webgl_materials_nodes.html 56 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node material</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Material</br>
  31. <a id="serialize" onclick="toggleSerialize()" href="javascript:void(0);">Serialize and apply</a>
  32. </div>
  33. <script src="../build/three.js"></script>
  34. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/libs/dat.gui.min.js"></script>
  37. <!-- NodeLibrary -->
  38. <script src="js/nodes/GLNode.js"></script>
  39. <script src="js/nodes/RawNode.js"></script>
  40. <script src="js/nodes/TempNode.js"></script>
  41. <script src="js/nodes/InputNode.js"></script>
  42. <script src="js/nodes/ConstNode.js"></script>
  43. <script src="js/nodes/VarNode.js"></script>
  44. <script src="js/nodes/FunctionNode.js"></script>
  45. <script src="js/nodes/FunctionCallNode.js"></script>
  46. <script src="js/nodes/AttributeNode.js"></script>
  47. <script src="js/nodes/NodeBuilder.js"></script>
  48. <script src="js/nodes/NodeLib.js"></script>
  49. <script src="js/nodes/NodeFrame.js"></script>
  50. <script src="js/nodes/NodeMaterial.js"></script>
  51. <!-- Accessors -->
  52. <script src="js/nodes/accessors/PositionNode.js"></script>
  53. <script src="js/nodes/accessors/NormalNode.js"></script>
  54. <script src="js/nodes/accessors/UVNode.js"></script>
  55. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  56. <script src="js/nodes/accessors/ColorsNode.js"></script>
  57. <script src="js/nodes/accessors/CameraNode.js"></script>
  58. <script src="js/nodes/accessors/ReflectNode.js"></script>
  59. <script src="js/nodes/accessors/LightNode.js"></script>
  60. <!-- Inputs -->
  61. <script src="js/nodes/inputs/IntNode.js"></script>
  62. <script src="js/nodes/inputs/FloatNode.js"></script>
  63. <script src="js/nodes/inputs/ColorNode.js"></script>
  64. <script src="js/nodes/inputs/Vector2Node.js"></script>
  65. <script src="js/nodes/inputs/Vector3Node.js"></script>
  66. <script src="js/nodes/inputs/Vector4Node.js"></script>
  67. <script src="js/nodes/inputs/TextureNode.js"></script>
  68. <script src="js/nodes/inputs/Matrix3Node.js"></script>
  69. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  70. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  71. <!-- Math -->
  72. <script src="js/nodes/math/Math1Node.js"></script>
  73. <script src="js/nodes/math/Math2Node.js"></script>
  74. <script src="js/nodes/math/Math3Node.js"></script>
  75. <script src="js/nodes/math/OperatorNode.js"></script>
  76. <!-- Utils -->
  77. <script src="js/nodes/utils/SwitchNode.js"></script>
  78. <script src="js/nodes/utils/JoinNode.js"></script>
  79. <script src="js/nodes/utils/TimerNode.js"></script>
  80. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  81. <script src="js/nodes/utils/VelocityNode.js"></script>
  82. <script src="js/nodes/utils/LuminanceNode.js"></script>
  83. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  84. <script src="js/nodes/utils/NoiseNode.js"></script>
  85. <script src="js/nodes/utils/ResolutionNode.js"></script>
  86. <script src="js/nodes/utils/BumpNode.js"></script>
  87. <script src="js/nodes/utils/BlurNode.js"></script>
  88. <script src="js/nodes/utils/UVTransformNode.js"></script>
  89. <!-- Phong Material -->
  90. <script src="js/nodes/materials/PhongNode.js"></script>
  91. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  92. <!-- Standard Material -->
  93. <script src="js/nodes/materials/StandardNode.js"></script>
  94. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  95. <!-- NodeMaterial Loader -->
  96. <script src="js/loaders/NodeMaterialLoader.js"></script>
  97. <script>
  98. var container = document.getElementById( 'container' );
  99. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  100. var frame = new THREE.NodeFrame();
  101. var teapot, mesh;
  102. var controls;
  103. var move = false;
  104. var rtTexture, rtMaterial;
  105. var gui, guiElements = [];
  106. var library = {};
  107. var serialized = false;
  108. var textures = {
  109. brick: { url: 'textures/brick_diffuse.jpg' },
  110. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  111. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  112. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  113. cloud: { url: 'textures/lava/cloud.png' },
  114. spherical: { url: 'textures/envmap.png' }
  115. };
  116. var param = { example: 'standard' };
  117. function getTexture( name ) {
  118. var texture = textures[ name ].texture;
  119. if ( ! texture ) {
  120. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  121. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  122. library[ texture.uuid ] = texture;
  123. }
  124. return texture;
  125. }
  126. var cubemap = function () {
  127. var path = "textures/cube/Park2/";
  128. var format = '.jpg';
  129. var urls = [
  130. path + 'posx' + format, path + 'negx' + format,
  131. path + 'posy' + format, path + 'negy' + format,
  132. path + 'posz' + format, path + 'negz' + format
  133. ];
  134. var textureCube = new THREE.CubeTextureLoader().load( urls );
  135. textureCube.format = THREE.RGBFormat;
  136. library[ textureCube.uuid ] = textureCube;
  137. return textureCube;
  138. }();
  139. window.addEventListener( 'load', init );
  140. function init() {
  141. renderer = new THREE.WebGLRenderer( { antialias: true } );
  142. renderer.setPixelRatio( window.devicePixelRatio );
  143. renderer.setSize( window.innerWidth, window.innerHeight );
  144. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  145. container.appendChild( renderer.domElement );
  146. scene = new THREE.Scene();
  147. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  148. camera.position.x = 50;
  149. camera.position.z = - 50;
  150. camera.position.y = 30;
  151. camera.target = new THREE.Vector3();
  152. controls = new THREE.OrbitControls( camera, renderer.domElement );
  153. controls.minDistance = 50;
  154. controls.maxDistance = 200;
  155. scene.add( new THREE.AmbientLight( 0x464646 ) );
  156. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  157. light.position.set( 1, 0.75, 0.5 );
  158. scene.add( light );
  159. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  160. light.position.set( - 1, 0.75, - 0.5 );
  161. scene.add( light );
  162. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  163. mesh = new THREE.Mesh( teapot );
  164. scene.add( mesh );
  165. library[ renderer.uuid ] = renderer;
  166. library[ camera.uuid ] = camera;
  167. library[ mesh.uuid ] = mesh;
  168. window.addEventListener( 'resize', onWindowResize, false );
  169. updateMaterial();
  170. onWindowResize();
  171. animate();
  172. }
  173. function clearGui() {
  174. if ( gui ) gui.destroy();
  175. gui = new dat.GUI();
  176. var example = gui.add( param, 'example', {
  177. 'basic / standard': 'standard',
  178. 'basic / physical': 'physical',
  179. 'basic / phong': 'phong',
  180. 'basic / layers': 'layers',
  181. 'basic / rim': 'rim',
  182. 'basic / color-adjustment': 'color-adjustment',
  183. 'basic / uv-transform': 'uv-transform',
  184. 'basic / bump': 'bump',
  185. 'basic / blur': 'blur',
  186. 'basic / spherical-reflection': 'spherical-reflection',
  187. 'adv / fresnel': 'fresnel',
  188. 'adv / saturation': 'saturation',
  189. 'adv / top-bottom': 'top-bottom',
  190. 'adv / skin': 'skin',
  191. 'adv / skin-phong': 'skin-phong',
  192. 'adv / caustic': 'caustic',
  193. 'adv / displace': 'displace',
  194. 'adv / plush': 'plush',
  195. 'adv / toon': 'toon',
  196. 'adv / camera-depth': 'camera-depth',
  197. 'adv / soft-body': 'soft-body',
  198. 'adv / wave': 'wave',
  199. 'adv / triangle-blur': 'triangle-blur',
  200. 'adv / expression': 'expression',
  201. 'adv / sss': 'sss',
  202. 'adv / translucent': 'translucent',
  203. 'misc / smoke': 'smoke',
  204. 'misc / firefly': 'firefly',
  205. 'misc / reserved-keywords': 'reserved-keywords',
  206. 'misc / varying': 'varying',
  207. 'misc / readonly': 'readonly',
  208. 'misc / custom-attribute': 'custom-attribute'
  209. } ).onFinishChange( function () {
  210. updateMaterial();
  211. } );
  212. gui.open();
  213. }
  214. function addGui( name, value, callback, isColor, min, max ) {
  215. var node;
  216. param[ name ] = value;
  217. if ( isColor ) {
  218. node = gui.addColor( param, name ).onChange( function () {
  219. callback( param[ name ] );
  220. } );
  221. } else if ( typeof value == 'object' ) {
  222. node = gui.add( param, name, value ).onChange( function () {
  223. callback( param[ name ] );
  224. } );
  225. } else {
  226. node = gui.add( param, name, min, max ).onChange( function () {
  227. callback( param[ name ] );
  228. } );
  229. }
  230. return node;
  231. }
  232. function updateMaterial() {
  233. move = false;
  234. if ( mesh.material ) mesh.material.dispose();
  235. if ( rtTexture ) {
  236. delete library[ rtTexture.uuid ];
  237. rtTexture.dispose();
  238. rtTexture = null;
  239. }
  240. if ( rtMaterial ) {
  241. rtMaterial.dispose();
  242. rtMaterial = null;
  243. }
  244. var name = param.example;
  245. var mtl;
  246. clearGui();
  247. switch ( name ) {
  248. case 'phong':
  249. // MATERIAL
  250. mtl = new THREE.PhongNodeMaterial();
  251. //mtl.color = // albedo (vec3)
  252. //mtl.alpha = // opacity (float)
  253. //mtl.specular = // specular color (vec3)
  254. //mtl.shininess = // shininess (float)
  255. //mtl.normal = // normalmap (vec3)
  256. //mtl.normalScale = // normalmap scale (vec2)
  257. //mtl.emissive = // emissive color (vec3)
  258. //mtl.ambient = // ambient color (vec3)
  259. //mtl.shadow = // shadowmap (vec3)
  260. //mtl.light = // custom-light (vec3)
  261. //mtl.ao = // ambient occlusion (float)
  262. //mtl.light = // input/output light (vec3)
  263. //mtl.environment = // reflection/refraction (vec3)
  264. //mtl.environmentAlpha = // environment alpha (float)
  265. //mtl.transform = // vertex transformation (vec3)
  266. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  267. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  268. mtl.specular = new THREE.FloatNode( .5 );
  269. mtl.shininess = new THREE.FloatNode( 15 );
  270. mtl.environment = new THREE.CubeTextureNode( cubemap );
  271. mtl.environmentAlpha = mask;
  272. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  273. mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  274. break;
  275. case 'standard':
  276. // MATERIAL
  277. mtl = new THREE.StandardNodeMaterial();
  278. //mtl.color = // albedo (vec3)
  279. //mtl.alpha = // opacity (float)
  280. //mtl.roughness = // roughness (float)
  281. //mtl.metalness = // metalness (float)
  282. //mtl.normal = // normalmap (vec3)
  283. //mtl.normalScale = // normalmap scale (vec2)
  284. //mtl.emissive = // emissive color (vec3)
  285. //mtl.ambient = // ambient color (vec3)
  286. //mtl.shadow = // shadowmap (vec3)
  287. //mtl.light = // custom-light (vec3)
  288. //mtl.ao = // ambient occlusion (float)
  289. //mtl.environment = // reflection/refraction (vec3)
  290. //mtl.transform = // vertex transformation (vec3)
  291. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  292. var normalScale = new THREE.FloatNode( .3 );
  293. var roughnessA = new THREE.FloatNode( .5 );
  294. var metalnessA = new THREE.FloatNode( .5 );
  295. var roughnessB = new THREE.FloatNode( 0 );
  296. var metalnessB = new THREE.FloatNode( 1 );
  297. var roughness = new THREE.Math3Node(
  298. roughnessA,
  299. roughnessB,
  300. mask,
  301. THREE.Math3Node.MIX
  302. );
  303. var metalness = new THREE.Math3Node(
  304. metalnessA,
  305. metalnessB,
  306. mask,
  307. THREE.Math3Node.MIX
  308. );
  309. var normalMask = new THREE.OperatorNode(
  310. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  311. normalScale,
  312. THREE.OperatorNode.MUL
  313. );
  314. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  315. mtl.roughness = roughness;
  316. mtl.metalness = metalness;
  317. mtl.environment = new THREE.CubeTextureNode( cubemap );
  318. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  319. mtl.normalScale = normalMask;
  320. // GUI
  321. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  322. mtl.color.value.setHex( val );
  323. }, true );
  324. addGui( 'roughnessA', roughnessA.number, function ( val ) {
  325. roughnessA.number = val;
  326. }, false, 0, 1 );
  327. addGui( 'metalnessA', metalnessA.number, function ( val ) {
  328. metalnessA.number = val;
  329. }, false, 0, 1 );
  330. addGui( 'roughnessB', roughnessB.number, function ( val ) {
  331. roughnessB.number = val;
  332. }, false, 0, 1 );
  333. addGui( 'metalnessB', metalnessB.number, function ( val ) {
  334. metalnessB.number = val;
  335. }, false, 0, 1 );
  336. addGui( 'normalScale', normalScale.number, function ( val ) {
  337. normalScale.number = val;
  338. }, false, 0, 1 );
  339. break;
  340. case 'physical':
  341. // MATERIAL
  342. mtl = new THREE.StandardNodeMaterial();
  343. //mtl.color = // albedo (vec3)
  344. //mtl.alpha = // opacity (float)
  345. //mtl.roughness = // roughness (float)
  346. //mtl.metalness = // metalness (float)
  347. //mtl.reflectivity = // reflectivity (float)
  348. //mtl.clearCoat = // clearCoat (float)
  349. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  350. //mtl.normal = // normalmap (vec3)
  351. //mtl.normalScale = // normalmap scale (vec2)
  352. //mtl.emissive = // emissive color (vec3)
  353. //mtl.ambient = // ambient color (vec3)
  354. //mtl.shadow = // shadowmap (vec3)
  355. //mtl.light = // custom-light (vec3)
  356. //mtl.ao = // ambient occlusion (float)
  357. //mtl.environment = // reflection/refraction (vec3)
  358. //mtl.transform = // vertex transformation (vec3)
  359. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  360. var normalScale = new THREE.FloatNode( .3 );
  361. var roughnessA = new THREE.FloatNode( .5 );
  362. var metalnessA = new THREE.FloatNode( .5 );
  363. var roughnessB = new THREE.FloatNode( 0 );
  364. var metalnessB = new THREE.FloatNode( 1 );
  365. var reflectivity = new THREE.FloatNode( 0 );
  366. var clearCoat = new THREE.FloatNode( 1 );
  367. var clearCoatRoughness = new THREE.FloatNode( 1 );
  368. var roughness = new THREE.Math3Node(
  369. roughnessA,
  370. roughnessB,
  371. mask,
  372. THREE.Math3Node.MIX
  373. );
  374. var metalness = new THREE.Math3Node(
  375. metalnessA,
  376. metalnessB,
  377. mask,
  378. THREE.Math3Node.MIX
  379. );
  380. var normalMask = new THREE.OperatorNode(
  381. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  382. normalScale,
  383. THREE.OperatorNode.MUL
  384. );
  385. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  386. mtl.roughness = roughness;
  387. mtl.metalness = metalness;
  388. mtl.reflectivity = reflectivity;
  389. mtl.clearCoat = clearCoat;
  390. mtl.clearCoatRoughness = clearCoatRoughness;
  391. mtl.environment = new THREE.CubeTextureNode( cubemap );
  392. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  393. mtl.normalScale = normalMask;
  394. // GUI
  395. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  396. mtl.color.value.setHex( val );
  397. }, true );
  398. addGui( 'reflectivity', reflectivity.number, function ( val ) {
  399. reflectivity.number = val;
  400. }, false, 0, 1 );
  401. addGui( 'clearCoat', clearCoat.number, function ( val ) {
  402. clearCoat.number = val;
  403. }, false, 0, 1 );
  404. addGui( 'clearCoatRoughness', clearCoatRoughness.number, function ( val ) {
  405. clearCoatRoughness.number = val;
  406. }, false, 0, 1 );
  407. addGui( 'roughnessA', roughnessA.number, function ( val ) {
  408. roughnessA.number = val;
  409. }, false, 0, 1 );
  410. addGui( 'metalnessA', metalnessA.number, function ( val ) {
  411. metalnessA.number = val;
  412. }, false, 0, 1 );
  413. addGui( 'roughnessB', roughnessB.number, function ( val ) {
  414. roughnessB.number = val;
  415. }, false, 0, 1 );
  416. addGui( 'metalnessB', metalnessB.number, function ( val ) {
  417. metalnessB.number = val;
  418. }, false, 0, 1 );
  419. addGui( 'normalScale', normalScale.number, function ( val ) {
  420. normalScale.number = val;
  421. }, false, 0, 1 );
  422. break;
  423. case 'wave':
  424. // MATERIAL
  425. mtl = new THREE.PhongNodeMaterial();
  426. var time = new THREE.TimerNode();
  427. var speed = new THREE.FloatNode( 5 );
  428. var scale = new THREE.FloatNode( 1 );
  429. var worldScale = new THREE.FloatNode( .4 );
  430. var colorA = new THREE.ColorNode( 0xFFFFFF );
  431. var colorB = new THREE.ColorNode( 0x0054df );
  432. // used for serialization only
  433. time.name = "time";
  434. speed.name = "speed";
  435. var timeScale = new THREE.OperatorNode(
  436. time,
  437. speed,
  438. THREE.OperatorNode.MUL
  439. );
  440. var worldScl = new THREE.OperatorNode(
  441. new THREE.PositionNode(),
  442. worldScale,
  443. THREE.OperatorNode.MUL
  444. );
  445. var posContinuous = new THREE.OperatorNode(
  446. worldScl,
  447. timeScale,
  448. THREE.OperatorNode.ADD
  449. );
  450. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  451. wave = new THREE.SwitchNode( wave, 'x' );
  452. var waveScale = new THREE.OperatorNode(
  453. wave,
  454. scale,
  455. THREE.OperatorNode.MUL
  456. );
  457. var displaceY = new THREE.JoinNode(
  458. new THREE.FloatNode(),
  459. waveScale,
  460. new THREE.FloatNode()
  461. );
  462. var displace = new THREE.OperatorNode(
  463. new THREE.NormalNode(),
  464. displaceY,
  465. THREE.OperatorNode.MUL
  466. );
  467. var blend = new THREE.OperatorNode(
  468. new THREE.PositionNode(),
  469. displaceY,
  470. THREE.OperatorNode.ADD
  471. );
  472. var color = new THREE.Math3Node(
  473. colorB,
  474. colorA,
  475. wave,
  476. THREE.Math3Node.MIX
  477. );
  478. mtl.color = color;
  479. mtl.transform = blend;
  480. // GUI
  481. addGui( 'speed', speed.number, function ( val ) {
  482. speed.number = val;
  483. }, false, 0, 10 );
  484. addGui( 'scale', scale.number, function ( val ) {
  485. scale.number = val;
  486. }, false, 0, 3 );
  487. addGui( 'worldScale', worldScale.number, function ( val ) {
  488. worldScale.number = val;
  489. }, false, 0, 1 );
  490. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  491. colorA.value.setHex( val );
  492. }, true );
  493. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  494. colorB.value.setHex( val );
  495. }, true );
  496. addGui( 'useNormals', false, function ( val ) {
  497. blend.b = val ? displace : displaceY;
  498. mtl.build();
  499. } );
  500. break;
  501. case 'rim':
  502. // MATERIAL
  503. mtl = new THREE.PhongNodeMaterial();
  504. var intensity = 1.3;
  505. var power = new THREE.FloatNode( 3 );
  506. var color = new THREE.ColorNode( 0xFFFFFF );
  507. var viewZ = new THREE.Math2Node(
  508. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  509. new THREE.Vector3Node( 0, 0, - intensity ),
  510. THREE.Math2Node.DOT
  511. );
  512. var rim = new THREE.OperatorNode(
  513. viewZ,
  514. new THREE.FloatNode( intensity ),
  515. THREE.OperatorNode.ADD
  516. );
  517. var rimPower = new THREE.Math2Node(
  518. rim,
  519. power,
  520. THREE.Math2Node.POW
  521. );
  522. var rimColor = new THREE.OperatorNode(
  523. rimPower,
  524. color,
  525. THREE.OperatorNode.MUL
  526. );
  527. mtl.color = new THREE.ColorNode( 0x111111 );
  528. mtl.emissive = rimColor;
  529. // GUI
  530. addGui( 'color', color.value.getHex(), function ( val ) {
  531. color.value.setHex( val );
  532. }, true );
  533. addGui( 'intensity', intensity, function ( val ) {
  534. intensity = val;
  535. viewZ.b.z = - intensity;
  536. rim.b.number = intensity;
  537. }, false, 0, 3 );
  538. addGui( 'power', power.number, function ( val ) {
  539. power.number = val;
  540. }, false, 0, 6 );
  541. addGui( 'xray', false, function ( val ) {
  542. if ( val ) {
  543. mtl.emissive = color;
  544. mtl.alpha = rimPower;
  545. mtl.blending = THREE.AdditiveBlending;
  546. mtl.depthWrite = false;
  547. } else {
  548. mtl.emissive = rimColor;
  549. mtl.alpha = null;
  550. mtl.blending = THREE.NormalBlending;
  551. mtl.depthWrite = true;
  552. }
  553. mtl.build();
  554. } );
  555. break;
  556. case 'color-adjustment':
  557. // MATERIAL
  558. mtl = new THREE.PhongNodeMaterial();
  559. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  560. var hue = new THREE.FloatNode();
  561. var sataturation = new THREE.FloatNode( 1 );
  562. var vibrance = new THREE.FloatNode();
  563. var brightness = new THREE.FloatNode( 0 );
  564. var contrast = new THREE.FloatNode( 1 );
  565. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  566. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  567. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  568. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  569. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  570. mtl.color = contrastNode;
  571. // GUI
  572. addGui( 'hue', hue.number, function ( val ) {
  573. hue.number = val;
  574. }, false, 0, Math.PI * 2 );
  575. addGui( 'saturation', sataturation.number, function ( val ) {
  576. sataturation.number = val;
  577. }, false, 0, 2 );
  578. addGui( 'vibrance', vibrance.number, function ( val ) {
  579. vibrance.number = val;
  580. }, false, - 1, 1 );
  581. addGui( 'brightness', brightness.number, function ( val ) {
  582. brightness.number = val;
  583. }, false, 0, .5 );
  584. addGui( 'contrast', contrast.number, function ( val ) {
  585. contrast.number = val;
  586. }, false, 0, 2 );
  587. break;
  588. case 'uv-transform':
  589. // MATERIAL
  590. mtl = new THREE.PhongNodeMaterial();
  591. var translate = new THREE.Vector2();
  592. var rotate = 0;
  593. var scale = new THREE.Vector2( 1, 1 );
  594. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  595. texture.coord = new THREE.UVTransformNode();
  596. //texture.coord.uv = new THREE.UVNode( 1 ); // uv2 for example
  597. mtl.color = texture;
  598. // GUI
  599. function updateUVTransform() {
  600. texture.coord.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  601. }
  602. addGui( 'translateX', translate.x, function ( val ) {
  603. translate.x = val;
  604. updateUVTransform();
  605. }, false, 0, 10 );
  606. addGui( 'translateY', translate.y, function ( val ) {
  607. translate.y = val;
  608. updateUVTransform();
  609. }, false, 0, 10 );
  610. addGui( 'scaleX', scale.x, function ( val ) {
  611. scale.x = val;
  612. updateUVTransform();
  613. }, false, .1, 5 );
  614. addGui( 'scaleY', scale.y, function ( val ) {
  615. scale.y = val;
  616. updateUVTransform();
  617. }, false, .1, 5 );
  618. addGui( 'rotate', rotate, function ( val ) {
  619. rotate = val;
  620. updateUVTransform();
  621. }, false, 0, 360 );
  622. break;
  623. case 'bump':
  624. // MATERIAL
  625. mtl = new THREE.PhongNodeMaterial();
  626. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  627. var bump = new THREE.BumpNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  628. bump.scale = new THREE.Vector2Node( - 1.5, - 1.5 );
  629. mtl.color = diffuse;
  630. mtl.normal = bump;
  631. // GUI
  632. addGui( 'scaleX', bump.scale.x, function ( val ) {
  633. bump.scale.x = val;
  634. }, false, - 2, 2 );
  635. addGui( 'scaleY', bump.scale.y, function ( val ) {
  636. bump.scale.y = val;
  637. }, false, - 2, 2 );
  638. addGui( 'color', true, function ( val ) {
  639. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  640. mtl.build();
  641. } );
  642. break;
  643. case 'blur':
  644. // MATERIAL
  645. mtl = new THREE.PhongNodeMaterial();
  646. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  647. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  648. mtl.color = blur;
  649. // GUI
  650. addGui( 'radiusX', blur.radius.x, function ( val ) {
  651. blur.radius.x = val;
  652. }, false, 0, 15 );
  653. addGui( 'radiusY', blur.radius.y, function ( val ) {
  654. blur.radius.y = val;
  655. }, false, 0, 15 );
  656. break;
  657. case 'spherical-reflection':
  658. // MATERIAL
  659. mtl = new THREE.PhongNodeMaterial();
  660. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  661. break;
  662. case 'fresnel':
  663. // MATERIAL
  664. mtl = new THREE.PhongNodeMaterial();
  665. var reflectance = new THREE.FloatNode( 1.3 );
  666. var power = new THREE.FloatNode( 1 );
  667. var color = new THREE.CubeTextureNode( cubemap );
  668. var viewZ = new THREE.Math2Node(
  669. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  670. new THREE.Vector3Node( 0, 0, - 1 ),
  671. THREE.Math2Node.DOT
  672. );
  673. var theta = new THREE.OperatorNode(
  674. viewZ,
  675. new THREE.FloatNode( 1 ),
  676. THREE.OperatorNode.ADD
  677. );
  678. var thetaPower = new THREE.Math2Node(
  679. theta,
  680. power,
  681. THREE.Math2Node.POW
  682. );
  683. var fresnel = new THREE.OperatorNode(
  684. reflectance,
  685. thetaPower,
  686. THREE.OperatorNode.MUL
  687. );
  688. mtl.color = new THREE.ColorNode( 0x3399FF );
  689. mtl.environment = color;
  690. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  691. // GUI
  692. addGui( 'reflectance', reflectance.number, function ( val ) {
  693. reflectance.number = val;
  694. }, false, 0, 3 );
  695. addGui( 'power', power.number, function ( val ) {
  696. power.number = val;
  697. }, false, 0, 5 );
  698. break;
  699. case 'layers':
  700. // MATERIAL
  701. mtl = new THREE.PhongNodeMaterial();
  702. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  703. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  704. var offset = new THREE.FloatNode( 0 );
  705. var scale = new THREE.FloatNode( 1 );
  706. var uv = new THREE.UVNode();
  707. var uvOffset = new THREE.OperatorNode(
  708. offset,
  709. uv,
  710. THREE.OperatorNode.ADD
  711. );
  712. var uvScale = new THREE.OperatorNode(
  713. uvOffset,
  714. scale,
  715. THREE.OperatorNode.MUL
  716. );
  717. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  718. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  719. var blend = new THREE.Math3Node(
  720. tex1,
  721. tex2,
  722. maskAlphaChannel,
  723. THREE.Math3Node.MIX
  724. );
  725. mtl.color = blend;
  726. // GUI
  727. addGui( 'offset', offset.number, function ( val ) {
  728. offset.number = val;
  729. }, false, 0, 1 );
  730. addGui( 'scale', scale.number, function ( val ) {
  731. scale.number = val;
  732. }, false, 0, 10 );
  733. break;
  734. case 'saturation':
  735. // MATERIAL
  736. mtl = new THREE.StandardNodeMaterial();
  737. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  738. var sat = new THREE.FloatNode( 0 );
  739. var satrgb = new THREE.FunctionNode( [
  740. "vec3 satrgb(vec3 rgb, float adjustment) {",
  741. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  742. " vec3 intensity = vec3(dot(rgb, LUMA));",
  743. " return mix(intensity, rgb, adjustment);",
  744. "}"
  745. ].join( "\n" ) );
  746. var saturation = new THREE.FunctionCallNode( satrgb );
  747. saturation.inputs.rgb = tex;
  748. saturation.inputs.adjustment = sat;
  749. // or try
  750. //saturation.inputs[0] = tex;
  751. //saturation.inputs[1] = sat;
  752. mtl.color = saturation;
  753. // GUI
  754. addGui( 'saturation', sat.number, function ( val ) {
  755. sat.number = val;
  756. }, false, 0, 2 );
  757. break;
  758. case 'top-bottom':
  759. // MATERIAL
  760. mtl = new THREE.PhongNodeMaterial();
  761. var top = new THREE.TextureNode( getTexture( "grass" ) );
  762. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  763. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  764. var normalY = new THREE.SwitchNode( normal, 'y' );
  765. var hard = new THREE.FloatNode( 9 );
  766. var offset = new THREE.FloatNode( - 2.5 );
  767. var hardClamp = new THREE.OperatorNode(
  768. normalY,
  769. hard,
  770. THREE.OperatorNode.MUL
  771. );
  772. var offsetClamp = new THREE.OperatorNode(
  773. hardClamp,
  774. offset,
  775. THREE.OperatorNode.ADD
  776. );
  777. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  778. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  779. mtl.color = blend;
  780. // GUI
  781. addGui( 'hard', hard.number, function ( val ) {
  782. hard.number = val;
  783. }, false, 0, 20 );
  784. addGui( 'offset', offset.number, function ( val ) {
  785. offset.number = val;
  786. }, false, - 10, 10 );
  787. break;
  788. case 'displace':
  789. // MATERIAL
  790. mtl = new THREE.PhongNodeMaterial();
  791. var time = new THREE.TimerNode();
  792. var scale = new THREE.FloatNode( 2 );
  793. var speed = new THREE.FloatNode( .2 );
  794. var colorA = new THREE.ColorNode( 0xFFFFFF );
  795. var colorB = new THREE.ColorNode( 0x0054df );
  796. // used for serialization only
  797. time.name = "time";
  798. speed.name = "speed";
  799. var uv = new THREE.UVNode();
  800. var timeScl = new THREE.OperatorNode(
  801. time,
  802. speed,
  803. THREE.OperatorNode.MUL
  804. );
  805. var displaceOffset = new THREE.OperatorNode(
  806. timeScl,
  807. uv,
  808. THREE.OperatorNode.ADD
  809. );
  810. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  811. var texArea = new THREE.SwitchNode( tex, 'w' );
  812. var displace = new THREE.OperatorNode(
  813. new THREE.NormalNode(),
  814. texArea,
  815. THREE.OperatorNode.MUL
  816. );
  817. var displaceScale = new THREE.OperatorNode(
  818. displace,
  819. scale,
  820. THREE.OperatorNode.MUL
  821. );
  822. var blend = new THREE.OperatorNode(
  823. new THREE.PositionNode(),
  824. displaceScale,
  825. THREE.OperatorNode.ADD
  826. );
  827. var color = new THREE.Math3Node(
  828. colorB,
  829. colorA,
  830. texArea,
  831. THREE.Math3Node.MIX
  832. );
  833. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  834. mtl.emissive = color;
  835. mtl.transform = blend;
  836. // GUI
  837. addGui( 'speed', speed.number, function ( val ) {
  838. speed.number = val;
  839. }, false, 0, 1 );
  840. addGui( 'scale', scale.number, function ( val ) {
  841. scale.number = val;
  842. }, false, 0, 10 );
  843. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  844. colorA.value.setHex( val );
  845. }, true );
  846. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  847. colorB.value.setHex( val );
  848. }, true );
  849. break;
  850. case 'smoke':
  851. // MATERIAL
  852. mtl = new THREE.PhongNodeMaterial();
  853. var time = new THREE.TimerNode();
  854. var uv = new THREE.UVNode();
  855. var timeSpeedA = new THREE.OperatorNode(
  856. time,
  857. new THREE.Vector2Node( 0.3, 0.1 ),
  858. THREE.OperatorNode.MUL
  859. );
  860. var timeSpeedB = new THREE.OperatorNode(
  861. time,
  862. new THREE.Vector2Node( 0.15, 0.4 ),
  863. THREE.OperatorNode.MUL
  864. );
  865. var uvOffsetA = new THREE.OperatorNode(
  866. timeSpeedA,
  867. uv,
  868. THREE.OperatorNode.ADD
  869. );
  870. var uvOffsetB = new THREE.OperatorNode(
  871. timeSpeedB,
  872. uv,
  873. THREE.OperatorNode.ADD
  874. );
  875. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  876. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  877. var clouds = new THREE.OperatorNode(
  878. cloudA,
  879. cloudB,
  880. THREE.OperatorNode.ADD
  881. );
  882. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  883. mtl.alpha = clouds;
  884. // GUI
  885. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  886. mtl.environment.value.setHex( val );
  887. }, true );
  888. break;
  889. case 'camera-depth':
  890. // MATERIAL
  891. var colorA = new THREE.ColorNode( 0xFFFFFF );
  892. var colorB = new THREE.ColorNode( 0x0054df );
  893. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  894. depth.near.number = 1;
  895. depth.far.number = 200;
  896. var colors = new THREE.Math3Node(
  897. colorB,
  898. colorA,
  899. depth,
  900. THREE.Math3Node.MIX
  901. );
  902. mtl = new THREE.PhongNodeMaterial();
  903. mtl.color = colors;
  904. // GUI
  905. addGui( 'near', depth.near.number, function ( val ) {
  906. depth.near.number = val;
  907. }, false, 1, 1200 );
  908. addGui( 'far', depth.far.number, function ( val ) {
  909. depth.far.number = val;
  910. }, false, 1, 1200 );
  911. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  912. colorA.value.setHex( val );
  913. }, true );
  914. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  915. colorB.value.setHex( val );
  916. }, true );
  917. break;
  918. case 'caustic':
  919. // MATERIAL
  920. mtl = new THREE.StandardNodeMaterial();
  921. var hash2 = new THREE.FunctionNode( [
  922. "vec2 hash2(vec2 p) {",
  923. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  924. "}"
  925. ].join( "\n" ) );
  926. var voronoi = new THREE.FunctionNode( [
  927. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  928. "float voronoi(vec2 p, in float time) {",
  929. " vec2 n = floor(p);",
  930. " vec2 f = fract(p);",
  931. " float md = 5.0;",
  932. " vec2 m = vec2(0.0);",
  933. " for (int i = -1; i <= 1; i++) {",
  934. " for (int j = -1; j <= 1; j++) {",
  935. " vec2 g = vec2(i, j);",
  936. " vec2 o = hash2(n + g);",
  937. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  938. " vec2 r = g + o - f;",
  939. " float d = dot(r, r);",
  940. " if (d < md) {",
  941. " md = d;",
  942. " m = n+g+o;",
  943. " }",
  944. " }",
  945. " }",
  946. " return md;",
  947. "}"
  948. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  949. var voronoiLayers = new THREE.FunctionNode( [
  950. // based on https://www.shadertoy.com/view/4tXSDf
  951. "float voronoiLayers(vec2 p, in float time) {",
  952. " float v = 0.0;",
  953. " float a = 0.4;",
  954. " for (int i = 0; i < 3; i++) {",
  955. " v += voronoi(p, time) * a;",
  956. " p *= 2.0;",
  957. " a *= 0.5;",
  958. " }",
  959. " return v;",
  960. "}"
  961. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  962. var time = new THREE.TimerNode();
  963. var timeScale = new THREE.FloatNode( 2 );
  964. // used for serialization only
  965. time.name = "time";
  966. timeScale.name = "speed";
  967. var alpha = new THREE.FloatNode( 1 );
  968. var scale = new THREE.FloatNode( .1 );
  969. var intensity = new THREE.FloatNode( 1.5 );
  970. var color = new THREE.ColorNode( 0xFFFFFF );
  971. var colorA = new THREE.ColorNode( 0xFFFFFF );
  972. var colorB = new THREE.ColorNode( 0x0054df );
  973. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  974. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  975. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  976. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  977. // clamp0at1
  978. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  979. var timeOffset = new THREE.OperatorNode(
  980. time,
  981. timeScale,
  982. THREE.OperatorNode.MUL
  983. );
  984. var uvPos = new THREE.OperatorNode(
  985. worldPosTop,
  986. scale,
  987. THREE.OperatorNode.MUL
  988. );
  989. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  990. voronoi.inputs.p = uvPos;
  991. voronoi.inputs.time = timeOffset;
  992. var maskCaustic = new THREE.OperatorNode(
  993. alpha,
  994. mask,
  995. THREE.OperatorNode.MUL
  996. );
  997. var voronoiIntensity = new THREE.OperatorNode(
  998. voronoi,
  999. intensity,
  1000. THREE.OperatorNode.MUL
  1001. );
  1002. var voronoiColors = new THREE.Math3Node(
  1003. colorB,
  1004. colorA,
  1005. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1006. THREE.Math3Node.MIX
  1007. );
  1008. var caustic = new THREE.Math3Node(
  1009. color,
  1010. voronoiColors,
  1011. maskCaustic,
  1012. THREE.Math3Node.MIX
  1013. );
  1014. var causticLights = new THREE.OperatorNode(
  1015. voronoiIntensity,
  1016. maskCaustic,
  1017. THREE.OperatorNode.MUL
  1018. );
  1019. mtl.color = caustic;
  1020. mtl.ambient = causticLights;
  1021. // GUI
  1022. addGui( 'timeScale', timeScale.number, function ( val ) {
  1023. timeScale.number = val;
  1024. }, false, 0, 5 );
  1025. addGui( 'intensity', intensity.number, function ( val ) {
  1026. intensity.number = val;
  1027. }, false, 0, 3 );
  1028. addGui( 'scale', scale.number, function ( val ) {
  1029. scale.number = val;
  1030. }, false, 0, 1 );
  1031. addGui( 'alpha', alpha.number, function ( val ) {
  1032. alpha.number = val;
  1033. }, false, 0, 1 );
  1034. addGui( 'color', color.value.getHex(), function ( val ) {
  1035. color.value.setHex( val );
  1036. }, true );
  1037. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1038. colorA.value.setHex( val );
  1039. }, true );
  1040. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1041. colorB.value.setHex( val );
  1042. }, true );
  1043. break;
  1044. case 'soft-body':
  1045. // MATERIAL
  1046. move = true;
  1047. mtl = new THREE.StandardNodeMaterial();
  1048. var scale = new THREE.FloatNode( 2 );
  1049. var colorA = new THREE.ColorNode( 0xFF6633 );
  1050. var colorB = new THREE.ColorNode( 0x3366FF );
  1051. var pos = new THREE.PositionNode();
  1052. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1053. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1054. var velocity = new THREE.VelocityNode( mesh, {
  1055. type: 'elastic',
  1056. spring: .95,
  1057. damping: .95
  1058. } );
  1059. var velocityArea = new THREE.OperatorNode(
  1060. mask,
  1061. scale,
  1062. THREE.OperatorNode.MUL
  1063. );
  1064. var softVelocity = new THREE.OperatorNode(
  1065. velocity,
  1066. velocityArea,
  1067. THREE.OperatorNode.MUL
  1068. );
  1069. var softPosition = new THREE.OperatorNode(
  1070. new THREE.PositionNode(),
  1071. softVelocity,
  1072. THREE.OperatorNode.ADD
  1073. );
  1074. var colors = new THREE.Math3Node(
  1075. colorB,
  1076. colorA,
  1077. mask,
  1078. THREE.Math3Node.MIX
  1079. );
  1080. mtl.color = colors;
  1081. mtl.transform = softPosition;
  1082. // GUI
  1083. addGui( 'spring', velocity.params.spring, function ( val ) {
  1084. velocity.params.spring = val;
  1085. }, false, 0, .95 );
  1086. addGui( 'damping', velocity.params.damping, function ( val ) {
  1087. velocity.params.damping = val;
  1088. }, false, 0, .95 );
  1089. addGui( 'scale', scale.number, function ( val ) {
  1090. scale.number = val;
  1091. }, false, 0, 3 );
  1092. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1093. colorA.value.setHex( val );
  1094. }, true );
  1095. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1096. colorB.value.setHex( val );
  1097. }, true );
  1098. break;
  1099. case 'plush':
  1100. // MATERIAL
  1101. mtl = new THREE.PhongNodeMaterial();
  1102. var color = new THREE.ColorNode( 0x8D8677 );
  1103. var mildness = new THREE.FloatNode( 1.6 );
  1104. var fur = new THREE.FloatNode( .5 );
  1105. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1106. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1107. var viewZ = new THREE.Math2Node(
  1108. posDirection,
  1109. norDirection,
  1110. THREE.Math2Node.DOT
  1111. );
  1112. // without luma correction for now
  1113. var mildnessColor = new THREE.OperatorNode(
  1114. color,
  1115. mildness,
  1116. THREE.OperatorNode.MUL
  1117. );
  1118. var furScale = new THREE.OperatorNode(
  1119. viewZ,
  1120. fur,
  1121. THREE.OperatorNode.MUL
  1122. );
  1123. mtl.color = color;
  1124. mtl.normal = new THREE.TextureNode( getTexture( "grassNormal" ) );
  1125. mtl.normalScale = furScale;
  1126. mtl.environment = mildnessColor;
  1127. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1128. mtl.shininess = new THREE.FloatNode( 0 );
  1129. // GUI
  1130. addGui( 'color', color.value.getHex(), function ( val ) {
  1131. color.value.setHex( val );
  1132. }, true );
  1133. addGui( 'mildness', mildness.number, function ( val ) {
  1134. mildness.number = val;
  1135. }, false, 1, 2 );
  1136. addGui( 'fur', fur.number, function ( val ) {
  1137. fur.number = val;
  1138. }, false, 0, 2 );
  1139. break;
  1140. case 'skin':
  1141. case 'skin-phong':
  1142. // MATERIAL
  1143. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1144. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1145. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1146. var wrapLight = new THREE.FloatNode( 1.5 );
  1147. var wrapShadow = new THREE.FloatNode( 0 );
  1148. var directLight = new THREE.LightNode();
  1149. var lightLuminance = new THREE.LuminanceNode( directLight );
  1150. var lightWrap = new THREE.Math3Node(
  1151. wrapShadow,
  1152. wrapLight,
  1153. lightLuminance,
  1154. THREE.Math3Node.SMOOTHSTEP
  1155. );
  1156. var lightTransition = new THREE.OperatorNode(
  1157. lightWrap,
  1158. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1159. THREE.OperatorNode.MUL
  1160. );
  1161. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1162. var wrappedLightColor = new THREE.OperatorNode(
  1163. wrappedLight,
  1164. bloodColor,
  1165. THREE.OperatorNode.MUL
  1166. );
  1167. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1168. var totalLight = new THREE.OperatorNode(
  1169. directLight,
  1170. bloodArea,
  1171. THREE.OperatorNode.ADD
  1172. );
  1173. mtl.color = skinColor;
  1174. mtl.light = totalLight;
  1175. if ( name == 'skin' ) {
  1176. // StandardNodeMaterial
  1177. mtl.metalness = new THREE.FloatNode( 0 );
  1178. mtl.roughness = new THREE.FloatNode( 1 );
  1179. mtl.reflectivity = new THREE.FloatNode( 0 );
  1180. mtl.clearCoat = new THREE.FloatNode( .2 );
  1181. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1182. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1183. } else {
  1184. // PhongNodeMaterial
  1185. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1186. mtl.shininess = new THREE.FloatNode( 15 );
  1187. }
  1188. // GUI
  1189. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1190. skinColor.value.setHex( val );
  1191. }, true );
  1192. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1193. bloodColor.value.setHex( val );
  1194. }, true );
  1195. addGui( 'wrapLight', wrapLight.number, function ( val ) {
  1196. wrapLight.number = val;
  1197. }, false, 0, 3 );
  1198. addGui( 'wrapShadow', wrapShadow.number, function ( val ) {
  1199. wrapShadow.number = val;
  1200. }, false, - 1, 0 );
  1201. break;
  1202. case 'toon':
  1203. // MATERIAL
  1204. mtl = new THREE.PhongNodeMaterial();
  1205. var count = new THREE.FloatNode( 3.43 );
  1206. var sceneDirectLight = new THREE.LightNode();
  1207. var color = new THREE.ColorNode( 0xAABBFF );
  1208. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1209. var lineSize = new THREE.FloatNode( 0.23 );
  1210. var lineInner = new THREE.FloatNode( 0 );
  1211. // CEL
  1212. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1213. var preCelLight = new THREE.OperatorNode(
  1214. lightLuminance,
  1215. count,
  1216. THREE.OperatorNode.MUL
  1217. );
  1218. var celLight = new THREE.Math1Node(
  1219. preCelLight,
  1220. THREE.Math1Node.CEIL
  1221. );
  1222. var posCelLight = new THREE.OperatorNode(
  1223. celLight,
  1224. count,
  1225. THREE.OperatorNode.DIV
  1226. );
  1227. // LINE
  1228. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1229. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1230. var viewZ = new THREE.Math2Node(
  1231. posDirection,
  1232. norDirection,
  1233. THREE.Math2Node.DOT
  1234. );
  1235. var lineOutside = new THREE.Math1Node(
  1236. viewZ,
  1237. THREE.Math1Node.ABS
  1238. );
  1239. var line = new THREE.OperatorNode(
  1240. lineOutside,
  1241. new THREE.FloatNode( 1 ),
  1242. THREE.OperatorNode.DIV
  1243. );
  1244. var lineScaled = new THREE.Math3Node(
  1245. line,
  1246. lineSize,
  1247. lineInner,
  1248. THREE.Math3Node.SMOOTHSTEP
  1249. );
  1250. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1251. // APPLY
  1252. mtl.color = color;
  1253. mtl.light = posCelLight;
  1254. mtl.shininess = new THREE.FloatNode( 0 );
  1255. mtl.environment = lineColor;
  1256. mtl.environmentAlpha = innerContour;
  1257. // GUI
  1258. addGui( 'color', color.value.getHex(), function ( val ) {
  1259. color.value.setHex( val );
  1260. }, true );
  1261. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1262. lineColor.value.setHex( val );
  1263. }, true );
  1264. addGui( 'count', count.number, function ( val ) {
  1265. count.number = val;
  1266. }, false, 1, 8 );
  1267. addGui( 'lineSize', lineSize.number, function ( val ) {
  1268. lineSize.number = val;
  1269. }, false, 0, 1 );
  1270. addGui( 'lineInner', lineInner.number, function ( val ) {
  1271. lineInner.number = val;
  1272. }, false, 0, 1 );
  1273. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1274. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1275. mtl.build();
  1276. } );
  1277. break;
  1278. case 'custom-attribute':
  1279. // GEOMETRY
  1280. // add "position" buffer to "custom" attribute
  1281. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1282. // MATERIAL
  1283. mtl = new THREE.PhongNodeMaterial();
  1284. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1285. // or
  1286. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1287. break;
  1288. case 'expression':
  1289. // MATERIAL
  1290. mtl = new THREE.PhongNodeMaterial();
  1291. var speed = new THREE.FloatNode( .5 );
  1292. mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1293. mtl.color.keywords[ "speed" ] = speed;
  1294. mtl.transform = new THREE.FunctionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
  1295. mtl.transform.keywords[ "speed" ] = speed;
  1296. // add global keyword ( variable or const )
  1297. THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
  1298. return new THREE.ReflectNode();
  1299. } );
  1300. // GUI
  1301. addGui( 'speed', speed.number, function ( val ) {
  1302. speed.number = val;
  1303. }, false, 0, 1 );
  1304. break;
  1305. case 'reserved-keywords':
  1306. // MATERIAL
  1307. mtl = new THREE.PhongNodeMaterial();
  1308. var keywordsexample = new THREE.FunctionNode( [
  1309. // use "uv" reserved keyword
  1310. "vec4 keywordsexample( sampler2D texture ) {",
  1311. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1312. "}"
  1313. ].join( "\n" ) );
  1314. // add local keyword ( const only )
  1315. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1316. // add global keyword ( const only )
  1317. THREE.NodeLib.addKeyword( 'myUV', function ( builder ) {
  1318. return new THREE.UVNode();
  1319. } );
  1320. // add global const or function
  1321. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1322. // reserved keywords
  1323. console.log( THREE.NodeLib.keywords );
  1324. // keywords conflit? use this to disable:
  1325. //blurtexture.useKeywords = false; // ( true is default )
  1326. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1327. break;
  1328. case 'varying':
  1329. // MATERIAL
  1330. mtl = new THREE.PhongNodeMaterial();
  1331. var varying = new THREE.VarNode( "vec3" );
  1332. var setMyVar = new THREE.FunctionNode( [
  1333. "float setMyVar( vec3 pos ) {",
  1334. // set "myVar" in vertex shader in this example,
  1335. // can be used in fragment shader too or in rest of the current shader
  1336. " myVar = pos;",
  1337. // it is not accept "void" functions for now!
  1338. " return 0.;",
  1339. "}"
  1340. ].join( "\n" ) );
  1341. // add keyword
  1342. setMyVar.keywords[ "myVar" ] = varying;
  1343. var transform = new THREE.FunctionNode( "setMyVar( position * .1 ) + position", "vec3", [ setMyVar ] );
  1344. transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1345. mtl.transform = transform;
  1346. mtl.color = varying;
  1347. break;
  1348. case 'readonly':
  1349. // MATERIAL
  1350. mtl = new THREE.PhongNodeMaterial();
  1351. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1352. mtl.specular = new THREE.FloatNode( .5 );
  1353. mtl.shininess = new THREE.FloatNode( 15 );
  1354. // not use "uniform" input ( for optimization )
  1355. // instead use explicit declaration, for example:
  1356. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1357. // if readonly is true not allow change the value after build the shader material
  1358. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1359. break;
  1360. case 'triangle-blur':
  1361. // MATERIAL
  1362. mtl = new THREE.PhongNodeMaterial();
  1363. var delta = new THREE.Vector2Node( .5, .25 );
  1364. var alpha = new THREE.FloatNode( 1 );
  1365. var blurtexture = new THREE.FunctionNode( [
  1366. // Reference: TriangleBlurShader.js
  1367. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1368. " vec4 color = vec4( 0.0 );",
  1369. " float total = 0.0;",
  1370. // randomize the lookup values to hide the fixed number of samples
  1371. " float offset = rand( uv );",
  1372. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1373. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1374. " float weight = 1.0 - abs( percent );",
  1375. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1376. " total += weight;",
  1377. " }",
  1378. " return color / total;",
  1379. "}"
  1380. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1381. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1382. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1383. delta: delta,
  1384. uv: new THREE.UVNode()
  1385. } );
  1386. var color = new THREE.Math3Node(
  1387. new THREE.TextureNode( getTexture( "brick" ) ),
  1388. blurredTexture,
  1389. alpha,
  1390. THREE.Math3Node.MIX
  1391. );
  1392. mtl.color = color;
  1393. // GUI
  1394. addGui( 'alpha', alpha.number, function ( val ) {
  1395. alpha.number = val;
  1396. }, false, 0, 1 );
  1397. addGui( 'deltaX', delta.x, function ( val ) {
  1398. delta.x = val;
  1399. }, false, 0, 1 );
  1400. addGui( 'deltaY', delta.x, function ( val ) {
  1401. delta.y = val;
  1402. }, false, 0, 1 );
  1403. break;
  1404. case 'firefly':
  1405. // MATERIAL
  1406. mtl = new THREE.PhongNodeMaterial();
  1407. var time = new THREE.TimerNode();
  1408. var speed = new THREE.FloatNode( .5 );
  1409. var color = new THREE.ColorNode( 0x98ff00 );
  1410. var timeSpeed = new THREE.OperatorNode(
  1411. time,
  1412. speed,
  1413. THREE.OperatorNode.MUL
  1414. );
  1415. var sinCycleInSecs = new THREE.OperatorNode(
  1416. timeSpeed,
  1417. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1418. THREE.OperatorNode.MUL
  1419. );
  1420. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1421. var cycleColor = new THREE.OperatorNode(
  1422. cycle,
  1423. color,
  1424. THREE.OperatorNode.MUL
  1425. );
  1426. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1427. mtl.color = new THREE.ColorNode( 0 );
  1428. mtl.emissive = cos;
  1429. // GUI
  1430. addGui( 'speed', speed.number, function ( val ) {
  1431. speed.number = val;
  1432. }, false, 0, 3 );
  1433. break;
  1434. case 'sss':
  1435. case 'translucent':
  1436. // DISTANCE FORMULA
  1437. var modelPos = new THREE.Vector3Node();
  1438. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1439. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1440. var cameraDistance = new THREE.Math2Node(
  1441. modelPos,
  1442. cameraPosition,
  1443. THREE.Math2Node.DISTANCE
  1444. );
  1445. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1446. var distance = new THREE.OperatorNode(
  1447. cameraDistance,
  1448. viewPosZ,
  1449. THREE.OperatorNode.SUB
  1450. );
  1451. var distanceRadius = new THREE.OperatorNode(
  1452. distance,
  1453. new THREE.FloatNode( 70 ),
  1454. THREE.OperatorNode.ADD
  1455. );
  1456. var objectDepth = new THREE.Math3Node(
  1457. distanceRadius,
  1458. new THREE.FloatNode( 0 ),
  1459. new THREE.FloatNode( 50 ),
  1460. THREE.Math3Node.SMOOTHSTEP
  1461. );
  1462. // RTT ( get back distance )
  1463. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1464. library[ rtTexture.uuid ] = rtTexture;
  1465. var distanceMtl = new THREE.PhongNodeMaterial();
  1466. distanceMtl.environment = objectDepth;
  1467. distanceMtl.side = THREE.BackSide;
  1468. distanceMtl.build();
  1469. rtMaterial = distanceMtl;
  1470. // MATERIAL
  1471. mtl = new THREE.StandardNodeMaterial();
  1472. var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1473. var difference = new THREE.OperatorNode(
  1474. objectDepth,
  1475. backSideDepth,
  1476. THREE.OperatorNode.SUB
  1477. );
  1478. var sss = new THREE.Math3Node(
  1479. new THREE.FloatNode( - .1 ),
  1480. new THREE.FloatNode( .5 ),
  1481. difference,
  1482. THREE.Math3Node.SMOOTHSTEP
  1483. );
  1484. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1485. var frontColor, backColor;
  1486. if ( name == 'sss' ) {
  1487. var sssOut = new THREE.Math2Node(
  1488. objectDepth,
  1489. sssAlpha,
  1490. THREE.Math2Node.MIN
  1491. );
  1492. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1493. backColor = new THREE.ColorNode( 0xd04327 );
  1494. var color = new THREE.Math3Node(
  1495. backColor,
  1496. frontColor,
  1497. sssOut,
  1498. THREE.Math3Node.MIX
  1499. );
  1500. var light = new THREE.OperatorNode(
  1501. new THREE.LightNode(),
  1502. color,
  1503. THREE.OperatorNode.ADD
  1504. );
  1505. mtl.color = frontColor;
  1506. mtl.roughness = new THREE.FloatNode( .1 );
  1507. mtl.metalness = new THREE.FloatNode( .5 );
  1508. mtl.light = light;
  1509. mtl.environment = color;
  1510. } else {
  1511. frontColor = new THREE.ColorNode( 0xd04327 );
  1512. backColor = new THREE.ColorNode( 0x1a0e14 );
  1513. var color = new THREE.Math3Node(
  1514. frontColor,
  1515. backColor,
  1516. sssAlpha,
  1517. THREE.Math3Node.MIX
  1518. );
  1519. var light = new THREE.OperatorNode(
  1520. new THREE.LightNode(),
  1521. color,
  1522. THREE.OperatorNode.ADD
  1523. );
  1524. mtl.color = new THREE.ColorNode( 0xffffff );
  1525. mtl.roughness = new THREE.FloatNode( .1 );
  1526. mtl.metalness = new THREE.FloatNode( .5 );
  1527. mtl.light = light;
  1528. mtl.environment = color;
  1529. }
  1530. // GUI
  1531. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1532. frontColor.value.setHex( val );
  1533. }, true );
  1534. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1535. backColor.value.setHex( val );
  1536. }, true );
  1537. addGui( 'area', sss.b.number, function ( val ) {
  1538. sss.b.number = val;
  1539. }, false, 0, 1 );
  1540. break;
  1541. }
  1542. // build shader
  1543. mtl.build();
  1544. // set material
  1545. mesh.material = mtl;
  1546. }
  1547. function onWindowResize() {
  1548. var width = window.innerWidth, height = window.innerHeight;
  1549. camera.aspect = width / height;
  1550. camera.updateProjectionMatrix();
  1551. renderer.setSize( width, height );
  1552. if ( rtTexture ) rtTexture.setSize( width, height );
  1553. }
  1554. function toggleSerialize() {
  1555. if ( serialized ) reset();
  1556. else serialize();
  1557. serialized = ! serialized;
  1558. }
  1559. function reset() {
  1560. updateMaterial();
  1561. // gui
  1562. var div = document.getElementById( 'serialize' );
  1563. div.textContent = "Serialize and apply";
  1564. }
  1565. function serialize() {
  1566. var json = mesh.material.toJSON(),
  1567. loader = new THREE.NodeMaterialLoader( null, library ),
  1568. material = loader.parse( json );
  1569. mesh.material = material;
  1570. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  1571. // example:
  1572. THREE.NodeMaterialLoaderUtils.replaceUUID( json, getTexture( "cloud" ), "cloud" );
  1573. // get source
  1574. var jsonStr = JSON.stringify( json );
  1575. console.log( jsonStr );
  1576. // gui
  1577. var div = document.getElementById( 'serialize' );
  1578. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1579. if ( gui ) gui.destroy();
  1580. gui = null;
  1581. }
  1582. function animate() {
  1583. var delta = clock.getDelta();
  1584. if ( move ) {
  1585. var time = Date.now() * 0.005;
  1586. mesh.position.z = Math.cos( time ) * 10;
  1587. mesh.position.y = Math.sin( time ) * 10;
  1588. } else {
  1589. mesh.position.z = mesh.position.y = 0;
  1590. }
  1591. //mesh.rotation.z += .01;
  1592. // update material animation and/or gpu calcs (pre-renderer)
  1593. frame.update( delta ).updateNode( mesh.material );
  1594. // render to texture for sss/translucent material only
  1595. if ( rtTexture ) {
  1596. scene.overrideMaterial = rtMaterial;
  1597. renderer.render( scene, camera, rtTexture, true );
  1598. scene.overrideMaterial = null;
  1599. }
  1600. renderer.render( scene, camera );
  1601. requestAnimationFrame( animate );
  1602. }
  1603. </script>
  1604. </body>
  1605. </html>