webgl_materials_nodes.html 56 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/NodeUniform.js"></script>
  48. <script src="js/nodes/NodeBuilder.js"></script>
  49. <script src="js/nodes/NodeLib.js"></script>
  50. <script src="js/nodes/NodeFrame.js"></script>
  51. <script src="js/nodes/NodeMaterial.js"></script>
  52. <!-- Accessors -->
  53. <script src="js/nodes/accessors/PositionNode.js"></script>
  54. <script src="js/nodes/accessors/NormalNode.js"></script>
  55. <script src="js/nodes/accessors/UVNode.js"></script>
  56. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  57. <script src="js/nodes/accessors/ColorsNode.js"></script>
  58. <script src="js/nodes/accessors/CameraNode.js"></script>
  59. <script src="js/nodes/accessors/ReflectNode.js"></script>
  60. <script src="js/nodes/accessors/LightNode.js"></script>
  61. <!-- Inputs -->
  62. <script src="js/nodes/inputs/IntNode.js"></script>
  63. <script src="js/nodes/inputs/FloatNode.js"></script>
  64. <script src="js/nodes/inputs/ColorNode.js"></script>
  65. <script src="js/nodes/inputs/Vector2Node.js"></script>
  66. <script src="js/nodes/inputs/Vector3Node.js"></script>
  67. <script src="js/nodes/inputs/Vector4Node.js"></script>
  68. <script src="js/nodes/inputs/TextureNode.js"></script>
  69. <script src="js/nodes/inputs/Matrix3Node.js"></script>
  70. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  71. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  72. <!-- Math -->
  73. <script src="js/nodes/math/Math1Node.js"></script>
  74. <script src="js/nodes/math/Math2Node.js"></script>
  75. <script src="js/nodes/math/Math3Node.js"></script>
  76. <script src="js/nodes/math/OperatorNode.js"></script>
  77. <!-- Utils -->
  78. <script src="js/nodes/utils/SwitchNode.js"></script>
  79. <script src="js/nodes/utils/JoinNode.js"></script>
  80. <script src="js/nodes/utils/TimerNode.js"></script>
  81. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  82. <script src="js/nodes/utils/VelocityNode.js"></script>
  83. <script src="js/nodes/utils/LuminanceNode.js"></script>
  84. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  85. <script src="js/nodes/utils/NoiseNode.js"></script>
  86. <script src="js/nodes/utils/ResolutionNode.js"></script>
  87. <script src="js/nodes/utils/BumpNode.js"></script>
  88. <script src="js/nodes/utils/BlurNode.js"></script>
  89. <script src="js/nodes/utils/UVTransformNode.js"></script>
  90. <!-- Phong Material -->
  91. <script src="js/nodes/materials/PhongNode.js"></script>
  92. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  93. <!-- Standard Material -->
  94. <script src="js/nodes/materials/StandardNode.js"></script>
  95. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  96. <!-- NodeMaterial Loader -->
  97. <script src="js/loaders/NodeMaterialLoader.js"></script>
  98. <script>
  99. var container = document.getElementById( 'container' );
  100. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  101. var frame = new THREE.NodeFrame();
  102. var teapot, mesh;
  103. var controls;
  104. var move = false;
  105. var rtTexture, rtMaterial;
  106. var gui, guiElements = [];
  107. var library = {};
  108. var serialized = false;
  109. var textures = {
  110. brick: { url: 'textures/brick_diffuse.jpg' },
  111. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  112. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  113. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  114. cloud: { url: 'textures/lava/cloud.png' },
  115. spherical: { url: 'textures/envmap.png' }
  116. };
  117. var param = { example: 'standard' };
  118. function getTexture( name ) {
  119. var texture = textures[ name ].texture;
  120. if ( ! texture ) {
  121. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  122. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  123. library[ texture.uuid ] = texture;
  124. }
  125. return texture;
  126. }
  127. var cubemap = function () {
  128. var path = "textures/cube/Park2/";
  129. var format = '.jpg';
  130. var urls = [
  131. path + 'posx' + format, path + 'negx' + format,
  132. path + 'posy' + format, path + 'negy' + format,
  133. path + 'posz' + format, path + 'negz' + format
  134. ];
  135. var textureCube = new THREE.CubeTextureLoader().load( urls );
  136. textureCube.format = THREE.RGBFormat;
  137. library[ textureCube.uuid ] = textureCube;
  138. return textureCube;
  139. }();
  140. window.addEventListener( 'load', init );
  141. function init() {
  142. renderer = new THREE.WebGLRenderer( { antialias: true } );
  143. renderer.setPixelRatio( window.devicePixelRatio );
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  146. container.appendChild( renderer.domElement );
  147. scene = new THREE.Scene();
  148. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  149. camera.position.x = 50;
  150. camera.position.z = - 50;
  151. camera.position.y = 30;
  152. camera.target = new THREE.Vector3();
  153. controls = new THREE.OrbitControls( camera, renderer.domElement );
  154. controls.minDistance = 50;
  155. controls.maxDistance = 200;
  156. scene.add( new THREE.AmbientLight( 0x464646 ) );
  157. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  158. light.position.set( 1, 0.75, 0.5 );
  159. scene.add( light );
  160. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  161. light.position.set( - 1, 0.75, - 0.5 );
  162. scene.add( light );
  163. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  164. mesh = new THREE.Mesh( teapot );
  165. scene.add( mesh );
  166. library[ renderer.uuid ] = renderer;
  167. library[ camera.uuid ] = camera;
  168. library[ mesh.uuid ] = mesh;
  169. window.addEventListener( 'resize', onWindowResize, false );
  170. updateMaterial();
  171. onWindowResize();
  172. animate();
  173. }
  174. function clearGui() {
  175. if ( gui ) gui.destroy();
  176. gui = new dat.GUI();
  177. var example = gui.add( param, 'example', {
  178. 'basic / standard': 'standard',
  179. 'basic / physical': 'physical',
  180. 'basic / phong': 'phong',
  181. 'basic / layers': 'layers',
  182. 'basic / rim': 'rim',
  183. 'basic / color-adjustment': 'color-adjustment',
  184. 'basic / uv-transform': 'uv-transform',
  185. 'basic / bump': 'bump',
  186. 'basic / blur': 'blur',
  187. 'basic / spherical-reflection': 'spherical-reflection',
  188. 'adv / fresnel': 'fresnel',
  189. 'adv / saturation': 'saturation',
  190. 'adv / top-bottom': 'top-bottom',
  191. 'adv / skin': 'skin',
  192. 'adv / skin-phong': 'skin-phong',
  193. 'adv / caustic': 'caustic',
  194. 'adv / displace': 'displace',
  195. 'adv / plush': 'plush',
  196. 'adv / toon': 'toon',
  197. 'adv / camera-depth': 'camera-depth',
  198. 'adv / soft-body': 'soft-body',
  199. 'adv / wave': 'wave',
  200. 'adv / triangle-blur': 'triangle-blur',
  201. 'adv / expression': 'expression',
  202. 'adv / sss': 'sss',
  203. 'adv / translucent': 'translucent',
  204. 'misc / smoke': 'smoke',
  205. 'misc / firefly': 'firefly',
  206. 'misc / reserved-keywords': 'reserved-keywords',
  207. 'misc / varying': 'varying',
  208. 'misc / readonly': 'readonly',
  209. 'misc / custom-attribute': 'custom-attribute'
  210. } ).onFinishChange( function () {
  211. updateMaterial();
  212. } );
  213. gui.open();
  214. }
  215. function addGui( name, value, callback, isColor, min, max ) {
  216. var node;
  217. param[ name ] = value;
  218. if ( isColor ) {
  219. node = gui.addColor( param, name ).onChange( function () {
  220. callback( param[ name ] );
  221. } );
  222. } else if ( typeof value == 'object' ) {
  223. param.blend = value[ Object.keys( value )[ 0 ] ];
  224. node = gui.add( param, name, value ).onChange( function () {
  225. callback( param[ name ] );
  226. } );
  227. } else {
  228. node = gui.add( param, name, min, max ).onChange( function () {
  229. callback( param[ name ] );
  230. } );
  231. }
  232. return node;
  233. }
  234. function updateMaterial() {
  235. move = false;
  236. if ( mesh.material ) mesh.material.dispose();
  237. if ( rtTexture ) {
  238. delete library[ rtTexture.uuid ];
  239. rtTexture.dispose();
  240. rtTexture = null;
  241. }
  242. if ( rtMaterial ) {
  243. rtMaterial.dispose();
  244. rtMaterial = null;
  245. }
  246. var name = param.example;
  247. var mtl;
  248. clearGui();
  249. switch ( name ) {
  250. case 'phong':
  251. // MATERIAL
  252. mtl = new THREE.PhongNodeMaterial();
  253. //mtl.color = // albedo (vec3)
  254. //mtl.alpha = // opacity (float)
  255. //mtl.specular = // specular color (vec3)
  256. //mtl.shininess = // shininess (float)
  257. //mtl.normal = // normalmap (vec3)
  258. //mtl.normalScale = // normalmap scale (vec2)
  259. //mtl.emissive = // emissive color (vec3)
  260. //mtl.ambient = // ambient color (vec3)
  261. //mtl.shadow = // shadowmap (vec3)
  262. //mtl.light = // custom-light (vec3)
  263. //mtl.ao = // ambient occlusion (float)
  264. //mtl.light = // input/output light (vec3)
  265. //mtl.environment = // reflection/refraction (vec3)
  266. //mtl.environmentAlpha = // environment alpha (float)
  267. //mtl.transform = // vertex transformation (vec3)
  268. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  269. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  270. mtl.specular = new THREE.FloatNode( .5 );
  271. mtl.shininess = new THREE.FloatNode( 15 );
  272. mtl.environment = new THREE.CubeTextureNode( cubemap );
  273. mtl.environmentAlpha = mask;
  274. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  275. mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  276. break;
  277. case 'standard':
  278. // MATERIAL
  279. mtl = new THREE.StandardNodeMaterial();
  280. //mtl.color = // albedo (vec3)
  281. //mtl.alpha = // opacity (float)
  282. //mtl.roughness = // roughness (float)
  283. //mtl.metalness = // metalness (float)
  284. //mtl.normal = // normalmap (vec3)
  285. //mtl.normalScale = // normalmap scale (vec2)
  286. //mtl.emissive = // emissive color (vec3)
  287. //mtl.ambient = // ambient color (vec3)
  288. //mtl.shadow = // shadowmap (vec3)
  289. //mtl.light = // custom-light (vec3)
  290. //mtl.ao = // ambient occlusion (float)
  291. //mtl.environment = // reflection/refraction (vec3)
  292. //mtl.transform = // vertex transformation (vec3)
  293. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  294. var normalScale = new THREE.FloatNode( .3 );
  295. var roughnessA = new THREE.FloatNode( .5 );
  296. var metalnessA = new THREE.FloatNode( .5 );
  297. var roughnessB = new THREE.FloatNode( 0 );
  298. var metalnessB = new THREE.FloatNode( 1 );
  299. var roughness = new THREE.Math3Node(
  300. roughnessA,
  301. roughnessB,
  302. mask,
  303. THREE.Math3Node.MIX
  304. );
  305. var metalness = new THREE.Math3Node(
  306. metalnessA,
  307. metalnessB,
  308. mask,
  309. THREE.Math3Node.MIX
  310. );
  311. var normalMask = new THREE.OperatorNode(
  312. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  313. normalScale,
  314. THREE.OperatorNode.MUL
  315. );
  316. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  317. mtl.roughness = roughness;
  318. mtl.metalness = metalness;
  319. mtl.environment = new THREE.CubeTextureNode( cubemap );
  320. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  321. mtl.normalScale = normalMask;
  322. // GUI
  323. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  324. mtl.color.value.setHex( val );
  325. }, true );
  326. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  327. roughnessA.value = val;
  328. }, false, 0, 1 );
  329. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  330. metalnessA.value = val;
  331. }, false, 0, 1 );
  332. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  333. roughnessB.value = val;
  334. }, false, 0, 1 );
  335. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  336. metalnessB.value = val;
  337. }, false, 0, 1 );
  338. addGui( 'normalScale', normalScale.value, function ( val ) {
  339. normalScale.value = val;
  340. }, false, 0, 1 );
  341. break;
  342. case 'physical':
  343. // MATERIAL
  344. mtl = new THREE.StandardNodeMaterial();
  345. //mtl.color = // albedo (vec3)
  346. //mtl.alpha = // opacity (float)
  347. //mtl.roughness = // roughness (float)
  348. //mtl.metalness = // metalness (float)
  349. //mtl.reflectivity = // reflectivity (float)
  350. //mtl.clearCoat = // clearCoat (float)
  351. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  352. //mtl.normal = // normalmap (vec3)
  353. //mtl.normalScale = // normalmap scale (vec2)
  354. //mtl.emissive = // emissive color (vec3)
  355. //mtl.ambient = // ambient color (vec3)
  356. //mtl.shadow = // shadowmap (vec3)
  357. //mtl.light = // custom-light (vec3)
  358. //mtl.ao = // ambient occlusion (float)
  359. //mtl.environment = // reflection/refraction (vec3)
  360. //mtl.transform = // vertex transformation (vec3)
  361. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  362. var normalScale = new THREE.FloatNode( .3 );
  363. var roughnessA = new THREE.FloatNode( .5 );
  364. var metalnessA = new THREE.FloatNode( .5 );
  365. var roughnessB = new THREE.FloatNode( 0 );
  366. var metalnessB = new THREE.FloatNode( 1 );
  367. var reflectivity = new THREE.FloatNode( 0 );
  368. var clearCoat = new THREE.FloatNode( 1 );
  369. var clearCoatRoughness = new THREE.FloatNode( 1 );
  370. var roughness = new THREE.Math3Node(
  371. roughnessA,
  372. roughnessB,
  373. mask,
  374. THREE.Math3Node.MIX
  375. );
  376. var metalness = new THREE.Math3Node(
  377. metalnessA,
  378. metalnessB,
  379. mask,
  380. THREE.Math3Node.MIX
  381. );
  382. var normalMask = new THREE.OperatorNode(
  383. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  384. normalScale,
  385. THREE.OperatorNode.MUL
  386. );
  387. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  388. mtl.roughness = roughness;
  389. mtl.metalness = metalness;
  390. mtl.reflectivity = reflectivity;
  391. mtl.clearCoat = clearCoat;
  392. mtl.clearCoatRoughness = clearCoatRoughness;
  393. mtl.environment = new THREE.CubeTextureNode( cubemap );
  394. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  395. mtl.normalScale = normalMask;
  396. // GUI
  397. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  398. mtl.color.value.setHex( val );
  399. }, true );
  400. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  401. reflectivity.value = val;
  402. }, false, 0, 1 );
  403. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  404. clearCoat.value = val;
  405. }, false, 0, 1 );
  406. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  407. clearCoatRoughness.value = val;
  408. }, false, 0, 1 );
  409. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  410. roughnessA.value = val;
  411. }, false, 0, 1 );
  412. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  413. metalnessA.value = val;
  414. }, false, 0, 1 );
  415. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  416. roughnessB.value = val;
  417. }, false, 0, 1 );
  418. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  419. metalnessB.value = val;
  420. }, false, 0, 1 );
  421. addGui( 'normalScale', normalScale.value, function ( val ) {
  422. normalScale.value = val;
  423. }, false, 0, 1 );
  424. break;
  425. case 'wave':
  426. // MATERIAL
  427. mtl = new THREE.PhongNodeMaterial();
  428. var time = new THREE.TimerNode();
  429. var speed = new THREE.FloatNode( 5 );
  430. var scale = new THREE.FloatNode( 1 );
  431. var worldScale = new THREE.FloatNode( .4 );
  432. var colorA = new THREE.ColorNode( 0xFFFFFF );
  433. var colorB = new THREE.ColorNode( 0x0054df );
  434. // used for serialization only
  435. time.name = "time";
  436. speed.name = "speed";
  437. var timeScale = new THREE.OperatorNode(
  438. time,
  439. speed,
  440. THREE.OperatorNode.MUL
  441. );
  442. var worldScl = new THREE.OperatorNode(
  443. new THREE.PositionNode(),
  444. worldScale,
  445. THREE.OperatorNode.MUL
  446. );
  447. var posContinuous = new THREE.OperatorNode(
  448. worldScl,
  449. timeScale,
  450. THREE.OperatorNode.ADD
  451. );
  452. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  453. wave = new THREE.SwitchNode( wave, 'x' );
  454. var waveScale = new THREE.OperatorNode(
  455. wave,
  456. scale,
  457. THREE.OperatorNode.MUL
  458. );
  459. var displaceY = new THREE.JoinNode(
  460. new THREE.FloatNode(),
  461. waveScale,
  462. new THREE.FloatNode()
  463. );
  464. var displace = new THREE.OperatorNode(
  465. new THREE.NormalNode(),
  466. displaceY,
  467. THREE.OperatorNode.MUL
  468. );
  469. var blend = new THREE.OperatorNode(
  470. new THREE.PositionNode(),
  471. displaceY,
  472. THREE.OperatorNode.ADD
  473. );
  474. var color = new THREE.Math3Node(
  475. colorB,
  476. colorA,
  477. wave,
  478. THREE.Math3Node.MIX
  479. );
  480. mtl.color = color;
  481. mtl.transform = blend;
  482. // GUI
  483. addGui( 'speed', speed.value, function ( val ) {
  484. speed.value = val;
  485. }, false, 0, 10 );
  486. addGui( 'scale', scale.value, function ( val ) {
  487. scale.value = val;
  488. }, false, 0, 3 );
  489. addGui( 'worldScale', worldScale.value, function ( val ) {
  490. worldScale.value = val;
  491. }, false, 0, 1 );
  492. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  493. colorA.value.setHex( val );
  494. }, true );
  495. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  496. colorB.value.setHex( val );
  497. }, true );
  498. addGui( 'useNormals', false, function ( val ) {
  499. blend.b = val ? displace : displaceY;
  500. mtl.build();
  501. } );
  502. break;
  503. case 'rim':
  504. // MATERIAL
  505. mtl = new THREE.PhongNodeMaterial();
  506. var intensity = 1.3;
  507. var power = new THREE.FloatNode( 3 );
  508. var color = new THREE.ColorNode( 0xFFFFFF );
  509. var viewZ = new THREE.Math2Node(
  510. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  511. new THREE.Vector3Node( 0, 0, - intensity ),
  512. THREE.Math2Node.DOT
  513. );
  514. var rim = new THREE.OperatorNode(
  515. viewZ,
  516. new THREE.FloatNode( intensity ),
  517. THREE.OperatorNode.ADD
  518. );
  519. var rimPower = new THREE.Math2Node(
  520. rim,
  521. power,
  522. THREE.Math2Node.POW
  523. );
  524. var rimColor = new THREE.OperatorNode(
  525. rimPower,
  526. color,
  527. THREE.OperatorNode.MUL
  528. );
  529. mtl.color = new THREE.ColorNode( 0x111111 );
  530. mtl.emissive = rimColor;
  531. // GUI
  532. addGui( 'color', color.value.getHex(), function ( val ) {
  533. color.value.setHex( val );
  534. }, true );
  535. addGui( 'intensity', intensity, function ( val ) {
  536. intensity = val;
  537. viewZ.b.z = - intensity;
  538. rim.b.value = intensity;
  539. }, false, 0, 3 );
  540. addGui( 'power', power.value, function ( val ) {
  541. power.value = val;
  542. }, false, 0, 6 );
  543. addGui( 'xray', false, function ( val ) {
  544. if ( val ) {
  545. mtl.emissive = color;
  546. mtl.alpha = rimPower;
  547. mtl.blending = THREE.AdditiveBlending;
  548. mtl.depthWrite = false;
  549. } else {
  550. mtl.emissive = rimColor;
  551. mtl.alpha = null;
  552. mtl.blending = THREE.NormalBlending;
  553. mtl.depthWrite = true;
  554. }
  555. mtl.build();
  556. } );
  557. break;
  558. case 'color-adjustment':
  559. // MATERIAL
  560. mtl = new THREE.PhongNodeMaterial();
  561. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  562. var hue = new THREE.FloatNode();
  563. var sataturation = new THREE.FloatNode( 1 );
  564. var vibrance = new THREE.FloatNode();
  565. var brightness = new THREE.FloatNode( 0 );
  566. var contrast = new THREE.FloatNode( 1 );
  567. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  568. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  569. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  570. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  571. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  572. mtl.color = contrastNode;
  573. // GUI
  574. addGui( 'hue', hue.value, function ( val ) {
  575. hue.value = val;
  576. }, false, 0, Math.PI * 2 );
  577. addGui( 'saturation', sataturation.value, function ( val ) {
  578. sataturation.value = val;
  579. }, false, 0, 2 );
  580. addGui( 'vibrance', vibrance.value, function ( val ) {
  581. vibrance.value = val;
  582. }, false, - 1, 1 );
  583. addGui( 'brightness', brightness.value, function ( val ) {
  584. brightness.value = val;
  585. }, false, 0, .5 );
  586. addGui( 'contrast', contrast.value, function ( val ) {
  587. contrast.value = val;
  588. }, false, 0, 2 );
  589. break;
  590. case 'uv-transform':
  591. // MATERIAL
  592. mtl = new THREE.PhongNodeMaterial();
  593. var translate = new THREE.Vector2();
  594. var rotate = 0;
  595. var scale = new THREE.Vector2( 1, 1 );
  596. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  597. texture.coord = new THREE.UVTransformNode();
  598. //texture.coord.uv = new THREE.UVNode( 1 ); // uv2 for example
  599. mtl.color = texture;
  600. // GUI
  601. function updateUVTransform() {
  602. texture.coord.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  603. }
  604. addGui( 'translateX', translate.x, function ( val ) {
  605. translate.x = val;
  606. updateUVTransform();
  607. }, false, 0, 10 );
  608. addGui( 'translateY', translate.y, function ( val ) {
  609. translate.y = val;
  610. updateUVTransform();
  611. }, false, 0, 10 );
  612. addGui( 'scaleX', scale.x, function ( val ) {
  613. scale.x = val;
  614. updateUVTransform();
  615. }, false, .1, 5 );
  616. addGui( 'scaleY', scale.y, function ( val ) {
  617. scale.y = val;
  618. updateUVTransform();
  619. }, false, .1, 5 );
  620. addGui( 'rotate', rotate, function ( val ) {
  621. rotate = val;
  622. updateUVTransform();
  623. }, false, 0, 360 );
  624. break;
  625. case 'bump':
  626. // MATERIAL
  627. mtl = new THREE.PhongNodeMaterial();
  628. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  629. var bump = new THREE.BumpNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  630. bump.scale = new THREE.Vector2Node( - 1.5, - 1.5 );
  631. mtl.color = diffuse;
  632. mtl.normal = bump;
  633. // GUI
  634. addGui( 'scaleX', bump.scale.x, function ( val ) {
  635. bump.scale.x = val;
  636. }, false, - 2, 2 );
  637. addGui( 'scaleY', bump.scale.y, function ( val ) {
  638. bump.scale.y = val;
  639. }, false, - 2, 2 );
  640. addGui( 'color', true, function ( val ) {
  641. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  642. mtl.build();
  643. } );
  644. break;
  645. case 'blur':
  646. // MATERIAL
  647. mtl = new THREE.PhongNodeMaterial();
  648. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  649. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  650. mtl.color = blur;
  651. // GUI
  652. addGui( 'radiusX', blur.radius.x, function ( val ) {
  653. blur.radius.x = val;
  654. }, false, 0, 15 );
  655. addGui( 'radiusY', blur.radius.y, function ( val ) {
  656. blur.radius.y = val;
  657. }, false, 0, 15 );
  658. break;
  659. case 'spherical-reflection':
  660. // MATERIAL
  661. mtl = new THREE.PhongNodeMaterial();
  662. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  663. break;
  664. case 'fresnel':
  665. // MATERIAL
  666. mtl = new THREE.PhongNodeMaterial();
  667. var reflectance = new THREE.FloatNode( 1.3 );
  668. var power = new THREE.FloatNode( 1 );
  669. var color = new THREE.CubeTextureNode( cubemap );
  670. var viewZ = new THREE.Math2Node(
  671. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  672. new THREE.Vector3Node( 0, 0, - 1 ),
  673. THREE.Math2Node.DOT
  674. );
  675. var theta = new THREE.OperatorNode(
  676. viewZ,
  677. new THREE.FloatNode( 1 ),
  678. THREE.OperatorNode.ADD
  679. );
  680. var thetaPower = new THREE.Math2Node(
  681. theta,
  682. power,
  683. THREE.Math2Node.POW
  684. );
  685. var fresnel = new THREE.OperatorNode(
  686. reflectance,
  687. thetaPower,
  688. THREE.OperatorNode.MUL
  689. );
  690. mtl.color = new THREE.ColorNode( 0x3399FF );
  691. mtl.environment = color;
  692. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  693. // GUI
  694. addGui( 'reflectance', reflectance.value, function ( val ) {
  695. reflectance.value = val;
  696. }, false, 0, 3 );
  697. addGui( 'power', power.value, function ( val ) {
  698. power.value = val;
  699. }, false, 0, 5 );
  700. break;
  701. case 'layers':
  702. // MATERIAL
  703. mtl = new THREE.PhongNodeMaterial();
  704. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  705. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  706. var offset = new THREE.FloatNode( 0 );
  707. var scale = new THREE.FloatNode( 1 );
  708. var uv = new THREE.UVNode();
  709. var uvOffset = new THREE.OperatorNode(
  710. offset,
  711. uv,
  712. THREE.OperatorNode.ADD
  713. );
  714. var uvScale = new THREE.OperatorNode(
  715. uvOffset,
  716. scale,
  717. THREE.OperatorNode.MUL
  718. );
  719. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  720. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  721. var blend = new THREE.Math3Node(
  722. tex1,
  723. tex2,
  724. maskAlphaChannel,
  725. THREE.Math3Node.MIX
  726. );
  727. mtl.color = blend;
  728. // GUI
  729. addGui( 'offset', offset.value, function ( val ) {
  730. offset.value = val;
  731. }, false, 0, 1 );
  732. addGui( 'scale', scale.value, function ( val ) {
  733. scale.value = val;
  734. }, false, 0, 10 );
  735. break;
  736. case 'saturation':
  737. // MATERIAL
  738. mtl = new THREE.StandardNodeMaterial();
  739. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  740. var sat = new THREE.FloatNode( 0 );
  741. var satrgb = new THREE.FunctionNode( [
  742. "vec3 satrgb(vec3 rgb, float adjustment) {",
  743. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  744. " vec3 intensity = vec3(dot(rgb, LUMA));",
  745. " return mix(intensity, rgb, adjustment);",
  746. "}"
  747. ].join( "\n" ) );
  748. var saturation = new THREE.FunctionCallNode( satrgb );
  749. saturation.inputs.rgb = tex;
  750. saturation.inputs.adjustment = sat;
  751. // or try
  752. //saturation.inputs[0] = tex;
  753. //saturation.inputs[1] = sat;
  754. mtl.color = saturation;
  755. // GUI
  756. addGui( 'saturation', sat.value, function ( val ) {
  757. sat.value = val;
  758. }, false, 0, 2 );
  759. break;
  760. case 'top-bottom':
  761. // MATERIAL
  762. mtl = new THREE.PhongNodeMaterial();
  763. var top = new THREE.TextureNode( getTexture( "grass" ) );
  764. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  765. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  766. var normalY = new THREE.SwitchNode( normal, 'y' );
  767. var hard = new THREE.FloatNode( 9 );
  768. var offset = new THREE.FloatNode( - 2.5 );
  769. var hardClamp = new THREE.OperatorNode(
  770. normalY,
  771. hard,
  772. THREE.OperatorNode.MUL
  773. );
  774. var offsetClamp = new THREE.OperatorNode(
  775. hardClamp,
  776. offset,
  777. THREE.OperatorNode.ADD
  778. );
  779. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  780. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  781. mtl.color = blend;
  782. // GUI
  783. addGui( 'hard', hard.value, function ( val ) {
  784. hard.value = val;
  785. }, false, 0, 20 );
  786. addGui( 'offset', offset.value, function ( val ) {
  787. offset.value = val;
  788. }, false, - 10, 10 );
  789. break;
  790. case 'displace':
  791. // MATERIAL
  792. mtl = new THREE.PhongNodeMaterial();
  793. var time = new THREE.TimerNode();
  794. var scale = new THREE.FloatNode( 2 );
  795. var speed = new THREE.FloatNode( .2 );
  796. var colorA = new THREE.ColorNode( 0xFFFFFF );
  797. var colorB = new THREE.ColorNode( 0x0054df );
  798. // used for serialization only
  799. time.name = "time";
  800. speed.name = "speed";
  801. var uv = new THREE.UVNode();
  802. var timeScl = new THREE.OperatorNode(
  803. time,
  804. speed,
  805. THREE.OperatorNode.MUL
  806. );
  807. var displaceOffset = new THREE.OperatorNode(
  808. timeScl,
  809. uv,
  810. THREE.OperatorNode.ADD
  811. );
  812. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  813. var texArea = new THREE.SwitchNode( tex, 'w' );
  814. var displace = new THREE.OperatorNode(
  815. new THREE.NormalNode(),
  816. texArea,
  817. THREE.OperatorNode.MUL
  818. );
  819. var displaceScale = new THREE.OperatorNode(
  820. displace,
  821. scale,
  822. THREE.OperatorNode.MUL
  823. );
  824. var blend = new THREE.OperatorNode(
  825. new THREE.PositionNode(),
  826. displaceScale,
  827. THREE.OperatorNode.ADD
  828. );
  829. var color = new THREE.Math3Node(
  830. colorB,
  831. colorA,
  832. texArea,
  833. THREE.Math3Node.MIX
  834. );
  835. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  836. mtl.emissive = color;
  837. mtl.transform = blend;
  838. // GUI
  839. addGui( 'speed', speed.value, function ( val ) {
  840. speed.value = val;
  841. }, false, 0, 1 );
  842. addGui( 'scale', scale.value, function ( val ) {
  843. scale.value = val;
  844. }, false, 0, 10 );
  845. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  846. colorA.value.setHex( val );
  847. }, true );
  848. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  849. colorB.value.setHex( val );
  850. }, true );
  851. break;
  852. case 'smoke':
  853. // MATERIAL
  854. mtl = new THREE.PhongNodeMaterial();
  855. var time = new THREE.TimerNode();
  856. var uv = new THREE.UVNode();
  857. var timeSpeedA = new THREE.OperatorNode(
  858. time,
  859. new THREE.Vector2Node( 0.3, 0.1 ),
  860. THREE.OperatorNode.MUL
  861. );
  862. var timeSpeedB = new THREE.OperatorNode(
  863. time,
  864. new THREE.Vector2Node( 0.15, 0.4 ),
  865. THREE.OperatorNode.MUL
  866. );
  867. var uvOffsetA = new THREE.OperatorNode(
  868. timeSpeedA,
  869. uv,
  870. THREE.OperatorNode.ADD
  871. );
  872. var uvOffsetB = new THREE.OperatorNode(
  873. timeSpeedB,
  874. uv,
  875. THREE.OperatorNode.ADD
  876. );
  877. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  878. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  879. var clouds = new THREE.OperatorNode(
  880. cloudA,
  881. cloudB,
  882. THREE.OperatorNode.ADD
  883. );
  884. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  885. mtl.alpha = clouds;
  886. // GUI
  887. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  888. mtl.environment.value.setHex( val );
  889. }, true );
  890. break;
  891. case 'camera-depth':
  892. // MATERIAL
  893. var colorA = new THREE.ColorNode( 0xFFFFFF );
  894. var colorB = new THREE.ColorNode( 0x0054df );
  895. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  896. depth.near.value = 1;
  897. depth.far.value = 200;
  898. var colors = new THREE.Math3Node(
  899. colorB,
  900. colorA,
  901. depth,
  902. THREE.Math3Node.MIX
  903. );
  904. mtl = new THREE.PhongNodeMaterial();
  905. mtl.color = colors;
  906. // GUI
  907. addGui( 'near', depth.near.value, function ( val ) {
  908. depth.near.value = val;
  909. }, false, 1, 1200 );
  910. addGui( 'far', depth.far.value, function ( val ) {
  911. depth.far.value = val;
  912. }, false, 1, 1200 );
  913. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  914. colorA.value.setHex( val );
  915. }, true );
  916. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  917. colorB.value.setHex( val );
  918. }, true );
  919. break;
  920. case 'caustic':
  921. // MATERIAL
  922. mtl = new THREE.StandardNodeMaterial();
  923. var hash2 = new THREE.FunctionNode( [
  924. "vec2 hash2(vec2 p) {",
  925. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  926. "}"
  927. ].join( "\n" ) );
  928. var voronoi = new THREE.FunctionNode( [
  929. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  930. "float voronoi(vec2 p, in float time) {",
  931. " vec2 n = floor(p);",
  932. " vec2 f = fract(p);",
  933. " float md = 5.0;",
  934. " vec2 m = vec2(0.0);",
  935. " for (int i = -1; i <= 1; i++) {",
  936. " for (int j = -1; j <= 1; j++) {",
  937. " vec2 g = vec2(i, j);",
  938. " vec2 o = hash2(n + g);",
  939. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  940. " vec2 r = g + o - f;",
  941. " float d = dot(r, r);",
  942. " if (d < md) {",
  943. " md = d;",
  944. " m = n+g+o;",
  945. " }",
  946. " }",
  947. " }",
  948. " return md;",
  949. "}"
  950. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  951. var voronoiLayers = new THREE.FunctionNode( [
  952. // based on https://www.shadertoy.com/view/4tXSDf
  953. "float voronoiLayers(vec2 p, in float time) {",
  954. " float v = 0.0;",
  955. " float a = 0.4;",
  956. " for (int i = 0; i < 3; i++) {",
  957. " v += voronoi(p, time) * a;",
  958. " p *= 2.0;",
  959. " a *= 0.5;",
  960. " }",
  961. " return v;",
  962. "}"
  963. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  964. var time = new THREE.TimerNode();
  965. var timeScale = new THREE.FloatNode( 2 );
  966. // used for serialization only
  967. time.name = "time";
  968. timeScale.name = "speed";
  969. var alpha = new THREE.FloatNode( 1 );
  970. var scale = new THREE.FloatNode( .1 );
  971. var intensity = new THREE.FloatNode( 1.5 );
  972. var color = new THREE.ColorNode( 0xFFFFFF );
  973. var colorA = new THREE.ColorNode( 0xFFFFFF );
  974. var colorB = new THREE.ColorNode( 0x0054df );
  975. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  976. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  977. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  978. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  979. // clamp0at1
  980. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  981. var timeOffset = new THREE.OperatorNode(
  982. time,
  983. timeScale,
  984. THREE.OperatorNode.MUL
  985. );
  986. var uvPos = new THREE.OperatorNode(
  987. worldPosTop,
  988. scale,
  989. THREE.OperatorNode.MUL
  990. );
  991. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  992. voronoi.inputs.p = uvPos;
  993. voronoi.inputs.time = timeOffset;
  994. var maskCaustic = new THREE.OperatorNode(
  995. alpha,
  996. mask,
  997. THREE.OperatorNode.MUL
  998. );
  999. var voronoiIntensity = new THREE.OperatorNode(
  1000. voronoi,
  1001. intensity,
  1002. THREE.OperatorNode.MUL
  1003. );
  1004. var voronoiColors = new THREE.Math3Node(
  1005. colorB,
  1006. colorA,
  1007. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1008. THREE.Math3Node.MIX
  1009. );
  1010. var caustic = new THREE.Math3Node(
  1011. color,
  1012. voronoiColors,
  1013. maskCaustic,
  1014. THREE.Math3Node.MIX
  1015. );
  1016. var causticLights = new THREE.OperatorNode(
  1017. voronoiIntensity,
  1018. maskCaustic,
  1019. THREE.OperatorNode.MUL
  1020. );
  1021. mtl.color = caustic;
  1022. mtl.ambient = causticLights;
  1023. // GUI
  1024. addGui( 'timeScale', timeScale.value, function ( val ) {
  1025. timeScale.value = val;
  1026. }, false, 0, 5 );
  1027. addGui( 'intensity', intensity.value, function ( val ) {
  1028. intensity.value = val;
  1029. }, false, 0, 3 );
  1030. addGui( 'scale', scale.value, function ( val ) {
  1031. scale.value = val;
  1032. }, false, 0, 1 );
  1033. addGui( 'alpha', alpha.value, function ( val ) {
  1034. alpha.value = val;
  1035. }, false, 0, 1 );
  1036. addGui( 'color', color.value.getHex(), function ( val ) {
  1037. color.value.setHex( val );
  1038. }, true );
  1039. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1040. colorA.value.setHex( val );
  1041. }, true );
  1042. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1043. colorB.value.setHex( val );
  1044. }, true );
  1045. break;
  1046. case 'soft-body':
  1047. // MATERIAL
  1048. move = true;
  1049. mtl = new THREE.StandardNodeMaterial();
  1050. var scale = new THREE.FloatNode( 2 );
  1051. var colorA = new THREE.ColorNode( 0xFF6633 );
  1052. var colorB = new THREE.ColorNode( 0x3366FF );
  1053. var pos = new THREE.PositionNode();
  1054. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1055. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1056. var velocity = new THREE.VelocityNode( mesh, {
  1057. type: 'elastic',
  1058. spring: .95,
  1059. damping: .95
  1060. } );
  1061. var velocityArea = new THREE.OperatorNode(
  1062. mask,
  1063. scale,
  1064. THREE.OperatorNode.MUL
  1065. );
  1066. var softVelocity = new THREE.OperatorNode(
  1067. velocity,
  1068. velocityArea,
  1069. THREE.OperatorNode.MUL
  1070. );
  1071. var softPosition = new THREE.OperatorNode(
  1072. new THREE.PositionNode(),
  1073. softVelocity,
  1074. THREE.OperatorNode.ADD
  1075. );
  1076. var colors = new THREE.Math3Node(
  1077. colorB,
  1078. colorA,
  1079. mask,
  1080. THREE.Math3Node.MIX
  1081. );
  1082. mtl.color = colors;
  1083. mtl.transform = softPosition;
  1084. // GUI
  1085. addGui( 'spring', velocity.params.spring, function ( val ) {
  1086. velocity.params.spring = val;
  1087. }, false, 0, .95 );
  1088. addGui( 'damping', velocity.params.damping, function ( val ) {
  1089. velocity.params.damping = val;
  1090. }, false, 0, .95 );
  1091. addGui( 'scale', scale.value, function ( val ) {
  1092. scale.value = val;
  1093. }, false, 0, 3 );
  1094. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1095. colorA.value.setHex( val );
  1096. }, true );
  1097. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1098. colorB.value.setHex( val );
  1099. }, true );
  1100. break;
  1101. case 'plush':
  1102. // MATERIAL
  1103. mtl = new THREE.PhongNodeMaterial();
  1104. var color = new THREE.ColorNode( 0x8D8677 );
  1105. var mildness = new THREE.FloatNode( 1.6 );
  1106. var fur = new THREE.FloatNode( .5 );
  1107. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1108. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1109. var viewZ = new THREE.Math2Node(
  1110. posDirection,
  1111. norDirection,
  1112. THREE.Math2Node.DOT
  1113. );
  1114. // without luma correction for now
  1115. var mildnessColor = new THREE.OperatorNode(
  1116. color,
  1117. mildness,
  1118. THREE.OperatorNode.MUL
  1119. );
  1120. var furScale = new THREE.OperatorNode(
  1121. viewZ,
  1122. fur,
  1123. THREE.OperatorNode.MUL
  1124. );
  1125. mtl.color = color;
  1126. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  1127. mtl.normalScale = furScale;
  1128. mtl.environment = mildnessColor;
  1129. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1130. mtl.shininess = new THREE.FloatNode( 0 );
  1131. // GUI
  1132. addGui( 'color', color.value.getHex(), function ( val ) {
  1133. color.value.setHex( val );
  1134. }, true );
  1135. addGui( 'mildness', mildness.value, function ( val ) {
  1136. mildness.value = val;
  1137. }, false, 1, 2 );
  1138. addGui( 'fur', fur.value, function ( val ) {
  1139. fur.value = val;
  1140. }, false, 0, 2 );
  1141. break;
  1142. case 'skin':
  1143. case 'skin-phong':
  1144. // MATERIAL
  1145. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1146. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1147. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1148. var wrapLight = new THREE.FloatNode( 1.5 );
  1149. var wrapShadow = new THREE.FloatNode( 0 );
  1150. var directLight = new THREE.LightNode();
  1151. var lightLuminance = new THREE.LuminanceNode( directLight );
  1152. var lightWrap = new THREE.Math3Node(
  1153. wrapShadow,
  1154. wrapLight,
  1155. lightLuminance,
  1156. THREE.Math3Node.SMOOTHSTEP
  1157. );
  1158. var lightTransition = new THREE.OperatorNode(
  1159. lightWrap,
  1160. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1161. THREE.OperatorNode.MUL
  1162. );
  1163. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1164. var wrappedLightColor = new THREE.OperatorNode(
  1165. wrappedLight,
  1166. bloodColor,
  1167. THREE.OperatorNode.MUL
  1168. );
  1169. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1170. var totalLight = new THREE.OperatorNode(
  1171. directLight,
  1172. bloodArea,
  1173. THREE.OperatorNode.ADD
  1174. );
  1175. mtl.color = skinColor;
  1176. mtl.light = totalLight;
  1177. if ( name == 'skin' ) {
  1178. // StandardNodeMaterial
  1179. mtl.metalness = new THREE.FloatNode( 0 );
  1180. mtl.roughness = new THREE.FloatNode( 1 );
  1181. mtl.reflectivity = new THREE.FloatNode( 0 );
  1182. mtl.clearCoat = new THREE.FloatNode( .2 );
  1183. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1184. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1185. } else {
  1186. // PhongNodeMaterial
  1187. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1188. mtl.shininess = new THREE.FloatNode( 15 );
  1189. }
  1190. // GUI
  1191. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1192. skinColor.value.setHex( val );
  1193. }, true );
  1194. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1195. bloodColor.value.setHex( val );
  1196. }, true );
  1197. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1198. wrapLight.value = val;
  1199. }, false, 0, 3 );
  1200. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1201. wrapShadow.value = val;
  1202. }, false, - 1, 0 );
  1203. break;
  1204. case 'toon':
  1205. // MATERIAL
  1206. mtl = new THREE.PhongNodeMaterial();
  1207. var count = new THREE.FloatNode( 3.43 );
  1208. var sceneDirectLight = new THREE.LightNode();
  1209. var color = new THREE.ColorNode( 0xAABBFF );
  1210. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1211. var lineSize = new THREE.FloatNode( 0.23 );
  1212. var lineInner = new THREE.FloatNode( 0 );
  1213. // CEL
  1214. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1215. var preCelLight = new THREE.OperatorNode(
  1216. lightLuminance,
  1217. count,
  1218. THREE.OperatorNode.MUL
  1219. );
  1220. var celLight = new THREE.Math1Node(
  1221. preCelLight,
  1222. THREE.Math1Node.CEIL
  1223. );
  1224. var posCelLight = new THREE.OperatorNode(
  1225. celLight,
  1226. count,
  1227. THREE.OperatorNode.DIV
  1228. );
  1229. // LINE
  1230. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1231. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1232. var viewZ = new THREE.Math2Node(
  1233. posDirection,
  1234. norDirection,
  1235. THREE.Math2Node.DOT
  1236. );
  1237. var lineOutside = new THREE.Math1Node(
  1238. viewZ,
  1239. THREE.Math1Node.ABS
  1240. );
  1241. var line = new THREE.OperatorNode(
  1242. lineOutside,
  1243. new THREE.FloatNode( 1 ),
  1244. THREE.OperatorNode.DIV
  1245. );
  1246. var lineScaled = new THREE.Math3Node(
  1247. line,
  1248. lineSize,
  1249. lineInner,
  1250. THREE.Math3Node.SMOOTHSTEP
  1251. );
  1252. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1253. // APPLY
  1254. mtl.color = color;
  1255. mtl.light = posCelLight;
  1256. mtl.shininess = new THREE.FloatNode( 0 );
  1257. mtl.environment = lineColor;
  1258. mtl.environmentAlpha = innerContour;
  1259. // GUI
  1260. addGui( 'color', color.value.getHex(), function ( val ) {
  1261. color.value.setHex( val );
  1262. }, true );
  1263. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1264. lineColor.value.setHex( val );
  1265. }, true );
  1266. addGui( 'count', count.value, function ( val ) {
  1267. count.value = val;
  1268. }, false, 1, 8 );
  1269. addGui( 'lineSize', lineSize.value, function ( val ) {
  1270. lineSize.value = val;
  1271. }, false, 0, 1 );
  1272. addGui( 'lineInner', lineInner.value, function ( val ) {
  1273. lineInner.value = val;
  1274. }, false, 0, 1 );
  1275. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1276. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1277. mtl.build();
  1278. } );
  1279. break;
  1280. case 'custom-attribute':
  1281. // GEOMETRY
  1282. // add "position" buffer to "custom" attribute
  1283. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1284. // MATERIAL
  1285. mtl = new THREE.PhongNodeMaterial();
  1286. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1287. // or
  1288. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1289. break;
  1290. case 'expression':
  1291. // MATERIAL
  1292. mtl = new THREE.PhongNodeMaterial();
  1293. var speed = new THREE.FloatNode( .5 );
  1294. mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1295. mtl.color.keywords[ "speed" ] = speed;
  1296. 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" );
  1297. mtl.transform.keywords[ "speed" ] = speed;
  1298. // add global keyword ( variable or const )
  1299. THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
  1300. return new THREE.ReflectNode();
  1301. } );
  1302. // GUI
  1303. addGui( 'speed', speed.value, function ( val ) {
  1304. speed.value = val;
  1305. }, false, 0, 1 );
  1306. break;
  1307. case 'reserved-keywords':
  1308. // MATERIAL
  1309. mtl = new THREE.PhongNodeMaterial();
  1310. var keywordsexample = new THREE.FunctionNode( [
  1311. // use "uv" reserved keyword
  1312. "vec4 keywordsexample( sampler2D texture ) {",
  1313. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1314. "}"
  1315. ].join( "\n" ) );
  1316. // add local keyword ( const only )
  1317. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1318. // add global keyword ( const only )
  1319. THREE.NodeLib.addKeyword( 'myUV', function ( builder ) {
  1320. return new THREE.UVNode();
  1321. } );
  1322. // add global const or function
  1323. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1324. // reserved keywords
  1325. console.log( THREE.NodeLib.keywords );
  1326. // keywords conflit? use this to disable:
  1327. //blurtexture.useKeywords = false; // ( true is default )
  1328. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1329. break;
  1330. case 'varying':
  1331. // MATERIAL
  1332. mtl = new THREE.PhongNodeMaterial();
  1333. var varying = new THREE.VarNode( "vec3" );
  1334. var setMyVar = new THREE.FunctionNode( [
  1335. "float setMyVar( vec3 pos ) {",
  1336. // set "myVar" in vertex shader in this example,
  1337. // can be used in fragment shader too or in rest of the current shader
  1338. " myVar = pos;",
  1339. // it is not accept "void" functions for now!
  1340. " return 0.;",
  1341. "}"
  1342. ].join( "\n" ) );
  1343. // add keyword
  1344. setMyVar.keywords[ "myVar" ] = varying;
  1345. var transform = new THREE.FunctionNode( "setMyVar( position * .1 ) + position", "vec3", [ setMyVar ] );
  1346. transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1347. mtl.transform = transform;
  1348. mtl.color = varying;
  1349. break;
  1350. case 'readonly':
  1351. // MATERIAL
  1352. mtl = new THREE.PhongNodeMaterial();
  1353. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1354. mtl.specular = new THREE.FloatNode( .5 );
  1355. mtl.shininess = new THREE.FloatNode( 15 );
  1356. // not use "uniform" input ( for optimization )
  1357. // instead use explicit declaration, for example:
  1358. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1359. // if readonly is true not allow change the value after build the shader material
  1360. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1361. break;
  1362. case 'triangle-blur':
  1363. // MATERIAL
  1364. mtl = new THREE.PhongNodeMaterial();
  1365. var delta = new THREE.Vector2Node( .5, .25 );
  1366. var alpha = new THREE.FloatNode( 1 );
  1367. var blurtexture = new THREE.FunctionNode( [
  1368. // Reference: TriangleBlurShader.js
  1369. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1370. " vec4 color = vec4( 0.0 );",
  1371. " float total = 0.0;",
  1372. // randomize the lookup values to hide the fixed number of samples
  1373. " float offset = rand( uv );",
  1374. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1375. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1376. " float weight = 1.0 - abs( percent );",
  1377. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1378. " total += weight;",
  1379. " }",
  1380. " return color / total;",
  1381. "}"
  1382. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1383. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1384. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1385. delta: delta,
  1386. uv: new THREE.UVNode()
  1387. } );
  1388. var color = new THREE.Math3Node(
  1389. new THREE.TextureNode( getTexture( "brick" ) ),
  1390. blurredTexture,
  1391. alpha,
  1392. THREE.Math3Node.MIX
  1393. );
  1394. mtl.color = color;
  1395. // GUI
  1396. addGui( 'alpha', alpha.value, function ( val ) {
  1397. alpha.value = val;
  1398. }, false, 0, 1 );
  1399. addGui( 'deltaX', delta.x, function ( val ) {
  1400. delta.x = val;
  1401. }, false, 0, 1 );
  1402. addGui( 'deltaY', delta.x, function ( val ) {
  1403. delta.y = val;
  1404. }, false, 0, 1 );
  1405. break;
  1406. case 'firefly':
  1407. // MATERIAL
  1408. mtl = new THREE.PhongNodeMaterial();
  1409. var time = new THREE.TimerNode();
  1410. var speed = new THREE.FloatNode( .5 );
  1411. var color = new THREE.ColorNode( 0x98ff00 );
  1412. var timeSpeed = new THREE.OperatorNode(
  1413. time,
  1414. speed,
  1415. THREE.OperatorNode.MUL
  1416. );
  1417. var sinCycleInSecs = new THREE.OperatorNode(
  1418. timeSpeed,
  1419. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1420. THREE.OperatorNode.MUL
  1421. );
  1422. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1423. var cycleColor = new THREE.OperatorNode(
  1424. cycle,
  1425. color,
  1426. THREE.OperatorNode.MUL
  1427. );
  1428. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1429. mtl.color = new THREE.ColorNode( 0 );
  1430. mtl.emissive = cos;
  1431. // GUI
  1432. addGui( 'speed', speed.value, function ( val ) {
  1433. speed.value = val;
  1434. }, false, 0, 3 );
  1435. break;
  1436. case 'sss':
  1437. case 'translucent':
  1438. // DISTANCE FORMULA
  1439. var modelPos = new THREE.Vector3Node();
  1440. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1441. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1442. var cameraDistance = new THREE.Math2Node(
  1443. modelPos,
  1444. cameraPosition,
  1445. THREE.Math2Node.DISTANCE
  1446. );
  1447. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1448. var distance = new THREE.OperatorNode(
  1449. cameraDistance,
  1450. viewPosZ,
  1451. THREE.OperatorNode.SUB
  1452. );
  1453. var distanceRadius = new THREE.OperatorNode(
  1454. distance,
  1455. new THREE.FloatNode( 70 ),
  1456. THREE.OperatorNode.ADD
  1457. );
  1458. var objectDepth = new THREE.Math3Node(
  1459. distanceRadius,
  1460. new THREE.FloatNode( 0 ),
  1461. new THREE.FloatNode( 50 ),
  1462. THREE.Math3Node.SMOOTHSTEP
  1463. );
  1464. // RTT ( get back distance )
  1465. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1466. library[ rtTexture.uuid ] = rtTexture;
  1467. var distanceMtl = new THREE.PhongNodeMaterial();
  1468. distanceMtl.environment = objectDepth;
  1469. distanceMtl.side = THREE.BackSide;
  1470. distanceMtl.build();
  1471. rtMaterial = distanceMtl;
  1472. // MATERIAL
  1473. mtl = new THREE.StandardNodeMaterial();
  1474. var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1475. var difference = new THREE.OperatorNode(
  1476. objectDepth,
  1477. backSideDepth,
  1478. THREE.OperatorNode.SUB
  1479. );
  1480. var sss = new THREE.Math3Node(
  1481. new THREE.FloatNode( - .1 ),
  1482. new THREE.FloatNode( .5 ),
  1483. difference,
  1484. THREE.Math3Node.SMOOTHSTEP
  1485. );
  1486. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1487. var frontColor, backColor;
  1488. if ( name == 'sss' ) {
  1489. var sssOut = new THREE.Math2Node(
  1490. objectDepth,
  1491. sssAlpha,
  1492. THREE.Math2Node.MIN
  1493. );
  1494. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1495. backColor = new THREE.ColorNode( 0xd04327 );
  1496. var color = new THREE.Math3Node(
  1497. backColor,
  1498. frontColor,
  1499. sssOut,
  1500. THREE.Math3Node.MIX
  1501. );
  1502. var light = new THREE.OperatorNode(
  1503. new THREE.LightNode(),
  1504. color,
  1505. THREE.OperatorNode.ADD
  1506. );
  1507. mtl.color = frontColor;
  1508. mtl.roughness = new THREE.FloatNode( .1 );
  1509. mtl.metalness = new THREE.FloatNode( .5 );
  1510. mtl.light = light;
  1511. mtl.environment = color;
  1512. } else {
  1513. frontColor = new THREE.ColorNode( 0xd04327 );
  1514. backColor = new THREE.ColorNode( 0x1a0e14 );
  1515. var color = new THREE.Math3Node(
  1516. frontColor,
  1517. backColor,
  1518. sssAlpha,
  1519. THREE.Math3Node.MIX
  1520. );
  1521. var light = new THREE.OperatorNode(
  1522. new THREE.LightNode(),
  1523. color,
  1524. THREE.OperatorNode.ADD
  1525. );
  1526. mtl.color = new THREE.ColorNode( 0xffffff );
  1527. mtl.roughness = new THREE.FloatNode( .1 );
  1528. mtl.metalness = new THREE.FloatNode( .5 );
  1529. mtl.light = light;
  1530. mtl.environment = color;
  1531. }
  1532. // GUI
  1533. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1534. frontColor.value.setHex( val );
  1535. }, true );
  1536. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1537. backColor.value.setHex( val );
  1538. }, true );
  1539. addGui( 'area', sss.b.value, function ( val ) {
  1540. sss.b.value = val;
  1541. }, false, 0, 1 );
  1542. break;
  1543. }
  1544. // build shader
  1545. mtl.build();
  1546. // set material
  1547. mesh.material = mtl;
  1548. }
  1549. function onWindowResize() {
  1550. var width = window.innerWidth, height = window.innerHeight;
  1551. camera.aspect = width / height;
  1552. camera.updateProjectionMatrix();
  1553. renderer.setSize( width, height );
  1554. if ( rtTexture ) rtTexture.setSize( width, height );
  1555. }
  1556. function toggleSerialize() {
  1557. if ( serialized ) reset();
  1558. else serialize();
  1559. serialized = ! serialized;
  1560. }
  1561. function reset() {
  1562. updateMaterial();
  1563. // gui
  1564. var div = document.getElementById( 'serialize' );
  1565. div.textContent = "Serialize and apply";
  1566. }
  1567. function serialize() {
  1568. var json = mesh.material.toJSON(),
  1569. loader = new THREE.NodeMaterialLoader( null, library ),
  1570. material = loader.parse( json );
  1571. mesh.material = material;
  1572. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  1573. // example:
  1574. THREE.NodeMaterialLoaderUtils.replaceUUID( json, getTexture( "cloud" ), "cloud" );
  1575. // get source
  1576. var jsonStr = JSON.stringify( json );
  1577. console.log( jsonStr );
  1578. // gui
  1579. var div = document.getElementById( 'serialize' );
  1580. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1581. if ( gui ) gui.destroy();
  1582. gui = null;
  1583. }
  1584. function animate() {
  1585. var delta = clock.getDelta();
  1586. if ( move ) {
  1587. var time = Date.now() * 0.005;
  1588. mesh.position.z = Math.cos( time ) * 10;
  1589. mesh.position.y = Math.sin( time ) * 10;
  1590. } else {
  1591. mesh.position.z = mesh.position.y = 0;
  1592. }
  1593. //mesh.rotation.z += .01;
  1594. // update material animation and/or gpu calcs (pre-renderer)
  1595. frame.update( delta ).updateNode( mesh.material );
  1596. // render to texture for sss/translucent material only
  1597. if ( rtTexture ) {
  1598. scene.overrideMaterial = rtMaterial;
  1599. renderer.render( scene, camera, rtTexture, true );
  1600. scene.overrideMaterial = null;
  1601. }
  1602. renderer.render( scene, camera );
  1603. requestAnimationFrame( animate );
  1604. }
  1605. </script>
  1606. </body>
  1607. </html>