webgl_materials_nodes.html 63 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" 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. <script type="module">
  38. import './js/nodes/THREE.Nodes.js';
  39. import './js/loaders/NodeMaterialLoader.js';
  40. var container = document.getElementById( 'container' );
  41. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  42. var frame = new THREE.NodeFrame();
  43. var teapot, mesh;
  44. var controls;
  45. var move = false;
  46. var rtTexture, rtMaterial;
  47. var gui;
  48. var library = {};
  49. var serialized = false;
  50. var textures = {
  51. brick: { url: 'textures/brick_diffuse.jpg' },
  52. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  53. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  54. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  55. decalNormal: { url: 'textures/decal/decal-normal.jpg' },
  56. cloud: { url: 'textures/lava/cloud.png' },
  57. spherical: { url: 'textures/envmap.png' }
  58. };
  59. var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
  60. function getTexture( name ) {
  61. var texture = textures[ name ].texture;
  62. if ( ! texture ) {
  63. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  64. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  65. library[ texture.uuid ] = texture;
  66. }
  67. return texture;
  68. }
  69. var cubemap = function () {
  70. var path = "textures/cube/Park2/";
  71. var format = '.jpg';
  72. var urls = [
  73. path + 'posx' + format, path + 'negx' + format,
  74. path + 'posy' + format, path + 'negy' + format,
  75. path + 'posz' + format, path + 'negz' + format
  76. ];
  77. var textureCube = new THREE.CubeTextureLoader().load( urls );
  78. textureCube.format = THREE.RGBFormat;
  79. library[ textureCube.uuid ] = textureCube;
  80. return textureCube;
  81. }();
  82. window.addEventListener( 'load', init );
  83. function init() {
  84. renderer = new THREE.WebGLRenderer( { antialias: true } );
  85. renderer.setPixelRatio( window.devicePixelRatio );
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  88. container.appendChild( renderer.domElement );
  89. scene = new THREE.Scene();
  90. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  91. camera.position.x = 50;
  92. camera.position.z = - 50;
  93. camera.position.y = 30;
  94. camera.target = new THREE.Vector3();
  95. controls = new THREE.OrbitControls( camera, renderer.domElement );
  96. controls.minDistance = 50;
  97. controls.maxDistance = 200;
  98. scene.add( new THREE.AmbientLight( 0x464646 ) );
  99. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  100. light.position.set( 1, 0.75, 0.5 );
  101. scene.add( light );
  102. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  103. light.position.set( - 1, 0.75, - 0.5 );
  104. scene.add( light );
  105. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  106. mesh = new THREE.Mesh( teapot );
  107. scene.add( mesh );
  108. library[ renderer.uuid ] = renderer;
  109. library[ camera.uuid ] = camera;
  110. library[ mesh.uuid ] = mesh;
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. updateMaterial();
  113. onWindowResize();
  114. animate();
  115. }
  116. function clearGui() {
  117. if ( gui ) gui.destroy();
  118. gui = new dat.GUI();
  119. gui.add( param, 'example', {
  120. 'basic / mesh-standard': 'mesh-standard',
  121. 'basic / standard': 'standard',
  122. 'basic / physical': 'physical',
  123. 'basic / phong': 'phong',
  124. 'basic / layers': 'layers',
  125. 'basic / rim': 'rim',
  126. 'basic / color-adjustment': 'color-adjustment',
  127. 'basic / uv-transform': 'uv-transform',
  128. 'basic / bump': 'bump',
  129. 'basic / blur': 'blur',
  130. 'basic / spherical-reflection': 'spherical-reflection',
  131. 'adv / fresnel': 'fresnel',
  132. 'adv / saturation': 'saturation',
  133. 'adv / top-bottom': 'top-bottom',
  134. 'adv / skin': 'skin',
  135. 'adv / skin-phong': 'skin-phong',
  136. 'adv / caustic': 'caustic',
  137. 'adv / displace': 'displace',
  138. 'adv / plush': 'plush',
  139. 'adv / toon': 'toon',
  140. 'adv / camera-depth': 'camera-depth',
  141. 'adv / soft-body': 'soft-body',
  142. 'adv / wave': 'wave',
  143. 'adv / triangle-blur': 'triangle-blur',
  144. 'adv / triplanar-mapping': 'triplanar-mapping',
  145. 'adv / render-to-texture': 'rtt',
  146. 'adv / temporal-blur': 'temporal-blur',
  147. 'adv / conditional': 'conditional',
  148. 'adv / expression': 'expression',
  149. 'adv / sss': 'sss',
  150. 'adv / translucent': 'translucent',
  151. 'node / position': 'node-position',
  152. 'node / normal': 'node-normal',
  153. 'misc / smoke': 'smoke',
  154. 'misc / firefly': 'firefly',
  155. 'misc / reserved-keywords': 'reserved-keywords',
  156. 'misc / varying': 'varying',
  157. 'misc / void-function': 'void-function',
  158. 'misc / readonly': 'readonly',
  159. 'misc / custom-attribute': 'custom-attribute'
  160. } ).onFinishChange( function () {
  161. updateMaterial();
  162. } );
  163. gui.open();
  164. }
  165. function addGui( name, value, callback, isColor, min, max ) {
  166. var node;
  167. param[ name ] = value;
  168. if ( isColor ) {
  169. node = gui.addColor( param, name ).onChange( function () {
  170. callback( param[ name ] );
  171. } );
  172. } else if ( typeof value == 'object' ) {
  173. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  174. node = gui.add( param, name, value ).onChange( function () {
  175. callback( param[ name ] );
  176. } );
  177. } else {
  178. node = gui.add( param, name, min, max ).onChange( function () {
  179. callback( param[ name ] );
  180. } );
  181. }
  182. return node;
  183. }
  184. function updateMaterial() {
  185. move = false;
  186. if ( mesh.material ) mesh.material.dispose();
  187. if ( rtTexture ) {
  188. delete library[ rtTexture.texture.uuid ];
  189. rtTexture.dispose();
  190. rtTexture = null;
  191. }
  192. if ( rtMaterial ) {
  193. rtMaterial.dispose();
  194. rtMaterial = null;
  195. }
  196. var name = param.example;
  197. var mtl;
  198. clearGui();
  199. switch ( name ) {
  200. case 'phong':
  201. // MATERIAL
  202. mtl = new THREE.PhongNodeMaterial();
  203. //mtl.color = // albedo (vec3)
  204. //mtl.alpha = // opacity (float)
  205. //mtl.specular = // specular color (vec3)
  206. //mtl.shininess = // shininess (float)
  207. //mtl.normal = // normal (vec3)
  208. //mtl.emissive = // emissive color (vec3)
  209. //mtl.ambient = // ambient color (vec3)
  210. //mtl.shadow = // shadowmap (vec3)
  211. //mtl.light = // custom-light (vec3)
  212. //mtl.ao = // ambient occlusion (float)
  213. //mtl.light = // input/output light (vec3)
  214. //mtl.environment = // reflection/refraction (vec3)
  215. //mtl.environmentAlpha = // environment alpha (float)
  216. //mtl.position = // vertex local position (vec3)
  217. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  218. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  219. mtl.specular = new THREE.FloatNode( .5 );
  220. mtl.shininess = new THREE.FloatNode( 15 );
  221. mtl.environment = new THREE.CubeTextureNode( cubemap );
  222. mtl.environmentAlpha = mask;
  223. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  224. mtl.normal.scale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  225. break;
  226. case 'standard':
  227. // MATERIAL
  228. mtl = new THREE.StandardNodeMaterial();
  229. //mtl.color = // albedo (vec3)
  230. //mtl.alpha = // opacity (float)
  231. //mtl.roughness = // roughness (float)
  232. //mtl.metalness = // metalness (float)
  233. //mtl.normal = // normal (vec3)
  234. //mtl.emissive = // emissive color (vec3)
  235. //mtl.ambient = // ambient color (vec3)
  236. //mtl.shadow = // shadowmap (vec3)
  237. //mtl.light = // custom-light (vec3)
  238. //mtl.ao = // ambient occlusion (float)
  239. //mtl.environment = // reflection/refraction (vec3)
  240. //mtl.position = // vertex local position (vec3)
  241. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  242. var normalScale = new THREE.FloatNode( .3 );
  243. var roughnessA = new THREE.FloatNode( .5 );
  244. var metalnessA = new THREE.FloatNode( .5 );
  245. var roughnessB = new THREE.FloatNode( 0 );
  246. var metalnessB = new THREE.FloatNode( 1 );
  247. var roughness = new THREE.Math3Node(
  248. roughnessA,
  249. roughnessB,
  250. mask,
  251. THREE.Math3Node.MIX
  252. );
  253. var metalness = new THREE.Math3Node(
  254. metalnessA,
  255. metalnessB,
  256. mask,
  257. THREE.Math3Node.MIX
  258. );
  259. var normalMask = new THREE.OperatorNode(
  260. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  261. normalScale,
  262. THREE.OperatorNode.MUL
  263. );
  264. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  265. mtl.roughness = roughness;
  266. mtl.metalness = metalness;
  267. mtl.environment = new THREE.CubeTextureNode( cubemap );
  268. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  269. mtl.normal.scale = normalMask;
  270. // GUI
  271. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  272. mtl.color.value.setHex( val );
  273. }, true );
  274. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  275. roughnessA.value = val;
  276. }, false, 0, 1 );
  277. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  278. metalnessA.value = val;
  279. }, false, 0, 1 );
  280. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  281. roughnessB.value = val;
  282. }, false, 0, 1 );
  283. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  284. metalnessB.value = val;
  285. }, false, 0, 1 );
  286. addGui( 'normalScale', normalScale.value, function ( val ) {
  287. normalScale.value = val;
  288. }, false, 0, 1 );
  289. break;
  290. case 'mesh-standard':
  291. // MATERIAL
  292. var sataturation = new THREE.FloatNode( 1 ),
  293. useNodeMaterial = true,
  294. useMap = true,
  295. useNormals = true;
  296. function updateMaterial() {
  297. var oldMaterial = mtl;
  298. if ( oldMaterial ) oldMaterial.dispose();
  299. mtl = useNodeMaterial ? new THREE.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  300. // default syntax ( backward-compatible )
  301. mtl.map = useMap ? getTexture( "brick" ) : undefined;
  302. mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
  303. mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
  304. mtl.envMap = cubemap;
  305. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  306. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  307. // extended syntax ( only for NodeMaterial )
  308. if ( useNodeMaterial && useMap ) {
  309. mtl.map = new THREE.ColorAdjustmentNode(
  310. new THREE.TextureNode( mtl.map ),
  311. sataturation,
  312. THREE.ColorAdjustmentNode.SATURATION
  313. );
  314. }
  315. // apply material
  316. mtl.side = THREE.DoubleSide;
  317. mtl.needsUpdate = true;
  318. mesh.material = mtl;
  319. }
  320. updateMaterial();
  321. // GUI
  322. addGui( 'use node material', useNodeMaterial, function ( val ) {
  323. useNodeMaterial = val;
  324. updateMaterial();
  325. } );
  326. addGui( 'roughness', mtl.roughness, function ( val ) {
  327. mtl.roughness = val;
  328. }, false, 0, 1 );
  329. addGui( 'metalness', mtl.roughness, function ( val ) {
  330. mtl.metalness = val;
  331. }, false, 0, 1 );
  332. addGui( 'normalX', mtl.normalScale.x, function ( val ) {
  333. mtl.normalScale.x = val;
  334. }, false, - 1, 1 );
  335. addGui( 'normalY', mtl.normalScale.y, function ( val ) {
  336. mtl.normalScale.y = val;
  337. }, false, - 1, 1 );
  338. addGui( 'sat. (node)', sataturation.value, function ( val ) {
  339. sataturation.value = val;
  340. }, false, 0, 2 );
  341. addGui( 'colors', useMap, function ( val ) {
  342. useMap = val;
  343. updateMaterial();
  344. }, false );
  345. addGui( 'normals', useNormals, function ( val ) {
  346. useNormals = val;
  347. updateMaterial();
  348. }, false );
  349. break;
  350. case 'physical':
  351. // MATERIAL
  352. mtl = new THREE.StandardNodeMaterial();
  353. //mtl.color = // albedo (vec3)
  354. //mtl.alpha = // opacity (float)
  355. //mtl.roughness = // roughness (float)
  356. //mtl.metalness = // metalness (float)
  357. //mtl.reflectivity = // reflectivity (float)
  358. //mtl.clearCoat = // clearCoat (float)
  359. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  360. //mtl.normal = // normal (vec3)
  361. //mtl.emissive = // emissive color (vec3)
  362. //mtl.ambient = // ambient color (vec3)
  363. //mtl.shadow = // shadowmap (vec3)
  364. //mtl.light = // custom-light (vec3)
  365. //mtl.ao = // ambient occlusion (float)
  366. //mtl.environment = // reflection/refraction (vec3)
  367. //mtl.position = // vertex local position (vec3)
  368. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  369. var normalScale = new THREE.FloatNode( .3 );
  370. var roughnessA = new THREE.FloatNode( .5 );
  371. var metalnessA = new THREE.FloatNode( .5 );
  372. var roughnessB = new THREE.FloatNode( 0 );
  373. var metalnessB = new THREE.FloatNode( 1 );
  374. var reflectivity = new THREE.FloatNode( 0 );
  375. var clearCoat = new THREE.FloatNode( 1 );
  376. var clearCoatRoughness = new THREE.FloatNode( 1 );
  377. var roughness = new THREE.Math3Node(
  378. roughnessA,
  379. roughnessB,
  380. mask,
  381. THREE.Math3Node.MIX
  382. );
  383. var metalness = new THREE.Math3Node(
  384. metalnessA,
  385. metalnessB,
  386. mask,
  387. THREE.Math3Node.MIX
  388. );
  389. var normalMask = new THREE.OperatorNode(
  390. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  391. normalScale,
  392. THREE.OperatorNode.MUL
  393. );
  394. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  395. mtl.roughness = roughness;
  396. mtl.metalness = metalness;
  397. mtl.reflectivity = reflectivity;
  398. mtl.clearCoat = clearCoat;
  399. mtl.clearCoatRoughness = clearCoatRoughness;
  400. mtl.environment = new THREE.CubeTextureNode( cubemap );
  401. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  402. mtl.normal.scale = normalMask;
  403. // GUI
  404. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  405. mtl.color.value.setHex( val );
  406. }, true );
  407. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  408. reflectivity.value = val;
  409. }, false, 0, 1 );
  410. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  411. clearCoat.value = val;
  412. }, false, 0, 1 );
  413. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  414. clearCoatRoughness.value = val;
  415. }, false, 0, 1 );
  416. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  417. roughnessA.value = val;
  418. }, false, 0, 1 );
  419. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  420. metalnessA.value = val;
  421. }, false, 0, 1 );
  422. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  423. roughnessB.value = val;
  424. }, false, 0, 1 );
  425. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  426. metalnessB.value = val;
  427. }, false, 0, 1 );
  428. addGui( 'normalScale', normalScale.value, function ( val ) {
  429. normalScale.value = val;
  430. }, false, 0, 1 );
  431. break;
  432. case 'wave':
  433. // MATERIAL
  434. mtl = new THREE.PhongNodeMaterial();
  435. var time = new THREE.TimerNode();
  436. var speed = new THREE.FloatNode( 5 );
  437. var scale = new THREE.FloatNode( 1 );
  438. var worldScale = new THREE.FloatNode( .4 );
  439. var colorA = new THREE.ColorNode( 0xFFFFFF );
  440. var colorB = new THREE.ColorNode( 0x0054df );
  441. // used for serialization only
  442. time.name = "time";
  443. speed.name = "speed";
  444. var timeScale = new THREE.OperatorNode(
  445. time,
  446. speed,
  447. THREE.OperatorNode.MUL
  448. );
  449. var worldScl = new THREE.OperatorNode(
  450. new THREE.PositionNode(),
  451. worldScale,
  452. THREE.OperatorNode.MUL
  453. );
  454. var posContinuous = new THREE.OperatorNode(
  455. worldScl,
  456. timeScale,
  457. THREE.OperatorNode.ADD
  458. );
  459. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  460. wave = new THREE.SwitchNode( wave, 'x' );
  461. var waveScale = new THREE.OperatorNode(
  462. wave,
  463. scale,
  464. THREE.OperatorNode.MUL
  465. );
  466. var displaceY = new THREE.JoinNode(
  467. new THREE.FloatNode(),
  468. waveScale,
  469. new THREE.FloatNode()
  470. );
  471. var displace = new THREE.OperatorNode(
  472. new THREE.NormalNode(),
  473. displaceY,
  474. THREE.OperatorNode.MUL
  475. );
  476. var blend = new THREE.OperatorNode(
  477. new THREE.PositionNode(),
  478. displaceY,
  479. THREE.OperatorNode.ADD
  480. );
  481. var color = new THREE.Math3Node(
  482. colorB,
  483. colorA,
  484. wave,
  485. THREE.Math3Node.MIX
  486. );
  487. mtl.color = color;
  488. mtl.position = blend;
  489. // GUI
  490. addGui( 'speed', speed.value, function ( val ) {
  491. speed.value = val;
  492. }, false, 0, 10 );
  493. addGui( 'scale', scale.value, function ( val ) {
  494. scale.value = val;
  495. }, false, 0, 3 );
  496. addGui( 'worldScale', worldScale.value, function ( val ) {
  497. worldScale.value = val;
  498. }, false, 0, 1 );
  499. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  500. colorA.value.setHex( val );
  501. }, true );
  502. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  503. colorB.value.setHex( val );
  504. }, true );
  505. addGui( 'useNormals', false, function ( val ) {
  506. blend.b = val ? displace : displaceY;
  507. mtl.needsUpdate = true;
  508. } );
  509. break;
  510. case 'rim':
  511. // MATERIAL
  512. mtl = new THREE.PhongNodeMaterial();
  513. var intensity = 1.3;
  514. var power = new THREE.FloatNode( 3 );
  515. var color = new THREE.ColorNode( 0xFFFFFF );
  516. var viewZ = new THREE.Math2Node(
  517. new THREE.NormalNode(),
  518. new THREE.Vector3Node( 0, 0, - intensity ),
  519. THREE.Math2Node.DOT
  520. );
  521. var rim = new THREE.OperatorNode(
  522. viewZ,
  523. new THREE.FloatNode( intensity ),
  524. THREE.OperatorNode.ADD
  525. );
  526. var rimPower = new THREE.Math2Node(
  527. rim,
  528. power,
  529. THREE.Math2Node.POW
  530. );
  531. var rimColor = new THREE.OperatorNode(
  532. rimPower,
  533. color,
  534. THREE.OperatorNode.MUL
  535. );
  536. mtl.color = new THREE.ColorNode( 0x111111 );
  537. mtl.emissive = rimColor;
  538. // GUI
  539. addGui( 'color', color.value.getHex(), function ( val ) {
  540. color.value.setHex( val );
  541. }, true );
  542. addGui( 'intensity', intensity, function ( val ) {
  543. intensity = val;
  544. viewZ.b.z = - intensity;
  545. rim.b.value = intensity;
  546. }, false, 0, 3 );
  547. addGui( 'power', power.value, function ( val ) {
  548. power.value = val;
  549. }, false, 0, 6 );
  550. addGui( 'xray', false, function ( val ) {
  551. if ( val ) {
  552. mtl.emissive = color;
  553. mtl.alpha = rimPower;
  554. mtl.blending = THREE.AdditiveBlending;
  555. mtl.depthWrite = false;
  556. } else {
  557. mtl.emissive = rimColor;
  558. mtl.alpha = null;
  559. mtl.blending = THREE.NormalBlending;
  560. mtl.depthWrite = true;
  561. }
  562. mtl.needsUpdate = true;
  563. } );
  564. break;
  565. case 'color-adjustment':
  566. // MATERIAL
  567. mtl = new THREE.PhongNodeMaterial();
  568. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  569. var hue = new THREE.FloatNode();
  570. var sataturation = new THREE.FloatNode( 1 );
  571. var vibrance = new THREE.FloatNode();
  572. var brightness = new THREE.FloatNode( 0 );
  573. var contrast = new THREE.FloatNode( 1 );
  574. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  575. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  576. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  577. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  578. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  579. mtl.color = contrastNode;
  580. // GUI
  581. addGui( 'hue', hue.value, function ( val ) {
  582. hue.value = val;
  583. }, false, 0, Math.PI * 2 );
  584. addGui( 'saturation', sataturation.value, function ( val ) {
  585. sataturation.value = val;
  586. }, false, 0, 2 );
  587. addGui( 'vibrance', vibrance.value, function ( val ) {
  588. vibrance.value = val;
  589. }, false, - 1, 1 );
  590. addGui( 'brightness', brightness.value, function ( val ) {
  591. brightness.value = val;
  592. }, false, 0, .5 );
  593. addGui( 'contrast', contrast.value, function ( val ) {
  594. contrast.value = val;
  595. }, false, 0, 2 );
  596. break;
  597. case 'uv-transform':
  598. // MATERIAL
  599. mtl = new THREE.PhongNodeMaterial();
  600. var translate = new THREE.Vector2();
  601. var rotate = 0;
  602. var scale = new THREE.Vector2( 1, 1 );
  603. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  604. texture.uv = new THREE.UVTransformNode();
  605. //texture.uv.uv = new THREE.UVNode( 1 ); // uv2 for example
  606. mtl.color = texture;
  607. // GUI
  608. function updateUVTransform() {
  609. texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  610. }
  611. addGui( 'translateX', translate.x, function ( val ) {
  612. translate.x = val;
  613. updateUVTransform();
  614. }, false, 0, 10 );
  615. addGui( 'translateY', translate.y, function ( val ) {
  616. translate.y = val;
  617. updateUVTransform();
  618. }, false, 0, 10 );
  619. addGui( 'scaleX', scale.x, function ( val ) {
  620. scale.x = val;
  621. updateUVTransform();
  622. }, false, .1, 5 );
  623. addGui( 'scaleY', scale.y, function ( val ) {
  624. scale.y = val;
  625. updateUVTransform();
  626. }, false, .1, 5 );
  627. addGui( 'rotate', rotate, function ( val ) {
  628. rotate = val;
  629. updateUVTransform();
  630. }, false, 0, 360 );
  631. break;
  632. case 'bump':
  633. // MATERIAL
  634. mtl = new THREE.PhongNodeMaterial();
  635. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  636. var bumpMap = new THREE.BumpMapNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  637. bumpMap.scale = new THREE.FloatNode( .5 );
  638. mtl.color = diffuse;
  639. mtl.normal = bumpMap;
  640. // convert BumpMap to NormalMap
  641. //bumpMap.toNormalMap = true;
  642. //mtl.normal = new THREE.NormalMapNode( bumpMap );
  643. // GUI
  644. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  645. bumpMap.scale.value = val;
  646. }, false, - 2, 2 );
  647. addGui( 'color', true, function ( val ) {
  648. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  649. mtl.needsUpdate = true;
  650. } );
  651. break;
  652. case 'blur':
  653. // MATERIAL
  654. mtl = new THREE.PhongNodeMaterial();
  655. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  656. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  657. mtl.color = blur;
  658. // GUI
  659. addGui( 'radiusX', blur.radius.x, function ( val ) {
  660. blur.radius.x = val;
  661. }, false, 0, 15 );
  662. addGui( 'radiusY', blur.radius.y, function ( val ) {
  663. blur.radius.y = val;
  664. }, false, 0, 15 );
  665. break;
  666. case 'spherical-reflection':
  667. // MATERIAL
  668. mtl = new THREE.PhongNodeMaterial();
  669. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  670. break;
  671. case 'fresnel':
  672. // MATERIAL
  673. mtl = new THREE.PhongNodeMaterial();
  674. var reflectance = new THREE.FloatNode( 1.3 );
  675. var power = new THREE.FloatNode( 1 );
  676. var color = new THREE.CubeTextureNode( cubemap );
  677. var viewZ = new THREE.Math2Node(
  678. new THREE.NormalNode(),
  679. new THREE.Vector3Node( 0, 0, - 1 ),
  680. THREE.Math2Node.DOT
  681. );
  682. var theta = new THREE.OperatorNode(
  683. viewZ,
  684. new THREE.FloatNode( 1 ),
  685. THREE.OperatorNode.ADD
  686. );
  687. var thetaPower = new THREE.Math2Node(
  688. theta,
  689. power,
  690. THREE.Math2Node.POW
  691. );
  692. var fresnel = new THREE.OperatorNode(
  693. reflectance,
  694. thetaPower,
  695. THREE.OperatorNode.MUL
  696. );
  697. mtl.color = new THREE.ColorNode( 0x3399FF );
  698. mtl.environment = color;
  699. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  700. // GUI
  701. addGui( 'reflectance', reflectance.value, function ( val ) {
  702. reflectance.value = val;
  703. }, false, 0, 3 );
  704. addGui( 'power', power.value, function ( val ) {
  705. power.value = val;
  706. }, false, 0, 5 );
  707. break;
  708. case 'layers':
  709. // MATERIAL
  710. mtl = new THREE.PhongNodeMaterial();
  711. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  712. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  713. var offset = new THREE.FloatNode( 0 );
  714. var scale = new THREE.FloatNode( 1 );
  715. var uv = new THREE.UVNode();
  716. var uvOffset = new THREE.OperatorNode(
  717. offset,
  718. uv,
  719. THREE.OperatorNode.ADD
  720. );
  721. var uvScale = new THREE.OperatorNode(
  722. uvOffset,
  723. scale,
  724. THREE.OperatorNode.MUL
  725. );
  726. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  727. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  728. var blend = new THREE.Math3Node(
  729. tex1,
  730. tex2,
  731. maskAlphaChannel,
  732. THREE.Math3Node.MIX
  733. );
  734. mtl.color = blend;
  735. // GUI
  736. addGui( 'offset', offset.value, function ( val ) {
  737. offset.value = val;
  738. }, false, 0, 1 );
  739. addGui( 'scale', scale.value, function ( val ) {
  740. scale.value = val;
  741. }, false, 0, 10 );
  742. break;
  743. case 'saturation':
  744. // MATERIAL
  745. mtl = new THREE.StandardNodeMaterial();
  746. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  747. var sat = new THREE.FloatNode( 0 );
  748. var satrgb = new THREE.FunctionNode( [
  749. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  750. // include luminance function from LuminanceNode
  751. " vec3 intensity = vec3( luminance( rgb ) );",
  752. " return mix( intensity, rgb, adjustment );",
  753. "}"
  754. ].join( "\n" ), [ THREE.LuminanceNode.Nodes.luminance ] );
  755. var saturation = new THREE.FunctionCallNode( satrgb );
  756. saturation.inputs.rgb = tex;
  757. saturation.inputs.adjustment = sat;
  758. // or try
  759. //saturation.inputs[0] = tex;
  760. //saturation.inputs[1] = sat;
  761. mtl.color = saturation;
  762. // GUI
  763. addGui( 'saturation', sat.value, function ( val ) {
  764. sat.value = val;
  765. }, false, 0, 2 );
  766. break;
  767. case 'top-bottom':
  768. // MATERIAL
  769. mtl = new THREE.PhongNodeMaterial();
  770. var top = new THREE.TextureNode( getTexture( "grass" ) );
  771. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  772. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  773. var normalY = new THREE.SwitchNode( normal, 'y' );
  774. var hard = new THREE.FloatNode( 9 );
  775. var offset = new THREE.FloatNode( - 2.5 );
  776. var hardClamp = new THREE.OperatorNode(
  777. normalY,
  778. hard,
  779. THREE.OperatorNode.MUL
  780. );
  781. var offsetClamp = new THREE.OperatorNode(
  782. hardClamp,
  783. offset,
  784. THREE.OperatorNode.ADD
  785. );
  786. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  787. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  788. mtl.color = blend;
  789. // GUI
  790. addGui( 'hard', hard.value, function ( val ) {
  791. hard.value = val;
  792. }, false, 0, 20 );
  793. addGui( 'offset', offset.value, function ( val ) {
  794. offset.value = val;
  795. }, false, - 10, 10 );
  796. break;
  797. case 'displace':
  798. // MATERIAL
  799. mtl = new THREE.PhongNodeMaterial();
  800. var time = new THREE.TimerNode();
  801. var scale = new THREE.FloatNode( 2 );
  802. var speed = new THREE.FloatNode( .2 );
  803. var colorA = new THREE.ColorNode( 0xFFFFFF );
  804. var colorB = new THREE.ColorNode( 0x0054df );
  805. // used for serialization only
  806. time.name = "time";
  807. speed.name = "speed";
  808. var uv = new THREE.UVNode();
  809. var timeScl = new THREE.OperatorNode(
  810. time,
  811. speed,
  812. THREE.OperatorNode.MUL
  813. );
  814. var displaceOffset = new THREE.OperatorNode(
  815. timeScl,
  816. uv,
  817. THREE.OperatorNode.ADD
  818. );
  819. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  820. var texArea = new THREE.SwitchNode( tex, 'w' );
  821. var displace = new THREE.OperatorNode(
  822. new THREE.NormalNode(),
  823. texArea,
  824. THREE.OperatorNode.MUL
  825. );
  826. var displaceScale = new THREE.OperatorNode(
  827. displace,
  828. scale,
  829. THREE.OperatorNode.MUL
  830. );
  831. var blend = new THREE.OperatorNode(
  832. new THREE.PositionNode(),
  833. displaceScale,
  834. THREE.OperatorNode.ADD
  835. );
  836. var color = new THREE.Math3Node(
  837. colorB,
  838. colorA,
  839. texArea,
  840. THREE.Math3Node.MIX
  841. );
  842. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  843. mtl.emissive = color;
  844. mtl.position = blend;
  845. // GUI
  846. addGui( 'speed', speed.value, function ( val ) {
  847. speed.value = val;
  848. }, false, 0, 1 );
  849. addGui( 'scale', scale.value, function ( val ) {
  850. scale.value = val;
  851. }, false, 0, 10 );
  852. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  853. colorA.value.setHex( val );
  854. }, true );
  855. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  856. colorB.value.setHex( val );
  857. }, true );
  858. break;
  859. case 'smoke':
  860. // MATERIAL
  861. mtl = new THREE.PhongNodeMaterial();
  862. var time = new THREE.TimerNode();
  863. var uv = new THREE.UVNode();
  864. var timeSpeedA = new THREE.OperatorNode(
  865. time,
  866. new THREE.Vector2Node( 0.3, 0.1 ),
  867. THREE.OperatorNode.MUL
  868. );
  869. var timeSpeedB = new THREE.OperatorNode(
  870. time,
  871. new THREE.Vector2Node( 0.15, 0.4 ),
  872. THREE.OperatorNode.MUL
  873. );
  874. var uvOffsetA = new THREE.OperatorNode(
  875. timeSpeedA,
  876. uv,
  877. THREE.OperatorNode.ADD
  878. );
  879. var uvOffsetB = new THREE.OperatorNode(
  880. timeSpeedB,
  881. uv,
  882. THREE.OperatorNode.ADD
  883. );
  884. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  885. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  886. var clouds = new THREE.OperatorNode(
  887. cloudA,
  888. cloudB,
  889. THREE.OperatorNode.ADD
  890. );
  891. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  892. mtl.alpha = clouds;
  893. // GUI
  894. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  895. mtl.environment.value.setHex( val );
  896. }, true );
  897. break;
  898. case 'camera-depth':
  899. // MATERIAL
  900. var colorA = new THREE.ColorNode( 0xFFFFFF );
  901. var colorB = new THREE.ColorNode( 0x0054df );
  902. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  903. depth.near.value = 1;
  904. depth.far.value = 200;
  905. var colors = new THREE.Math3Node(
  906. colorB,
  907. colorA,
  908. depth,
  909. THREE.Math3Node.MIX
  910. );
  911. mtl = new THREE.PhongNodeMaterial();
  912. mtl.color = colors;
  913. // GUI
  914. addGui( 'near', depth.near.value, function ( val ) {
  915. depth.near.value = val;
  916. }, false, 1, 1200 );
  917. addGui( 'far', depth.far.value, function ( val ) {
  918. depth.far.value = val;
  919. }, false, 1, 1200 );
  920. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  921. colorA.value.setHex( val );
  922. }, true );
  923. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  924. colorB.value.setHex( val );
  925. }, true );
  926. break;
  927. case 'caustic':
  928. // MATERIAL
  929. mtl = new THREE.StandardNodeMaterial();
  930. var hash2 = new THREE.FunctionNode( [
  931. "vec2 hash2(vec2 p) {",
  932. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  933. "}"
  934. ].join( "\n" ) );
  935. var voronoi = new THREE.FunctionNode( [
  936. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  937. "float voronoi(vec2 p, in float time) {",
  938. " vec2 n = floor(p);",
  939. " vec2 f = fract(p);",
  940. " float md = 5.0;",
  941. " vec2 m = vec2(0.0);",
  942. " for (int i = -1; i <= 1; i++) {",
  943. " for (int j = -1; j <= 1; j++) {",
  944. " vec2 g = vec2(i, j);",
  945. " vec2 o = hash2(n + g);",
  946. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  947. " vec2 r = g + o - f;",
  948. " float d = dot(r, r);",
  949. " if (d < md) {",
  950. " md = d;",
  951. " m = n+g+o;",
  952. " }",
  953. " }",
  954. " }",
  955. " return md;",
  956. "}"
  957. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  958. var voronoiLayers = new THREE.FunctionNode( [
  959. // based on https://www.shadertoy.com/view/4tXSDf
  960. "float voronoiLayers(vec2 p, in float time) {",
  961. " float v = 0.0;",
  962. " float a = 0.4;",
  963. " for (int i = 0; i < 3; i++) {",
  964. " v += voronoi(p, time) * a;",
  965. " p *= 2.0;",
  966. " a *= 0.5;",
  967. " }",
  968. " return v;",
  969. "}"
  970. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  971. var time = new THREE.TimerNode();
  972. var timeScale = new THREE.FloatNode( 2 );
  973. // used for serialization only
  974. time.name = "time";
  975. timeScale.name = "speed";
  976. var alpha = new THREE.FloatNode( 1 );
  977. var scale = new THREE.FloatNode( .1 );
  978. var intensity = new THREE.FloatNode( 1.5 );
  979. var color = new THREE.ColorNode( 0xFFFFFF );
  980. var colorA = new THREE.ColorNode( 0xFFFFFF );
  981. var colorB = new THREE.ColorNode( 0x0054df );
  982. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  983. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  984. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  985. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  986. // clamp0at1
  987. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  988. var timeOffset = new THREE.OperatorNode(
  989. time,
  990. timeScale,
  991. THREE.OperatorNode.MUL
  992. );
  993. var uvPos = new THREE.OperatorNode(
  994. worldPosTop,
  995. scale,
  996. THREE.OperatorNode.MUL
  997. );
  998. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  999. voronoi.inputs.p = uvPos;
  1000. voronoi.inputs.time = timeOffset;
  1001. var maskCaustic = new THREE.OperatorNode(
  1002. alpha,
  1003. mask,
  1004. THREE.OperatorNode.MUL
  1005. );
  1006. var voronoiIntensity = new THREE.OperatorNode(
  1007. voronoi,
  1008. intensity,
  1009. THREE.OperatorNode.MUL
  1010. );
  1011. var voronoiColors = new THREE.Math3Node(
  1012. colorB,
  1013. colorA,
  1014. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1015. THREE.Math3Node.MIX
  1016. );
  1017. var caustic = new THREE.Math3Node(
  1018. color,
  1019. voronoiColors,
  1020. maskCaustic,
  1021. THREE.Math3Node.MIX
  1022. );
  1023. var causticLights = new THREE.OperatorNode(
  1024. voronoiIntensity,
  1025. maskCaustic,
  1026. THREE.OperatorNode.MUL
  1027. );
  1028. mtl.color = caustic;
  1029. mtl.ambient = causticLights;
  1030. // GUI
  1031. addGui( 'timeScale', timeScale.value, function ( val ) {
  1032. timeScale.value = val;
  1033. }, false, 0, 5 );
  1034. addGui( 'intensity', intensity.value, function ( val ) {
  1035. intensity.value = val;
  1036. }, false, 0, 3 );
  1037. addGui( 'scale', scale.value, function ( val ) {
  1038. scale.value = val;
  1039. }, false, 0, 1 );
  1040. addGui( 'alpha', alpha.value, function ( val ) {
  1041. alpha.value = val;
  1042. }, false, 0, 1 );
  1043. addGui( 'color', color.value.getHex(), function ( val ) {
  1044. color.value.setHex( val );
  1045. }, true );
  1046. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1047. colorA.value.setHex( val );
  1048. }, true );
  1049. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1050. colorB.value.setHex( val );
  1051. }, true );
  1052. break;
  1053. case 'soft-body':
  1054. // MATERIAL
  1055. move = true;
  1056. mtl = new THREE.StandardNodeMaterial();
  1057. var scale = new THREE.FloatNode( 2 );
  1058. var colorA = new THREE.ColorNode( 0xFF6633 );
  1059. var colorB = new THREE.ColorNode( 0x3366FF );
  1060. var pos = new THREE.PositionNode();
  1061. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1062. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1063. var velocity = new THREE.VelocityNode( mesh, {
  1064. type: 'elastic',
  1065. spring: .95,
  1066. damping: .95
  1067. } );
  1068. var velocityArea = new THREE.OperatorNode(
  1069. mask,
  1070. scale,
  1071. THREE.OperatorNode.MUL
  1072. );
  1073. var softVelocity = new THREE.OperatorNode(
  1074. velocity,
  1075. velocityArea,
  1076. THREE.OperatorNode.MUL
  1077. );
  1078. var softPosition = new THREE.OperatorNode(
  1079. new THREE.PositionNode(),
  1080. softVelocity,
  1081. THREE.OperatorNode.ADD
  1082. );
  1083. var colors = new THREE.Math3Node(
  1084. colorB,
  1085. colorA,
  1086. mask,
  1087. THREE.Math3Node.MIX
  1088. );
  1089. mtl.color = colors;
  1090. mtl.position = softPosition;
  1091. // GUI
  1092. addGui( 'spring', velocity.params.spring, function ( val ) {
  1093. velocity.params.spring = val;
  1094. }, false, 0, .95 );
  1095. addGui( 'damping', velocity.params.damping, function ( val ) {
  1096. velocity.params.damping = val;
  1097. }, false, 0, .95 );
  1098. addGui( 'scale', scale.value, function ( val ) {
  1099. scale.value = val;
  1100. }, false, 0, 3 );
  1101. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1102. colorA.value.setHex( val );
  1103. }, true );
  1104. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1105. colorB.value.setHex( val );
  1106. }, true );
  1107. break;
  1108. case 'plush':
  1109. // MATERIAL
  1110. mtl = new THREE.PhongNodeMaterial();
  1111. var color = new THREE.ColorNode( 0x8D8677 );
  1112. var mildness = new THREE.FloatNode( 1.6 );
  1113. var fur = new THREE.FloatNode( .5 );
  1114. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1115. var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
  1116. var viewZ = new THREE.Math2Node(
  1117. posDirection,
  1118. norDirection,
  1119. THREE.Math2Node.DOT
  1120. );
  1121. // without luma correction for now
  1122. var mildnessColor = new THREE.OperatorNode(
  1123. color,
  1124. mildness,
  1125. THREE.OperatorNode.MUL
  1126. );
  1127. var furScale = new THREE.OperatorNode(
  1128. viewZ,
  1129. fur,
  1130. THREE.OperatorNode.MUL
  1131. );
  1132. mtl.color = color;
  1133. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  1134. mtl.normal.scale = furScale;
  1135. mtl.environment = mildnessColor;
  1136. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1137. mtl.shininess = new THREE.FloatNode( 0 );
  1138. // GUI
  1139. addGui( 'color', color.value.getHex(), function ( val ) {
  1140. color.value.setHex( val );
  1141. }, true );
  1142. addGui( 'mildness', mildness.value, function ( val ) {
  1143. mildness.value = val;
  1144. }, false, 1, 2 );
  1145. addGui( 'fur', fur.value, function ( val ) {
  1146. fur.value = val;
  1147. }, false, 0, 2 );
  1148. break;
  1149. case 'skin':
  1150. case 'skin-phong':
  1151. // MATERIAL
  1152. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1153. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1154. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1155. var wrapLight = new THREE.FloatNode( 1.5 );
  1156. var wrapShadow = new THREE.FloatNode( 0 );
  1157. var directLight = new THREE.LightNode();
  1158. var lightLuminance = new THREE.LuminanceNode( directLight );
  1159. var lightWrap = new THREE.Math3Node(
  1160. wrapShadow,
  1161. wrapLight,
  1162. lightLuminance,
  1163. THREE.Math3Node.SMOOTHSTEP
  1164. );
  1165. var lightTransition = new THREE.OperatorNode(
  1166. lightWrap,
  1167. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1168. THREE.OperatorNode.MUL
  1169. );
  1170. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1171. var wrappedLightColor = new THREE.OperatorNode(
  1172. wrappedLight,
  1173. bloodColor,
  1174. THREE.OperatorNode.MUL
  1175. );
  1176. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1177. var totalLight = new THREE.OperatorNode(
  1178. directLight,
  1179. bloodArea,
  1180. THREE.OperatorNode.ADD
  1181. );
  1182. mtl.color = skinColor;
  1183. mtl.light = totalLight;
  1184. if ( name == 'skin' ) {
  1185. // StandardNodeMaterial
  1186. mtl.metalness = new THREE.FloatNode( 0 );
  1187. mtl.roughness = new THREE.FloatNode( 1 );
  1188. mtl.reflectivity = new THREE.FloatNode( 0 );
  1189. mtl.clearCoat = new THREE.FloatNode( .2 );
  1190. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1191. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1192. } else {
  1193. // PhongNodeMaterial
  1194. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1195. mtl.shininess = new THREE.FloatNode( 15 );
  1196. }
  1197. // GUI
  1198. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1199. skinColor.value.setHex( val );
  1200. }, true );
  1201. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1202. bloodColor.value.setHex( val );
  1203. }, true );
  1204. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1205. wrapLight.value = val;
  1206. }, false, 0, 3 );
  1207. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1208. wrapShadow.value = val;
  1209. }, false, - 1, 0 );
  1210. break;
  1211. case 'toon':
  1212. // MATERIAL
  1213. mtl = new THREE.PhongNodeMaterial();
  1214. var count = new THREE.FloatNode( 3.43 );
  1215. var sceneDirectLight = new THREE.LightNode();
  1216. var color = new THREE.ColorNode( 0xAABBFF );
  1217. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1218. var lineSize = new THREE.FloatNode( 0.23 );
  1219. var lineInner = new THREE.FloatNode( 0 );
  1220. // CEL
  1221. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1222. var preCelLight = new THREE.OperatorNode(
  1223. lightLuminance,
  1224. count,
  1225. THREE.OperatorNode.MUL
  1226. );
  1227. var celLight = new THREE.Math1Node(
  1228. preCelLight,
  1229. THREE.Math1Node.CEIL
  1230. );
  1231. var posCelLight = new THREE.OperatorNode(
  1232. celLight,
  1233. count,
  1234. THREE.OperatorNode.DIV
  1235. );
  1236. // LINE
  1237. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1238. var norDirection = new THREE.Math1Node( new THREE.NormalNode(), THREE.Math1Node.NORMALIZE );
  1239. var viewZ = new THREE.Math2Node(
  1240. posDirection,
  1241. norDirection,
  1242. THREE.Math2Node.DOT
  1243. );
  1244. var lineOutside = new THREE.Math1Node(
  1245. viewZ,
  1246. THREE.Math1Node.ABS
  1247. );
  1248. var line = new THREE.OperatorNode(
  1249. lineOutside,
  1250. new THREE.FloatNode( 1 ),
  1251. THREE.OperatorNode.DIV
  1252. );
  1253. var lineScaled = new THREE.Math3Node(
  1254. line,
  1255. lineSize,
  1256. lineInner,
  1257. THREE.Math3Node.SMOOTHSTEP
  1258. );
  1259. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1260. // APPLY
  1261. mtl.color = color;
  1262. mtl.light = posCelLight;
  1263. mtl.shininess = new THREE.FloatNode( 0 );
  1264. mtl.environment = lineColor;
  1265. mtl.environmentAlpha = innerContour;
  1266. // GUI
  1267. addGui( 'color', color.value.getHex(), function ( val ) {
  1268. color.value.setHex( val );
  1269. }, true );
  1270. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1271. lineColor.value.setHex( val );
  1272. }, true );
  1273. addGui( 'count', count.value, function ( val ) {
  1274. count.value = val;
  1275. }, false, 1, 8 );
  1276. addGui( 'lineSize', lineSize.value, function ( val ) {
  1277. lineSize.value = val;
  1278. }, false, 0, 1 );
  1279. addGui( 'lineInner', lineInner.value, function ( val ) {
  1280. lineInner.value = val;
  1281. }, false, 0, 1 );
  1282. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1283. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1284. mtl.needsUpdate = true;
  1285. } );
  1286. break;
  1287. case 'custom-attribute':
  1288. // GEOMETRY
  1289. // add "position" buffer to "custom" attribute
  1290. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1291. // MATERIAL
  1292. mtl = new THREE.PhongNodeMaterial();
  1293. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1294. // or
  1295. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1296. break;
  1297. case 'expression':
  1298. // MATERIAL
  1299. mtl = new THREE.PhongNodeMaterial();
  1300. var speed = new THREE.FloatNode( .5 );
  1301. mtl.color = new THREE.ExpressionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1302. mtl.color.keywords[ "speed" ] = speed;
  1303. mtl.position = new THREE.ExpressionNode( "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" );
  1304. mtl.position.keywords[ "speed" ] = speed;
  1305. // add global keyword ( variable or const )
  1306. THREE.NodeLib.addKeyword( 'myCustomUv', function () {
  1307. return new THREE.ReflectNode();
  1308. } );
  1309. // GUI
  1310. addGui( 'speed', speed.value, function ( val ) {
  1311. speed.value = val;
  1312. }, false, 0, 1 );
  1313. break;
  1314. case 'reserved-keywords':
  1315. // MATERIAL
  1316. mtl = new THREE.PhongNodeMaterial();
  1317. var keywordsexample = new THREE.FunctionNode( [
  1318. // use "uv" reserved keyword
  1319. "vec4 keywordsexample( sampler2D texture ) {",
  1320. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1321. "}"
  1322. ].join( "\n" ) );
  1323. // add local keyword ( const only )
  1324. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1325. // add global keyword ( const only )
  1326. THREE.NodeLib.addKeyword( 'myUV', function () {
  1327. return new THREE.UVNode();
  1328. } );
  1329. // add global const or function
  1330. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1331. // reserved keywords
  1332. console.log( THREE.NodeLib.keywords );
  1333. // keywords conflit? use this to disable:
  1334. //blurtexture.useKeywords = false; // ( true is default )
  1335. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1336. break;
  1337. case 'node-position':
  1338. // MATERIAL
  1339. var node = new THREE.PositionNode();
  1340. mtl = new THREE.PhongNodeMaterial();
  1341. mtl.color = node;
  1342. // GUI
  1343. addGui( 'scope', {
  1344. local: THREE.PositionNode.LOCAL,
  1345. world: THREE.PositionNode.WORLD,
  1346. view: THREE.PositionNode.VIEW
  1347. }, function ( val ) {
  1348. node.scope = val;
  1349. mtl.needsUpdate = true;
  1350. } );
  1351. break;
  1352. case 'node-normal':
  1353. // MATERIAL
  1354. var node = new THREE.NormalNode();
  1355. mtl = new THREE.PhongNodeMaterial();
  1356. mtl.color = node;
  1357. // GUI
  1358. addGui( 'scope', {
  1359. local: THREE.NormalNode.LOCAL,
  1360. world: THREE.NormalNode.WORLD,
  1361. view: THREE.NormalNode.VIEW
  1362. }, function ( val ) {
  1363. node.scope = val;
  1364. mtl.needsUpdate = true;
  1365. } );
  1366. break;
  1367. case 'varying':
  1368. // MATERIAL
  1369. mtl = new THREE.PhongNodeMaterial();
  1370. var varying = new THREE.VarNode( "vec3" );
  1371. varying.value = new THREE.NormalNode( THREE.NormalNode.VIEW );
  1372. // using BypassNode the NormalNode not apply the value in .position slot
  1373. // but set the NormalNode value in VarNode
  1374. // it can be useful to send values between vertex to fragment shader
  1375. // without affect vertex shader
  1376. mtl.position = new THREE.BypassNode( varying );
  1377. mtl.color = varying;
  1378. // you can also set a independent value in .position slot using BypassNode
  1379. // such this expression using ExpressionNode
  1380. mtl.position.value = new THREE.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
  1381. break;
  1382. case 'void-function':
  1383. // MATERIAL
  1384. mtl = new THREE.PhongNodeMaterial();
  1385. var varying = new THREE.VarNode( "vec3" );
  1386. // VERTEX
  1387. var setMyVar = new THREE.FunctionNode( [
  1388. "void setMyVar( vec3 pos ) {",
  1389. // set "myVar" in vertex shader in this example,
  1390. // can be used in fragment shader too or in rest of the current shader
  1391. " myVar = pos;",
  1392. "}"
  1393. ].join( "\n" ) );
  1394. // add keyword
  1395. setMyVar.keywords[ "myVar" ] = varying;
  1396. var position = new THREE.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
  1397. position.includes = [ setMyVar ];
  1398. position.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1399. // use BypassNode to "void" functions
  1400. mtl.position = new THREE.BypassNode( position );
  1401. // FRAGMENT
  1402. var clipFromPos = new THREE.FunctionNode( [
  1403. "void clipFromPos( vec3 pos ) {",
  1404. " if ( pos.y < .0 ) discard;",
  1405. "}"
  1406. ].join( "\n" ) );
  1407. var clipFromPosCall = new THREE.FunctionCallNode( clipFromPos, {
  1408. pos: varying
  1409. } );
  1410. mtl.color = new THREE.BypassNode( clipFromPosCall, varying );
  1411. break;
  1412. case 'conditional':
  1413. // MATERIAL
  1414. mtl = new THREE.PhongNodeMaterial();
  1415. var a = new THREE.FloatNode( 0 ),
  1416. b = new THREE.FloatNode( 0 ),
  1417. ifNode = new THREE.ColorNode( 0x0000FF ),
  1418. elseNode = new THREE.ColorNode( 0xFF0000 );
  1419. var cond = new THREE.CondNode( a, b, ifNode, elseNode, THREE.CondNode.EQUAL );
  1420. mtl.color = cond;
  1421. // GUI
  1422. addGui( 'a', a.value, function ( val ) {
  1423. a.value = val;
  1424. }, false, 0, 1 );
  1425. addGui( 'b', b.value, function ( val ) {
  1426. b.value = val;
  1427. }, false, 0, 1 );
  1428. addGui( 'a condition b', {
  1429. EQUAL: THREE.CondNode.EQUAL,
  1430. NOT_EQUAL: THREE.CondNode.NOT_EQUAL,
  1431. GREATER: THREE.CondNode.GREATER,
  1432. GREATER_EQUAL: THREE.CondNode.GREATER_EQUAL,
  1433. LESS: THREE.CondNode.LESS,
  1434. LESS_EQUAL: THREE.CondNode.LESS_EQUAL
  1435. }, function ( val ) {
  1436. cond.op = val;
  1437. mtl.needsUpdate = true;
  1438. } );
  1439. addGui( 'if color', ifNode.value.getHex(), function ( val ) {
  1440. ifNode.value.setHex( val );
  1441. }, true );
  1442. addGui( 'else color', elseNode.value.getHex(), function ( val ) {
  1443. elseNode.value.setHex( val );
  1444. }, true );
  1445. break;
  1446. case 'rtt':
  1447. // MATERIAL
  1448. mtl = new THREE.PhongNodeMaterial();
  1449. var uvTransform = new THREE.UVTransformNode(),
  1450. checker = new THREE.CheckerNode( uvTransform );
  1451. uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
  1452. var rtt = new THREE.RTTNode( 512, 512, checker ),
  1453. bumpMap = new THREE.BumpMapNode( rtt );
  1454. bumpMap.scale.value = .1;
  1455. mtl.color = checker;
  1456. mtl.normal = bumpMap;
  1457. // GUI
  1458. addGui( 'bump', bumpMap.scale.value, function ( val ) {
  1459. bumpMap.scale.value = val;
  1460. }, false, - .5, .5 );
  1461. addGui( 'scale', 2, function ( val ) {
  1462. uvTransform.setUvTransform( 0, 0, val, val, 0 );
  1463. }, false, 0, 8 );
  1464. addGui( 'ignoreColor', false, function ( val ) {
  1465. mtl.color = val ? new THREE.ColorNode( 0xFFFFFF ) : checker;
  1466. mtl.needsUpdate = true;
  1467. } );
  1468. break;
  1469. case 'temporal-blur':
  1470. // MATERIAL
  1471. mtl = new THREE.PhongNodeMaterial();
  1472. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  1473. var rttStore = new THREE.RTTNode( 512, 512, texture );
  1474. var blur = new THREE.BlurNode( rttStore );
  1475. var timer = new THREE.TimerNode( .01, THREE.TimerNode.LOCAL );
  1476. var color = new THREE.Math3Node(
  1477. rttStore,
  1478. blur,
  1479. new THREE.FloatNode( .6 ),
  1480. THREE.Math3Node.MIX
  1481. );
  1482. blur.horizontal = blur.vertical = timer;
  1483. var rttSave = new THREE.RTTNode( 512, 512, color );
  1484. rttSave.saveTo = rttStore;
  1485. mtl.color = rttSave;
  1486. // GUI
  1487. addGui( 'click to reset', false, function () {
  1488. // render a single time
  1489. rttStore.render = true;
  1490. // reset time blur
  1491. timer.value = 0;
  1492. } );
  1493. break;
  1494. case 'readonly':
  1495. // MATERIAL
  1496. mtl = new THREE.PhongNodeMaterial();
  1497. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1498. mtl.specular = new THREE.FloatNode( .5 );
  1499. mtl.shininess = new THREE.FloatNode( 15 );
  1500. // not use "uniform" input ( for optimization )
  1501. // instead use explicit declaration, for example:
  1502. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1503. // if readonly is true not allow change the value after build the shader material
  1504. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1505. break;
  1506. case 'triangle-blur':
  1507. // MATERIAL
  1508. mtl = new THREE.PhongNodeMaterial();
  1509. var delta = new THREE.Vector2Node( .5, .25 );
  1510. var alpha = new THREE.FloatNode( 1 );
  1511. var blurtexture = new THREE.FunctionNode( [
  1512. // Reference: TriangleBlurShader.js
  1513. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1514. " vec4 color = vec4( 0.0 );",
  1515. " float total = 0.0;",
  1516. // randomize the lookup values to hide the fixed number of samples
  1517. " float offset = rand( uv );",
  1518. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1519. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1520. " float weight = 1.0 - abs( percent );",
  1521. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1522. " total += weight;",
  1523. " }",
  1524. " return color / total;",
  1525. "}"
  1526. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1527. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1528. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1529. delta: delta,
  1530. uv: new THREE.UVNode()
  1531. } );
  1532. var color = new THREE.Math3Node(
  1533. new THREE.TextureNode( getTexture( "brick" ) ),
  1534. blurredTexture,
  1535. alpha,
  1536. THREE.Math3Node.MIX
  1537. );
  1538. mtl.color = color;
  1539. // GUI
  1540. addGui( 'alpha', alpha.value, function ( val ) {
  1541. alpha.value = val;
  1542. }, false, 0, 1 );
  1543. addGui( 'deltaX', delta.x, function ( val ) {
  1544. delta.x = val;
  1545. }, false, 0, 1 );
  1546. addGui( 'deltaY', delta.x, function ( val ) {
  1547. delta.y = val;
  1548. }, false, 0, 1 );
  1549. break;
  1550. case 'triplanar-mapping':
  1551. // MATERIAL
  1552. mtl = new THREE.PhongNodeMaterial();
  1553. var scale = new THREE.FloatNode( .02 );
  1554. var triplanarMapping = new THREE.FunctionNode( [
  1555. // Reference: https://github.com/keijiro/StandardTriplanar
  1556. "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
  1557. // Blending factor of triplanar mapping
  1558. " vec3 bf = normalize( abs( normal ) );",
  1559. " bf /= dot( bf, vec3( 1.0 ) );",
  1560. // Triplanar mapping
  1561. " vec2 tx = position.yz * scale;",
  1562. " vec2 ty = position.zx * scale;",
  1563. " vec2 tz = position.xy * scale;",
  1564. // Base color
  1565. " vec4 cx = texture2D(texture, tx) * bf.x;",
  1566. " vec4 cy = texture2D(texture, ty) * bf.y;",
  1567. " vec4 cz = texture2D(texture, tz) * bf.z;",
  1568. " return cx + cy + cz;",
  1569. "}"
  1570. ].join( "\n" ) );
  1571. var triplanarMappingTexture = new THREE.FunctionCallNode( triplanarMapping, {
  1572. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1573. normal: new THREE.NormalNode( THREE.NormalNode.WORLD ),
  1574. position: new THREE.PositionNode( THREE.PositionNode.WORLD ),
  1575. scale: scale,
  1576. } );
  1577. mtl.color = triplanarMappingTexture;
  1578. // GUI
  1579. addGui( 'scale', scale.value, function ( val ) {
  1580. scale.value = val;
  1581. }, false, 0.001, .1 );
  1582. break;
  1583. case 'firefly':
  1584. // MATERIAL
  1585. mtl = new THREE.PhongNodeMaterial();
  1586. var time = new THREE.TimerNode();
  1587. var speed = new THREE.FloatNode( .5 );
  1588. var color = new THREE.ColorNode( 0x98ff00 );
  1589. var timeSpeed = new THREE.OperatorNode(
  1590. time,
  1591. speed,
  1592. THREE.OperatorNode.MUL
  1593. );
  1594. var sinCycleInSecs = new THREE.OperatorNode(
  1595. timeSpeed,
  1596. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1597. THREE.OperatorNode.MUL
  1598. );
  1599. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1600. var cycleColor = new THREE.OperatorNode(
  1601. cycle,
  1602. color,
  1603. THREE.OperatorNode.MUL
  1604. );
  1605. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1606. mtl.color = new THREE.ColorNode( 0 );
  1607. mtl.emissive = cos;
  1608. // GUI
  1609. addGui( 'speed', speed.value, function ( val ) {
  1610. speed.value = val;
  1611. }, false, 0, 3 );
  1612. break;
  1613. case 'sss':
  1614. case 'translucent':
  1615. // DISTANCE FORMULA
  1616. var modelPos = new THREE.Vector3Node();
  1617. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1618. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1619. var cameraDistance = new THREE.Math2Node(
  1620. modelPos,
  1621. cameraPosition,
  1622. THREE.Math2Node.DISTANCE
  1623. );
  1624. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1625. var distance = new THREE.OperatorNode(
  1626. cameraDistance,
  1627. viewPosZ,
  1628. THREE.OperatorNode.SUB
  1629. );
  1630. var distanceRadius = new THREE.OperatorNode(
  1631. distance,
  1632. new THREE.FloatNode( 70 ),
  1633. THREE.OperatorNode.ADD
  1634. );
  1635. var objectDepth = new THREE.Math3Node(
  1636. distanceRadius,
  1637. new THREE.FloatNode( 0 ),
  1638. new THREE.FloatNode( 50 ),
  1639. THREE.Math3Node.SMOOTHSTEP
  1640. );
  1641. // RTT ( get back distance )
  1642. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1643. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1644. var distanceMtl = new THREE.PhongNodeMaterial();
  1645. distanceMtl.environment = objectDepth;
  1646. distanceMtl.side = THREE.BackSide;
  1647. rtMaterial = distanceMtl;
  1648. // MATERIAL
  1649. mtl = new THREE.StandardNodeMaterial();
  1650. var backSideDepth = new THREE.TextureNode( rtTexture.texture, new THREE.ScreenUVNode() );
  1651. var difference = new THREE.OperatorNode(
  1652. objectDepth,
  1653. backSideDepth,
  1654. THREE.OperatorNode.SUB
  1655. );
  1656. var sss = new THREE.Math3Node(
  1657. new THREE.FloatNode( - .1 ),
  1658. new THREE.FloatNode( .5 ),
  1659. difference,
  1660. THREE.Math3Node.SMOOTHSTEP
  1661. );
  1662. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1663. var frontColor, backColor;
  1664. if ( name == 'sss' ) {
  1665. var sssOut = new THREE.Math2Node(
  1666. objectDepth,
  1667. sssAlpha,
  1668. THREE.Math2Node.MIN
  1669. );
  1670. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1671. backColor = new THREE.ColorNode( 0xd04327 );
  1672. var color = new THREE.Math3Node(
  1673. backColor,
  1674. frontColor,
  1675. sssOut,
  1676. THREE.Math3Node.MIX
  1677. );
  1678. var light = new THREE.OperatorNode(
  1679. new THREE.LightNode(),
  1680. color,
  1681. THREE.OperatorNode.ADD
  1682. );
  1683. mtl.color = frontColor;
  1684. mtl.roughness = new THREE.FloatNode( .1 );
  1685. mtl.metalness = new THREE.FloatNode( .5 );
  1686. mtl.light = light;
  1687. mtl.environment = color;
  1688. } else {
  1689. frontColor = new THREE.ColorNode( 0xd04327 );
  1690. backColor = new THREE.ColorNode( 0x1a0e14 );
  1691. var color = new THREE.Math3Node(
  1692. frontColor,
  1693. backColor,
  1694. sssAlpha,
  1695. THREE.Math3Node.MIX
  1696. );
  1697. var light = new THREE.OperatorNode(
  1698. new THREE.LightNode(),
  1699. color,
  1700. THREE.OperatorNode.ADD
  1701. );
  1702. mtl.color = new THREE.ColorNode( 0xffffff );
  1703. mtl.roughness = new THREE.FloatNode( .1 );
  1704. mtl.metalness = new THREE.FloatNode( .5 );
  1705. mtl.light = light;
  1706. mtl.environment = color;
  1707. }
  1708. // GUI
  1709. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1710. frontColor.value.setHex( val );
  1711. }, true );
  1712. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1713. backColor.value.setHex( val );
  1714. }, true );
  1715. addGui( 'area', sss.b.value, function ( val ) {
  1716. sss.b.value = val;
  1717. }, false, 0, 1 );
  1718. break;
  1719. }
  1720. // set material
  1721. mtl.side = THREE.DoubleSide;
  1722. mesh.material = mtl;
  1723. }
  1724. function onWindowResize() {
  1725. var width = window.innerWidth, height = window.innerHeight;
  1726. camera.aspect = width / height;
  1727. camera.updateProjectionMatrix();
  1728. renderer.setSize( width, height );
  1729. if ( rtTexture ) rtTexture.setSize( width, height );
  1730. }
  1731. document.getElementById( 'serialize' ).addEventListener( 'click', function () {
  1732. if ( serialized ) reset();
  1733. else serialize();
  1734. serialized = ! serialized;
  1735. } );
  1736. function reset() {
  1737. updateMaterial();
  1738. // gui
  1739. var div = document.getElementById( 'serialize' );
  1740. div.textContent = "Serialize and apply";
  1741. }
  1742. function serialize() {
  1743. var json = mesh.material.toJSON();
  1744. // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
  1745. var cloud = getTexture( "cloud" );
  1746. THREE.NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
  1747. library[ "cloud" ] = cloud;
  1748. // --
  1749. var jsonStr = JSON.stringify( json );
  1750. console.log( jsonStr );
  1751. var loader = new THREE.NodeMaterialLoader( null, library ),
  1752. material = loader.parse( json );
  1753. mesh.material.dispose();
  1754. mesh.material = material;
  1755. // gui
  1756. var div = document.getElementById( 'serialize' );
  1757. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1758. if ( gui ) gui.destroy();
  1759. gui = null;
  1760. }
  1761. function animate() {
  1762. var delta = clock.getDelta();
  1763. if ( move ) {
  1764. var time = Date.now() * 0.005;
  1765. mesh.position.z = Math.cos( time ) * 10;
  1766. mesh.position.y = Math.sin( time ) * 10;
  1767. } else {
  1768. mesh.position.z = mesh.position.y = 0;
  1769. }
  1770. //mesh.rotation.z += .01;
  1771. // update material animation and/or gpu calcs (pre-renderer)
  1772. frame.update( delta ).setRenderer( renderer );
  1773. if ( mesh.material instanceof THREE.NodeMaterial ) {
  1774. frame.updateNode( mesh.material );
  1775. }
  1776. // render to texture for sss/translucent material only
  1777. if ( rtTexture ) {
  1778. scene.overrideMaterial = rtMaterial;
  1779. renderer.render( scene, camera, rtTexture, true );
  1780. scene.overrideMaterial = null;
  1781. }
  1782. renderer.render( scene, camera );
  1783. requestAnimationFrame( animate );
  1784. }
  1785. </script>
  1786. </body>
  1787. </html>