webgl_materials_nodes.html 78 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node material</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Material<br />
  13. <a id="serialize" href="javascript:void(0);">Serialize and apply</a>
  14. </div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { GUI } from './jsm/libs/dat.gui.module.js';
  18. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  19. import { TeapotBufferGeometry } from './jsm/geometries/TeapotBufferGeometry.js';
  20. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  21. import * as Nodes from './jsm/nodes/Nodes.js';
  22. var container = document.getElementById( 'container' );
  23. var renderer, scene, lightGroup, camera, clock = new THREE.Clock(), fov = 50;
  24. var frame = new Nodes.NodeFrame();
  25. var teapot, mesh;
  26. var controls;
  27. var move = false;
  28. var rtTexture, rtMaterial;
  29. var gui;
  30. var library = {};
  31. var serialized = false;
  32. var textures = {
  33. brick: { url: 'textures/brick_diffuse.jpg' },
  34. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  35. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  36. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  37. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  38. cloud: { url: 'textures/lava/cloud.png' },
  39. spherical: { url: 'textures/envmap.png' }
  40. };
  41. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  42. function getTexture( name ) {
  43. var texture = textures[ name ].texture;
  44. if ( ! texture ) {
  45. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  46. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  47. library[ texture.uuid ] = texture;
  48. }
  49. return texture;
  50. }
  51. var premTexture, pmremCube;
  52. function updatePREM( textureCube ) {
  53. pmremCube = pmremCube || textureCube;
  54. if ( ! pmremCube || ! renderer ) return;
  55. var minFilter = pmremCube.minFilter;
  56. var magFilter = pmremCube.magFilter;
  57. var generateMipmaps = pmremCube.generateMipmaps;
  58. var pmremGenerator = new THREE.PMREMGenerator( renderer );
  59. premTexture = pmremGenerator.fromCubemap( pmremCube ).texture;
  60. pmremGenerator.dispose();
  61. pmremCube.minFilter = minFilter;
  62. pmremCube.magFilter = magFilter;
  63. pmremCube.generateMipmaps = generateMipmaps;
  64. pmremCube.needsUpdate = true;
  65. library[ premTexture.uuid ] = premTexture;
  66. }
  67. var cubemap = function () {
  68. var path = "textures/cube/Park2/";
  69. var format = '.jpg';
  70. var urls = [
  71. path + 'posx' + format, path + 'negx' + format,
  72. path + 'posy' + format, path + 'negy' + format,
  73. path + 'posz' + format, path + 'negz' + format
  74. ];
  75. var textureCube = new THREE.CubeTextureLoader().load( urls, updatePREM );
  76. library[ textureCube.uuid ] = textureCube;
  77. return textureCube;
  78. }();
  79. window.addEventListener( 'load', init );
  80. function init() {
  81. renderer = new THREE.WebGLRenderer( { antialias: true } );
  82. renderer.setPixelRatio( window.devicePixelRatio );
  83. renderer.setSize( window.innerWidth, window.innerHeight );
  84. renderer.uuid = THREE.MathUtils.generateUUID(); // generate to library
  85. renderer.outputEncoding = THREE.sRGBEncoding;
  86. container.appendChild( renderer.domElement );
  87. scene = new THREE.Scene();
  88. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  89. camera.position.x = 50;
  90. camera.position.z = - 50;
  91. camera.position.y = 30;
  92. camera.target = new THREE.Vector3();
  93. controls = new OrbitControls( camera, renderer.domElement );
  94. controls.minDistance = 50;
  95. controls.maxDistance = 200;
  96. lightGroup = new THREE.Group();
  97. scene.add( lightGroup );
  98. var light;
  99. lightGroup.add( new THREE.AmbientLight( 0x464646 ) );
  100. light = new THREE.DirectionalLight( 0xffddcc, 1 );
  101. light.position.set( 1, 0.75, 0.5 );
  102. lightGroup.add( light );
  103. light = new THREE.DirectionalLight( 0xccccff, 1 );
  104. light.position.set( - 1, 0.75, - 0.5 );
  105. lightGroup.add( light );
  106. teapot = new TeapotBufferGeometry( 15, 18 );
  107. mesh = new THREE.Mesh( teapot );
  108. scene.add( mesh );
  109. library[ renderer.uuid ] = renderer;
  110. library[ camera.uuid ] = camera;
  111. library[ mesh.uuid ] = mesh;
  112. updatePREM();
  113. window.addEventListener( 'resize', onWindowResize, false );
  114. updateMaterial();
  115. onWindowResize();
  116. animate();
  117. }
  118. function clearGui() {
  119. if ( gui ) gui.destroy();
  120. gui = new GUI();
  121. gui.add( param, 'example', {
  122. 'basic / mesh-standard': 'mesh-standard',
  123. 'basic / standard': 'standard',
  124. 'basic / physical': 'physical',
  125. 'basic / prem': 'prem',
  126. 'basic / phong': 'phong',
  127. 'basic / layers': 'layers',
  128. 'basic / rim': 'rim',
  129. 'basic / color-adjustment': 'color-adjustment',
  130. 'basic / uv-transform': 'uv-transform',
  131. 'basic / bump': 'bump',
  132. 'basic / blur': 'blur',
  133. 'basic / spherical-reflection': 'spherical-reflection',
  134. 'adv / fresnel': 'fresnel',
  135. 'adv / saturation': 'saturation',
  136. 'adv / top-bottom': 'top-bottom',
  137. 'adv / skin': 'skin',
  138. 'adv / skin-phong': 'skin-phong',
  139. 'adv / caustic': 'caustic',
  140. 'adv / displace': 'displace',
  141. 'adv / dissolve': 'dissolve',
  142. 'adv / dissolve-fire': 'dissolve-fire',
  143. 'adv / plush': 'plush',
  144. 'adv / toon': 'toon',
  145. 'adv / camera-depth': 'camera-depth',
  146. 'adv / soft-body': 'soft-body',
  147. 'adv / wave': 'wave',
  148. 'adv / triangle-blur': 'triangle-blur',
  149. 'adv / triplanar-mapping': 'triplanar-mapping',
  150. 'adv / render-to-texture': 'rtt',
  151. 'adv / temporal-blur': 'temporal-blur',
  152. 'adv / conditional': 'conditional',
  153. 'adv / expression': 'expression',
  154. 'adv / sss': 'sss',
  155. 'adv / translucent': 'translucent',
  156. 'adv / bias': 'bias',
  157. 'node / position': 'node-position',
  158. 'node / normal': 'node-normal',
  159. 'node / reflect': 'node-reflect',
  160. 'misc / sub-slot': 'sub-slot',
  161. 'misc / smoke': 'smoke',
  162. 'misc / firefly': 'firefly',
  163. 'misc / reserved-keywords': 'reserved-keywords',
  164. 'misc / varying': 'varying',
  165. 'misc / void-function': 'void-function',
  166. 'misc / readonly': 'readonly',
  167. 'misc / label': 'label',
  168. 'misc / custom-attribute': 'custom-attribute'
  169. } ).onFinishChange( function () {
  170. updateMaterial();
  171. } );
  172. gui.open();
  173. }
  174. function addGui( name, value, callback, isColor, min, max ) {
  175. var node;
  176. param[ name ] = value;
  177. if ( isColor ) {
  178. node = gui.addColor( param, name ).onChange( function () {
  179. callback( param[ name ] );
  180. } );
  181. } else if ( typeof value === 'object' ) {
  182. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  183. node = gui.add( param, name, value ).onChange( function () {
  184. callback( param[ name ] );
  185. } );
  186. } else {
  187. node = gui.add( param, name, min, max ).onChange( function () {
  188. callback( param[ name ] );
  189. } );
  190. }
  191. return node;
  192. }
  193. function updateMaterial() {
  194. move = false;
  195. lightGroup.visible = true;
  196. if ( mesh.material ) mesh.material.dispose();
  197. if ( rtTexture ) {
  198. delete library[ rtTexture.texture.uuid ];
  199. rtTexture.dispose();
  200. rtTexture = null;
  201. }
  202. if ( rtMaterial ) {
  203. rtMaterial.dispose();
  204. rtMaterial = null;
  205. }
  206. var name = param.example,
  207. defaultSide = THREE.DoubleSide,
  208. mtl;
  209. clearGui();
  210. switch ( name ) {
  211. case 'phong':
  212. // MATERIAL
  213. mtl = new Nodes.PhongNodeMaterial();
  214. //mtl.color = // albedo (vec3)
  215. //mtl.alpha = // opacity (float)
  216. //mtl.specular = // specular color (vec3)
  217. //mtl.shininess = // shininess (float)
  218. //mtl.normal = // normal (vec3)
  219. //mtl.emissive = // emissive color (vec3)
  220. //mtl.ambient = // ambient color (vec3)
  221. //mtl.shadow = // shadowmap (vec3)
  222. //mtl.light = // custom-light (vec3)
  223. //mtl.ao = // ambient occlusion (float)
  224. //mtl.light = // input/output light (vec3)
  225. //mtl.environment = // reflection/refraction (vec3)
  226. //mtl.environmentAlpha = // environment alpha (float)
  227. //mtl.position = // vertex local position (vec3)
  228. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  229. mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
  230. mtl.specular = new Nodes.FloatNode( .5 );
  231. mtl.shininess = new Nodes.FloatNode( 15 );
  232. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  233. mtl.environmentAlpha = mask;
  234. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  235. mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
  236. break;
  237. case 'standard':
  238. // MATERIAL
  239. mtl = new Nodes.StandardNodeMaterial();
  240. //mtl.color = // albedo (vec3)
  241. //mtl.alpha = // opacity (float)
  242. //mtl.roughness = // roughness (float)
  243. //mtl.metalness = // metalness (float)
  244. //mtl.normal = // normal (vec3)
  245. //mtl.emissive = // emissive color (vec3)
  246. //mtl.ambient = // ambient color (vec3)
  247. //mtl.shadow = // shadowmap (vec3)
  248. //mtl.light = // custom-light (vec3)
  249. //mtl.ao = // ambient occlusion (float)
  250. //mtl.environment = // reflection/refraction (vec3)
  251. //mtl.position = // vertex local position (vec3)
  252. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  253. var normalScale = new Nodes.FloatNode( .3 );
  254. var roughnessA = new Nodes.FloatNode( .5 );
  255. var metalnessA = new Nodes.FloatNode( .5 );
  256. var roughnessB = new Nodes.FloatNode( 0 );
  257. var metalnessB = new Nodes.FloatNode( 1 );
  258. var roughness = new Nodes.MathNode(
  259. roughnessA,
  260. roughnessB,
  261. mask,
  262. Nodes.MathNode.MIX
  263. );
  264. var metalness = new Nodes.MathNode(
  265. metalnessA,
  266. metalnessB,
  267. mask,
  268. Nodes.MathNode.MIX
  269. );
  270. var normalMask = new Nodes.OperatorNode(
  271. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  272. normalScale,
  273. Nodes.OperatorNode.MUL
  274. );
  275. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  276. mtl.roughness = roughness;
  277. mtl.metalness = metalness;
  278. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  279. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  280. mtl.normal.scale = normalMask;
  281. // GUI
  282. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  283. mtl.color.value.setHex( val );
  284. }, true );
  285. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  286. roughnessA.value = val;
  287. }, false, 0, 1 );
  288. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  289. metalnessA.value = val;
  290. }, false, 0, 1 );
  291. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  292. roughnessB.value = val;
  293. }, false, 0, 1 );
  294. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  295. metalnessB.value = val;
  296. }, false, 0, 1 );
  297. addGui( 'normalScale', normalScale.value, function ( val ) {
  298. normalScale.value = val;
  299. }, false, 0, 1 );
  300. break;
  301. case 'prem':
  302. // MATERIAL
  303. mtl = new Nodes.StandardNodeMaterial();
  304. //mtl.color = // albedo (vec3)
  305. //mtl.alpha = // opacity (float)
  306. //mtl.roughness = // roughness (float)
  307. //mtl.metalness = // metalness (float)
  308. //mtl.normal = // normal (vec3)
  309. //mtl.emissive = // emissive color (vec3)
  310. //mtl.ambient = // ambient color (vec3)
  311. //mtl.shadow = // shadowmap (vec3)
  312. //mtl.light = // custom-light (vec3)
  313. //mtl.ao = // ambient occlusion (float)
  314. //mtl.environment = // reflection/refraction (vec3)
  315. //mtl.position = // vertex local position (vec3)
  316. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  317. var intensity = new Nodes.FloatNode( 1 );
  318. var normalScale = new Nodes.FloatNode( .3 );
  319. var roughnessA = new Nodes.FloatNode( .5 );
  320. var metalnessA = new Nodes.FloatNode( .5 );
  321. var roughnessB = new Nodes.FloatNode( 0 );
  322. var metalnessB = new Nodes.FloatNode( 1 );
  323. var roughness = new Nodes.MathNode(
  324. roughnessA,
  325. roughnessB,
  326. mask,
  327. Nodes.MathNode.MIX
  328. );
  329. var metalness = new Nodes.MathNode(
  330. metalnessA,
  331. metalnessB,
  332. mask,
  333. Nodes.MathNode.MIX
  334. );
  335. var normalMask = new Nodes.OperatorNode(
  336. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  337. normalScale,
  338. Nodes.OperatorNode.MUL
  339. );
  340. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  341. mtl.roughness = roughness;
  342. mtl.metalness = metalness;
  343. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  344. mtl.normal.scale = normalMask;
  345. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  346. mtl.environment = new Nodes.OperatorNode( envNode, intensity, Nodes.OperatorNode.MUL );
  347. // GUI
  348. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  349. mtl.color.value.setHex( val );
  350. }, true );
  351. addGui( 'intensity', intensity.value, function ( val ) {
  352. intensity.value = val;
  353. }, false, 0, 2 );
  354. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  355. roughnessA.value = val;
  356. }, false, 0, 1 );
  357. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  358. metalnessA.value = val;
  359. }, false, 0, 1 );
  360. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  361. roughnessB.value = val;
  362. }, false, 0, 1 );
  363. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  364. metalnessB.value = val;
  365. }, false, 0, 1 );
  366. addGui( 'normalScale', normalScale.value, function ( val ) {
  367. normalScale.value = val;
  368. }, false, 0, 1 );
  369. break;
  370. case 'sub-slot':
  371. // disable dynamic light
  372. lightGroup.visible = false;
  373. // MATERIAL
  374. mtl = new Nodes.StandardNodeMaterial();
  375. // NODES
  376. var normalScale = new Nodes.FloatNode( .3 );
  377. var radiance = new Nodes.FloatNode( 1 );
  378. var irradiance = new Nodes.FloatNode( 1 );
  379. var roughness = new Nodes.FloatNode( .5 );
  380. var metalness = new Nodes.FloatNode( .5 );
  381. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  382. mtl.roughness = roughness;
  383. mtl.metalness = metalness;
  384. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  385. mtl.normal.scale = normalScale;
  386. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  387. var subSlotNode = new Nodes.SubSlotNode();
  388. subSlotNode.slots[ 'radiance' ] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
  389. subSlotNode.slots[ 'irradiance' ] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
  390. mtl.environment = subSlotNode;
  391. // GUI
  392. addGui( 'radiance', radiance.value, function ( val ) {
  393. radiance.value = val;
  394. }, false, 0, 2 );
  395. addGui( 'irradiance', irradiance.value, function ( val ) {
  396. irradiance.value = val;
  397. }, false, 0, 2 );
  398. addGui( 'roughness', roughness.value, function ( val ) {
  399. roughness.value = val;
  400. }, false, 0, 1 );
  401. addGui( 'metalness', metalness.value, function ( val ) {
  402. metalness.value = val;
  403. }, false, 0, 1 );
  404. addGui( 'normalScale', normalScale.value, function ( val ) {
  405. normalScale.value = val;
  406. }, false, 0, 1 );
  407. break;
  408. case 'mesh-standard':
  409. // MATERIAL
  410. var sataturation = new Nodes.FloatNode( 1 ),
  411. useNodeMaterial = true,
  412. useMap = true,
  413. useNormals = true;
  414. function updateMaterial() {
  415. var oldMaterial = mtl;
  416. if ( oldMaterial ) oldMaterial.dispose();
  417. mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  418. // default syntax ( backward-compatible )
  419. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  420. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  421. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  422. mtl.envMap = cubemap;
  423. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  424. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  425. // extended syntax ( only for NodeMaterial )
  426. if ( useNodeMaterial && useMap ) {
  427. mtl.map = new Nodes.ColorAdjustmentNode(
  428. new Nodes.TextureNode( mtl.map ),
  429. sataturation,
  430. Nodes.ColorAdjustmentNode.SATURATION
  431. );
  432. }
  433. // apply material
  434. mtl.side = defaultSide;
  435. mtl.needsUpdate = true;
  436. mesh.material = mtl;
  437. }
  438. updateMaterial();
  439. // GUI
  440. addGui( 'use node material', useNodeMaterial, function ( val ) {
  441. useNodeMaterial = val;
  442. updateMaterial();
  443. } );
  444. addGui( 'roughness', mtl.roughness, function ( val ) {
  445. mtl.roughness = val;
  446. }, false, 0, 1 );
  447. addGui( 'metalness', mtl.roughness, function ( val ) {
  448. mtl.metalness = val;
  449. }, false, 0, 1 );
  450. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  451. mtl.normalScale.x = val;
  452. }, false, - 1, 1 );
  453. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  454. mtl.normalScale.y = val;
  455. }, false, - 1, 1 );
  456. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  457. sataturation.value = val;
  458. }, false, 0, 2 );
  459. addGui( 'colors', useMap, function ( val ) {
  460. useMap = val;
  461. updateMaterial();
  462. }, false );
  463. addGui( 'normals', useNormals, function ( val ) {
  464. useNormals = val;
  465. updateMaterial();
  466. }, false );
  467. addGui( 'side', {
  468. DoubleSided: THREE.DoubleSide,
  469. FrontSided: THREE.FrontSide,
  470. BackSided: THREE.BackSide
  471. }, function ( val ) {
  472. defaultSide = Number( val );
  473. updateMaterial();
  474. } );
  475. break;
  476. case 'physical':
  477. // MATERIAL
  478. mtl = new Nodes.StandardNodeMaterial();
  479. //mtl.color = // albedo (vec3)
  480. //mtl.alpha = // opacity (float)
  481. //mtl.roughness = // roughness (float)
  482. //mtl.metalness = // metalness (float)
  483. //mtl.reflectivity = // reflectivity (float)
  484. //mtl.clearcoat = // clearcoat (float)
  485. //mtl.clearcoatRoughness = // clearcoatRoughness (float)
  486. //mtl.clearcoatNormal = // clearcoatNormal (vec3)
  487. //mtl.normal = // normal (vec3)
  488. //mtl.emissive = // emissive color (vec3)
  489. //mtl.ambient = // ambient color (vec3)
  490. //mtl.shadow = // shadowmap (vec3)
  491. //mtl.light = // custom-light (vec3)
  492. //mtl.ao = // ambient occlusion (float)
  493. //mtl.environment = // reflection/refraction (vec3)
  494. //mtl.position = // vertex local position (vec3)
  495. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  496. var normalScale = new Nodes.FloatNode( .3 );
  497. var clearcoatNormalScale = new Nodes.FloatNode( .1 );
  498. var roughnessA = new Nodes.FloatNode( .5 );
  499. var metalnessA = new Nodes.FloatNode( .5 );
  500. var roughnessB = new Nodes.FloatNode( 0 );
  501. var metalnessB = new Nodes.FloatNode( 1 );
  502. var reflectivity = new Nodes.FloatNode( 0 );
  503. var clearcoat = new Nodes.FloatNode( 1 );
  504. var clearcoatRoughness = new Nodes.FloatNode( 1 );
  505. var roughness = new Nodes.MathNode(
  506. roughnessA,
  507. roughnessB,
  508. mask,
  509. Nodes.MathNode.MIX
  510. );
  511. var metalness = new Nodes.MathNode(
  512. metalnessA,
  513. metalnessB,
  514. mask,
  515. Nodes.MathNode.MIX
  516. );
  517. var normalMask = new Nodes.OperatorNode(
  518. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  519. normalScale,
  520. Nodes.OperatorNode.MUL
  521. );
  522. var clearcoatNormalMask = new Nodes.OperatorNode(
  523. mask,
  524. clearcoatNormalScale,
  525. Nodes.OperatorNode.MUL
  526. );
  527. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  528. mtl.roughness = roughness;
  529. mtl.metalness = metalness;
  530. mtl.reflectivity = reflectivity;
  531. mtl.clearcoat = clearcoat;
  532. mtl.clearcoatRoughness = clearcoatRoughness;
  533. mtl.clearcoatNormal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  534. mtl.clearcoatNormal.scale = clearcoatNormalMask;
  535. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  536. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  537. mtl.normal.scale = normalMask;
  538. // GUI
  539. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  540. mtl.color.value.setHex( val );
  541. }, true );
  542. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  543. reflectivity.value = val;
  544. }, false, 0, 1 );
  545. addGui( 'clearcoat', clearcoat.value, function ( val ) {
  546. clearcoat.value = val;
  547. }, false, 0, 1 );
  548. addGui( 'clearcoatRoughness', clearcoatRoughness.value, function ( val ) {
  549. clearcoatRoughness.value = val;
  550. }, false, 0, 1 );
  551. addGui( 'clearcoatNormalScale', clearcoatNormalScale.value, function ( val ) {
  552. clearcoatNormalScale.value = val;
  553. }, false, 0, 1 );
  554. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  555. roughnessA.value = val;
  556. }, false, 0, 1 );
  557. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  558. metalnessA.value = val;
  559. }, false, 0, 1 );
  560. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  561. roughnessB.value = val;
  562. }, false, 0, 1 );
  563. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  564. metalnessB.value = val;
  565. }, false, 0, 1 );
  566. addGui( 'normalScale', normalScale.value, function ( val ) {
  567. normalScale.value = val;
  568. }, false, 0, 1 );
  569. break;
  570. case 'wave':
  571. // MATERIAL
  572. mtl = new Nodes.PhongNodeMaterial();
  573. var time = new Nodes.TimerNode();
  574. var speed = new Nodes.FloatNode( 5 );
  575. var scale = new Nodes.FloatNode( 1 );
  576. var worldScale = new Nodes.FloatNode( .4 );
  577. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  578. var colorB = new Nodes.ColorNode( 0x0054df );
  579. // used for serialization only
  580. time.name = "time";
  581. speed.name = "speed";
  582. var timeScale = new Nodes.OperatorNode(
  583. time,
  584. speed,
  585. Nodes.OperatorNode.MUL
  586. );
  587. var worldScl = new Nodes.OperatorNode(
  588. new Nodes.PositionNode(),
  589. worldScale,
  590. Nodes.OperatorNode.MUL
  591. );
  592. var posContinuous = new Nodes.OperatorNode(
  593. worldScl,
  594. timeScale,
  595. Nodes.OperatorNode.ADD
  596. );
  597. var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
  598. wave = new Nodes.SwitchNode( wave, 'x' );
  599. var waveScale = new Nodes.OperatorNode(
  600. wave,
  601. scale,
  602. Nodes.OperatorNode.MUL
  603. );
  604. var displaceY = new Nodes.JoinNode(
  605. new Nodes.FloatNode(),
  606. waveScale,
  607. new Nodes.FloatNode()
  608. );
  609. var displace = new Nodes.OperatorNode(
  610. new Nodes.NormalNode(),
  611. displaceY,
  612. Nodes.OperatorNode.MUL
  613. );
  614. var blend = new Nodes.OperatorNode(
  615. new Nodes.PositionNode(),
  616. displaceY,
  617. Nodes.OperatorNode.ADD
  618. );
  619. var color = new Nodes.MathNode(
  620. colorB,
  621. colorA,
  622. wave,
  623. Nodes.MathNode.MIX
  624. );
  625. mtl.color = color;
  626. mtl.position = blend;
  627. // GUI
  628. addGui( 'speed', speed.value, function ( val ) {
  629. speed.value = val;
  630. }, false, 0, 10 );
  631. addGui( 'scale', scale.value, function ( val ) {
  632. scale.value = val;
  633. }, false, 0, 3 );
  634. addGui( 'worldScale', worldScale.value, function ( val ) {
  635. worldScale.value = val;
  636. }, false, 0, 1 );
  637. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  638. colorA.value.setHex( val );
  639. }, true );
  640. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  641. colorB.value.setHex( val );
  642. }, true );
  643. addGui( 'useNormals', false, function ( val ) {
  644. blend.b = val ? displace : displaceY;
  645. mtl.needsUpdate = true;
  646. } );
  647. break;
  648. case 'rim':
  649. // MATERIAL
  650. mtl = new Nodes.PhongNodeMaterial();
  651. defaultSide = THREE.FrontSide;
  652. var intensity = 1.3;
  653. var power = new Nodes.FloatNode( 3 );
  654. var color = new Nodes.ColorNode( 0xFFFFFF );
  655. var viewZ = new Nodes.MathNode(
  656. new Nodes.NormalNode(),
  657. new Nodes.Vector3Node( 0, 0, - intensity ),
  658. Nodes.MathNode.DOT
  659. );
  660. var rim = new Nodes.OperatorNode(
  661. viewZ,
  662. new Nodes.FloatNode( intensity ),
  663. Nodes.OperatorNode.ADD
  664. );
  665. var rimPower = new Nodes.MathNode(
  666. rim,
  667. power,
  668. Nodes.MathNode.POW
  669. );
  670. var rimColor = new Nodes.OperatorNode(
  671. rimPower,
  672. color,
  673. Nodes.OperatorNode.MUL
  674. );
  675. mtl.color = new Nodes.ColorNode( 0x111111 );
  676. mtl.emissive = rimColor;
  677. // GUI
  678. addGui( 'color', color.value.getHex(), function ( val ) {
  679. color.value.setHex( val );
  680. }, true );
  681. addGui( 'intensity', intensity, function ( val ) {
  682. intensity = val;
  683. viewZ.b.z = - intensity;
  684. rim.b.value = intensity;
  685. }, false, 0, 3 );
  686. addGui( 'power', power.value, function ( val ) {
  687. power.value = val;
  688. }, false, 0, 6 );
  689. addGui( 'xray', false, function ( val ) {
  690. if ( val ) {
  691. mtl.emissive = color;
  692. mtl.alpha = rimPower;
  693. mtl.blending = THREE.AdditiveBlending;
  694. mtl.depthWrite = false;
  695. } else {
  696. mtl.emissive = rimColor;
  697. mtl.alpha = null;
  698. mtl.blending = THREE.NormalBlending;
  699. mtl.depthWrite = true;
  700. }
  701. mtl.needsUpdate = true;
  702. } );
  703. break;
  704. case 'color-adjustment':
  705. // MATERIAL
  706. mtl = new Nodes.PhongNodeMaterial();
  707. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  708. var hue = new Nodes.FloatNode();
  709. var sataturation = new Nodes.FloatNode( 1 );
  710. var vibrance = new Nodes.FloatNode();
  711. var brightness = new Nodes.FloatNode( 0 );
  712. var contrast = new Nodes.FloatNode( 1 );
  713. var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
  714. var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  715. var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  716. var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  717. var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  718. mtl.color = contrastNode;
  719. // GUI
  720. addGui( 'hue', hue.value, function ( val ) {
  721. hue.value = val;
  722. }, false, 0, Math.PI * 2 );
  723. addGui( 'saturation', sataturation.value, function ( val ) {
  724. sataturation.value = val;
  725. }, false, 0, 2 );
  726. addGui( 'vibrance', vibrance.value, function ( val ) {
  727. vibrance.value = val;
  728. }, false, - 1, 1 );
  729. addGui( 'brightness', brightness.value, function ( val ) {
  730. brightness.value = val;
  731. }, false, 0, .5 );
  732. addGui( 'contrast', contrast.value, function ( val ) {
  733. contrast.value = val;
  734. }, false, 0, 2 );
  735. break;
  736. case 'uv-transform':
  737. // MATERIAL
  738. mtl = new Nodes.PhongNodeMaterial();
  739. var translate = new THREE.Vector2();
  740. var rotate = 0;
  741. var scale = new THREE.Vector2( 1, 1 );
  742. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  743. texture.uv = new Nodes.UVTransformNode();
  744. //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
  745. mtl.color = texture;
  746. // GUI
  747. function updateUVTransform() {
  748. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.MathUtils.degToRad( rotate ) );
  749. }
  750. addGui( 'translateX', translate.x, function ( val ) {
  751. translate.x = val;
  752. updateUVTransform();
  753. }, false, 0, 10 );
  754. addGui( 'translateY', translate.y, function ( val ) {
  755. translate.y = val;
  756. updateUVTransform();
  757. }, false, 0, 10 );
  758. addGui( 'scaleX', scale.x, function ( val ) {
  759. scale.x = val;
  760. updateUVTransform();
  761. }, false, .1, 5 );
  762. addGui( 'scaleY', scale.y, function ( val ) {
  763. scale.y = val;
  764. updateUVTransform();
  765. }, false, .1, 5 );
  766. addGui( 'rotate', rotate, function ( val ) {
  767. rotate = val;
  768. updateUVTransform();
  769. }, false, 0, 360 );
  770. break;
  771. case 'bump':
  772. // MATERIAL
  773. mtl = new Nodes.PhongNodeMaterial();
  774. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  775. var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  776. bumpMap.scale = new Nodes.FloatNode( .5 );
  777. mtl.color = diffuse;
  778. mtl.normal = bumpMap;
  779. // convert BumpMap to NormalMap
  780. //bumpMap.toNormalMap = true;
  781. //mtl.normal = new Nodes.NormalMapNode( bumpMap );
  782. // GUI
  783. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  784. bumpMap.scale.value = val;
  785. }, false, - 2, 2 );
  786. addGui( 'color', true, function ( val ) {
  787. mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
  788. mtl.needsUpdate = true;
  789. } );
  790. break;
  791. case 'blur':
  792. // MATERIAL
  793. mtl = new Nodes.PhongNodeMaterial();
  794. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  795. var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  796. mtl.color = blur;
  797. // GUI
  798. addGui( 'radiusX', blur.radius.x, function ( val ) {
  799. blur.radius.x = val;
  800. }, false, 0, 15 );
  801. addGui( 'radiusY', blur.radius.y, function ( val ) {
  802. blur.radius.y = val;
  803. }, false, 0, 15 );
  804. break;
  805. case 'spherical-reflection':
  806. // MATERIAL
  807. mtl = new Nodes.PhongNodeMaterial();
  808. mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
  809. break;
  810. case 'fresnel':
  811. // MATERIAL
  812. mtl = new Nodes.PhongNodeMaterial();
  813. var reflectance = new Nodes.FloatNode( 1.3 );
  814. var power = new Nodes.FloatNode( 1 );
  815. var color = new Nodes.CubeTextureNode( cubemap );
  816. var viewZ = new Nodes.MathNode(
  817. new Nodes.NormalNode(),
  818. new Nodes.Vector3Node( 0, 0, - 1 ),
  819. Nodes.MathNode.DOT
  820. );
  821. var theta = new Nodes.OperatorNode(
  822. viewZ,
  823. new Nodes.FloatNode( 1 ),
  824. Nodes.OperatorNode.ADD
  825. );
  826. var thetaPower = new Nodes.MathNode(
  827. theta,
  828. power,
  829. Nodes.MathNode.POW
  830. );
  831. var fresnel = new Nodes.OperatorNode(
  832. reflectance,
  833. thetaPower,
  834. Nodes.OperatorNode.MUL
  835. );
  836. mtl.color = new Nodes.ColorNode( 0x3399FF );
  837. mtl.environment = color;
  838. mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
  839. // GUI
  840. addGui( 'reflectance', reflectance.value, function ( val ) {
  841. reflectance.value = val;
  842. }, false, 0, 3 );
  843. addGui( 'power', power.value, function ( val ) {
  844. power.value = val;
  845. }, false, 0, 5 );
  846. break;
  847. case 'layers':
  848. // MATERIAL
  849. mtl = new Nodes.PhongNodeMaterial();
  850. var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
  851. var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
  852. var offset = new Nodes.FloatNode( 0 );
  853. var scale = new Nodes.FloatNode( 1 );
  854. var uv = new Nodes.UVNode();
  855. var uvOffset = new Nodes.OperatorNode(
  856. offset,
  857. uv,
  858. Nodes.OperatorNode.ADD
  859. );
  860. var uvScale = new Nodes.OperatorNode(
  861. uvOffset,
  862. scale,
  863. Nodes.OperatorNode.MUL
  864. );
  865. var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  866. var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
  867. var blend = new Nodes.MathNode(
  868. tex1,
  869. tex2,
  870. maskAlphaChannel,
  871. Nodes.MathNode.MIX
  872. );
  873. mtl.color = blend;
  874. // GUI
  875. addGui( 'offset', offset.value, function ( val ) {
  876. offset.value = val;
  877. }, false, 0, 1 );
  878. addGui( 'scale', scale.value, function ( val ) {
  879. scale.value = val;
  880. }, false, 0, 10 );
  881. break;
  882. case 'saturation':
  883. // MATERIAL
  884. mtl = new Nodes.StandardNodeMaterial();
  885. var tex = new Nodes.TextureNode( getTexture( "brick" ) );
  886. var sat = new Nodes.FloatNode( 0 );
  887. var satrgb = new Nodes.FunctionNode( [
  888. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  889. // include luminance function from LuminanceNode
  890. " vec3 intensity = vec3( luminance( rgb ) );",
  891. " return mix( intensity, rgb, adjustment );",
  892. "}"
  893. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  894. var saturation = new Nodes.FunctionCallNode( satrgb );
  895. saturation.inputs.rgb = tex;
  896. saturation.inputs.adjustment = sat;
  897. // or try
  898. //saturation.inputs[0] = tex;
  899. //saturation.inputs[1] = sat;
  900. mtl.color = saturation;
  901. // GUI
  902. addGui( 'saturation', sat.value, function ( val ) {
  903. sat.value = val;
  904. }, false, 0, 2 );
  905. break;
  906. case 'top-bottom':
  907. // MATERIAL
  908. mtl = new Nodes.PhongNodeMaterial();
  909. var top = new Nodes.TextureNode( getTexture( "grass" ) );
  910. var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
  911. var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  912. var normalY = new Nodes.SwitchNode( normal, 'y' );
  913. var hard = new Nodes.FloatNode( 9 );
  914. var offset = new Nodes.FloatNode( - 2.5 );
  915. var hardClamp = new Nodes.OperatorNode(
  916. normalY,
  917. hard,
  918. Nodes.OperatorNode.MUL
  919. );
  920. var offsetClamp = new Nodes.OperatorNode(
  921. hardClamp,
  922. offset,
  923. Nodes.OperatorNode.ADD
  924. );
  925. var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
  926. var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
  927. mtl.color = blend;
  928. // GUI
  929. addGui( 'hard', hard.value, function ( val ) {
  930. hard.value = val;
  931. }, false, 0, 20 );
  932. addGui( 'offset', offset.value, function ( val ) {
  933. offset.value = val;
  934. }, false, - 10, 10 );
  935. break;
  936. case 'displace':
  937. // MATERIAL
  938. mtl = new Nodes.PhongNodeMaterial();
  939. var time = new Nodes.TimerNode();
  940. var scale = new Nodes.FloatNode( 2 );
  941. var speed = new Nodes.FloatNode( .2 );
  942. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  943. var colorB = new Nodes.ColorNode( 0x0054df );
  944. // used for serialization only
  945. time.name = "time";
  946. speed.name = "speed";
  947. var uv = new Nodes.UVNode();
  948. var timeScl = new Nodes.OperatorNode(
  949. time,
  950. speed,
  951. Nodes.OperatorNode.MUL
  952. );
  953. var displaceOffset = new Nodes.OperatorNode(
  954. timeScl,
  955. uv,
  956. Nodes.OperatorNode.ADD
  957. );
  958. var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
  959. var texArea = new Nodes.SwitchNode( tex, 'w' );
  960. var displace = new Nodes.OperatorNode(
  961. new Nodes.NormalNode(),
  962. texArea,
  963. Nodes.OperatorNode.MUL
  964. );
  965. var displaceScale = new Nodes.OperatorNode(
  966. displace,
  967. scale,
  968. Nodes.OperatorNode.MUL
  969. );
  970. var blend = new Nodes.OperatorNode(
  971. new Nodes.PositionNode(),
  972. displaceScale,
  973. Nodes.OperatorNode.ADD
  974. );
  975. var color = new Nodes.MathNode(
  976. colorB,
  977. colorA,
  978. texArea,
  979. Nodes.MathNode.MIX
  980. );
  981. mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
  982. mtl.emissive = color;
  983. mtl.position = blend;
  984. // GUI
  985. addGui( 'speed', speed.value, function ( val ) {
  986. speed.value = val;
  987. }, false, 0, 1 );
  988. addGui( 'scale', scale.value, function ( val ) {
  989. scale.value = val;
  990. }, false, 0, 10 );
  991. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  992. colorA.value.setHex( val );
  993. }, true );
  994. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  995. colorB.value.setHex( val );
  996. }, true );
  997. break;
  998. case 'dissolve':
  999. // MATERIAL
  1000. mtl = new Nodes.StandardNodeMaterial();
  1001. var color = new Nodes.ColorNode( 0xEEEEEE );
  1002. var borderColor = new Nodes.ColorNode( 0x0054df );
  1003. var threshold = new Nodes.FloatNode( .1 );
  1004. var borderSize = new Nodes.FloatNode( .2 );
  1005. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1006. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1007. var thresholdBorder = new Nodes.MathNode(
  1008. new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
  1009. threshold,
  1010. texArea,
  1011. Nodes.MathNode.SMOOTHSTEP
  1012. );
  1013. var thresholdEmissive = new Nodes.OperatorNode(
  1014. borderColor,
  1015. thresholdBorder,
  1016. Nodes.OperatorNode.MUL
  1017. );
  1018. // APPLY
  1019. mtl.color = color;
  1020. mtl.emissive = thresholdEmissive;
  1021. mtl.mask = new Nodes.CondNode(
  1022. texArea, // a: value
  1023. threshold, // b: value
  1024. Nodes.CondNode.GREATER // condition
  1025. );
  1026. // GUI
  1027. addGui( 'threshold', threshold.value, function ( val ) {
  1028. threshold.value = val;
  1029. }, false, - .3, 1.3 );
  1030. addGui( 'borderSize', borderSize.value, function ( val ) {
  1031. borderSize.value = val;
  1032. }, false, 0, .5 );
  1033. addGui( 'color', color.value.getHex(), function ( val ) {
  1034. color.value.setHex( val );
  1035. }, true );
  1036. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  1037. borderColor.value.setHex( val );
  1038. }, true );
  1039. break;
  1040. case 'dissolve-fire':
  1041. // MATERIAL
  1042. mtl = new Nodes.StandardNodeMaterial();
  1043. var color = new Nodes.ColorNode( 0xEEEEEE );
  1044. var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
  1045. var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
  1046. var burnedColor = new Nodes.ColorNode( 0x000000 );
  1047. var threshold = new Nodes.FloatNode( .1 );
  1048. var fireSize = new Nodes.FloatNode( .16 );
  1049. var burnedSize = new Nodes.FloatNode( .5 );
  1050. var timer = new Nodes.TimerNode( 0.8 );
  1051. var sinCycleInSecs = new Nodes.OperatorNode(
  1052. timer,
  1053. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1054. Nodes.OperatorNode.MUL
  1055. );
  1056. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1057. // round sin to 0 at 1
  1058. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
  1059. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
  1060. // offset to +.9
  1061. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
  1062. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1063. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1064. var thresholdBorder = new Nodes.MathNode(
  1065. new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
  1066. threshold,
  1067. texArea,
  1068. Nodes.MathNode.SMOOTHSTEP
  1069. );
  1070. var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
  1071. fireStartColor,
  1072. cycle,
  1073. Nodes.ColorAdjustmentNode.SATURATION
  1074. );
  1075. var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
  1076. fireEndColor,
  1077. cycle,
  1078. Nodes.ColorAdjustmentNode.SATURATION
  1079. );
  1080. var fireColor = new Nodes.MathNode(
  1081. fireEndAnimatedColor,
  1082. fireStartAnimatedColor,
  1083. thresholdBorder,
  1084. Nodes.MathNode.MIX
  1085. );
  1086. var thresholdBurnedBorder = new Nodes.MathNode(
  1087. new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
  1088. threshold,
  1089. texArea,
  1090. Nodes.MathNode.SMOOTHSTEP
  1091. );
  1092. var fireEmissive = new Nodes.OperatorNode(
  1093. fireColor,
  1094. thresholdBorder,
  1095. Nodes.OperatorNode.MUL
  1096. );
  1097. var burnedResultColor = new Nodes.MathNode(
  1098. color,
  1099. burnedColor,
  1100. thresholdBurnedBorder,
  1101. Nodes.MathNode.MIX
  1102. );
  1103. // APPLY
  1104. mtl.color = burnedResultColor;
  1105. mtl.emissive = fireEmissive;
  1106. mtl.mask = new Nodes.CondNode(
  1107. texArea, // a: value
  1108. threshold, // b: value
  1109. Nodes.CondNode.GREATER // condition
  1110. );
  1111. // GUI
  1112. addGui( 'threshold', threshold.value, function ( val ) {
  1113. threshold.value = val;
  1114. }, false, - .5, 1.5 );
  1115. addGui( 'fireSize', fireSize.value, function ( val ) {
  1116. fireSize.value = val;
  1117. }, false, 0, .5 );
  1118. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  1119. burnedSize.value = val;
  1120. }, false, 0, 1 );
  1121. addGui( 'color', color.value.getHex(), function ( val ) {
  1122. color.value.setHex( val );
  1123. }, true );
  1124. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  1125. fireStartColor.value.setHex( val );
  1126. }, true );
  1127. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  1128. fireEndColor.value.setHex( val );
  1129. }, true );
  1130. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  1131. burnedColor.value.setHex( val );
  1132. }, true );
  1133. addGui( 'timeScale', timer.scale, function ( val ) {
  1134. timer.scale = val;
  1135. }, false, 0, 2 );
  1136. break;
  1137. case 'smoke':
  1138. // MATERIAL
  1139. mtl = new Nodes.PhongNodeMaterial();
  1140. defaultSide = THREE.FrontSide;
  1141. var time = new Nodes.TimerNode();
  1142. var uv = new Nodes.UVNode();
  1143. var timeSpeedA = new Nodes.OperatorNode(
  1144. time,
  1145. new Nodes.Vector2Node( 0.3, 0.1 ),
  1146. Nodes.OperatorNode.MUL
  1147. );
  1148. var timeSpeedB = new Nodes.OperatorNode(
  1149. time,
  1150. new Nodes.Vector2Node( 0.15, 0.4 ),
  1151. Nodes.OperatorNode.MUL
  1152. );
  1153. var uvOffsetA = new Nodes.OperatorNode(
  1154. timeSpeedA,
  1155. uv,
  1156. Nodes.OperatorNode.ADD
  1157. );
  1158. var uvOffsetB = new Nodes.OperatorNode(
  1159. timeSpeedB,
  1160. uv,
  1161. Nodes.OperatorNode.ADD
  1162. );
  1163. var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1164. var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1165. var clouds = new Nodes.OperatorNode(
  1166. cloudA,
  1167. cloudB,
  1168. Nodes.OperatorNode.ADD
  1169. );
  1170. mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
  1171. mtl.alpha = clouds;
  1172. // GUI
  1173. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1174. mtl.environment.value.setHex( val );
  1175. }, true );
  1176. break;
  1177. case 'camera-depth':
  1178. // MATERIAL
  1179. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1180. var colorB = new Nodes.ColorNode( 0x0054df );
  1181. var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
  1182. depth.near.value = 1;
  1183. depth.far.value = 200;
  1184. var colors = new Nodes.MathNode(
  1185. colorB,
  1186. colorA,
  1187. depth,
  1188. Nodes.MathNode.MIX
  1189. );
  1190. mtl = new Nodes.PhongNodeMaterial();
  1191. mtl.color = colors;
  1192. // GUI
  1193. addGui( 'near', depth.near.value, function ( val ) {
  1194. depth.near.value = val;
  1195. }, false, 1, 1200 );
  1196. addGui( 'far', depth.far.value, function ( val ) {
  1197. depth.far.value = val;
  1198. }, false, 1, 1200 );
  1199. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1200. colorA.value.setHex( val );
  1201. }, true );
  1202. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1203. colorB.value.setHex( val );
  1204. }, true );
  1205. break;
  1206. case 'caustic':
  1207. // MATERIAL
  1208. mtl = new Nodes.StandardNodeMaterial();
  1209. var hash2 = new Nodes.FunctionNode( [
  1210. "vec2 hash2(vec2 p) {",
  1211. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1212. "}"
  1213. ].join( "\n" ) );
  1214. var voronoi = new Nodes.FunctionNode( [
  1215. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1216. "float voronoi(vec2 p, in float time) {",
  1217. " vec2 n = floor(p);",
  1218. " vec2 f = fract(p);",
  1219. " float md = 5.0;",
  1220. " vec2 m = vec2(0.0);",
  1221. " for (int i = -1; i <= 1; i++) {",
  1222. " for (int j = -1; j <= 1; j++) {",
  1223. " vec2 g = vec2(i, j);",
  1224. " vec2 o = hash2(n + g);",
  1225. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1226. " vec2 r = g + o - f;",
  1227. " float d = dot(r, r);",
  1228. " if (d < md) {",
  1229. " md = d;",
  1230. " m = n+g+o;",
  1231. " }",
  1232. " }",
  1233. " }",
  1234. " return md;",
  1235. "}"
  1236. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1237. var voronoiLayers = new Nodes.FunctionNode( [
  1238. // based on https://www.shadertoy.com/view/4tXSDf
  1239. "float voronoiLayers(vec2 p, in float time) {",
  1240. " float v = 0.0;",
  1241. " float a = 0.4;",
  1242. " for (int i = 0; i < 3; i++) {",
  1243. " v += voronoi(p, time) * a;",
  1244. " p *= 2.0;",
  1245. " a *= 0.5;",
  1246. " }",
  1247. " return v;",
  1248. "}"
  1249. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1250. var time = new Nodes.TimerNode();
  1251. var timeScale = new Nodes.FloatNode( 2 );
  1252. // used for serialization only
  1253. time.name = "time";
  1254. timeScale.name = "speed";
  1255. var alpha = new Nodes.FloatNode( 1 );
  1256. var scale = new Nodes.FloatNode( .1 );
  1257. var intensity = new Nodes.FloatNode( 1.5 );
  1258. var color = new Nodes.ColorNode( 0xFFFFFF );
  1259. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1260. var colorB = new Nodes.ColorNode( 0x0054df );
  1261. var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
  1262. var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
  1263. var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  1264. var mask = new Nodes.SwitchNode( worldNormal, 'y' );
  1265. // clamp0at1
  1266. mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
  1267. var timeOffset = new Nodes.OperatorNode(
  1268. time,
  1269. timeScale,
  1270. Nodes.OperatorNode.MUL
  1271. );
  1272. var uvPos = new Nodes.OperatorNode(
  1273. worldPosTop,
  1274. scale,
  1275. Nodes.OperatorNode.MUL
  1276. );
  1277. var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
  1278. voronoi.inputs.p = uvPos;
  1279. voronoi.inputs.time = timeOffset;
  1280. var maskCaustic = new Nodes.OperatorNode(
  1281. alpha,
  1282. mask,
  1283. Nodes.OperatorNode.MUL
  1284. );
  1285. var voronoiIntensity = new Nodes.OperatorNode(
  1286. voronoi,
  1287. intensity,
  1288. Nodes.OperatorNode.MUL
  1289. );
  1290. var voronoiColors = new Nodes.MathNode(
  1291. colorB,
  1292. colorA,
  1293. new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
  1294. Nodes.MathNode.MIX
  1295. );
  1296. var caustic = new Nodes.MathNode(
  1297. color,
  1298. voronoiColors,
  1299. maskCaustic,
  1300. Nodes.MathNode.MIX
  1301. );
  1302. var causticLights = new Nodes.OperatorNode(
  1303. voronoiIntensity,
  1304. maskCaustic,
  1305. Nodes.OperatorNode.MUL
  1306. );
  1307. mtl.color = caustic;
  1308. mtl.ambient = causticLights;
  1309. // GUI
  1310. addGui( 'timeScale', timeScale.value, function ( val ) {
  1311. timeScale.value = val;
  1312. }, false, 0, 5 );
  1313. addGui( 'intensity', intensity.value, function ( val ) {
  1314. intensity.value = val;
  1315. }, false, 0, 3 );
  1316. addGui( 'scale', scale.value, function ( val ) {
  1317. scale.value = val;
  1318. }, false, 0, 1 );
  1319. addGui( 'alpha', alpha.value, function ( val ) {
  1320. alpha.value = val;
  1321. }, false, 0, 1 );
  1322. addGui( 'color', color.value.getHex(), function ( val ) {
  1323. color.value.setHex( val );
  1324. }, true );
  1325. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1326. colorA.value.setHex( val );
  1327. }, true );
  1328. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1329. colorB.value.setHex( val );
  1330. }, true );
  1331. break;
  1332. case 'soft-body':
  1333. // MATERIAL
  1334. move = true;
  1335. mtl = new Nodes.StandardNodeMaterial();
  1336. var scale = new Nodes.FloatNode( 2 );
  1337. var colorA = new Nodes.ColorNode( 0xFF6633 );
  1338. var colorB = new Nodes.ColorNode( 0x3366FF );
  1339. var pos = new Nodes.PositionNode();
  1340. var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
  1341. var mask = new Nodes.SwitchNode( posNorm, 'y' );
  1342. var velocity = new Nodes.VelocityNode( mesh, {
  1343. type: 'elastic',
  1344. spring: .95,
  1345. damping: .95
  1346. } );
  1347. var velocityArea = new Nodes.OperatorNode(
  1348. mask,
  1349. scale,
  1350. Nodes.OperatorNode.MUL
  1351. );
  1352. var softVelocity = new Nodes.OperatorNode(
  1353. velocity,
  1354. velocityArea,
  1355. Nodes.OperatorNode.MUL
  1356. );
  1357. var softPosition = new Nodes.OperatorNode(
  1358. new Nodes.PositionNode(),
  1359. softVelocity,
  1360. Nodes.OperatorNode.ADD
  1361. );
  1362. var colors = new Nodes.MathNode(
  1363. colorB,
  1364. colorA,
  1365. mask,
  1366. Nodes.MathNode.MIX
  1367. );
  1368. mtl.color = colors;
  1369. mtl.position = softPosition;
  1370. // GUI
  1371. addGui( 'spring', velocity.params.spring, function ( val ) {
  1372. velocity.params.spring = val;
  1373. }, false, 0, .95 );
  1374. addGui( 'damping', velocity.params.damping, function ( val ) {
  1375. velocity.params.damping = val;
  1376. }, false, 0, .95 );
  1377. addGui( 'scale', scale.value, function ( val ) {
  1378. scale.value = val;
  1379. }, false, 0, 3 );
  1380. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1381. colorA.value.setHex( val );
  1382. }, true );
  1383. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1384. colorB.value.setHex( val );
  1385. }, true );
  1386. break;
  1387. case 'plush':
  1388. // MATERIAL
  1389. mtl = new Nodes.PhongNodeMaterial();
  1390. var color = new Nodes.ColorNode( 0x8D8677 );
  1391. var mildness = new Nodes.FloatNode( 1.6 );
  1392. var fur = new Nodes.FloatNode( .5 );
  1393. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1394. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1395. var viewZ = new Nodes.MathNode(
  1396. posDirection,
  1397. norDirection,
  1398. Nodes.MathNode.DOT
  1399. );
  1400. // without luma correction for now
  1401. var mildnessColor = new Nodes.OperatorNode(
  1402. color,
  1403. mildness,
  1404. Nodes.OperatorNode.MUL
  1405. );
  1406. var furScale = new Nodes.OperatorNode(
  1407. viewZ,
  1408. fur,
  1409. Nodes.OperatorNode.MUL
  1410. );
  1411. mtl.color = color;
  1412. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  1413. mtl.normal.scale = furScale;
  1414. mtl.environment = mildnessColor;
  1415. mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
  1416. mtl.shininess = new Nodes.FloatNode( 0 );
  1417. // GUI
  1418. addGui( 'color', color.value.getHex(), function ( val ) {
  1419. color.value.setHex( val );
  1420. }, true );
  1421. addGui( 'mildness', mildness.value, function ( val ) {
  1422. mildness.value = val;
  1423. }, false, 1, 2 );
  1424. addGui( 'fur', fur.value, function ( val ) {
  1425. fur.value = val;
  1426. }, false, 0, 2 );
  1427. break;
  1428. case 'skin':
  1429. case 'skin-phong':
  1430. // MATERIAL
  1431. mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
  1432. var skinColor = new Nodes.ColorNode( 0xFFC495 );
  1433. var bloodColor = new Nodes.ColorNode( 0x6b0602 );
  1434. var wrapLight = new Nodes.FloatNode( 1.5 );
  1435. var wrapShadow = new Nodes.FloatNode( 0 );
  1436. var directLight = new Nodes.LightNode();
  1437. var lightLuminance = new Nodes.LuminanceNode( directLight );
  1438. var lightWrap = new Nodes.MathNode(
  1439. wrapShadow,
  1440. wrapLight,
  1441. lightLuminance,
  1442. Nodes.MathNode.SMOOTHSTEP
  1443. );
  1444. var lightTransition = new Nodes.OperatorNode(
  1445. lightWrap,
  1446. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1447. Nodes.OperatorNode.MUL
  1448. );
  1449. var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
  1450. var wrappedLightColor = new Nodes.OperatorNode(
  1451. wrappedLight,
  1452. bloodColor,
  1453. Nodes.OperatorNode.MUL
  1454. );
  1455. var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
  1456. var totalLight = new Nodes.OperatorNode(
  1457. directLight,
  1458. bloodArea,
  1459. Nodes.OperatorNode.ADD
  1460. );
  1461. mtl.color = skinColor;
  1462. mtl.light = totalLight;
  1463. if ( name == 'skin' ) {
  1464. // StandardNodeMaterial
  1465. mtl.metalness = new Nodes.FloatNode( 0 );
  1466. mtl.roughness = new Nodes.FloatNode( 1 );
  1467. mtl.reflectivity = new Nodes.FloatNode( 0 );
  1468. mtl.clearcoat = new Nodes.FloatNode( .2 );
  1469. mtl.clearcoatRoughness = new Nodes.FloatNode( .3 );
  1470. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  1471. } else {
  1472. // PhongNodeMaterial
  1473. mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
  1474. mtl.shininess = new Nodes.FloatNode( 15 );
  1475. }
  1476. // GUI
  1477. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1478. skinColor.value.setHex( val );
  1479. }, true );
  1480. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1481. bloodColor.value.setHex( val );
  1482. }, true );
  1483. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1484. wrapLight.value = val;
  1485. }, false, 0, 3 );
  1486. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1487. wrapShadow.value = val;
  1488. }, false, - 1, 0 );
  1489. break;
  1490. case 'toon':
  1491. // MATERIAL
  1492. mtl = new Nodes.PhongNodeMaterial();
  1493. var count = new Nodes.FloatNode( 3.43 );
  1494. var sceneDirectLight = new Nodes.LightNode();
  1495. var color = new Nodes.ColorNode( 0xAABBFF );
  1496. var lineColor = new Nodes.ColorNode( 0xFF0000 );
  1497. var lineSize = new Nodes.FloatNode( 0.23 );
  1498. var lineInner = new Nodes.FloatNode( 0 );
  1499. // CEL
  1500. var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
  1501. var preCelLight = new Nodes.OperatorNode(
  1502. lightLuminance,
  1503. count,
  1504. Nodes.OperatorNode.MUL
  1505. );
  1506. var celLight = new Nodes.MathNode(
  1507. preCelLight,
  1508. Nodes.MathNode.CEIL
  1509. );
  1510. var posCelLight = new Nodes.OperatorNode(
  1511. celLight,
  1512. count,
  1513. Nodes.OperatorNode.DIV
  1514. );
  1515. // LINE
  1516. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1517. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1518. var viewZ = new Nodes.MathNode(
  1519. posDirection,
  1520. norDirection,
  1521. Nodes.MathNode.DOT
  1522. );
  1523. var lineOutside = new Nodes.MathNode(
  1524. viewZ,
  1525. Nodes.MathNode.ABS
  1526. );
  1527. var line = new Nodes.OperatorNode(
  1528. lineOutside,
  1529. new Nodes.FloatNode( 1 ),
  1530. Nodes.OperatorNode.DIV
  1531. );
  1532. var lineScaled = new Nodes.MathNode(
  1533. line,
  1534. lineSize,
  1535. lineInner,
  1536. Nodes.MathNode.SMOOTHSTEP
  1537. );
  1538. var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
  1539. // APPLY
  1540. mtl.color = color;
  1541. mtl.light = posCelLight;
  1542. mtl.shininess = new Nodes.FloatNode( 0 );
  1543. mtl.environment = lineColor;
  1544. mtl.environmentAlpha = innerContour;
  1545. // GUI
  1546. addGui( 'color', color.value.getHex(), function ( val ) {
  1547. color.value.setHex( val );
  1548. }, true );
  1549. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1550. lineColor.value.setHex( val );
  1551. }, true );
  1552. addGui( 'count', count.value, function ( val ) {
  1553. count.value = val;
  1554. }, false, 1, 8 );
  1555. addGui( 'lineSize', lineSize.value, function ( val ) {
  1556. lineSize.value = val;
  1557. }, false, 0, 1 );
  1558. addGui( 'lineInner', lineInner.value, function ( val ) {
  1559. lineInner.value = val;
  1560. }, false, 0, 1 );
  1561. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1562. mtl.ao = val ? new Nodes.FloatNode() : undefined;
  1563. mtl.needsUpdate = true;
  1564. } );
  1565. break;
  1566. case 'custom-attribute':
  1567. // GEOMETRY
  1568. // add "position" buffer to "custom" attribute
  1569. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1570. // MATERIAL
  1571. mtl = new Nodes.PhongNodeMaterial();
  1572. mtl.color = new Nodes.AttributeNode( "custom", 3 );
  1573. // or
  1574. //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
  1575. break;
  1576. case 'expression':
  1577. // MATERIAL
  1578. mtl = new Nodes.PhongNodeMaterial();
  1579. var speed = new Nodes.FloatNode( .5 );
  1580. var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
  1581. myspeed.keywords[ "speed" ] = speed;
  1582. mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
  1583. mtl.color.keywords[ "myspeed" ] = myspeed;
  1584. mtl.position = new Nodes.ExpressionNode( "mod(myspeed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(myspeed*1.0))*3.0) : position + sin( position.x * sin(myspeed*2.0))", "vec3" );
  1585. mtl.position.keywords[ "myspeed" ] = myspeed;
  1586. // add global keyword ( variable or const )
  1587. Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
  1588. return new Nodes.ReflectNode();
  1589. } );
  1590. // GUI
  1591. addGui( 'speed', speed.value, function ( val ) {
  1592. speed.value = val;
  1593. }, false, 0, 1 );
  1594. break;
  1595. case 'reserved-keywords':
  1596. // MATERIAL
  1597. mtl = new Nodes.PhongNodeMaterial();
  1598. var keywordsexample = new Nodes.FunctionNode( [
  1599. // use "uv" reserved keyword
  1600. "vec4 keywordsexample( sampler2D texture ) {",
  1601. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1602. "}"
  1603. ].join( "\n" ) );
  1604. // add local keyword ( const only )
  1605. keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
  1606. // add global keyword ( const only )
  1607. Nodes.NodeLib.addKeyword( 'myUV', function () {
  1608. return new Nodes.UVNode();
  1609. } );
  1610. // add global const or function
  1611. //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
  1612. // reserved keywords
  1613. console.log( Nodes.NodeLib.keywords );
  1614. // keywords conflit? use this to disable:
  1615. //blurtexture.useKeywords = false; // ( true is default )
  1616. mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
  1617. break;
  1618. case 'bias':
  1619. // MATERIAL
  1620. var bias = new Nodes.FloatNode( .5 );
  1621. var maxMIPLevel = new Nodes.MaxMIPLevelNode( new Nodes.TextureNode( cubemap ) );
  1622. var mipsBias = new Nodes.OperatorNode( bias, maxMIPLevel, Nodes.OperatorNode.MUL );
  1623. mtl = new Nodes.PhongNodeMaterial();
  1624. mtl.color.value.setHex( 0xFFFFFF );
  1625. function biasMode( val ) {
  1626. switch ( val ) {
  1627. case 'prem':
  1628. mtl.color = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ), undefined, undefined, bias );
  1629. break;
  1630. case 'lod':
  1631. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCubeLodEXT( samplerCube texture, vec3 uv, float bias );', undefined, { shaderTextureLOD: true } );
  1632. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1633. break;
  1634. case 'basic':
  1635. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCube( samplerCube texture, vec3 uv, float bias );' );
  1636. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1637. break;
  1638. }
  1639. mtl.needsUpdate = true;
  1640. }
  1641. biasMode( 'prem' );
  1642. // GUI
  1643. addGui( 'scope', {
  1644. PREM: 'prem',
  1645. LOD: 'lod',
  1646. BASIC: 'basic'
  1647. }, biasMode );
  1648. addGui( 'bias', bias.value, function ( val ) {
  1649. bias.value = val;
  1650. }, false, 0, 1 );
  1651. break;
  1652. case 'node-position':
  1653. // MATERIAL
  1654. var node = new Nodes.PositionNode();
  1655. mtl = new Nodes.PhongNodeMaterial();
  1656. mtl.color = node;
  1657. // GUI
  1658. addGui( 'scope', {
  1659. local: Nodes.PositionNode.LOCAL,
  1660. world: Nodes.PositionNode.WORLD,
  1661. view: Nodes.PositionNode.VIEW
  1662. }, function ( val ) {
  1663. node.scope = val;
  1664. mtl.needsUpdate = true;
  1665. } );
  1666. break;
  1667. case 'node-normal':
  1668. // MATERIAL
  1669. var node = new Nodes.NormalNode();
  1670. mtl = new Nodes.PhongNodeMaterial();
  1671. mtl.color = node;
  1672. // GUI
  1673. addGui( 'scope', {
  1674. view: Nodes.NormalNode.VIEW,
  1675. local: Nodes.NormalNode.LOCAL,
  1676. world: Nodes.NormalNode.WORLD
  1677. }, function ( val ) {
  1678. node.scope = val;
  1679. mtl.needsUpdate = true;
  1680. } );
  1681. break;
  1682. case 'node-reflect':
  1683. // MATERIAL
  1684. var node = new Nodes.ReflectNode();
  1685. var nodeMaterial = new Nodes.StandardNodeMaterial();
  1686. nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
  1687. nodeMaterial.roughness.value = .5;
  1688. nodeMaterial.metalness.value = 1;
  1689. var standardMaterial = new THREE.MeshStandardMaterial( {
  1690. color: nodeMaterial.color.value,
  1691. side: defaultSide,
  1692. envMap: cubemap,
  1693. roughness: nodeMaterial.roughness.value,
  1694. metalness: 1
  1695. } );
  1696. mtl = nodeMaterial;
  1697. // GUI
  1698. addGui( 'node', true, function ( val ) {
  1699. mtl = val ? nodeMaterial : standardMaterial;
  1700. mesh.material = mtl;
  1701. } );
  1702. addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
  1703. nodeMaterial.roughness.value = val;
  1704. standardMaterial.roughness = val;
  1705. }, false, 0, 1 );
  1706. break;
  1707. case 'varying':
  1708. // MATERIAL
  1709. mtl = new Nodes.PhongNodeMaterial();
  1710. var varying = new Nodes.VarNode( "vec3" );
  1711. varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  1712. // using BypassNode the NormalNode not apply the value in .position slot
  1713. // but set the NormalNode value in VarNode
  1714. // it can be useful to send values between vertex to fragment shader
  1715. // without affect vertex shader
  1716. mtl.position = new Nodes.BypassNode( varying );
  1717. mtl.color = varying;
  1718. // you can also set a independent value in .position slot using BypassNode
  1719. // such this expression using ExpressionNode
  1720. mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1721. break;
  1722. case 'void-function':
  1723. // MATERIAL
  1724. mtl = new Nodes.PhongNodeMaterial();
  1725. var varying = new Nodes.VarNode( "vec3" );
  1726. // VERTEX
  1727. var setMyVar = new Nodes.FunctionNode( [
  1728. "void setMyVar( vec3 pos ) {",
  1729. // set "myVar" in vertex shader in this example,
  1730. // can be used in fragment shader too or in rest of the current shader
  1731. " myVar = pos;",
  1732. "}"
  1733. ].join( "\n" ) );
  1734. // add keyword
  1735. setMyVar.keywords[ "myVar" ] = varying;
  1736. var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1737. position.includes = [ setMyVar ];
  1738. position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
  1739. // use BypassNode to "void" functions
  1740. mtl.position = new Nodes.BypassNode( position );
  1741. // FRAGMENT
  1742. var clipFromPos = new Nodes.FunctionNode( [
  1743. "void clipFromPos( vec3 pos ) {",
  1744. " if ( pos.y < .0 ) discard;",
  1745. "}"
  1746. ].join( "\n" ) );
  1747. var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
  1748. pos: varying
  1749. } );
  1750. mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
  1751. break;
  1752. case 'conditional':
  1753. // MATERIAL
  1754. mtl = new Nodes.PhongNodeMaterial();
  1755. var a = new Nodes.FloatNode( 0 ),
  1756. b = new Nodes.FloatNode( 0 ),
  1757. ifNode = new Nodes.ColorNode( 0x0000FF ),
  1758. elseNode = new Nodes.ColorNode( 0xFF0000 );
  1759. var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
  1760. mtl.color = cond;
  1761. // GUI
  1762. addGui( 'a', a.value, function ( val ) {
  1763. a.value = val;
  1764. }, false, 0, 1 );
  1765. addGui( 'b', b.value, function ( val ) {
  1766. b.value = val;
  1767. }, false, 0, 1 );
  1768. addGui( 'a condition b', {
  1769. EQUAL: Nodes.CondNode.EQUAL,
  1770. NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
  1771. GREATER: Nodes.CondNode.GREATER,
  1772. GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
  1773. LESS: Nodes.CondNode.LESS,
  1774. LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
  1775. }, function ( val ) {
  1776. cond.op = val;
  1777. mtl.needsUpdate = true;
  1778. } );
  1779. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1780. ifNode.value.setHex( val );
  1781. }, true );
  1782. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1783. elseNode.value.setHex( val );
  1784. }, true );
  1785. break;
  1786. case 'rtt':
  1787. // MATERIAL
  1788. mtl = new Nodes.PhongNodeMaterial();
  1789. var uvTransform = new Nodes.UVTransformNode(),
  1790. checker = new Nodes.CheckerNode( uvTransform );
  1791. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1792. var rtt = new Nodes.RTTNode( 512, 512, checker ),
  1793. bumpMap = new Nodes.BumpMapNode( rtt );
  1794. bumpMap.scale.value = .1;
  1795. mtl.color = checker;
  1796. mtl.normal = bumpMap;
  1797. // GUI
  1798. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1799. bumpMap.scale.value = val;
  1800. }, false, - .5, .5 );
  1801. addGui( 'scale', 2, function ( val ) {
  1802. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1803. }, false, 0, 8 );
  1804. addGui( 'ignoreColor', false, function ( val ) {
  1805. mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
  1806. mtl.needsUpdate = true;
  1807. } );
  1808. break;
  1809. case 'temporal-blur':
  1810. // MATERIAL
  1811. mtl = new Nodes.PhongNodeMaterial();
  1812. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  1813. var rttStore = new Nodes.RTTNode( 512, 512, texture );
  1814. var blur = new Nodes.BlurNode( rttStore );
  1815. var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
  1816. var color = new Nodes.MathNode(
  1817. rttStore,
  1818. blur,
  1819. new Nodes.FloatNode( .6 ),
  1820. Nodes.MathNode.MIX
  1821. );
  1822. blur.horizontal = blur.vertical = timer;
  1823. var rttSave = new Nodes.RTTNode( 512, 512, color );
  1824. rttSave.saveTo = rttStore;
  1825. mtl.color = rttSave;
  1826. // GUI
  1827. addGui( 'click to reset', false, function () {
  1828. // render a single time
  1829. rttStore.render = true;
  1830. // reset time blur
  1831. timer.value = 0;
  1832. } );
  1833. break;
  1834. case 'readonly':
  1835. // MATERIAL
  1836. mtl = new Nodes.PhongNodeMaterial();
  1837. // not use "uniform" input ( for optimization )
  1838. // instead use explicit declaration, for example:
  1839. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1840. // if readonly is true not allow change the value after build the shader material
  1841. mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
  1842. mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
  1843. mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
  1844. break;
  1845. case 'label':
  1846. // MATERIAL
  1847. mtl = new Nodes.PhongNodeMaterial();
  1848. // label can be useful for finding the nodes as variables in debug level
  1849. // but this always force the creation of a variable
  1850. // same as the code can be writed in the same line (inline)
  1851. // for optimization this is not recommended
  1852. var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
  1853. var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
  1854. var colorMix = new Nodes.OperatorNode(
  1855. colorInput,
  1856. new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
  1857. Nodes.OperatorNode.MUL
  1858. ).setLabel( "colorMix" );
  1859. mtl.color = colorMix;
  1860. mtl.specular = specularInput;
  1861. // default: without use label
  1862. // this is optimized writed the code in a single line (inline)
  1863. // for the reason that this node is used only once in this shader program
  1864. mtl.shininess = new Nodes.OperatorNode(
  1865. new Nodes.FloatNode( 10 ).setReadonly( true ),
  1866. new Nodes.FloatNode( 5 ).setReadonly( true ),
  1867. Nodes.OperatorNode.ADD
  1868. );
  1869. mtl.build();
  1870. // show names glsl fragment shader
  1871. // open console e find using CTRL+F "colorMix" for example
  1872. console.log( mtl.fragmentShader );
  1873. break;
  1874. case 'triangle-blur':
  1875. // MATERIAL
  1876. mtl = new Nodes.PhongNodeMaterial();
  1877. var delta = new Nodes.Vector2Node( .5, .25 );
  1878. var alpha = new Nodes.FloatNode( 1 );
  1879. var blurtexture = new Nodes.FunctionNode( [
  1880. // Reference: TriangleBlurShader.js
  1881. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1882. " vec4 color = vec4( 0.0 );",
  1883. " float total = 0.0;",
  1884. // randomize the lookup values to hide the fixed number of samples
  1885. " float offset = rand( uv );",
  1886. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1887. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1888. " float weight = 1.0 - abs( percent );",
  1889. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1890. " total += weight;",
  1891. " }",
  1892. " return color / total;",
  1893. "}"
  1894. ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1895. var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
  1896. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1897. delta: delta,
  1898. uv: new Nodes.UVNode()
  1899. } );
  1900. var color = new Nodes.MathNode(
  1901. new Nodes.TextureNode( getTexture( "brick" ) ),
  1902. blurredTexture,
  1903. alpha,
  1904. Nodes.MathNode.MIX
  1905. );
  1906. mtl.color = color;
  1907. // GUI
  1908. addGui( 'alpha', alpha.value, function ( val ) {
  1909. alpha.value = val;
  1910. }, false, 0, 1 );
  1911. addGui( 'deltaX', delta.x, function ( val ) {
  1912. delta.x = val;
  1913. }, false, 0, 1 );
  1914. addGui( 'deltaY', delta.x, function ( val ) {
  1915. delta.y = val;
  1916. }, false, 0, 1 );
  1917. break;
  1918. case 'triplanar-mapping':
  1919. // MATERIAL
  1920. mtl = new Nodes.PhongNodeMaterial();
  1921. var scale = new Nodes.FloatNode( .02 );
  1922. var triplanarMapping = new Nodes.FunctionNode( [
  1923. // Reference: https://github.com/keijiro/StandardTriplanar
  1924. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1925. // Blending factor of triplanar mapping
  1926. " vec3 bf = normalize( abs( normal ) );",
  1927. " bf /= dot( bf, vec3( 1.0 ) );",
  1928. // Triplanar mapping
  1929. " vec2 tx = position.yz * scale;",
  1930. " vec2 ty = position.zx * scale;",
  1931. " vec2 tz = position.xy * scale;",
  1932. // Base color
  1933. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1934. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1935. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1936. " return cx + cy + cz;",
  1937. "}"
  1938. ].join( "\n" ) );
  1939. var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
  1940. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1941. normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
  1942. position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
  1943. scale: scale,
  1944. } );
  1945. mtl.color = triplanarMappingTexture;
  1946. // GUI
  1947. addGui( 'scale', scale.value, function ( val ) {
  1948. scale.value = val;
  1949. }, false, 0.001, .1 );
  1950. break;
  1951. case 'firefly':
  1952. // MATERIAL
  1953. mtl = new Nodes.PhongNodeMaterial();
  1954. var time = new Nodes.TimerNode();
  1955. var speed = new Nodes.FloatNode( .5 );
  1956. var color = new Nodes.ColorNode( 0x98ff00 );
  1957. var timeSpeed = new Nodes.OperatorNode(
  1958. time,
  1959. speed,
  1960. Nodes.OperatorNode.MUL
  1961. );
  1962. var sinCycleInSecs = new Nodes.OperatorNode(
  1963. timeSpeed,
  1964. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1965. Nodes.OperatorNode.MUL
  1966. );
  1967. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1968. var cycleColor = new Nodes.OperatorNode(
  1969. cycle,
  1970. color,
  1971. Nodes.OperatorNode.MUL
  1972. );
  1973. var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
  1974. mtl.color = new Nodes.ColorNode( 0 );
  1975. mtl.emissive = cos;
  1976. // GUI
  1977. addGui( 'speed', speed.value, function ( val ) {
  1978. speed.value = val;
  1979. }, false, 0, 3 );
  1980. break;
  1981. case 'sss':
  1982. case 'translucent':
  1983. // DISTANCE FORMULA
  1984. var modelPos = new Nodes.Vector3Node();
  1985. var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
  1986. var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
  1987. var cameraDistance = new Nodes.MathNode(
  1988. modelPos,
  1989. cameraPosition,
  1990. Nodes.MathNode.DISTANCE
  1991. );
  1992. var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
  1993. var distance = new Nodes.OperatorNode(
  1994. cameraDistance,
  1995. viewPosZ,
  1996. Nodes.OperatorNode.SUB
  1997. );
  1998. var distanceRadius = new Nodes.OperatorNode(
  1999. distance,
  2000. new Nodes.FloatNode( 70 ),
  2001. Nodes.OperatorNode.ADD
  2002. );
  2003. var objectDepth = new Nodes.MathNode(
  2004. distanceRadius,
  2005. new Nodes.FloatNode( 0 ),
  2006. new Nodes.FloatNode( 50 ),
  2007. Nodes.MathNode.SMOOTHSTEP
  2008. );
  2009. // RTT ( get back distance )
  2010. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  2011. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  2012. var distanceMtl = new Nodes.PhongNodeMaterial();
  2013. distanceMtl.environment = objectDepth;
  2014. distanceMtl.side = THREE.BackSide;
  2015. rtMaterial = distanceMtl;
  2016. // MATERIAL
  2017. mtl = new Nodes.StandardNodeMaterial();
  2018. var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
  2019. var difference = new Nodes.OperatorNode(
  2020. objectDepth,
  2021. backSideDepth,
  2022. Nodes.OperatorNode.SUB
  2023. );
  2024. var sss = new Nodes.MathNode(
  2025. new Nodes.FloatNode( - .1 ),
  2026. new Nodes.FloatNode( .5 ),
  2027. difference,
  2028. Nodes.MathNode.SMOOTHSTEP
  2029. );
  2030. var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
  2031. var frontColor, backColor;
  2032. if ( name == 'sss' ) {
  2033. var sssOut = new Nodes.MathNode(
  2034. objectDepth,
  2035. sssAlpha,
  2036. Nodes.MathNode.MIN
  2037. );
  2038. frontColor = new Nodes.ColorNode( 0xd4cfbb );
  2039. backColor = new Nodes.ColorNode( 0xd04327 );
  2040. var color = new Nodes.MathNode(
  2041. backColor,
  2042. frontColor,
  2043. sssOut,
  2044. Nodes.MathNode.MIX
  2045. );
  2046. var light = new Nodes.OperatorNode(
  2047. new Nodes.LightNode(),
  2048. color,
  2049. Nodes.OperatorNode.ADD
  2050. );
  2051. mtl.color = frontColor;
  2052. mtl.roughness = new Nodes.FloatNode( .1 );
  2053. mtl.metalness = new Nodes.FloatNode( .5 );
  2054. mtl.light = light;
  2055. mtl.environment = color;
  2056. } else {
  2057. frontColor = new Nodes.ColorNode( 0xd04327 );
  2058. backColor = new Nodes.ColorNode( 0x1a0e14 );
  2059. var color = new Nodes.MathNode(
  2060. frontColor,
  2061. backColor,
  2062. sssAlpha,
  2063. Nodes.MathNode.MIX
  2064. );
  2065. var light = new Nodes.OperatorNode(
  2066. new Nodes.LightNode(),
  2067. color,
  2068. Nodes.OperatorNode.ADD
  2069. );
  2070. mtl.color = new Nodes.ColorNode( 0xffffff );
  2071. mtl.roughness = new Nodes.FloatNode( .1 );
  2072. mtl.metalness = new Nodes.FloatNode( .5 );
  2073. mtl.light = light;
  2074. mtl.environment = color;
  2075. }
  2076. // GUI
  2077. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  2078. frontColor.value.setHex( val );
  2079. }, true );
  2080. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  2081. backColor.value.setHex( val );
  2082. }, true );
  2083. addGui( 'area', sss.b.value, function ( val ) {
  2084. sss.b.value = val;
  2085. }, false, 0, 1 );
  2086. break;
  2087. }
  2088. // set material
  2089. mtl.side = defaultSide;
  2090. mesh.material = mtl;
  2091. }
  2092. function onWindowResize() {
  2093. var width = window.innerWidth, height = window.innerHeight;
  2094. camera.aspect = width / height;
  2095. camera.updateProjectionMatrix();
  2096. renderer.setSize( width, height );
  2097. if ( rtTexture ) rtTexture.setSize( width, height );
  2098. }
  2099. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  2100. if ( serialized ) reset();
  2101. else serialize();
  2102. serialized = ! serialized;
  2103. } );
  2104. function reset() {
  2105. updateMaterial();
  2106. // gui
  2107. var div = document.getElementById( 'serialize' );
  2108. div.textContent = "Serialize and apply";
  2109. }
  2110. function serialize() {
  2111. var json = mesh.material.toJSON();
  2112. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  2113. var cloud = getTexture( "cloud" );
  2114. NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  2115. library[ "cloud" ] = cloud;
  2116. // --
  2117. var jsonStr = JSON.stringify( json );
  2118. console.log( jsonStr );
  2119. var loader = new NodeMaterialLoader( null, library ),
  2120. material = loader.parse( json );
  2121. mesh.material.dispose();
  2122. mesh.material = material;
  2123. // gui
  2124. var div = document.getElementById( 'serialize' );
  2125. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  2126. if ( gui ) gui.destroy();
  2127. gui = null;
  2128. }
  2129. function animate() {
  2130. var delta = clock.getDelta();
  2131. if ( move ) {
  2132. var time = Date.now() * 0.005;
  2133. mesh.position.z = Math.cos( time ) * 10;
  2134. mesh.position.y = Math.sin( time ) * 10;
  2135. } else {
  2136. mesh.position.z = mesh.position.y = 0;
  2137. }
  2138. //mesh.rotation.z += .01;
  2139. // update material animation and/or gpu calcs (pre-renderer)
  2140. frame.setRenderer( renderer ).update( delta );
  2141. if ( mesh.material instanceof Nodes.NodeMaterial ) {
  2142. frame.updateNode( mesh.material );
  2143. }
  2144. // render to texture for sss/translucent material only
  2145. if ( rtTexture ) {
  2146. scene.overrideMaterial = rtMaterial;
  2147. renderer.setRenderTarget( rtTexture );
  2148. renderer.clear();
  2149. renderer.render( scene, camera );
  2150. scene.overrideMaterial = null;
  2151. }
  2152. renderer.setRenderTarget( null );
  2153. renderer.render( scene, camera );
  2154. requestAnimationFrame( animate );
  2155. }
  2156. </script>
  2157. </body>
  2158. </html>