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