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