var objectDepth = new THREE.Math3Node(
  1444. distanceRadius,
  1445. new THREE.FloatNode( 0 ),
  1446. new THREE.FloatNode( 50 ),
  1447. THREE.Math3Node.SMOOTHSTEP
  1448. );
  1449. // RTT ( get back distance )
  1450. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1451. library[ rtTexture.uuid ] = rtTexture;
  1452. var distanceMtl = new THREE.PhongNodeMaterial();
  1453. distanceMtl.environment = objectDepth;
  1454. distanceMtl.side = THREE.BackSide;
  1455. distanceMtl.build();
  1456. rtMaterial = distanceMtl;
  1457. // MATERIAL
  1458. mtl = new THREE.StandardNodeMaterial();
  1459. var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1460. var difference = new THREE.OperatorNode(
  1461. objectDepth,
  1462. backSideDepth,
  1463. THREE.OperatorNode.SUB
  1464. );
  1465. var sss = new THREE.Math3Node(
  1466. new THREE.FloatNode( - .1 ),
  1467. new THREE.FloatNode( .5 ),
  1468. difference,
  1469. THREE.Math3Node.SMOOTHSTEP
  1470. );
  1471. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1472. var frontColor, backColor;
  1473. if ( name == 'sss' ) {
  1474. var sssOut = new THREE.Math2Node(
  1475. objectDepth,
  1476. sssAlpha,
  1477. THREE.Math2Node.MIN
  1478. );
  1479. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1480. backColor = new THREE.ColorNode( 0xd04327 );
  1481. var color = new THREE.Math3Node(
  1482. backColor,
  1483. frontColor,
  1484. sssOut,
  1485. THREE.Math3Node.MIX
  1486. );
  1487. var light = new THREE.OperatorNode(
  1488. new THREE.LightNode(),
  1489. color,
  1490. THREE.OperatorNode.ADD
  1491. );
  1492. mtl.color = frontColor;
  1493. mtl.roughness = new THREE.FloatNode( .1 );
  1494. mtl.metalness = new THREE.FloatNode( .5 );
  1495. mtl.light = light;
  1496. mtl.environment = color;
  1497. } else {
  1498. frontColor = new THREE.ColorNode( 0xd04327 );
  1499. backColor = new THREE.ColorNode( 0x1a0e14 );
  1500. var color = new THREE.Math3Node(
  1501. frontColor,
  1502. backColor,
  1503. sssAlpha,
  1504. THREE.Math3Node.MIX
  1505. );
  1506. var light = new THREE.OperatorNode(
  1507. new THREE.LightNode(),
  1508. color,
  1509. THREE.OperatorNode.ADD
  1510. );
  1511. mtl.color = new THREE.ColorNode( 0xffffff );
  1512. mtl.roughness = new THREE.FloatNode( .1 );
  1513. mtl.metalness = new THREE.FloatNode( .5 );
  1514. mtl.light = light;
  1515. mtl.environment = color;
  1516. }
  1517. // GUI
  1518. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1519. frontColor.value.setHex( val );
  1520. }, true );
  1521. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1522. backColor.value.setHex( val );
  1523. }, true );
  1524. addGui( 'area', sss.b.number, function ( val ) {
  1525. sss.b.number = val;
  1526. }, false, 0, 1 );
  1527. break;
  1528. }
  1529. // build shader
  1530. mtl.build();
  1531. // set material
  1532. mesh.material = mtl;
  1533. }
  1534. function onWindowResize() {
  1535. var width = window.innerWidth, height = window.innerHeight;
  1536. camera.aspect = width / height;
  1537. camera.updateProjectionMatrix();
  1538. renderer.setSize( width, height );
  1539. if ( rtTexture ) rtTexture.setSize( width, height );
  1540. }
  1541. function toggleSerialize() {
  1542. if ( serialized ) reset();
  1543. else serialize();
  1544. serialized = ! serialized;
  1545. }
  1546. function reset() {
  1547. updateMaterial();
  1548. // gui
  1549. var div = document.getElementById( 'serialize' );
  1550. div.textContent = "Serialize and apply";
  1551. }
  1552. function serialize() {
  1553. var json = mesh.material.toJSON(),
  1554. loader = new THREE.NodeMaterialLoader( null, library ),
  1555. material = loader.parse( json );
  1556. mesh.material = material;
  1557. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  1558. // example:
  1559. THREE.NodeMaterialLoaderUtils.replaceUUID( json, getTexture( "cloud" ), "cloud" );
  1560. // get source
  1561. var jsonStr = JSON.stringify( json );
  1562. console.log( jsonStr );
  1563. // gui
  1564. var div = document.getElementById( 'serialize' );
  1565. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1566. if ( gui ) gui.destroy();
  1567. gui = null;
  1568. }
  1569. function animate() {
  1570. var delta = clock.getDelta();
  1571. if ( move ) {
  1572. var time = Date.now() * 0.005;
  1573. mesh.position.z = Math.cos( time ) * 10;
  1574. mesh.position.y = Math.sin( time ) * 10;
  1575. } else {
  1576. mesh.position.z = mesh.position.y = 0;
  1577. }
  1578. //mesh.rotation.z += .01;
  1579. // update material animation and/or gpu calcs (pre-renderer)
  1580. frame.update( delta ).updateFrame( mesh.material );
  1581. // render to texture for sss/translucent material only
  1582. if ( rtTexture ) {
  1583. scene.overrideMaterial = rtMaterial;
  1584. renderer.render( scene, camera, rtTexture, true );
  1585. scene.overrideMaterial = null;
  1586. }
  1587. renderer.render( scene, camera );
  1588. requestAnimationFrame( animate );
  1589. }
  1590. </script>
  1591. </body>
  1592. </html>