webgl_materials_nodes.html 79 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. const container = document.getElementById( 'container' );
  23. let renderer, scene, lightGroup, camera;
  24. const clock = new THREE.Clock(), fov = 50;
  25. const frame = new Nodes.NodeFrame();
  26. let teapot, mesh;
  27. let controls;
  28. let move = false;
  29. let rtTexture, rtMaterial;
  30. let gui;
  31. const library = {};
  32. let serialized = false;
  33. const textures = {
  34. brick: { url: 'textures/brick_diffuse.jpg' },
  35. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  36. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  37. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  38. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  39. cloud: { url: 'textures/lava/cloud.png' },
  40. spherical: { url: 'textures/envmap.png' }
  41. };
  42. const param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  43. function getTexture( name ) {
  44. let texture = textures[ name ].texture;
  45. if ( ! texture ) {
  46. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  47. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  48. library[ texture.uuid ] = texture;
  49. }
  50. return texture;
  51. }
  52. let premTexture, pmremCube;
  53. function updatePREM( textureCube ) {
  54. pmremCube = pmremCube || textureCube;
  55. if ( ! pmremCube || ! renderer ) return;
  56. const minFilter = pmremCube.minFilter;
  57. const magFilter = pmremCube.magFilter;
  58. const generateMipmaps = pmremCube.generateMipmaps;
  59. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  60. premTexture = pmremGenerator.fromCubemap( pmremCube ).texture;
  61. pmremGenerator.dispose();
  62. pmremCube.minFilter = minFilter;
  63. pmremCube.magFilter = magFilter;
  64. pmremCube.generateMipmaps = generateMipmaps;
  65. pmremCube.needsUpdate = true;
  66. library[ premTexture.uuid ] = premTexture;
  67. }
  68. const cubemap = function () {
  69. const path = "textures/cube/Park2/";
  70. const format = '.jpg';
  71. const urls = [
  72. path + 'posx' + format, path + 'negx' + format,
  73. path + 'posy' + format, path + 'negy' + format,
  74. path + 'posz' + format, path + 'negz' + format
  75. ];
  76. const textureCube = new THREE.CubeTextureLoader().load( urls, updatePREM );
  77. library[ textureCube.uuid ] = textureCube;
  78. return textureCube;
  79. }();
  80. window.addEventListener( 'load', init );
  81. function init() {
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.uuid = THREE.MathUtils.generateUUID(); // generate to library
  86. renderer.outputEncoding = THREE.sRGBEncoding;
  87. container.appendChild( renderer.domElement );
  88. scene = new THREE.Scene();
  89. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  90. camera.position.x = 50;
  91. camera.position.z = - 50;
  92. camera.position.y = 30;
  93. camera.target = new THREE.Vector3();
  94. controls = new OrbitControls( camera, renderer.domElement );
  95. controls.minDistance = 50;
  96. controls.maxDistance = 200;
  97. lightGroup = new THREE.Group();
  98. scene.add( lightGroup );
  99. let light;
  100. lightGroup.add( new THREE.AmbientLight( 0x464646 ) );
  101. light = new THREE.DirectionalLight( 0xffddcc, 1 );
  102. light.position.set( 1, 0.75, 0.5 );
  103. lightGroup.add( light );
  104. light = new THREE.DirectionalLight( 0xccccff, 1 );
  105. light.position.set( - 1, 0.75, - 0.5 );
  106. lightGroup.add( light );
  107. teapot = new TeapotBufferGeometry( 15, 18 );
  108. mesh = new THREE.Mesh( teapot );
  109. scene.add( mesh );
  110. library[ renderer.uuid ] = renderer;
  111. library[ camera.uuid ] = camera;
  112. library[ mesh.uuid ] = mesh;
  113. updatePREM();
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. updateMaterial();
  116. onWindowResize();
  117. animate();
  118. }
  119. function clearGui() {
  120. if ( gui ) gui.destroy();
  121. gui = new GUI();
  122. gui.add( param, 'example', {
  123. 'basic / mesh-standard': 'mesh-standard',
  124. 'basic / standard': 'standard',
  125. 'basic / physical': 'physical',
  126. 'basic / prem': 'prem',
  127. 'basic / phong': 'phong',
  128. 'basic / layers': 'layers',
  129. 'basic / rim': 'rim',
  130. 'basic / color-adjustment': 'color-adjustment',
  131. 'basic / uv-transform': 'uv-transform',
  132. 'basic / bump': 'bump',
  133. 'basic / blur': 'blur',
  134. 'basic / spherical-reflection': 'spherical-reflection',
  135. 'adv / fresnel': 'fresnel',
  136. 'adv / saturation': 'saturation',
  137. 'adv / top-bottom': 'top-bottom',
  138. 'adv / skin': 'skin',
  139. 'adv / skin-phong': 'skin-phong',
  140. 'adv / caustic': 'caustic',
  141. 'adv / displace': 'displace',
  142. 'adv / dissolve': 'dissolve',
  143. 'adv / dissolve-fire': 'dissolve-fire',
  144. 'adv / plush': 'plush',
  145. 'adv / toon': 'toon',
  146. 'adv / camera-depth': 'camera-depth',
  147. 'adv / soft-body': 'soft-body',
  148. 'adv / wave': 'wave',
  149. 'adv / triangle-blur': 'triangle-blur',
  150. 'adv / triplanar-mapping': 'triplanar-mapping',
  151. 'adv / render-to-texture': 'rtt',
  152. 'adv / temporal-blur': 'temporal-blur',
  153. 'adv / conditional': 'conditional',
  154. 'adv / expression': 'expression',
  155. 'adv / sss': 'sss',
  156. 'adv / translucent': 'translucent',
  157. 'adv / bias': 'bias',
  158. 'node / position': 'node-position',
  159. 'node / normal': 'node-normal',
  160. 'node / reflect': 'node-reflect',
  161. 'misc / sub-slot': 'sub-slot',
  162. 'misc / smoke': 'smoke',
  163. 'misc / firefly': 'firefly',
  164. 'misc / reserved-keywords': 'reserved-keywords',
  165. 'misc / varying': 'varying',
  166. 'misc / void-function': 'void-function',
  167. 'misc / basic-material': 'basic-material',
  168. 'misc / readonly': 'readonly',
  169. 'misc / label': 'label',
  170. 'misc / custom-attribute': 'custom-attribute'
  171. } ).onFinishChange( function () {
  172. updateMaterial();
  173. } );
  174. gui.open();
  175. }
  176. function addGui( name, value, callback, isColor, min, max ) {
  177. let node;
  178. param[ name ] = value;
  179. if ( isColor ) {
  180. node = gui.addColor( param, name ).onChange( function () {
  181. callback( param[ name ] );
  182. } );
  183. } else if ( typeof value === 'object' ) {
  184. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  185. node = gui.add( param, name, value ).onChange( function () {
  186. callback( param[ name ] );
  187. } );
  188. } else {
  189. node = gui.add( param, name, min, max ).onChange( function () {
  190. callback( param[ name ] );
  191. } );
  192. }
  193. return node;
  194. }
  195. function updateMaterial() {
  196. move = false;
  197. lightGroup.visible = true;
  198. if ( mesh.material ) mesh.material.dispose();
  199. if ( rtTexture ) {
  200. delete library[ rtTexture.texture.uuid ];
  201. rtTexture.dispose();
  202. rtTexture = null;
  203. }
  204. if ( rtMaterial ) {
  205. rtMaterial.dispose();
  206. rtMaterial = null;
  207. }
  208. var name = param.example,
  209. defaultSide = THREE.DoubleSide,
  210. mtl;
  211. clearGui();
  212. switch ( name ) {
  213. case 'phong':
  214. // MATERIAL
  215. mtl = new Nodes.PhongNodeMaterial();
  216. //mtl.color = // albedo (vec3)
  217. //mtl.alpha = // opacity (float)
  218. //mtl.specular = // specular color (vec3)
  219. //mtl.shininess = // shininess (float)
  220. //mtl.normal = // normal (vec3)
  221. //mtl.emissive = // emissive color (vec3)
  222. //mtl.ambient = // ambient color (vec3)
  223. //mtl.shadow = // shadowmap (vec3)
  224. //mtl.light = // custom-light (vec3)
  225. //mtl.ao = // ambient occlusion (float)
  226. //mtl.light = // input/output light (vec3)
  227. //mtl.environment = // reflection/refraction (vec3)
  228. //mtl.environmentAlpha = // environment alpha (float)
  229. //mtl.position = // vertex local position (vec3)
  230. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  231. mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
  232. mtl.specular = new Nodes.FloatNode( .5 );
  233. mtl.shininess = new Nodes.FloatNode( 15 );
  234. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  235. mtl.environmentAlpha = mask;
  236. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  237. mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
  238. break;
  239. case 'standard':
  240. // MATERIAL
  241. mtl = new Nodes.StandardNodeMaterial();
  242. //mtl.color = // albedo (vec3)
  243. //mtl.alpha = // opacity (float)
  244. //mtl.roughness = // roughness (float)
  245. //mtl.metalness = // metalness (float)
  246. //mtl.normal = // normal (vec3)
  247. //mtl.emissive = // emissive color (vec3)
  248. //mtl.ambient = // ambient color (vec3)
  249. //mtl.shadow = // shadowmap (vec3)
  250. //mtl.light = // custom-light (vec3)
  251. //mtl.ao = // ambient occlusion (float)
  252. //mtl.environment = // reflection/refraction (vec3)
  253. //mtl.position = // vertex local position (vec3)
  254. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  255. var normalScale = new Nodes.FloatNode( .3 );
  256. var roughnessA = new Nodes.FloatNode( .5 );
  257. var metalnessA = new Nodes.FloatNode( .5 );
  258. var roughnessB = new Nodes.FloatNode( 0 );
  259. var metalnessB = new Nodes.FloatNode( 1 );
  260. var roughness = new Nodes.MathNode(
  261. roughnessA,
  262. roughnessB,
  263. mask,
  264. Nodes.MathNode.MIX
  265. );
  266. var metalness = new Nodes.MathNode(
  267. metalnessA,
  268. metalnessB,
  269. mask,
  270. Nodes.MathNode.MIX
  271. );
  272. var normalMask = new Nodes.OperatorNode(
  273. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  274. normalScale,
  275. Nodes.OperatorNode.MUL
  276. );
  277. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  278. mtl.roughness = roughness;
  279. mtl.metalness = metalness;
  280. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  281. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  282. mtl.normal.scale = normalMask;
  283. // GUI
  284. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  285. mtl.color.value.setHex( val );
  286. }, true );
  287. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  288. roughnessA.value = val;
  289. }, false, 0, 1 );
  290. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  291. metalnessA.value = val;
  292. }, false, 0, 1 );
  293. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  294. roughnessB.value = val;
  295. }, false, 0, 1 );
  296. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  297. metalnessB.value = val;
  298. }, false, 0, 1 );
  299. addGui( 'normalScale', normalScale.value, function ( val ) {
  300. normalScale.value = val;
  301. }, false, 0, 1 );
  302. break;
  303. case 'prem':
  304. // MATERIAL
  305. mtl = new Nodes.StandardNodeMaterial();
  306. //mtl.color = // albedo (vec3)
  307. //mtl.alpha = // opacity (float)
  308. //mtl.roughness = // roughness (float)
  309. //mtl.metalness = // metalness (float)
  310. //mtl.normal = // normal (vec3)
  311. //mtl.emissive = // emissive color (vec3)
  312. //mtl.ambient = // ambient color (vec3)
  313. //mtl.shadow = // shadowmap (vec3)
  314. //mtl.light = // custom-light (vec3)
  315. //mtl.ao = // ambient occlusion (float)
  316. //mtl.environment = // reflection/refraction (vec3)
  317. //mtl.position = // vertex local position (vec3)
  318. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  319. var intensity = new Nodes.FloatNode( 1 );
  320. var normalScale = new Nodes.FloatNode( .3 );
  321. var roughnessA = new Nodes.FloatNode( .5 );
  322. var metalnessA = new Nodes.FloatNode( .5 );
  323. var roughnessB = new Nodes.FloatNode( 0 );
  324. var metalnessB = new Nodes.FloatNode( 1 );
  325. var roughness = new Nodes.MathNode(
  326. roughnessA,
  327. roughnessB,
  328. mask,
  329. Nodes.MathNode.MIX
  330. );
  331. var metalness = new Nodes.MathNode(
  332. metalnessA,
  333. metalnessB,
  334. mask,
  335. Nodes.MathNode.MIX
  336. );
  337. var normalMask = new Nodes.OperatorNode(
  338. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  339. normalScale,
  340. Nodes.OperatorNode.MUL
  341. );
  342. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  343. mtl.roughness = roughness;
  344. mtl.metalness = metalness;
  345. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  346. mtl.normal.scale = normalMask;
  347. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  348. mtl.environment = new Nodes.OperatorNode( envNode, intensity, Nodes.OperatorNode.MUL );
  349. // GUI
  350. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  351. mtl.color.value.setHex( val );
  352. }, true );
  353. addGui( 'intensity', intensity.value, function ( val ) {
  354. intensity.value = val;
  355. }, false, 0, 2 );
  356. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  357. roughnessA.value = val;
  358. }, false, 0, 1 );
  359. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  360. metalnessA.value = val;
  361. }, false, 0, 1 );
  362. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  363. roughnessB.value = val;
  364. }, false, 0, 1 );
  365. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  366. metalnessB.value = val;
  367. }, false, 0, 1 );
  368. addGui( 'normalScale', normalScale.value, function ( val ) {
  369. normalScale.value = val;
  370. }, false, 0, 1 );
  371. break;
  372. case 'sub-slot':
  373. // disable dynamic light
  374. lightGroup.visible = false;
  375. // MATERIAL
  376. mtl = new Nodes.StandardNodeMaterial();
  377. // NODES
  378. var normalScale = new Nodes.FloatNode( .3 );
  379. var radiance = new Nodes.FloatNode( 1 );
  380. var irradiance = new Nodes.FloatNode( 1 );
  381. var roughness = new Nodes.FloatNode( .5 );
  382. var metalness = new Nodes.FloatNode( .5 );
  383. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  384. mtl.roughness = roughness;
  385. mtl.metalness = metalness;
  386. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  387. mtl.normal.scale = normalScale;
  388. var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
  389. var subSlotNode = new Nodes.SubSlotNode();
  390. subSlotNode.slots[ 'radiance' ] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
  391. subSlotNode.slots[ 'irradiance' ] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
  392. mtl.environment = subSlotNode;
  393. // GUI
  394. addGui( 'radiance', radiance.value, function ( val ) {
  395. radiance.value = val;
  396. }, false, 0, 2 );
  397. addGui( 'irradiance', irradiance.value, function ( val ) {
  398. irradiance.value = val;
  399. }, false, 0, 2 );
  400. addGui( 'roughness', roughness.value, function ( val ) {
  401. roughness.value = val;
  402. }, false, 0, 1 );
  403. addGui( 'metalness', metalness.value, function ( val ) {
  404. metalness.value = val;
  405. }, false, 0, 1 );
  406. addGui( 'normalScale', normalScale.value, function ( val ) {
  407. normalScale.value = val;
  408. }, false, 0, 1 );
  409. break;
  410. case 'mesh-standard':
  411. // MATERIAL
  412. var sataturation = new Nodes.FloatNode( 1 ),
  413. useNodeMaterial = true,
  414. useMap = true,
  415. useNormals = true;
  416. function updateMaterial() {
  417. var oldMaterial = mtl;
  418. if ( oldMaterial ) oldMaterial.dispose();
  419. mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  420. // default syntax ( backward-compatible )
  421. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  422. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  423. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  424. mtl.envMap = cubemap;
  425. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  426. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  427. // extended syntax ( only for NodeMaterial )
  428. if ( useNodeMaterial && useMap ) {
  429. mtl.map = new Nodes.ColorAdjustmentNode(
  430. new Nodes.TextureNode( mtl.map ),
  431. sataturation,
  432. Nodes.ColorAdjustmentNode.SATURATION
  433. );
  434. }
  435. // apply material
  436. mtl.side = defaultSide;
  437. mtl.needsUpdate = true;
  438. mesh.material = mtl;
  439. }
  440. updateMaterial();
  441. // GUI
  442. addGui( 'use node material', useNodeMaterial, function ( val ) {
  443. useNodeMaterial = val;
  444. updateMaterial();
  445. } );
  446. addGui( 'roughness', mtl.roughness, function ( val ) {
  447. mtl.roughness = val;
  448. }, false, 0, 1 );
  449. addGui( 'metalness', mtl.roughness, function ( val ) {
  450. mtl.metalness = val;
  451. }, false, 0, 1 );
  452. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  453. mtl.normalScale.x = val;
  454. }, false, - 1, 1 );
  455. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  456. mtl.normalScale.y = val;
  457. }, false, - 1, 1 );
  458. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  459. sataturation.value = val;
  460. }, false, 0, 2 );
  461. addGui( 'colors', useMap, function ( val ) {
  462. useMap = val;
  463. updateMaterial();
  464. }, false );
  465. addGui( 'normals', useNormals, function ( val ) {
  466. useNormals = val;
  467. updateMaterial();
  468. }, false );
  469. addGui( 'side', {
  470. DoubleSided: THREE.DoubleSide,
  471. FrontSided: THREE.FrontSide,
  472. BackSided: THREE.BackSide
  473. }, function ( val ) {
  474. defaultSide = Number( val );
  475. updateMaterial();
  476. } );
  477. break;
  478. case 'physical':
  479. // MATERIAL
  480. mtl = new Nodes.StandardNodeMaterial();
  481. //mtl.color = // albedo (vec3)
  482. //mtl.alpha = // opacity (float)
  483. //mtl.roughness = // roughness (float)
  484. //mtl.metalness = // metalness (float)
  485. //mtl.reflectivity = // reflectivity (float)
  486. //mtl.clearcoat = // clearcoat (float)
  487. //mtl.clearcoatRoughness = // clearcoatRoughness (float)
  488. //mtl.clearcoatNormal = // clearcoatNormal (vec3)
  489. //mtl.normal = // normal (vec3)
  490. //mtl.emissive = // emissive color (vec3)
  491. //mtl.ambient = // ambient color (vec3)
  492. //mtl.shadow = // shadowmap (vec3)
  493. //mtl.light = // custom-light (vec3)
  494. //mtl.ao = // ambient occlusion (float)
  495. //mtl.environment = // reflection/refraction (vec3)
  496. //mtl.position = // vertex local position (vec3)
  497. var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  498. var normalScale = new Nodes.FloatNode( .3 );
  499. var clearcoatNormalScale = new Nodes.FloatNode( .1 );
  500. var roughnessA = new Nodes.FloatNode( .5 );
  501. var metalnessA = new Nodes.FloatNode( .5 );
  502. var roughnessB = new Nodes.FloatNode( 0 );
  503. var metalnessB = new Nodes.FloatNode( 1 );
  504. var reflectivity = new Nodes.FloatNode( 0 );
  505. var clearcoat = new Nodes.FloatNode( 1 );
  506. var clearcoatRoughness = new Nodes.FloatNode( 1 );
  507. var roughness = new Nodes.MathNode(
  508. roughnessA,
  509. roughnessB,
  510. mask,
  511. Nodes.MathNode.MIX
  512. );
  513. var metalness = new Nodes.MathNode(
  514. metalnessA,
  515. metalnessB,
  516. mask,
  517. Nodes.MathNode.MIX
  518. );
  519. var normalMask = new Nodes.OperatorNode(
  520. new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
  521. normalScale,
  522. Nodes.OperatorNode.MUL
  523. );
  524. var clearcoatNormalMask = new Nodes.OperatorNode(
  525. mask,
  526. clearcoatNormalScale,
  527. Nodes.OperatorNode.MUL
  528. );
  529. mtl.color = new Nodes.ColorNode( 0xEEEEEE );
  530. mtl.roughness = roughness;
  531. mtl.metalness = metalness;
  532. mtl.reflectivity = reflectivity;
  533. mtl.clearcoat = clearcoat;
  534. mtl.clearcoatRoughness = clearcoatRoughness;
  535. mtl.clearcoatNormal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  536. mtl.clearcoatNormal.scale = clearcoatNormalMask;
  537. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  538. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  539. mtl.normal.scale = normalMask;
  540. // GUI
  541. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  542. mtl.color.value.setHex( val );
  543. }, true );
  544. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  545. reflectivity.value = val;
  546. }, false, 0, 1 );
  547. addGui( 'clearcoat', clearcoat.value, function ( val ) {
  548. clearcoat.value = val;
  549. }, false, 0, 1 );
  550. addGui( 'clearcoatRoughness', clearcoatRoughness.value, function ( val ) {
  551. clearcoatRoughness.value = val;
  552. }, false, 0, 1 );
  553. addGui( 'clearcoatNormalScale', clearcoatNormalScale.value, function ( val ) {
  554. clearcoatNormalScale.value = val;
  555. }, false, 0, 1 );
  556. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  557. roughnessA.value = val;
  558. }, false, 0, 1 );
  559. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  560. metalnessA.value = val;
  561. }, false, 0, 1 );
  562. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  563. roughnessB.value = val;
  564. }, false, 0, 1 );
  565. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  566. metalnessB.value = val;
  567. }, false, 0, 1 );
  568. addGui( 'normalScale', normalScale.value, function ( val ) {
  569. normalScale.value = val;
  570. }, false, 0, 1 );
  571. break;
  572. case 'wave':
  573. // MATERIAL
  574. mtl = new Nodes.PhongNodeMaterial();
  575. var time = new Nodes.TimerNode();
  576. var speed = new Nodes.FloatNode( 5 );
  577. var scale = new Nodes.FloatNode( 1 );
  578. var worldScale = new Nodes.FloatNode( .4 );
  579. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  580. var colorB = new Nodes.ColorNode( 0x0054df );
  581. // used for serialization only
  582. time.name = "time";
  583. speed.name = "speed";
  584. var timeScale = new Nodes.OperatorNode(
  585. time,
  586. speed,
  587. Nodes.OperatorNode.MUL
  588. );
  589. var worldScl = new Nodes.OperatorNode(
  590. new Nodes.PositionNode(),
  591. worldScale,
  592. Nodes.OperatorNode.MUL
  593. );
  594. var posContinuous = new Nodes.OperatorNode(
  595. worldScl,
  596. timeScale,
  597. Nodes.OperatorNode.ADD
  598. );
  599. var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
  600. wave = new Nodes.SwitchNode( wave, 'x' );
  601. var waveScale = new Nodes.OperatorNode(
  602. wave,
  603. scale,
  604. Nodes.OperatorNode.MUL
  605. );
  606. var displaceY = new Nodes.JoinNode(
  607. new Nodes.FloatNode(),
  608. waveScale,
  609. new Nodes.FloatNode()
  610. );
  611. var displace = new Nodes.OperatorNode(
  612. new Nodes.NormalNode(),
  613. displaceY,
  614. Nodes.OperatorNode.MUL
  615. );
  616. var blend = new Nodes.OperatorNode(
  617. new Nodes.PositionNode(),
  618. displaceY,
  619. Nodes.OperatorNode.ADD
  620. );
  621. var color = new Nodes.MathNode(
  622. colorB,
  623. colorA,
  624. wave,
  625. Nodes.MathNode.MIX
  626. );
  627. mtl.color = color;
  628. mtl.position = blend;
  629. // GUI
  630. addGui( 'speed', speed.value, function ( val ) {
  631. speed.value = val;
  632. }, false, 0, 10 );
  633. addGui( 'scale', scale.value, function ( val ) {
  634. scale.value = val;
  635. }, false, 0, 3 );
  636. addGui( 'worldScale', worldScale.value, function ( val ) {
  637. worldScale.value = val;
  638. }, false, 0, 1 );
  639. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  640. colorA.value.setHex( val );
  641. }, true );
  642. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  643. colorB.value.setHex( val );
  644. }, true );
  645. addGui( 'useNormals', false, function ( val ) {
  646. blend.b = val ? displace : displaceY;
  647. mtl.needsUpdate = true;
  648. } );
  649. break;
  650. case 'rim':
  651. // MATERIAL
  652. mtl = new Nodes.PhongNodeMaterial();
  653. defaultSide = THREE.FrontSide;
  654. var intensity = 1.3;
  655. var power = new Nodes.FloatNode( 3 );
  656. var color = new Nodes.ColorNode( 0xFFFFFF );
  657. var viewZ = new Nodes.MathNode(
  658. new Nodes.NormalNode(),
  659. new Nodes.Vector3Node( 0, 0, - intensity ),
  660. Nodes.MathNode.DOT
  661. );
  662. var rim = new Nodes.OperatorNode(
  663. viewZ,
  664. new Nodes.FloatNode( intensity ),
  665. Nodes.OperatorNode.ADD
  666. );
  667. var rimPower = new Nodes.MathNode(
  668. rim,
  669. power,
  670. Nodes.MathNode.POW
  671. );
  672. var rimColor = new Nodes.OperatorNode(
  673. rimPower,
  674. color,
  675. Nodes.OperatorNode.MUL
  676. );
  677. mtl.color = new Nodes.ColorNode( 0x111111 );
  678. mtl.emissive = rimColor;
  679. // GUI
  680. addGui( 'color', color.value.getHex(), function ( val ) {
  681. color.value.setHex( val );
  682. }, true );
  683. addGui( 'intensity', intensity, function ( val ) {
  684. intensity = val;
  685. viewZ.b.z = - intensity;
  686. rim.b.value = intensity;
  687. }, false, 0, 3 );
  688. addGui( 'power', power.value, function ( val ) {
  689. power.value = val;
  690. }, false, 0, 6 );
  691. addGui( 'xray', false, function ( val ) {
  692. if ( val ) {
  693. mtl.emissive = color;
  694. mtl.alpha = rimPower;
  695. mtl.blending = THREE.AdditiveBlending;
  696. mtl.depthWrite = false;
  697. } else {
  698. mtl.emissive = rimColor;
  699. mtl.alpha = null;
  700. mtl.blending = THREE.NormalBlending;
  701. mtl.depthWrite = true;
  702. }
  703. mtl.needsUpdate = true;
  704. } );
  705. break;
  706. case 'color-adjustment':
  707. // MATERIAL
  708. mtl = new Nodes.PhongNodeMaterial();
  709. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  710. var hue = new Nodes.FloatNode();
  711. var sataturation = new Nodes.FloatNode( 1 );
  712. var vibrance = new Nodes.FloatNode();
  713. var brightness = new Nodes.FloatNode( 0 );
  714. var contrast = new Nodes.FloatNode( 1 );
  715. var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
  716. var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  717. var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  718. var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  719. var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  720. mtl.color = contrastNode;
  721. // GUI
  722. addGui( 'hue', hue.value, function ( val ) {
  723. hue.value = val;
  724. }, false, 0, Math.PI * 2 );
  725. addGui( 'saturation', sataturation.value, function ( val ) {
  726. sataturation.value = val;
  727. }, false, 0, 2 );
  728. addGui( 'vibrance', vibrance.value, function ( val ) {
  729. vibrance.value = val;
  730. }, false, - 1, 1 );
  731. addGui( 'brightness', brightness.value, function ( val ) {
  732. brightness.value = val;
  733. }, false, 0, .5 );
  734. addGui( 'contrast', contrast.value, function ( val ) {
  735. contrast.value = val;
  736. }, false, 0, 2 );
  737. break;
  738. case 'uv-transform':
  739. // MATERIAL
  740. mtl = new Nodes.PhongNodeMaterial();
  741. var translate = new THREE.Vector2();
  742. var rotate = 0;
  743. var scale = new THREE.Vector2( 1, 1 );
  744. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  745. texture.uv = new Nodes.UVTransformNode();
  746. //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
  747. mtl.color = texture;
  748. // GUI
  749. function updateUVTransform() {
  750. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.MathUtils.degToRad( rotate ) );
  751. }
  752. addGui( 'translateX', translate.x, function ( val ) {
  753. translate.x = val;
  754. updateUVTransform();
  755. }, false, 0, 10 );
  756. addGui( 'translateY', translate.y, function ( val ) {
  757. translate.y = val;
  758. updateUVTransform();
  759. }, false, 0, 10 );
  760. addGui( 'scaleX', scale.x, function ( val ) {
  761. scale.x = val;
  762. updateUVTransform();
  763. }, false, .1, 5 );
  764. addGui( 'scaleY', scale.y, function ( val ) {
  765. scale.y = val;
  766. updateUVTransform();
  767. }, false, .1, 5 );
  768. addGui( 'rotate', rotate, function ( val ) {
  769. rotate = val;
  770. updateUVTransform();
  771. }, false, 0, 360 );
  772. break;
  773. case 'bump':
  774. // MATERIAL
  775. mtl = new Nodes.PhongNodeMaterial();
  776. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  777. var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  778. bumpMap.scale = new Nodes.FloatNode( .5 );
  779. mtl.color = diffuse;
  780. mtl.normal = bumpMap;
  781. // convert BumpMap to NormalMap
  782. //bumpMap.toNormalMap = true;
  783. //mtl.normal = new Nodes.NormalMapNode( bumpMap );
  784. // GUI
  785. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  786. bumpMap.scale.value = val;
  787. }, false, - 2, 2 );
  788. addGui( 'color', true, function ( val ) {
  789. mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
  790. mtl.needsUpdate = true;
  791. } );
  792. break;
  793. case 'blur':
  794. // MATERIAL
  795. mtl = new Nodes.PhongNodeMaterial();
  796. var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
  797. var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
  798. mtl.color = blur;
  799. // GUI
  800. addGui( 'radiusX', blur.radius.x, function ( val ) {
  801. blur.radius.x = val;
  802. }, false, 0, 15 );
  803. addGui( 'radiusY', blur.radius.y, function ( val ) {
  804. blur.radius.y = val;
  805. }, false, 0, 15 );
  806. break;
  807. case 'spherical-reflection':
  808. // MATERIAL
  809. mtl = new Nodes.PhongNodeMaterial();
  810. mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
  811. break;
  812. case 'fresnel':
  813. // MATERIAL
  814. mtl = new Nodes.PhongNodeMaterial();
  815. var reflectance = new Nodes.FloatNode( 1.3 );
  816. var power = new Nodes.FloatNode( 1 );
  817. var color = new Nodes.CubeTextureNode( cubemap );
  818. var viewZ = new Nodes.MathNode(
  819. new Nodes.NormalNode(),
  820. new Nodes.Vector3Node( 0, 0, - 1 ),
  821. Nodes.MathNode.DOT
  822. );
  823. var theta = new Nodes.OperatorNode(
  824. viewZ,
  825. new Nodes.FloatNode( 1 ),
  826. Nodes.OperatorNode.ADD
  827. );
  828. var thetaPower = new Nodes.MathNode(
  829. theta,
  830. power,
  831. Nodes.MathNode.POW
  832. );
  833. var fresnel = new Nodes.OperatorNode(
  834. reflectance,
  835. thetaPower,
  836. Nodes.OperatorNode.MUL
  837. );
  838. mtl.color = new Nodes.ColorNode( 0x3399FF );
  839. mtl.environment = color;
  840. mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
  841. // GUI
  842. addGui( 'reflectance', reflectance.value, function ( val ) {
  843. reflectance.value = val;
  844. }, false, 0, 3 );
  845. addGui( 'power', power.value, function ( val ) {
  846. power.value = val;
  847. }, false, 0, 5 );
  848. break;
  849. case 'layers':
  850. // MATERIAL
  851. mtl = new Nodes.PhongNodeMaterial();
  852. var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
  853. var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
  854. var offset = new Nodes.FloatNode( 0 );
  855. var scale = new Nodes.FloatNode( 1 );
  856. var uv = new Nodes.UVNode();
  857. var uvOffset = new Nodes.OperatorNode(
  858. offset,
  859. uv,
  860. Nodes.OperatorNode.ADD
  861. );
  862. var uvScale = new Nodes.OperatorNode(
  863. uvOffset,
  864. scale,
  865. Nodes.OperatorNode.MUL
  866. );
  867. var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  868. var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
  869. var blend = new Nodes.MathNode(
  870. tex1,
  871. tex2,
  872. maskAlphaChannel,
  873. Nodes.MathNode.MIX
  874. );
  875. mtl.color = blend;
  876. // GUI
  877. addGui( 'offset', offset.value, function ( val ) {
  878. offset.value = val;
  879. }, false, 0, 1 );
  880. addGui( 'scale', scale.value, function ( val ) {
  881. scale.value = val;
  882. }, false, 0, 10 );
  883. break;
  884. case 'saturation':
  885. // MATERIAL
  886. mtl = new Nodes.StandardNodeMaterial();
  887. var tex = new Nodes.TextureNode( getTexture( "brick" ) );
  888. var sat = new Nodes.FloatNode( 0 );
  889. var satrgb = new Nodes.FunctionNode( [
  890. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  891. // include luminance function from LuminanceNode
  892. " vec3 intensity = vec3( luminance( rgb ) );",
  893. " return mix( intensity, rgb, adjustment );",
  894. "}"
  895. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  896. var saturation = new Nodes.FunctionCallNode( satrgb );
  897. saturation.inputs.rgb = tex;
  898. saturation.inputs.adjustment = sat;
  899. // or try
  900. //saturation.inputs[0] = tex;
  901. //saturation.inputs[1] = sat;
  902. mtl.color = saturation;
  903. // GUI
  904. addGui( 'saturation', sat.value, function ( val ) {
  905. sat.value = val;
  906. }, false, 0, 2 );
  907. break;
  908. case 'top-bottom':
  909. // MATERIAL
  910. mtl = new Nodes.PhongNodeMaterial();
  911. var top = new Nodes.TextureNode( getTexture( "grass" ) );
  912. var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
  913. var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  914. var normalY = new Nodes.SwitchNode( normal, 'y' );
  915. var hard = new Nodes.FloatNode( 9 );
  916. var offset = new Nodes.FloatNode( - 2.5 );
  917. var hardClamp = new Nodes.OperatorNode(
  918. normalY,
  919. hard,
  920. Nodes.OperatorNode.MUL
  921. );
  922. var offsetClamp = new Nodes.OperatorNode(
  923. hardClamp,
  924. offset,
  925. Nodes.OperatorNode.ADD
  926. );
  927. var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
  928. var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
  929. mtl.color = blend;
  930. // GUI
  931. addGui( 'hard', hard.value, function ( val ) {
  932. hard.value = val;
  933. }, false, 0, 20 );
  934. addGui( 'offset', offset.value, function ( val ) {
  935. offset.value = val;
  936. }, false, - 10, 10 );
  937. break;
  938. case 'displace':
  939. // MATERIAL
  940. mtl = new Nodes.PhongNodeMaterial();
  941. var time = new Nodes.TimerNode();
  942. var scale = new Nodes.FloatNode( 2 );
  943. var speed = new Nodes.FloatNode( .2 );
  944. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  945. var colorB = new Nodes.ColorNode( 0x0054df );
  946. // used for serialization only
  947. time.name = "time";
  948. speed.name = "speed";
  949. var uv = new Nodes.UVNode();
  950. var timeScl = new Nodes.OperatorNode(
  951. time,
  952. speed,
  953. Nodes.OperatorNode.MUL
  954. );
  955. var displaceOffset = new Nodes.OperatorNode(
  956. timeScl,
  957. uv,
  958. Nodes.OperatorNode.ADD
  959. );
  960. var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
  961. var texArea = new Nodes.SwitchNode( tex, 'w' );
  962. var displace = new Nodes.OperatorNode(
  963. new Nodes.NormalNode(),
  964. texArea,
  965. Nodes.OperatorNode.MUL
  966. );
  967. var displaceScale = new Nodes.OperatorNode(
  968. displace,
  969. scale,
  970. Nodes.OperatorNode.MUL
  971. );
  972. var blend = new Nodes.OperatorNode(
  973. new Nodes.PositionNode(),
  974. displaceScale,
  975. Nodes.OperatorNode.ADD
  976. );
  977. var color = new Nodes.MathNode(
  978. colorB,
  979. colorA,
  980. texArea,
  981. Nodes.MathNode.MIX
  982. );
  983. mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
  984. mtl.emissive = color;
  985. mtl.position = blend;
  986. // GUI
  987. addGui( 'speed', speed.value, function ( val ) {
  988. speed.value = val;
  989. }, false, 0, 1 );
  990. addGui( 'scale', scale.value, function ( val ) {
  991. scale.value = val;
  992. }, false, 0, 10 );
  993. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  994. colorA.value.setHex( val );
  995. }, true );
  996. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  997. colorB.value.setHex( val );
  998. }, true );
  999. break;
  1000. case 'dissolve':
  1001. // MATERIAL
  1002. mtl = new Nodes.StandardNodeMaterial();
  1003. var color = new Nodes.ColorNode( 0xEEEEEE );
  1004. var borderColor = new Nodes.ColorNode( 0x0054df );
  1005. var threshold = new Nodes.FloatNode( .1 );
  1006. var borderSize = new Nodes.FloatNode( .2 );
  1007. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1008. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1009. var thresholdBorder = new Nodes.MathNode(
  1010. new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
  1011. threshold,
  1012. texArea,
  1013. Nodes.MathNode.SMOOTHSTEP
  1014. );
  1015. var thresholdEmissive = new Nodes.OperatorNode(
  1016. borderColor,
  1017. thresholdBorder,
  1018. Nodes.OperatorNode.MUL
  1019. );
  1020. // APPLY
  1021. mtl.color = color;
  1022. mtl.emissive = thresholdEmissive;
  1023. mtl.mask = new Nodes.CondNode(
  1024. texArea, // a: value
  1025. threshold, // b: value
  1026. Nodes.CondNode.GREATER // condition
  1027. );
  1028. // GUI
  1029. addGui( 'threshold', threshold.value, function ( val ) {
  1030. threshold.value = val;
  1031. }, false, - .3, 1.3 );
  1032. addGui( 'borderSize', borderSize.value, function ( val ) {
  1033. borderSize.value = val;
  1034. }, false, 0, .5 );
  1035. addGui( 'color', color.value.getHex(), function ( val ) {
  1036. color.value.setHex( val );
  1037. }, true );
  1038. addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
  1039. borderColor.value.setHex( val );
  1040. }, true );
  1041. break;
  1042. case 'dissolve-fire':
  1043. // MATERIAL
  1044. mtl = new Nodes.StandardNodeMaterial();
  1045. var color = new Nodes.ColorNode( 0xEEEEEE );
  1046. var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
  1047. var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
  1048. var burnedColor = new Nodes.ColorNode( 0x000000 );
  1049. var threshold = new Nodes.FloatNode( .1 );
  1050. var fireSize = new Nodes.FloatNode( .16 );
  1051. var burnedSize = new Nodes.FloatNode( .5 );
  1052. var timer = new Nodes.TimerNode( 0.8 );
  1053. var sinCycleInSecs = new Nodes.OperatorNode(
  1054. timer,
  1055. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1056. Nodes.OperatorNode.MUL
  1057. );
  1058. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1059. // round sin to 0 at 1
  1060. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
  1061. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
  1062. // offset to +.9
  1063. cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
  1064. var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
  1065. var texArea = new Nodes.SwitchNode( tex, 'w' );
  1066. var thresholdBorder = new Nodes.MathNode(
  1067. new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
  1068. threshold,
  1069. texArea,
  1070. Nodes.MathNode.SMOOTHSTEP
  1071. );
  1072. var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
  1073. fireStartColor,
  1074. cycle,
  1075. Nodes.ColorAdjustmentNode.SATURATION
  1076. );
  1077. var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
  1078. fireEndColor,
  1079. cycle,
  1080. Nodes.ColorAdjustmentNode.SATURATION
  1081. );
  1082. var fireColor = new Nodes.MathNode(
  1083. fireEndAnimatedColor,
  1084. fireStartAnimatedColor,
  1085. thresholdBorder,
  1086. Nodes.MathNode.MIX
  1087. );
  1088. var thresholdBurnedBorder = new Nodes.MathNode(
  1089. new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
  1090. threshold,
  1091. texArea,
  1092. Nodes.MathNode.SMOOTHSTEP
  1093. );
  1094. var fireEmissive = new Nodes.OperatorNode(
  1095. fireColor,
  1096. thresholdBorder,
  1097. Nodes.OperatorNode.MUL
  1098. );
  1099. var burnedResultColor = new Nodes.MathNode(
  1100. color,
  1101. burnedColor,
  1102. thresholdBurnedBorder,
  1103. Nodes.MathNode.MIX
  1104. );
  1105. // APPLY
  1106. mtl.color = burnedResultColor;
  1107. mtl.emissive = fireEmissive;
  1108. mtl.mask = new Nodes.CondNode(
  1109. texArea, // a: value
  1110. threshold, // b: value
  1111. Nodes.CondNode.GREATER // condition
  1112. );
  1113. // GUI
  1114. addGui( 'threshold', threshold.value, function ( val ) {
  1115. threshold.value = val;
  1116. }, false, - .5, 1.5 );
  1117. addGui( 'fireSize', fireSize.value, function ( val ) {
  1118. fireSize.value = val;
  1119. }, false, 0, .5 );
  1120. addGui( 'burnedSize', burnedSize.value, function ( val ) {
  1121. burnedSize.value = val;
  1122. }, false, 0, 1 );
  1123. addGui( 'color', color.value.getHex(), function ( val ) {
  1124. color.value.setHex( val );
  1125. }, true );
  1126. addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
  1127. fireStartColor.value.setHex( val );
  1128. }, true );
  1129. addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
  1130. fireEndColor.value.setHex( val );
  1131. }, true );
  1132. addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
  1133. burnedColor.value.setHex( val );
  1134. }, true );
  1135. addGui( 'timeScale', timer.scale, function ( val ) {
  1136. timer.scale = val;
  1137. }, false, 0, 2 );
  1138. break;
  1139. case 'smoke':
  1140. // MATERIAL
  1141. mtl = new Nodes.PhongNodeMaterial();
  1142. defaultSide = THREE.FrontSide;
  1143. var time = new Nodes.TimerNode();
  1144. var uv = new Nodes.UVNode();
  1145. var timeSpeedA = new Nodes.OperatorNode(
  1146. time,
  1147. new Nodes.Vector2Node( 0.3, 0.1 ),
  1148. Nodes.OperatorNode.MUL
  1149. );
  1150. var timeSpeedB = new Nodes.OperatorNode(
  1151. time,
  1152. new Nodes.Vector2Node( 0.15, 0.4 ),
  1153. Nodes.OperatorNode.MUL
  1154. );
  1155. var uvOffsetA = new Nodes.OperatorNode(
  1156. timeSpeedA,
  1157. uv,
  1158. Nodes.OperatorNode.ADD
  1159. );
  1160. var uvOffsetB = new Nodes.OperatorNode(
  1161. timeSpeedB,
  1162. uv,
  1163. Nodes.OperatorNode.ADD
  1164. );
  1165. var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
  1166. var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
  1167. var clouds = new Nodes.OperatorNode(
  1168. cloudA,
  1169. cloudB,
  1170. Nodes.OperatorNode.ADD
  1171. );
  1172. mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
  1173. mtl.alpha = clouds;
  1174. // GUI
  1175. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  1176. mtl.environment.value.setHex( val );
  1177. }, true );
  1178. break;
  1179. case 'camera-depth':
  1180. // MATERIAL
  1181. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1182. var colorB = new Nodes.ColorNode( 0x0054df );
  1183. var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
  1184. depth.near.value = 1;
  1185. depth.far.value = 200;
  1186. var colors = new Nodes.MathNode(
  1187. colorB,
  1188. colorA,
  1189. depth,
  1190. Nodes.MathNode.MIX
  1191. );
  1192. mtl = new Nodes.PhongNodeMaterial();
  1193. mtl.color = colors;
  1194. // GUI
  1195. addGui( 'near', depth.near.value, function ( val ) {
  1196. depth.near.value = val;
  1197. }, false, 1, 1200 );
  1198. addGui( 'far', depth.far.value, function ( val ) {
  1199. depth.far.value = val;
  1200. }, false, 1, 1200 );
  1201. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  1202. colorA.value.setHex( val );
  1203. }, true );
  1204. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  1205. colorB.value.setHex( val );
  1206. }, true );
  1207. break;
  1208. case 'caustic':
  1209. // MATERIAL
  1210. mtl = new Nodes.StandardNodeMaterial();
  1211. var hash2 = new Nodes.FunctionNode( [
  1212. "vec2 hash2(vec2 p) {",
  1213. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  1214. "}"
  1215. ].join( "\n" ) );
  1216. var voronoi = new Nodes.FunctionNode( [
  1217. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  1218. "float voronoi(vec2 p, in float time) {",
  1219. " vec2 n = floor(p);",
  1220. " vec2 f = fract(p);",
  1221. " float md = 5.0;",
  1222. " vec2 m = vec2(0.0);",
  1223. " for (int i = -1; i <= 1; i++) {",
  1224. " for (int j = -1; j <= 1; j++) {",
  1225. " vec2 g = vec2(i, j);",
  1226. " vec2 o = hash2(n + g);",
  1227. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  1228. " vec2 r = g + o - f;",
  1229. " float d = dot(r, r);",
  1230. " if (d < md) {",
  1231. " md = d;",
  1232. " m = n+g+o;",
  1233. " }",
  1234. " }",
  1235. " }",
  1236. " return md;",
  1237. "}"
  1238. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1239. var voronoiLayers = new Nodes.FunctionNode( [
  1240. // based on https://www.shadertoy.com/view/4tXSDf
  1241. "float voronoiLayers(vec2 p, in float time) {",
  1242. " float v = 0.0;",
  1243. " float a = 0.4;",
  1244. " for (int i = 0; i < 3; i++) {",
  1245. " v += voronoi(p, time) * a;",
  1246. " p *= 2.0;",
  1247. " a *= 0.5;",
  1248. " }",
  1249. " return v;",
  1250. "}"
  1251. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1252. var time = new Nodes.TimerNode();
  1253. var timeScale = new Nodes.FloatNode( 2 );
  1254. // used for serialization only
  1255. time.name = "time";
  1256. timeScale.name = "speed";
  1257. var alpha = new Nodes.FloatNode( 1 );
  1258. var scale = new Nodes.FloatNode( .1 );
  1259. var intensity = new Nodes.FloatNode( 1.5 );
  1260. var color = new Nodes.ColorNode( 0xFFFFFF );
  1261. var colorA = new Nodes.ColorNode( 0xFFFFFF );
  1262. var colorB = new Nodes.ColorNode( 0x0054df );
  1263. var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
  1264. var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
  1265. var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  1266. var mask = new Nodes.SwitchNode( worldNormal, 'y' );
  1267. // clamp0at1
  1268. mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
  1269. var timeOffset = new Nodes.OperatorNode(
  1270. time,
  1271. timeScale,
  1272. Nodes.OperatorNode.MUL
  1273. );
  1274. var uvPos = new Nodes.OperatorNode(
  1275. worldPosTop,
  1276. scale,
  1277. Nodes.OperatorNode.MUL
  1278. );
  1279. var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
  1280. voronoi.inputs.p = uvPos;
  1281. voronoi.inputs.time = timeOffset;
  1282. var maskCaustic = new Nodes.OperatorNode(
  1283. alpha,
  1284. mask,
  1285. Nodes.OperatorNode.MUL
  1286. );
  1287. var voronoiIntensity = new Nodes.OperatorNode(
  1288. voronoi,
  1289. intensity,
  1290. Nodes.OperatorNode.MUL
  1291. );
  1292. var voronoiColors = new Nodes.MathNode(
  1293. colorB,
  1294. colorA,
  1295. new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
  1296. Nodes.MathNode.MIX
  1297. );
  1298. var caustic = new Nodes.MathNode(
  1299. color,
  1300. voronoiColors,
  1301. maskCaustic,
  1302. Nodes.MathNode.MIX
  1303. );
  1304. var causticLights = new Nodes.OperatorNode(
  1305. voronoiIntensity,
  1306. maskCaustic,
  1307. Nodes.OperatorNode.MUL
  1308. );
  1309. mtl.color = caustic;
  1310. mtl.ambient = causticLights;
  1311. // GUI
  1312. addGui( 'timeScale', timeScale.value, function ( val ) {
  1313. timeScale.value = val;
  1314. }, false, 0, 5 );
  1315. addGui( 'intensity', intensity.value, function ( val ) {
  1316. intensity.value = val;
  1317. }, false, 0, 3 );
  1318. addGui( 'scale', scale.value, function ( val ) {
  1319. scale.value = val;
  1320. }, false, 0, 1 );
  1321. addGui( 'alpha', alpha.value, function ( val ) {
  1322. alpha.value = val;
  1323. }, false, 0, 1 );
  1324. addGui( 'color', color.value.getHex(), function ( val ) {
  1325. color.value.setHex( val );
  1326. }, true );
  1327. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1328. colorA.value.setHex( val );
  1329. }, true );
  1330. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1331. colorB.value.setHex( val );
  1332. }, true );
  1333. break;
  1334. case 'soft-body':
  1335. // MATERIAL
  1336. move = true;
  1337. mtl = new Nodes.StandardNodeMaterial();
  1338. var scale = new Nodes.FloatNode( 2 );
  1339. var colorA = new Nodes.ColorNode( 0xFF6633 );
  1340. var colorB = new Nodes.ColorNode( 0x3366FF );
  1341. var pos = new Nodes.PositionNode();
  1342. var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
  1343. var mask = new Nodes.SwitchNode( posNorm, 'y' );
  1344. var velocity = new Nodes.VelocityNode( mesh, {
  1345. type: 'elastic',
  1346. spring: .95,
  1347. damping: .95
  1348. } );
  1349. var velocityArea = new Nodes.OperatorNode(
  1350. mask,
  1351. scale,
  1352. Nodes.OperatorNode.MUL
  1353. );
  1354. var softVelocity = new Nodes.OperatorNode(
  1355. velocity,
  1356. velocityArea,
  1357. Nodes.OperatorNode.MUL
  1358. );
  1359. var softPosition = new Nodes.OperatorNode(
  1360. new Nodes.PositionNode(),
  1361. softVelocity,
  1362. Nodes.OperatorNode.ADD
  1363. );
  1364. var colors = new Nodes.MathNode(
  1365. colorB,
  1366. colorA,
  1367. mask,
  1368. Nodes.MathNode.MIX
  1369. );
  1370. mtl.color = colors;
  1371. mtl.position = softPosition;
  1372. // GUI
  1373. addGui( 'spring', velocity.params.spring, function ( val ) {
  1374. velocity.params.spring = val;
  1375. }, false, 0, .95 );
  1376. addGui( 'damping', velocity.params.damping, function ( val ) {
  1377. velocity.params.damping = val;
  1378. }, false, 0, .95 );
  1379. addGui( 'scale', scale.value, function ( val ) {
  1380. scale.value = val;
  1381. }, false, 0, 3 );
  1382. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1383. colorA.value.setHex( val );
  1384. }, true );
  1385. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1386. colorB.value.setHex( val );
  1387. }, true );
  1388. break;
  1389. case 'plush':
  1390. // MATERIAL
  1391. mtl = new Nodes.PhongNodeMaterial();
  1392. var color = new Nodes.ColorNode( 0x8D8677 );
  1393. var mildness = new Nodes.FloatNode( 1.6 );
  1394. var fur = new Nodes.FloatNode( .5 );
  1395. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1396. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1397. var viewZ = new Nodes.MathNode(
  1398. posDirection,
  1399. norDirection,
  1400. Nodes.MathNode.DOT
  1401. );
  1402. // without luma correction for now
  1403. var mildnessColor = new Nodes.OperatorNode(
  1404. color,
  1405. mildness,
  1406. Nodes.OperatorNode.MUL
  1407. );
  1408. var furScale = new Nodes.OperatorNode(
  1409. viewZ,
  1410. fur,
  1411. Nodes.OperatorNode.MUL
  1412. );
  1413. mtl.color = color;
  1414. mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
  1415. mtl.normal.scale = furScale;
  1416. mtl.environment = mildnessColor;
  1417. mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
  1418. mtl.shininess = new Nodes.FloatNode( 0 );
  1419. // GUI
  1420. addGui( 'color', color.value.getHex(), function ( val ) {
  1421. color.value.setHex( val );
  1422. }, true );
  1423. addGui( 'mildness', mildness.value, function ( val ) {
  1424. mildness.value = val;
  1425. }, false, 1, 2 );
  1426. addGui( 'fur', fur.value, function ( val ) {
  1427. fur.value = val;
  1428. }, false, 0, 2 );
  1429. break;
  1430. case 'skin':
  1431. case 'skin-phong':
  1432. // MATERIAL
  1433. mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
  1434. var skinColor = new Nodes.ColorNode( 0xFFC495 );
  1435. var bloodColor = new Nodes.ColorNode( 0x6b0602 );
  1436. var wrapLight = new Nodes.FloatNode( 1.5 );
  1437. var wrapShadow = new Nodes.FloatNode( 0 );
  1438. var directLight = new Nodes.LightNode();
  1439. var lightLuminance = new Nodes.LuminanceNode( directLight );
  1440. var lightWrap = new Nodes.MathNode(
  1441. wrapShadow,
  1442. wrapLight,
  1443. lightLuminance,
  1444. Nodes.MathNode.SMOOTHSTEP
  1445. );
  1446. var lightTransition = new Nodes.OperatorNode(
  1447. lightWrap,
  1448. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1449. Nodes.OperatorNode.MUL
  1450. );
  1451. var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
  1452. var wrappedLightColor = new Nodes.OperatorNode(
  1453. wrappedLight,
  1454. bloodColor,
  1455. Nodes.OperatorNode.MUL
  1456. );
  1457. var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
  1458. var totalLight = new Nodes.OperatorNode(
  1459. directLight,
  1460. bloodArea,
  1461. Nodes.OperatorNode.ADD
  1462. );
  1463. mtl.color = skinColor;
  1464. mtl.light = totalLight;
  1465. if ( name == 'skin' ) {
  1466. // StandardNodeMaterial
  1467. mtl.metalness = new Nodes.FloatNode( 0 );
  1468. mtl.roughness = new Nodes.FloatNode( 1 );
  1469. mtl.reflectivity = new Nodes.FloatNode( 0 );
  1470. mtl.clearcoat = new Nodes.FloatNode( .2 );
  1471. mtl.clearcoatRoughness = new Nodes.FloatNode( .3 );
  1472. mtl.environment = new Nodes.CubeTextureNode( cubemap );
  1473. } else {
  1474. // PhongNodeMaterial
  1475. mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
  1476. mtl.shininess = new Nodes.FloatNode( 15 );
  1477. }
  1478. // GUI
  1479. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1480. skinColor.value.setHex( val );
  1481. }, true );
  1482. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1483. bloodColor.value.setHex( val );
  1484. }, true );
  1485. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1486. wrapLight.value = val;
  1487. }, false, 0, 3 );
  1488. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1489. wrapShadow.value = val;
  1490. }, false, - 1, 0 );
  1491. break;
  1492. case 'toon':
  1493. // MATERIAL
  1494. mtl = new Nodes.PhongNodeMaterial();
  1495. var count = new Nodes.FloatNode( 3.43 );
  1496. var sceneDirectLight = new Nodes.LightNode();
  1497. var color = new Nodes.ColorNode( 0xAABBFF );
  1498. var lineColor = new Nodes.ColorNode( 0xFF0000 );
  1499. var lineSize = new Nodes.FloatNode( 0.23 );
  1500. var lineInner = new Nodes.FloatNode( 0 );
  1501. // CEL
  1502. var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
  1503. var preCelLight = new Nodes.OperatorNode(
  1504. lightLuminance,
  1505. count,
  1506. Nodes.OperatorNode.MUL
  1507. );
  1508. var celLight = new Nodes.MathNode(
  1509. preCelLight,
  1510. Nodes.MathNode.CEIL
  1511. );
  1512. var posCelLight = new Nodes.OperatorNode(
  1513. celLight,
  1514. count,
  1515. Nodes.OperatorNode.DIV
  1516. );
  1517. // LINE
  1518. var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
  1519. var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
  1520. var viewZ = new Nodes.MathNode(
  1521. posDirection,
  1522. norDirection,
  1523. Nodes.MathNode.DOT
  1524. );
  1525. var lineOutside = new Nodes.MathNode(
  1526. viewZ,
  1527. Nodes.MathNode.ABS
  1528. );
  1529. var line = new Nodes.OperatorNode(
  1530. lineOutside,
  1531. new Nodes.FloatNode( 1 ),
  1532. Nodes.OperatorNode.DIV
  1533. );
  1534. var lineScaled = new Nodes.MathNode(
  1535. line,
  1536. lineSize,
  1537. lineInner,
  1538. Nodes.MathNode.SMOOTHSTEP
  1539. );
  1540. var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
  1541. // APPLY
  1542. mtl.color = color;
  1543. mtl.light = posCelLight;
  1544. mtl.shininess = new Nodes.FloatNode( 0 );
  1545. mtl.environment = lineColor;
  1546. mtl.environmentAlpha = innerContour;
  1547. // GUI
  1548. addGui( 'color', color.value.getHex(), function ( val ) {
  1549. color.value.setHex( val );
  1550. }, true );
  1551. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1552. lineColor.value.setHex( val );
  1553. }, true );
  1554. addGui( 'count', count.value, function ( val ) {
  1555. count.value = val;
  1556. }, false, 1, 8 );
  1557. addGui( 'lineSize', lineSize.value, function ( val ) {
  1558. lineSize.value = val;
  1559. }, false, 0, 1 );
  1560. addGui( 'lineInner', lineInner.value, function ( val ) {
  1561. lineInner.value = val;
  1562. }, false, 0, 1 );
  1563. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1564. mtl.ao = val ? new Nodes.FloatNode() : undefined;
  1565. mtl.needsUpdate = true;
  1566. } );
  1567. break;
  1568. case 'custom-attribute':
  1569. // GEOMETRY
  1570. // add "position" buffer to "custom" attribute
  1571. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1572. // MATERIAL
  1573. mtl = new Nodes.PhongNodeMaterial();
  1574. mtl.color = new Nodes.AttributeNode( "custom", 3 );
  1575. // or
  1576. //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
  1577. break;
  1578. case 'expression':
  1579. // MATERIAL
  1580. mtl = new Nodes.PhongNodeMaterial();
  1581. var speed = new Nodes.FloatNode( .5 );
  1582. var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
  1583. myspeed.keywords[ "speed" ] = speed;
  1584. mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
  1585. mtl.color.keywords[ "myspeed" ] = myspeed;
  1586. 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" );
  1587. mtl.position.keywords[ "myspeed" ] = myspeed;
  1588. // add global keyword ( variable or const )
  1589. Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
  1590. return new Nodes.ReflectNode();
  1591. } );
  1592. // GUI
  1593. addGui( 'speed', speed.value, function ( val ) {
  1594. speed.value = val;
  1595. }, false, 0, 1 );
  1596. break;
  1597. case 'reserved-keywords':
  1598. // MATERIAL
  1599. mtl = new Nodes.PhongNodeMaterial();
  1600. var keywordsexample = new Nodes.FunctionNode( [
  1601. // use "uv" reserved keyword
  1602. "vec4 keywordsexample( sampler2D texture ) {",
  1603. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1604. "}"
  1605. ].join( "\n" ) );
  1606. // add local keyword ( const only )
  1607. keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
  1608. // add global keyword ( const only )
  1609. Nodes.NodeLib.addKeyword( 'myUV', function () {
  1610. return new Nodes.UVNode();
  1611. } );
  1612. // add global const or function
  1613. //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
  1614. // reserved keywords
  1615. console.log( Nodes.NodeLib.keywords );
  1616. // keywords conflit? use this to disable:
  1617. //blurtexture.useKeywords = false; // ( true is default )
  1618. mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
  1619. break;
  1620. case 'bias':
  1621. // MATERIAL
  1622. var bias = new Nodes.FloatNode( .5 );
  1623. var maxMIPLevel = new Nodes.MaxMIPLevelNode( new Nodes.TextureNode( cubemap ) );
  1624. var mipsBias = new Nodes.OperatorNode( bias, maxMIPLevel, Nodes.OperatorNode.MUL );
  1625. mtl = new Nodes.PhongNodeMaterial();
  1626. mtl.color.value.setHex( 0xFFFFFF );
  1627. function biasMode( val ) {
  1628. switch ( val ) {
  1629. case 'prem':
  1630. mtl.color = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ), undefined, undefined, bias );
  1631. break;
  1632. case 'lod':
  1633. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCubeLodEXT( samplerCube texture, vec3 uv, float bias );', undefined, { shaderTextureLOD: true } );
  1634. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1635. break;
  1636. case 'basic':
  1637. var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCube( samplerCube texture, vec3 uv, float bias );' );
  1638. mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
  1639. break;
  1640. }
  1641. mtl.needsUpdate = true;
  1642. }
  1643. biasMode( 'prem' );
  1644. // GUI
  1645. addGui( 'scope', {
  1646. PREM: 'prem',
  1647. LOD: 'lod',
  1648. BASIC: 'basic'
  1649. }, biasMode );
  1650. addGui( 'bias', bias.value, function ( val ) {
  1651. bias.value = val;
  1652. }, false, 0, 1 );
  1653. break;
  1654. case 'node-position':
  1655. // MATERIAL
  1656. var node = new Nodes.PositionNode();
  1657. mtl = new Nodes.PhongNodeMaterial();
  1658. mtl.color = node;
  1659. // GUI
  1660. addGui( 'scope', {
  1661. local: Nodes.PositionNode.LOCAL,
  1662. world: Nodes.PositionNode.WORLD,
  1663. view: Nodes.PositionNode.VIEW
  1664. }, function ( val ) {
  1665. node.scope = val;
  1666. mtl.needsUpdate = true;
  1667. } );
  1668. break;
  1669. case 'node-normal':
  1670. // MATERIAL
  1671. var node = new Nodes.NormalNode();
  1672. mtl = new Nodes.PhongNodeMaterial();
  1673. mtl.color = node;
  1674. // GUI
  1675. addGui( 'scope', {
  1676. view: Nodes.NormalNode.VIEW,
  1677. local: Nodes.NormalNode.LOCAL,
  1678. world: Nodes.NormalNode.WORLD
  1679. }, function ( val ) {
  1680. node.scope = val;
  1681. mtl.needsUpdate = true;
  1682. } );
  1683. break;
  1684. case 'node-reflect':
  1685. // MATERIAL
  1686. var node = new Nodes.ReflectNode();
  1687. var nodeMaterial = new Nodes.StandardNodeMaterial();
  1688. nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
  1689. nodeMaterial.roughness.value = .5;
  1690. nodeMaterial.metalness.value = 1;
  1691. var standardMaterial = new THREE.MeshStandardMaterial( {
  1692. color: nodeMaterial.color.value,
  1693. side: defaultSide,
  1694. envMap: cubemap,
  1695. roughness: nodeMaterial.roughness.value,
  1696. metalness: 1
  1697. } );
  1698. mtl = nodeMaterial;
  1699. // GUI
  1700. addGui( 'node', true, function ( val ) {
  1701. mtl = val ? nodeMaterial : standardMaterial;
  1702. mesh.material = mtl;
  1703. } );
  1704. addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
  1705. nodeMaterial.roughness.value = val;
  1706. standardMaterial.roughness = val;
  1707. }, false, 0, 1 );
  1708. break;
  1709. case 'varying':
  1710. // MATERIAL
  1711. mtl = new Nodes.PhongNodeMaterial();
  1712. var varying = new Nodes.VarNode( "vec3" );
  1713. varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  1714. // using BypassNode the NormalNode not apply the value in .position slot
  1715. // but set the NormalNode value in VarNode
  1716. // it can be useful to send values between vertex to fragment shader
  1717. // without affect vertex shader
  1718. mtl.position = new Nodes.BypassNode( varying );
  1719. mtl.color = varying;
  1720. // you can also set a independent value in .position slot using BypassNode
  1721. // such this expression using ExpressionNode
  1722. mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1723. break;
  1724. case 'void-function':
  1725. // MATERIAL
  1726. mtl = new Nodes.PhongNodeMaterial();
  1727. var varying = new Nodes.VarNode( "vec3" );
  1728. // VERTEX
  1729. var setMyVar = new Nodes.FunctionNode( [
  1730. "void setMyVar( vec3 pos ) {",
  1731. // set "myVar" in vertex shader in this example,
  1732. // can be used in fragment shader too or in rest of the current shader
  1733. " myVar = pos;",
  1734. "}"
  1735. ].join( "\n" ) );
  1736. // add keyword
  1737. setMyVar.keywords[ "myVar" ] = varying;
  1738. var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1739. position.includes = [ setMyVar ];
  1740. position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
  1741. // use BypassNode to "void" functions
  1742. mtl.position = new Nodes.BypassNode( position );
  1743. // FRAGMENT
  1744. var clipFromPos = new Nodes.FunctionNode( [
  1745. "void clipFromPos( vec3 pos ) {",
  1746. " if ( pos.y < .0 ) discard;",
  1747. "}"
  1748. ].join( "\n" ) );
  1749. var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
  1750. pos: varying
  1751. } );
  1752. mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
  1753. break;
  1754. case 'basic-material':
  1755. // MATERIAL
  1756. mtl = new Nodes.BasicNodeMaterial();
  1757. var positionNode = new Nodes.PositionNode();
  1758. var a = new Nodes.OperatorNode(
  1759. new Nodes.SwitchNode( positionNode, 'x' ),
  1760. new Nodes.SwitchNode( positionNode, 'y' ),
  1761. Nodes.OperatorNode.ADD
  1762. );
  1763. var b = new Nodes.FloatNode( 0. );
  1764. var ifNode = new Nodes.FloatNode( 1. );
  1765. var elseNode = new Nodes.FloatNode( 0. );
  1766. mtl.mask = new Nodes.CondNode( a, b, Nodes.CondNode.GREATER, ifNode, elseNode );
  1767. var sin = new Nodes.MathNode( new Nodes.TimerNode(), Nodes.MathNode.SIN );
  1768. mtl.position = new Nodes.OperatorNode(
  1769. positionNode,
  1770. sin,
  1771. Nodes.OperatorNode.ADD
  1772. );
  1773. mtl.color = new Nodes.ColorNode( 'green' );
  1774. break;
  1775. case 'conditional':
  1776. // MATERIAL
  1777. mtl = new Nodes.PhongNodeMaterial();
  1778. var a = new Nodes.FloatNode( 0 ),
  1779. b = new Nodes.FloatNode( 0 ),
  1780. ifNode = new Nodes.ColorNode( 0x0000FF ),
  1781. elseNode = new Nodes.ColorNode( 0xFF0000 );
  1782. var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
  1783. mtl.color = cond;
  1784. // GUI
  1785. addGui( 'a', a.value, function ( val ) {
  1786. a.value = val;
  1787. }, false, 0, 1 );
  1788. addGui( 'b', b.value, function ( val ) {
  1789. b.value = val;
  1790. }, false, 0, 1 );
  1791. addGui( 'a condition b', {
  1792. EQUAL: Nodes.CondNode.EQUAL,
  1793. NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
  1794. GREATER: Nodes.CondNode.GREATER,
  1795. GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
  1796. LESS: Nodes.CondNode.LESS,
  1797. LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
  1798. }, function ( val ) {
  1799. cond.op = val;
  1800. mtl.needsUpdate = true;
  1801. } );
  1802. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1803. ifNode.value.setHex( val );
  1804. }, true );
  1805. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1806. elseNode.value.setHex( val );
  1807. }, true );
  1808. break;
  1809. case 'rtt':
  1810. // MATERIAL
  1811. mtl = new Nodes.PhongNodeMaterial();
  1812. var uvTransform = new Nodes.UVTransformNode(),
  1813. checker = new Nodes.CheckerNode( uvTransform );
  1814. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1815. var rtt = new Nodes.RTTNode( 512, 512, checker ),
  1816. bumpMap = new Nodes.BumpMapNode( rtt );
  1817. bumpMap.scale.value = .1;
  1818. mtl.color = checker;
  1819. mtl.normal = bumpMap;
  1820. // GUI
  1821. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1822. bumpMap.scale.value = val;
  1823. }, false, - .5, .5 );
  1824. addGui( 'scale', 2, function ( val ) {
  1825. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1826. }, false, 0, 8 );
  1827. addGui( 'ignoreColor', false, function ( val ) {
  1828. mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
  1829. mtl.needsUpdate = true;
  1830. } );
  1831. break;
  1832. case 'temporal-blur':
  1833. // MATERIAL
  1834. mtl = new Nodes.PhongNodeMaterial();
  1835. var texture = new Nodes.TextureNode( getTexture( "brick" ) );
  1836. var rttStore = new Nodes.RTTNode( 512, 512, texture );
  1837. var blur = new Nodes.BlurNode( rttStore );
  1838. var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
  1839. var color = new Nodes.MathNode(
  1840. rttStore,
  1841. blur,
  1842. new Nodes.FloatNode( .6 ),
  1843. Nodes.MathNode.MIX
  1844. );
  1845. blur.horizontal = blur.vertical = timer;
  1846. var rttSave = new Nodes.RTTNode( 512, 512, color );
  1847. rttSave.saveTo = rttStore;
  1848. mtl.color = rttSave;
  1849. // GUI
  1850. addGui( 'click to reset', false, function () {
  1851. // render a single time
  1852. rttStore.render = true;
  1853. // reset time blur
  1854. timer.value = 0;
  1855. } );
  1856. break;
  1857. case 'readonly':
  1858. // MATERIAL
  1859. mtl = new Nodes.PhongNodeMaterial();
  1860. // not use "uniform" input ( for optimization )
  1861. // instead use explicit declaration, for example:
  1862. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1863. // if readonly is true not allow change the value after build the shader material
  1864. mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
  1865. mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
  1866. mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
  1867. break;
  1868. case 'label':
  1869. // MATERIAL
  1870. mtl = new Nodes.PhongNodeMaterial();
  1871. // label can be useful for finding the nodes as variables in debug level
  1872. // but this always force the creation of a variable
  1873. // same as the code can be writed in the same line (inline)
  1874. // for optimization this is not recommended
  1875. var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
  1876. var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
  1877. var colorMix = new Nodes.OperatorNode(
  1878. colorInput,
  1879. new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
  1880. Nodes.OperatorNode.MUL
  1881. ).setLabel( "colorMix" );
  1882. mtl.color = colorMix;
  1883. mtl.specular = specularInput;
  1884. // default: without use label
  1885. // this is optimized writed the code in a single line (inline)
  1886. // for the reason that this node is used only once in this shader program
  1887. mtl.shininess = new Nodes.OperatorNode(
  1888. new Nodes.FloatNode( 10 ).setReadonly( true ),
  1889. new Nodes.FloatNode( 5 ).setReadonly( true ),
  1890. Nodes.OperatorNode.ADD
  1891. );
  1892. mtl.build();
  1893. // show names glsl fragment shader
  1894. // open console e find using CTRL+F "colorMix" for example
  1895. console.log( mtl.fragmentShader );
  1896. break;
  1897. case 'triangle-blur':
  1898. // MATERIAL
  1899. mtl = new Nodes.PhongNodeMaterial();
  1900. var delta = new Nodes.Vector2Node( .5, .25 );
  1901. var alpha = new Nodes.FloatNode( 1 );
  1902. var blurtexture = new Nodes.FunctionNode( [
  1903. // Reference: TriangleBlurShader.js
  1904. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1905. " vec4 color = vec4( 0.0 );",
  1906. " float total = 0.0;",
  1907. // randomize the lookup values to hide the fixed number of samples
  1908. " float offset = rand( uv );",
  1909. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1910. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1911. " float weight = 1.0 - abs( percent );",
  1912. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1913. " total += weight;",
  1914. " }",
  1915. " return color / total;",
  1916. "}"
  1917. ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1918. var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
  1919. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1920. delta: delta,
  1921. uv: new Nodes.UVNode()
  1922. } );
  1923. var color = new Nodes.MathNode(
  1924. new Nodes.TextureNode( getTexture( "brick" ) ),
  1925. blurredTexture,
  1926. alpha,
  1927. Nodes.MathNode.MIX
  1928. );
  1929. mtl.color = color;
  1930. // GUI
  1931. addGui( 'alpha', alpha.value, function ( val ) {
  1932. alpha.value = val;
  1933. }, false, 0, 1 );
  1934. addGui( 'deltaX', delta.x, function ( val ) {
  1935. delta.x = val;
  1936. }, false, 0, 1 );
  1937. addGui( 'deltaY', delta.x, function ( val ) {
  1938. delta.y = val;
  1939. }, false, 0, 1 );
  1940. break;
  1941. case 'triplanar-mapping':
  1942. // MATERIAL
  1943. mtl = new Nodes.PhongNodeMaterial();
  1944. var scale = new Nodes.FloatNode( .02 );
  1945. var triplanarMapping = new Nodes.FunctionNode( [
  1946. // Reference: https://github.com/keijiro/StandardTriplanar
  1947. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1948. // Blending factor of triplanar mapping
  1949. " vec3 bf = normalize( abs( normal ) );",
  1950. " bf /= dot( bf, vec3( 1.0 ) );",
  1951. // Triplanar mapping
  1952. " vec2 tx = position.yz * scale;",
  1953. " vec2 ty = position.zx * scale;",
  1954. " vec2 tz = position.xy * scale;",
  1955. // Base color
  1956. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1957. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1958. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1959. " return cx + cy + cz;",
  1960. "}"
  1961. ].join( "\n" ) );
  1962. var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
  1963. texture: new Nodes.TextureNode( getTexture( "brick" ) ),
  1964. normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
  1965. position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
  1966. scale: scale,
  1967. } );
  1968. mtl.color = triplanarMappingTexture;
  1969. // GUI
  1970. addGui( 'scale', scale.value, function ( val ) {
  1971. scale.value = val;
  1972. }, false, 0.001, .1 );
  1973. break;
  1974. case 'firefly':
  1975. // MATERIAL
  1976. mtl = new Nodes.PhongNodeMaterial();
  1977. var time = new Nodes.TimerNode();
  1978. var speed = new Nodes.FloatNode( .5 );
  1979. var color = new Nodes.ColorNode( 0x98ff00 );
  1980. var timeSpeed = new Nodes.OperatorNode(
  1981. time,
  1982. speed,
  1983. Nodes.OperatorNode.MUL
  1984. );
  1985. var sinCycleInSecs = new Nodes.OperatorNode(
  1986. timeSpeed,
  1987. new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
  1988. Nodes.OperatorNode.MUL
  1989. );
  1990. var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
  1991. var cycleColor = new Nodes.OperatorNode(
  1992. cycle,
  1993. color,
  1994. Nodes.OperatorNode.MUL
  1995. );
  1996. var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
  1997. mtl.color = new Nodes.ColorNode( 0 );
  1998. mtl.emissive = cos;
  1999. // GUI
  2000. addGui( 'speed', speed.value, function ( val ) {
  2001. speed.value = val;
  2002. }, false, 0, 3 );
  2003. break;
  2004. case 'sss':
  2005. case 'translucent':
  2006. // DISTANCE FORMULA
  2007. var modelPos = new Nodes.Vector3Node();
  2008. var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
  2009. var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
  2010. var cameraDistance = new Nodes.MathNode(
  2011. modelPos,
  2012. cameraPosition,
  2013. Nodes.MathNode.DISTANCE
  2014. );
  2015. var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
  2016. var distance = new Nodes.OperatorNode(
  2017. cameraDistance,
  2018. viewPosZ,
  2019. Nodes.OperatorNode.SUB
  2020. );
  2021. var distanceRadius = new Nodes.OperatorNode(
  2022. distance,
  2023. new Nodes.FloatNode( 70 ),
  2024. Nodes.OperatorNode.ADD
  2025. );
  2026. var objectDepth = new Nodes.MathNode(
  2027. distanceRadius,
  2028. new Nodes.FloatNode( 0 ),
  2029. new Nodes.FloatNode( 50 ),
  2030. Nodes.MathNode.SMOOTHSTEP
  2031. );
  2032. // RTT ( get back distance )
  2033. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  2034. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  2035. var distanceMtl = new Nodes.PhongNodeMaterial();
  2036. distanceMtl.environment = objectDepth;
  2037. distanceMtl.side = THREE.BackSide;
  2038. rtMaterial = distanceMtl;
  2039. // MATERIAL
  2040. mtl = new Nodes.StandardNodeMaterial();
  2041. var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
  2042. var difference = new Nodes.OperatorNode(
  2043. objectDepth,
  2044. backSideDepth,
  2045. Nodes.OperatorNode.SUB
  2046. );
  2047. var sss = new Nodes.MathNode(
  2048. new Nodes.FloatNode( - .1 ),
  2049. new Nodes.FloatNode( .5 ),
  2050. difference,
  2051. Nodes.MathNode.SMOOTHSTEP
  2052. );
  2053. var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
  2054. var frontColor, backColor;
  2055. if ( name == 'sss' ) {
  2056. var sssOut = new Nodes.MathNode(
  2057. objectDepth,
  2058. sssAlpha,
  2059. Nodes.MathNode.MIN
  2060. );
  2061. frontColor = new Nodes.ColorNode( 0xd4cfbb );
  2062. backColor = new Nodes.ColorNode( 0xd04327 );
  2063. var color = new Nodes.MathNode(
  2064. backColor,
  2065. frontColor,
  2066. sssOut,
  2067. Nodes.MathNode.MIX
  2068. );
  2069. var light = new Nodes.OperatorNode(
  2070. new Nodes.LightNode(),
  2071. color,
  2072. Nodes.OperatorNode.ADD
  2073. );
  2074. mtl.color = frontColor;
  2075. mtl.roughness = new Nodes.FloatNode( .1 );
  2076. mtl.metalness = new Nodes.FloatNode( .5 );
  2077. mtl.light = light;
  2078. mtl.environment = color;
  2079. } else {
  2080. frontColor = new Nodes.ColorNode( 0xd04327 );
  2081. backColor = new Nodes.ColorNode( 0x1a0e14 );
  2082. var color = new Nodes.MathNode(
  2083. frontColor,
  2084. backColor,
  2085. sssAlpha,
  2086. Nodes.MathNode.MIX
  2087. );
  2088. var light = new Nodes.OperatorNode(
  2089. new Nodes.LightNode(),
  2090. color,
  2091. Nodes.OperatorNode.ADD
  2092. );
  2093. mtl.color = new Nodes.ColorNode( 0xffffff );
  2094. mtl.roughness = new Nodes.FloatNode( .1 );
  2095. mtl.metalness = new Nodes.FloatNode( .5 );
  2096. mtl.light = light;
  2097. mtl.environment = color;
  2098. }
  2099. // GUI
  2100. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  2101. frontColor.value.setHex( val );
  2102. }, true );
  2103. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  2104. backColor.value.setHex( val );
  2105. }, true );
  2106. addGui( 'area', sss.b.value, function ( val ) {
  2107. sss.b.value = val;
  2108. }, false, 0, 1 );
  2109. break;
  2110. }
  2111. // set material
  2112. mtl.side = defaultSide;
  2113. mesh.material = mtl;
  2114. }
  2115. function onWindowResize() {
  2116. const width = window.innerWidth, height = window.innerHeight;
  2117. camera.aspect = width / height;
  2118. camera.updateProjectionMatrix();
  2119. renderer.setSize( width, height );
  2120. if ( rtTexture ) rtTexture.setSize( width, height );
  2121. }
  2122. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  2123. if ( serialized ) reset();
  2124. else serialize();
  2125. serialized = ! serialized;
  2126. } );
  2127. function reset() {
  2128. updateMaterial();
  2129. // gui
  2130. const div = document.getElementById( 'serialize' );
  2131. div.textContent = "Serialize and apply";
  2132. }
  2133. function serialize() {
  2134. const json = mesh.material.toJSON();
  2135. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  2136. const cloud = getTexture( "cloud" );
  2137. NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  2138. library[ "cloud" ] = cloud;
  2139. // --
  2140. const jsonStr = JSON.stringify( json );
  2141. console.log( jsonStr );
  2142. var loader = new NodeMaterialLoader( null, library ),
  2143. material = loader.parse( json );
  2144. mesh.material.dispose();
  2145. mesh.material = material;
  2146. // gui
  2147. const div = document.getElementById( 'serialize' );
  2148. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  2149. if ( gui ) gui.destroy();
  2150. gui = null;
  2151. }
  2152. function animate() {
  2153. const delta = clock.getDelta();
  2154. if ( move ) {
  2155. var time = Date.now() * 0.005;
  2156. mesh.position.z = Math.cos( time ) * 10;
  2157. mesh.position.y = Math.sin( time ) * 10;
  2158. } else {
  2159. mesh.position.z = mesh.position.y = 0;
  2160. }
  2161. //mesh.rotation.z += .01;
  2162. // update material animation and/or gpu calcs (pre-renderer)
  2163. frame.setRenderer( renderer ).update( delta );
  2164. if ( mesh.material instanceof Nodes.NodeMaterial ) {
  2165. frame.updateNode( mesh.material );
  2166. }
  2167. // render to texture for sss/translucent material only
  2168. if ( rtTexture ) {
  2169. scene.overrideMaterial = rtMaterial;
  2170. renderer.setRenderTarget( rtTexture );
  2171. renderer.clear();
  2172. renderer.render( scene, camera );
  2173. scene.overrideMaterial = null;
  2174. }
  2175. renderer.setRenderTarget( null );
  2176. renderer.render( scene, camera );
  2177. requestAnimationFrame( animate );
  2178. }
  2179. </script>
  2180. </body>
  2181. </html>