webgl_materials_nodes.html 59 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/core/GLNode.js"></script>
  39. <script src="js/nodes/core/RawNode.js"></script>
  40. <script src="js/nodes/core/BypassNode.js"></script>
  41. <script src="js/nodes/core/TempNode.js"></script>
  42. <script src="js/nodes/core/InputNode.js"></script>
  43. <script src="js/nodes/core/ConstNode.js"></script>
  44. <script src="js/nodes/core/VarNode.js"></script>
  45. <script src="js/nodes/core/StructNode.js"></script>
  46. <script src="js/nodes/core/FunctionNode.js"></script>
  47. <script src="js/nodes/core/FunctionCallNode.js"></script>
  48. <script src="js/nodes/core/AttributeNode.js"></script>
  49. <script src="js/nodes/core/NodeUniform.js"></script>
  50. <script src="js/nodes/core/NodeBuilder.js"></script>
  51. <script src="js/nodes/core/NodeLib.js"></script>
  52. <script src="js/nodes/core/NodeFrame.js"></script>
  53. <script src="js/nodes/core/NodeMaterial.js"></script>
  54. <!-- Library -->
  55. <script src="js/nodes/libs/common.js"></script>
  56. <script src="js/nodes/libs/keywords.js"></script>
  57. <!-- Accessors -->
  58. <script src="js/nodes/accessors/PositionNode.js"></script>
  59. <script src="js/nodes/accessors/NormalNode.js"></script>
  60. <script src="js/nodes/accessors/UVNode.js"></script>
  61. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  62. <script src="js/nodes/accessors/ColorsNode.js"></script>
  63. <script src="js/nodes/accessors/CameraNode.js"></script>
  64. <script src="js/nodes/accessors/ReflectNode.js"></script>
  65. <script src="js/nodes/accessors/LightNode.js"></script>
  66. <!-- Inputs -->
  67. <script src="js/nodes/inputs/IntNode.js"></script>
  68. <script src="js/nodes/inputs/FloatNode.js"></script>
  69. <script src="js/nodes/inputs/ColorNode.js"></script>
  70. <script src="js/nodes/inputs/Vector2Node.js"></script>
  71. <script src="js/nodes/inputs/Vector3Node.js"></script>
  72. <script src="js/nodes/inputs/Vector4Node.js"></script>
  73. <script src="js/nodes/inputs/TextureNode.js"></script>
  74. <script src="js/nodes/inputs/Matrix3Node.js"></script>
  75. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  76. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  77. <!-- Math -->
  78. <script src="js/nodes/math/Math1Node.js"></script>
  79. <script src="js/nodes/math/Math2Node.js"></script>
  80. <script src="js/nodes/math/Math3Node.js"></script>
  81. <script src="js/nodes/math/OperatorNode.js"></script>
  82. <!-- Utils -->
  83. <script src="js/nodes/utils/SwitchNode.js"></script>
  84. <script src="js/nodes/utils/JoinNode.js"></script>
  85. <script src="js/nodes/utils/TimerNode.js"></script>
  86. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  87. <script src="js/nodes/utils/BlinnShininessExponentNode.js"></script>
  88. <script src="js/nodes/utils/VelocityNode.js"></script>
  89. <script src="js/nodes/utils/LuminanceNode.js"></script>
  90. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  91. <script src="js/nodes/utils/NoiseNode.js"></script>
  92. <script src="js/nodes/utils/ResolutionNode.js"></script>
  93. <script src="js/nodes/utils/BumpMapNode.js"></script>
  94. <script src="js/nodes/utils/BlurNode.js"></script>
  95. <script src="js/nodes/utils/UVTransformNode.js"></script>
  96. <script src="js/nodes/utils/MaxMIPLevelNode.js"></script>
  97. <script src="js/nodes/utils/NormalMapNode.js"></script>
  98. <!-- Phong Material -->
  99. <script src="js/nodes/materials/PhongNode.js"></script>
  100. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  101. <!-- Standard Material -->
  102. <script src="js/nodes/materials/StandardNode.js"></script>
  103. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  104. <!-- Extended Materials -->
  105. <script src="js/nodes/materials/MeshStandardNode.js"></script>
  106. <script src="js/nodes/materials/MeshStandardNodeMaterial.js"></script>
  107. <!-- NodeMaterial Loader -->
  108. <script src="js/loaders/NodeMaterialLoader.js"></script>
  109. <script>
  110. var container = document.getElementById( 'container' );
  111. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  112. var frame = new THREE.NodeFrame();
  113. var teapot, mesh;
  114. var controls;
  115. var move = false;
  116. var rtTexture, rtMaterial;
  117. var gui, guiElements = [];
  118. var library = {};
  119. var serialized = false;
  120. var textures = {
  121. brick: { url: 'textures/brick_diffuse.jpg' },
  122. grass: { url: 'textures/terrain/grasslight-big.jpg' },
  123. grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
  124. decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
  125. cloud: { url: 'textures/lava/cloud.png' },
  126. spherical: { url: 'textures/envmap.png' }
  127. };
  128. var param = { example: new URL(window.location.href).searchParams.get('e') || 'mesh-standard' };
  129. function getTexture( name ) {
  130. var texture = textures[ name ].texture;
  131. if ( ! texture ) {
  132. texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
  133. texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
  134. library[ texture.uuid ] = texture;
  135. }
  136. return texture;
  137. }
  138. var cubemap = function () {
  139. var path = "textures/cube/Park2/";
  140. var format = '.jpg';
  141. var urls = [
  142. path + 'posx' + format, path + 'negx' + format,
  143. path + 'posy' + format, path + 'negy' + format,
  144. path + 'posz' + format, path + 'negz' + format
  145. ];
  146. var textureCube = new THREE.CubeTextureLoader().load( urls );
  147. textureCube.format = THREE.RGBFormat;
  148. library[ textureCube.uuid ] = textureCube;
  149. return textureCube;
  150. }();
  151. window.addEventListener( 'load', init );
  152. function init() {
  153. renderer = new THREE.WebGLRenderer( { antialias: true } );
  154. renderer.setPixelRatio( window.devicePixelRatio );
  155. renderer.setSize( window.innerWidth, window.innerHeight );
  156. renderer.uuid = THREE.Math.generateUUID(); // generate to library
  157. container.appendChild( renderer.domElement );
  158. scene = new THREE.Scene();
  159. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  160. camera.position.x = 50;
  161. camera.position.z = - 50;
  162. camera.position.y = 30;
  163. camera.target = new THREE.Vector3();
  164. controls = new THREE.OrbitControls( camera, renderer.domElement );
  165. controls.minDistance = 50;
  166. controls.maxDistance = 200;
  167. scene.add( new THREE.AmbientLight( 0x464646 ) );
  168. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  169. light.position.set( 1, 0.75, 0.5 );
  170. scene.add( light );
  171. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  172. light.position.set( - 1, 0.75, - 0.5 );
  173. scene.add( light );
  174. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  175. mesh = new THREE.Mesh( teapot );
  176. scene.add( mesh );
  177. library[ renderer.uuid ] = renderer;
  178. library[ camera.uuid ] = camera;
  179. library[ mesh.uuid ] = mesh;
  180. window.addEventListener( 'resize', onWindowResize, false );
  181. updateMaterial();
  182. onWindowResize();
  183. animate();
  184. }
  185. function clearGui() {
  186. if ( gui ) gui.destroy();
  187. gui = new dat.GUI();
  188. var example = gui.add( param, 'example', {
  189. 'basic / standard': 'standard',
  190. 'basic / mesh-standard': 'mesh-standard',
  191. 'basic / physical': 'physical',
  192. 'basic / phong': 'phong',
  193. 'basic / layers': 'layers',
  194. 'basic / rim': 'rim',
  195. 'basic / color-adjustment': 'color-adjustment',
  196. 'basic / uv-transform': 'uv-transform',
  197. 'basic / bump': 'bump',
  198. 'basic / blur': 'blur',
  199. 'basic / spherical-reflection': 'spherical-reflection',
  200. 'adv / fresnel': 'fresnel',
  201. 'adv / saturation': 'saturation',
  202. 'adv / top-bottom': 'top-bottom',
  203. 'adv / skin': 'skin',
  204. 'adv / skin-phong': 'skin-phong',
  205. 'adv / caustic': 'caustic',
  206. 'adv / displace': 'displace',
  207. 'adv / plush': 'plush',
  208. 'adv / toon': 'toon',
  209. 'adv / camera-depth': 'camera-depth',
  210. 'adv / soft-body': 'soft-body',
  211. 'adv / wave': 'wave',
  212. 'adv / triangle-blur': 'triangle-blur',
  213. 'adv / expression': 'expression',
  214. 'adv / sss': 'sss',
  215. 'adv / translucent': 'translucent',
  216. 'misc / smoke': 'smoke',
  217. 'misc / firefly': 'firefly',
  218. 'misc / reserved-keywords': 'reserved-keywords',
  219. 'misc / varying': 'varying',
  220. 'misc / void-function': 'void-function',
  221. 'misc / readonly': 'readonly',
  222. 'misc / custom-attribute': 'custom-attribute'
  223. } ).onFinishChange( function () {
  224. updateMaterial();
  225. } );
  226. gui.open();
  227. }
  228. function addGui( name, value, callback, isColor, min, max ) {
  229. var node;
  230. param[ name ] = value;
  231. if ( isColor ) {
  232. node = gui.addColor( param, name ).onChange( function () {
  233. callback( param[ name ] );
  234. } );
  235. } else if ( typeof value == 'object' ) {
  236. param.blend = value[ Object.keys( value )[ 0 ] ];
  237. node = gui.add( param, name, value ).onChange( function () {
  238. callback( param[ name ] );
  239. } );
  240. } else {
  241. node = gui.add( param, name, min, max ).onChange( function () {
  242. callback( param[ name ] );
  243. } );
  244. }
  245. return node;
  246. }
  247. function updateMaterial() {
  248. move = false;
  249. if ( mesh.material ) mesh.material.dispose();
  250. if ( rtTexture ) {
  251. delete library[ rtTexture.texture.uuid ];
  252. rtTexture.dispose();
  253. rtTexture = null;
  254. }
  255. if ( rtMaterial ) {
  256. rtMaterial.dispose();
  257. rtMaterial = null;
  258. }
  259. var name = param.example;
  260. var mtl;
  261. clearGui();
  262. switch ( name ) {
  263. case 'phong':
  264. // MATERIAL
  265. mtl = new THREE.PhongNodeMaterial();
  266. //mtl.color = // albedo (vec3)
  267. //mtl.alpha = // opacity (float)
  268. //mtl.specular = // specular color (vec3)
  269. //mtl.shininess = // shininess (float)
  270. //mtl.normal = // normal (vec3)
  271. //mtl.emissive = // emissive color (vec3)
  272. //mtl.ambient = // ambient color (vec3)
  273. //mtl.shadow = // shadowmap (vec3)
  274. //mtl.light = // custom-light (vec3)
  275. //mtl.ao = // ambient occlusion (float)
  276. //mtl.light = // input/output light (vec3)
  277. //mtl.environment = // reflection/refraction (vec3)
  278. //mtl.environmentAlpha = // environment alpha (float)
  279. //mtl.transform = // vertex transformation (vec3)
  280. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  281. mtl.color = new THREE.TextureNode( getTexture( "grass" ) );
  282. mtl.specular = new THREE.FloatNode( .5 );
  283. mtl.shininess = new THREE.FloatNode( 15 );
  284. mtl.environment = new THREE.CubeTextureNode( cubemap );
  285. mtl.environmentAlpha = mask;
  286. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  287. mtl.normal.scale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  288. break;
  289. case 'standard':
  290. // MATERIAL
  291. mtl = new THREE.StandardNodeMaterial();
  292. //mtl.color = // albedo (vec3)
  293. //mtl.alpha = // opacity (float)
  294. //mtl.roughness = // roughness (float)
  295. //mtl.metalness = // metalness (float)
  296. //mtl.normal = // normal (vec3)
  297. //mtl.emissive = // emissive color (vec3)
  298. //mtl.ambient = // ambient color (vec3)
  299. //mtl.shadow = // shadowmap (vec3)
  300. //mtl.light = // custom-light (vec3)
  301. //mtl.ao = // ambient occlusion (float)
  302. //mtl.environment = // reflection/refraction (vec3)
  303. //mtl.transform = // vertex transformation (vec3)
  304. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  305. var normalScale = new THREE.FloatNode( .3 );
  306. var roughnessA = new THREE.FloatNode( .5 );
  307. var metalnessA = new THREE.FloatNode( .5 );
  308. var roughnessB = new THREE.FloatNode( 0 );
  309. var metalnessB = new THREE.FloatNode( 1 );
  310. var roughness = new THREE.Math3Node(
  311. roughnessA,
  312. roughnessB,
  313. mask,
  314. THREE.Math3Node.MIX
  315. );
  316. var metalness = new THREE.Math3Node(
  317. metalnessA,
  318. metalnessB,
  319. mask,
  320. THREE.Math3Node.MIX
  321. );
  322. var normalMask = new THREE.OperatorNode(
  323. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  324. normalScale,
  325. THREE.OperatorNode.MUL
  326. );
  327. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  328. mtl.roughness = roughness;
  329. mtl.metalness = metalness;
  330. mtl.environment = new THREE.CubeTextureNode( cubemap );
  331. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  332. mtl.normal.scale = normalMask;
  333. // GUI
  334. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  335. mtl.color.value.setHex( val );
  336. }, true );
  337. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  338. roughnessA.value = val;
  339. }, false, 0, 1 );
  340. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  341. metalnessA.value = val;
  342. }, false, 0, 1 );
  343. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  344. roughnessB.value = val;
  345. }, false, 0, 1 );
  346. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  347. metalnessB.value = val;
  348. }, false, 0, 1 );
  349. addGui( 'normalScale', normalScale.value, function ( val ) {
  350. normalScale.value = val;
  351. }, false, 0, 1 );
  352. break;
  353. case 'mesh-standard':
  354. // MATERIAL
  355. var sataturation = new THREE.FloatNode( 1 );
  356. function updateMaterial( useNodeMaterial ) {
  357. var oldMaterial = mtl;
  358. if (oldMaterial) oldMaterial.dispose();
  359. mtl = useNodeMaterial ? new THREE.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
  360. // default syntax ( backward-compatible )
  361. mtl.map = getTexture( "brick" );
  362. mtl.normalMap = getTexture( "grassNormal" );
  363. mtl.normalScale = new THREE.Vector2( .3, -.3 );
  364. mtl.envMap = cubemap;
  365. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  366. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  367. // extended syntax ( only for NodeMaterial )
  368. if (useNodeMaterial) {
  369. mtl.map = new THREE.ColorAdjustmentNode(
  370. new THREE.TextureNode( mtl.map ),
  371. sataturation,
  372. THREE.ColorAdjustmentNode.SATURATION
  373. );
  374. }
  375. // apply material
  376. mtl.needsUpdate = true;
  377. mesh.material = mtl;
  378. }
  379. updateMaterial( true );
  380. // GUI
  381. addGui( 'use node material', true, function ( val ) {
  382. updateMaterial( val );
  383. } );
  384. addGui( 'roughness', mtl.roughness, function ( val ) {
  385. mtl.roughness = val;
  386. }, false, 0, 1 );
  387. addGui( 'metalness', mtl.roughness, function ( val ) {
  388. mtl.metalness = val;
  389. }, false, 0, 1 );
  390. addGui( 'sat. (only node)', sataturation.value, function ( val ) {
  391. sataturation.value = val;
  392. }, false, 0, 2 );
  393. break;
  394. case 'physical':
  395. // MATERIAL
  396. mtl = new THREE.StandardNodeMaterial();
  397. //mtl.color = // albedo (vec3)
  398. //mtl.alpha = // opacity (float)
  399. //mtl.roughness = // roughness (float)
  400. //mtl.metalness = // metalness (float)
  401. //mtl.reflectivity = // reflectivity (float)
  402. //mtl.clearCoat = // clearCoat (float)
  403. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  404. //mtl.normal = // normal (vec3)
  405. //mtl.emissive = // emissive color (vec3)
  406. //mtl.ambient = // ambient color (vec3)
  407. //mtl.shadow = // shadowmap (vec3)
  408. //mtl.light = // custom-light (vec3)
  409. //mtl.ao = // ambient occlusion (float)
  410. //mtl.environment = // reflection/refraction (vec3)
  411. //mtl.transform = // vertex transformation (vec3)
  412. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  413. var normalScale = new THREE.FloatNode( .3 );
  414. var roughnessA = new THREE.FloatNode( .5 );
  415. var metalnessA = new THREE.FloatNode( .5 );
  416. var roughnessB = new THREE.FloatNode( 0 );
  417. var metalnessB = new THREE.FloatNode( 1 );
  418. var reflectivity = new THREE.FloatNode( 0 );
  419. var clearCoat = new THREE.FloatNode( 1 );
  420. var clearCoatRoughness = new THREE.FloatNode( 1 );
  421. var roughness = new THREE.Math3Node(
  422. roughnessA,
  423. roughnessB,
  424. mask,
  425. THREE.Math3Node.MIX
  426. );
  427. var metalness = new THREE.Math3Node(
  428. metalnessA,
  429. metalnessB,
  430. mask,
  431. THREE.Math3Node.MIX
  432. );
  433. var normalMask = new THREE.OperatorNode(
  434. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  435. normalScale,
  436. THREE.OperatorNode.MUL
  437. );
  438. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  439. mtl.roughness = roughness;
  440. mtl.metalness = metalness;
  441. mtl.reflectivity = reflectivity;
  442. mtl.clearCoat = clearCoat;
  443. mtl.clearCoatRoughness = clearCoatRoughness;
  444. mtl.environment = new THREE.CubeTextureNode( cubemap );
  445. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  446. mtl.normal.scale = normalMask;
  447. // GUI
  448. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  449. mtl.color.value.setHex( val );
  450. }, true );
  451. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  452. reflectivity.value = val;
  453. }, false, 0, 1 );
  454. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  455. clearCoat.value = val;
  456. }, false, 0, 1 );
  457. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  458. clearCoatRoughness.value = val;
  459. }, false, 0, 1 );
  460. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  461. roughnessA.value = val;
  462. }, false, 0, 1 );
  463. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  464. metalnessA.value = val;
  465. }, false, 0, 1 );
  466. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  467. roughnessB.value = val;
  468. }, false, 0, 1 );
  469. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  470. metalnessB.value = val;
  471. }, false, 0, 1 );
  472. addGui( 'normalScale', normalScale.value, function ( val ) {
  473. normalScale.value = val;
  474. }, false, 0, 1 );
  475. break;
  476. case 'wave':
  477. // MATERIAL
  478. mtl = new THREE.PhongNodeMaterial();
  479. var time = new THREE.TimerNode();
  480. var speed = new THREE.FloatNode( 5 );
  481. var scale = new THREE.FloatNode( 1 );
  482. var worldScale = new THREE.FloatNode( .4 );
  483. var colorA = new THREE.ColorNode( 0xFFFFFF );
  484. var colorB = new THREE.ColorNode( 0x0054df );
  485. // used for serialization only
  486. time.name = "time";
  487. speed.name = "speed";
  488. var timeScale = new THREE.OperatorNode(
  489. time,
  490. speed,
  491. THREE.OperatorNode.MUL
  492. );
  493. var worldScl = new THREE.OperatorNode(
  494. new THREE.PositionNode(),
  495. worldScale,
  496. THREE.OperatorNode.MUL
  497. );
  498. var posContinuous = new THREE.OperatorNode(
  499. worldScl,
  500. timeScale,
  501. THREE.OperatorNode.ADD
  502. );
  503. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  504. wave = new THREE.SwitchNode( wave, 'x' );
  505. var waveScale = new THREE.OperatorNode(
  506. wave,
  507. scale,
  508. THREE.OperatorNode.MUL
  509. );
  510. var displaceY = new THREE.JoinNode(
  511. new THREE.FloatNode(),
  512. waveScale,
  513. new THREE.FloatNode()
  514. );
  515. var displace = new THREE.OperatorNode(
  516. new THREE.NormalNode(),
  517. displaceY,
  518. THREE.OperatorNode.MUL
  519. );
  520. var blend = new THREE.OperatorNode(
  521. new THREE.PositionNode(),
  522. displaceY,
  523. THREE.OperatorNode.ADD
  524. );
  525. var color = new THREE.Math3Node(
  526. colorB,
  527. colorA,
  528. wave,
  529. THREE.Math3Node.MIX
  530. );
  531. mtl.color = color;
  532. mtl.transform = blend;
  533. // GUI
  534. addGui( 'speed', speed.value, function ( val ) {
  535. speed.value = val;
  536. }, false, 0, 10 );
  537. addGui( 'scale', scale.value, function ( val ) {
  538. scale.value = val;
  539. }, false, 0, 3 );
  540. addGui( 'worldScale', worldScale.value, function ( val ) {
  541. worldScale.value = val;
  542. }, false, 0, 1 );
  543. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  544. colorA.value.setHex( val );
  545. }, true );
  546. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  547. colorB.value.setHex( val );
  548. }, true );
  549. addGui( 'useNormals', false, function ( val ) {
  550. blend.b = val ? displace : displaceY;
  551. mtl.needsUpdate = true;
  552. } );
  553. break;
  554. case 'rim':
  555. // MATERIAL
  556. mtl = new THREE.PhongNodeMaterial();
  557. var intensity = 1.3;
  558. var power = new THREE.FloatNode( 3 );
  559. var color = new THREE.ColorNode( 0xFFFFFF );
  560. var viewZ = new THREE.Math2Node(
  561. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  562. new THREE.Vector3Node( 0, 0, - intensity ),
  563. THREE.Math2Node.DOT
  564. );
  565. var rim = new THREE.OperatorNode(
  566. viewZ,
  567. new THREE.FloatNode( intensity ),
  568. THREE.OperatorNode.ADD
  569. );
  570. var rimPower = new THREE.Math2Node(
  571. rim,
  572. power,
  573. THREE.Math2Node.POW
  574. );
  575. var rimColor = new THREE.OperatorNode(
  576. rimPower,
  577. color,
  578. THREE.OperatorNode.MUL
  579. );
  580. mtl.color = new THREE.ColorNode( 0x111111 );
  581. mtl.emissive = rimColor;
  582. // GUI
  583. addGui( 'color', color.value.getHex(), function ( val ) {
  584. color.value.setHex( val );
  585. }, true );
  586. addGui( 'intensity', intensity, function ( val ) {
  587. intensity = val;
  588. viewZ.b.z = - intensity;
  589. rim.b.value = intensity;
  590. }, false, 0, 3 );
  591. addGui( 'power', power.value, function ( val ) {
  592. power.value = val;
  593. }, false, 0, 6 );
  594. addGui( 'xray', false, function ( val ) {
  595. if ( val ) {
  596. mtl.emissive = color;
  597. mtl.alpha = rimPower;
  598. mtl.blending = THREE.AdditiveBlending;
  599. mtl.depthWrite = false;
  600. } else {
  601. mtl.emissive = rimColor;
  602. mtl.alpha = null;
  603. mtl.blending = THREE.NormalBlending;
  604. mtl.depthWrite = true;
  605. }
  606. mtl.needsUpdate = true;
  607. } );
  608. break;
  609. case 'color-adjustment':
  610. // MATERIAL
  611. mtl = new THREE.PhongNodeMaterial();
  612. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  613. var hue = new THREE.FloatNode();
  614. var sataturation = new THREE.FloatNode( 1 );
  615. var vibrance = new THREE.FloatNode();
  616. var brightness = new THREE.FloatNode( 0 );
  617. var contrast = new THREE.FloatNode( 1 );
  618. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  619. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  620. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  621. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  622. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  623. mtl.color = contrastNode;
  624. // GUI
  625. addGui( 'hue', hue.value, function ( val ) {
  626. hue.value = val;
  627. }, false, 0, Math.PI * 2 );
  628. addGui( 'saturation', sataturation.value, function ( val ) {
  629. sataturation.value = val;
  630. }, false, 0, 2 );
  631. addGui( 'vibrance', vibrance.value, function ( val ) {
  632. vibrance.value = val;
  633. }, false, - 1, 1 );
  634. addGui( 'brightness', brightness.value, function ( val ) {
  635. brightness.value = val;
  636. }, false, 0, .5 );
  637. addGui( 'contrast', contrast.value, function ( val ) {
  638. contrast.value = val;
  639. }, false, 0, 2 );
  640. break;
  641. case 'uv-transform':
  642. // MATERIAL
  643. mtl = new THREE.PhongNodeMaterial();
  644. var translate = new THREE.Vector2();
  645. var rotate = 0;
  646. var scale = new THREE.Vector2( 1, 1 );
  647. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  648. texture.coord = new THREE.UVTransformNode();
  649. //texture.coord.uv = new THREE.UVNode( 1 ); // uv2 for example
  650. mtl.color = texture;
  651. // GUI
  652. function updateUVTransform() {
  653. texture.coord.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  654. }
  655. addGui( 'translateX', translate.x, function ( val ) {
  656. translate.x = val;
  657. updateUVTransform();
  658. }, false, 0, 10 );
  659. addGui( 'translateY', translate.y, function ( val ) {
  660. translate.y = val;
  661. updateUVTransform();
  662. }, false, 0, 10 );
  663. addGui( 'scaleX', scale.x, function ( val ) {
  664. scale.x = val;
  665. updateUVTransform();
  666. }, false, .1, 5 );
  667. addGui( 'scaleY', scale.y, function ( val ) {
  668. scale.y = val;
  669. updateUVTransform();
  670. }, false, .1, 5 );
  671. addGui( 'rotate', rotate, function ( val ) {
  672. rotate = val;
  673. updateUVTransform();
  674. }, false, 0, 360 );
  675. break;
  676. case 'bump':
  677. // MATERIAL
  678. mtl = new THREE.PhongNodeMaterial();
  679. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  680. var bumpMap = new THREE.BumpMapNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  681. bumpMap.scale = new THREE.FloatNode( .5 );
  682. mtl.color = diffuse;
  683. mtl.normal = bumpMap;
  684. // convert BumpMap to NormalMap
  685. //bumpMap.toNormalMap = true;
  686. //mtl.normal = new THREE.NormalMapNode( bumpMap );
  687. // GUI
  688. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  689. bumpMap.scale.value = val;
  690. }, false, - 2, 2 );
  691. addGui( 'color', true, function ( val ) {
  692. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  693. mtl.needsUpdate = true;
  694. } );
  695. break;
  696. case 'blur':
  697. // MATERIAL
  698. mtl = new THREE.PhongNodeMaterial();
  699. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  700. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  701. mtl.color = blur;
  702. // GUI
  703. addGui( 'radiusX', blur.radius.x, function ( val ) {
  704. blur.radius.x = val;
  705. }, false, 0, 15 );
  706. addGui( 'radiusY', blur.radius.y, function ( val ) {
  707. blur.radius.y = val;
  708. }, false, 0, 15 );
  709. break;
  710. case 'spherical-reflection':
  711. // MATERIAL
  712. mtl = new THREE.PhongNodeMaterial();
  713. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  714. break;
  715. case 'fresnel':
  716. // MATERIAL
  717. mtl = new THREE.PhongNodeMaterial();
  718. var reflectance = new THREE.FloatNode( 1.3 );
  719. var power = new THREE.FloatNode( 1 );
  720. var color = new THREE.CubeTextureNode( cubemap );
  721. var viewZ = new THREE.Math2Node(
  722. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  723. new THREE.Vector3Node( 0, 0, - 1 ),
  724. THREE.Math2Node.DOT
  725. );
  726. var theta = new THREE.OperatorNode(
  727. viewZ,
  728. new THREE.FloatNode( 1 ),
  729. THREE.OperatorNode.ADD
  730. );
  731. var thetaPower = new THREE.Math2Node(
  732. theta,
  733. power,
  734. THREE.Math2Node.POW
  735. );
  736. var fresnel = new THREE.OperatorNode(
  737. reflectance,
  738. thetaPower,
  739. THREE.OperatorNode.MUL
  740. );
  741. mtl.color = new THREE.ColorNode( 0x3399FF );
  742. mtl.environment = color;
  743. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  744. // GUI
  745. addGui( 'reflectance', reflectance.value, function ( val ) {
  746. reflectance.value = val;
  747. }, false, 0, 3 );
  748. addGui( 'power', power.value, function ( val ) {
  749. power.value = val;
  750. }, false, 0, 5 );
  751. break;
  752. case 'layers':
  753. // MATERIAL
  754. mtl = new THREE.PhongNodeMaterial();
  755. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  756. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  757. var offset = new THREE.FloatNode( 0 );
  758. var scale = new THREE.FloatNode( 1 );
  759. var uv = new THREE.UVNode();
  760. var uvOffset = new THREE.OperatorNode(
  761. offset,
  762. uv,
  763. THREE.OperatorNode.ADD
  764. );
  765. var uvScale = new THREE.OperatorNode(
  766. uvOffset,
  767. scale,
  768. THREE.OperatorNode.MUL
  769. );
  770. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  771. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  772. var blend = new THREE.Math3Node(
  773. tex1,
  774. tex2,
  775. maskAlphaChannel,
  776. THREE.Math3Node.MIX
  777. );
  778. mtl.color = blend;
  779. // GUI
  780. addGui( 'offset', offset.value, function ( val ) {
  781. offset.value = val;
  782. }, false, 0, 1 );
  783. addGui( 'scale', scale.value, function ( val ) {
  784. scale.value = val;
  785. }, false, 0, 10 );
  786. break;
  787. case 'saturation':
  788. // MATERIAL
  789. mtl = new THREE.StandardNodeMaterial();
  790. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  791. var sat = new THREE.FloatNode( 0 );
  792. var satrgb = new THREE.FunctionNode( [
  793. "vec3 satrgb(vec3 rgb, float adjustment) {",
  794. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  795. " vec3 intensity = vec3(dot(rgb, LUMA));",
  796. " return mix(intensity, rgb, adjustment);",
  797. "}"
  798. ].join( "\n" ) );
  799. var saturation = new THREE.FunctionCallNode( satrgb );
  800. saturation.inputs.rgb = tex;
  801. saturation.inputs.adjustment = sat;
  802. // or try
  803. //saturation.inputs[0] = tex;
  804. //saturation.inputs[1] = sat;
  805. mtl.color = saturation;
  806. // GUI
  807. addGui( 'saturation', sat.value, function ( val ) {
  808. sat.value = val;
  809. }, false, 0, 2 );
  810. break;
  811. case 'top-bottom':
  812. // MATERIAL
  813. mtl = new THREE.PhongNodeMaterial();
  814. var top = new THREE.TextureNode( getTexture( "grass" ) );
  815. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  816. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  817. var normalY = new THREE.SwitchNode( normal, 'y' );
  818. var hard = new THREE.FloatNode( 9 );
  819. var offset = new THREE.FloatNode( - 2.5 );
  820. var hardClamp = new THREE.OperatorNode(
  821. normalY,
  822. hard,
  823. THREE.OperatorNode.MUL
  824. );
  825. var offsetClamp = new THREE.OperatorNode(
  826. hardClamp,
  827. offset,
  828. THREE.OperatorNode.ADD
  829. );
  830. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  831. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  832. mtl.color = blend;
  833. // GUI
  834. addGui( 'hard', hard.value, function ( val ) {
  835. hard.value = val;
  836. }, false, 0, 20 );
  837. addGui( 'offset', offset.value, function ( val ) {
  838. offset.value = val;
  839. }, false, - 10, 10 );
  840. break;
  841. case 'displace':
  842. // MATERIAL
  843. mtl = new THREE.PhongNodeMaterial();
  844. var time = new THREE.TimerNode();
  845. var scale = new THREE.FloatNode( 2 );
  846. var speed = new THREE.FloatNode( .2 );
  847. var colorA = new THREE.ColorNode( 0xFFFFFF );
  848. var colorB = new THREE.ColorNode( 0x0054df );
  849. // used for serialization only
  850. time.name = "time";
  851. speed.name = "speed";
  852. var uv = new THREE.UVNode();
  853. var timeScl = new THREE.OperatorNode(
  854. time,
  855. speed,
  856. THREE.OperatorNode.MUL
  857. );
  858. var displaceOffset = new THREE.OperatorNode(
  859. timeScl,
  860. uv,
  861. THREE.OperatorNode.ADD
  862. );
  863. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  864. var texArea = new THREE.SwitchNode( tex, 'w' );
  865. var displace = new THREE.OperatorNode(
  866. new THREE.NormalNode(),
  867. texArea,
  868. THREE.OperatorNode.MUL
  869. );
  870. var displaceScale = new THREE.OperatorNode(
  871. displace,
  872. scale,
  873. THREE.OperatorNode.MUL
  874. );
  875. var blend = new THREE.OperatorNode(
  876. new THREE.PositionNode(),
  877. displaceScale,
  878. THREE.OperatorNode.ADD
  879. );
  880. var color = new THREE.Math3Node(
  881. colorB,
  882. colorA,
  883. texArea,
  884. THREE.Math3Node.MIX
  885. );
  886. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  887. mtl.emissive = color;
  888. mtl.transform = blend;
  889. // GUI
  890. addGui( 'speed', speed.value, function ( val ) {
  891. speed.value = val;
  892. }, false, 0, 1 );
  893. addGui( 'scale', scale.value, function ( val ) {
  894. scale.value = val;
  895. }, false, 0, 10 );
  896. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  897. colorA.value.setHex( val );
  898. }, true );
  899. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  900. colorB.value.setHex( val );
  901. }, true );
  902. break;
  903. case 'smoke':
  904. // MATERIAL
  905. mtl = new THREE.PhongNodeMaterial();
  906. var time = new THREE.TimerNode();
  907. var uv = new THREE.UVNode();
  908. var timeSpeedA = new THREE.OperatorNode(
  909. time,
  910. new THREE.Vector2Node( 0.3, 0.1 ),
  911. THREE.OperatorNode.MUL
  912. );
  913. var timeSpeedB = new THREE.OperatorNode(
  914. time,
  915. new THREE.Vector2Node( 0.15, 0.4 ),
  916. THREE.OperatorNode.MUL
  917. );
  918. var uvOffsetA = new THREE.OperatorNode(
  919. timeSpeedA,
  920. uv,
  921. THREE.OperatorNode.ADD
  922. );
  923. var uvOffsetB = new THREE.OperatorNode(
  924. timeSpeedB,
  925. uv,
  926. THREE.OperatorNode.ADD
  927. );
  928. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  929. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  930. var clouds = new THREE.OperatorNode(
  931. cloudA,
  932. cloudB,
  933. THREE.OperatorNode.ADD
  934. );
  935. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  936. mtl.alpha = clouds;
  937. // GUI
  938. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  939. mtl.environment.value.setHex( val );
  940. }, true );
  941. break;
  942. case 'camera-depth':
  943. // MATERIAL
  944. var colorA = new THREE.ColorNode( 0xFFFFFF );
  945. var colorB = new THREE.ColorNode( 0x0054df );
  946. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  947. depth.near.value = 1;
  948. depth.far.value = 200;
  949. var colors = new THREE.Math3Node(
  950. colorB,
  951. colorA,
  952. depth,
  953. THREE.Math3Node.MIX
  954. );
  955. mtl = new THREE.PhongNodeMaterial();
  956. mtl.color = colors;
  957. // GUI
  958. addGui( 'near', depth.near.value, function ( val ) {
  959. depth.near.value = val;
  960. }, false, 1, 1200 );
  961. addGui( 'far', depth.far.value, function ( val ) {
  962. depth.far.value = val;
  963. }, false, 1, 1200 );
  964. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  965. colorA.value.setHex( val );
  966. }, true );
  967. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  968. colorB.value.setHex( val );
  969. }, true );
  970. break;
  971. case 'caustic':
  972. // MATERIAL
  973. mtl = new THREE.StandardNodeMaterial();
  974. var hash2 = new THREE.FunctionNode( [
  975. "vec2 hash2(vec2 p) {",
  976. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  977. "}"
  978. ].join( "\n" ) );
  979. var voronoi = new THREE.FunctionNode( [
  980. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  981. "float voronoi(vec2 p, in float time) {",
  982. " vec2 n = floor(p);",
  983. " vec2 f = fract(p);",
  984. " float md = 5.0;",
  985. " vec2 m = vec2(0.0);",
  986. " for (int i = -1; i <= 1; i++) {",
  987. " for (int j = -1; j <= 1; j++) {",
  988. " vec2 g = vec2(i, j);",
  989. " vec2 o = hash2(n + g);",
  990. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  991. " vec2 r = g + o - f;",
  992. " float d = dot(r, r);",
  993. " if (d < md) {",
  994. " md = d;",
  995. " m = n+g+o;",
  996. " }",
  997. " }",
  998. " }",
  999. " return md;",
  1000. "}"
  1001. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1002. var voronoiLayers = new THREE.FunctionNode( [
  1003. // based on https://www.shadertoy.com/view/4tXSDf
  1004. "float voronoiLayers(vec2 p, in float time) {",
  1005. " float v = 0.0;",
  1006. " float a = 0.4;",
  1007. " for (int i = 0; i < 3; i++) {",
  1008. " v += voronoi(p, time) * a;",
  1009. " p *= 2.0;",
  1010. " a *= 0.5;",
  1011. " }",
  1012. " return v;",
  1013. "}"
  1014. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1015. var time = new THREE.TimerNode();
  1016. var timeScale = new THREE.FloatNode( 2 );
  1017. // used for serialization only
  1018. time.name = "time";
  1019. timeScale.name = "speed";
  1020. var alpha = new THREE.FloatNode( 1 );
  1021. var scale = new THREE.FloatNode( .1 );
  1022. var intensity = new THREE.FloatNode( 1.5 );
  1023. var color = new THREE.ColorNode( 0xFFFFFF );
  1024. var colorA = new THREE.ColorNode( 0xFFFFFF );
  1025. var colorB = new THREE.ColorNode( 0x0054df );
  1026. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  1027. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  1028. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  1029. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  1030. // clamp0at1
  1031. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  1032. var timeOffset = new THREE.OperatorNode(
  1033. time,
  1034. timeScale,
  1035. THREE.OperatorNode.MUL
  1036. );
  1037. var uvPos = new THREE.OperatorNode(
  1038. worldPosTop,
  1039. scale,
  1040. THREE.OperatorNode.MUL
  1041. );
  1042. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  1043. voronoi.inputs.p = uvPos;
  1044. voronoi.inputs.time = timeOffset;
  1045. var maskCaustic = new THREE.OperatorNode(
  1046. alpha,
  1047. mask,
  1048. THREE.OperatorNode.MUL
  1049. );
  1050. var voronoiIntensity = new THREE.OperatorNode(
  1051. voronoi,
  1052. intensity,
  1053. THREE.OperatorNode.MUL
  1054. );
  1055. var voronoiColors = new THREE.Math3Node(
  1056. colorB,
  1057. colorA,
  1058. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1059. THREE.Math3Node.MIX
  1060. );
  1061. var caustic = new THREE.Math3Node(
  1062. color,
  1063. voronoiColors,
  1064. maskCaustic,
  1065. THREE.Math3Node.MIX
  1066. );
  1067. var causticLights = new THREE.OperatorNode(
  1068. voronoiIntensity,
  1069. maskCaustic,
  1070. THREE.OperatorNode.MUL
  1071. );
  1072. mtl.color = caustic;
  1073. mtl.ambient = causticLights;
  1074. // GUI
  1075. addGui( 'timeScale', timeScale.value, function ( val ) {
  1076. timeScale.value = val;
  1077. }, false, 0, 5 );
  1078. addGui( 'intensity', intensity.value, function ( val ) {
  1079. intensity.value = val;
  1080. }, false, 0, 3 );
  1081. addGui( 'scale', scale.value, function ( val ) {
  1082. scale.value = val;
  1083. }, false, 0, 1 );
  1084. addGui( 'alpha', alpha.value, function ( val ) {
  1085. alpha.value = val;
  1086. }, false, 0, 1 );
  1087. addGui( 'color', color.value.getHex(), function ( val ) {
  1088. color.value.setHex( val );
  1089. }, true );
  1090. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1091. colorA.value.setHex( val );
  1092. }, true );
  1093. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1094. colorB.value.setHex( val );
  1095. }, true );
  1096. break;
  1097. case 'soft-body':
  1098. // MATERIAL
  1099. move = true;
  1100. mtl = new THREE.StandardNodeMaterial();
  1101. var scale = new THREE.FloatNode( 2 );
  1102. var colorA = new THREE.ColorNode( 0xFF6633 );
  1103. var colorB = new THREE.ColorNode( 0x3366FF );
  1104. var pos = new THREE.PositionNode();
  1105. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1106. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1107. var velocity = new THREE.VelocityNode( mesh, {
  1108. type: 'elastic',
  1109. spring: .95,
  1110. damping: .95
  1111. } );
  1112. var velocityArea = new THREE.OperatorNode(
  1113. mask,
  1114. scale,
  1115. THREE.OperatorNode.MUL
  1116. );
  1117. var softVelocity = new THREE.OperatorNode(
  1118. velocity,
  1119. velocityArea,
  1120. THREE.OperatorNode.MUL
  1121. );
  1122. var softPosition = new THREE.OperatorNode(
  1123. new THREE.PositionNode(),
  1124. softVelocity,
  1125. THREE.OperatorNode.ADD
  1126. );
  1127. var colors = new THREE.Math3Node(
  1128. colorB,
  1129. colorA,
  1130. mask,
  1131. THREE.Math3Node.MIX
  1132. );
  1133. mtl.color = colors;
  1134. mtl.transform = softPosition;
  1135. // GUI
  1136. addGui( 'spring', velocity.params.spring, function ( val ) {
  1137. velocity.params.spring = val;
  1138. }, false, 0, .95 );
  1139. addGui( 'damping', velocity.params.damping, function ( val ) {
  1140. velocity.params.damping = val;
  1141. }, false, 0, .95 );
  1142. addGui( 'scale', scale.value, function ( val ) {
  1143. scale.value = val;
  1144. }, false, 0, 3 );
  1145. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1146. colorA.value.setHex( val );
  1147. }, true );
  1148. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1149. colorB.value.setHex( val );
  1150. }, true );
  1151. break;
  1152. case 'plush':
  1153. // MATERIAL
  1154. mtl = new THREE.PhongNodeMaterial();
  1155. var color = new THREE.ColorNode( 0x8D8677 );
  1156. var mildness = new THREE.FloatNode( 1.6 );
  1157. var fur = new THREE.FloatNode( .5 );
  1158. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1159. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1160. var viewZ = new THREE.Math2Node(
  1161. posDirection,
  1162. norDirection,
  1163. THREE.Math2Node.DOT
  1164. );
  1165. // without luma correction for now
  1166. var mildnessColor = new THREE.OperatorNode(
  1167. color,
  1168. mildness,
  1169. THREE.OperatorNode.MUL
  1170. );
  1171. var furScale = new THREE.OperatorNode(
  1172. viewZ,
  1173. fur,
  1174. THREE.OperatorNode.MUL
  1175. );
  1176. mtl.color = color;
  1177. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  1178. mtl.normal.scale = furScale;
  1179. mtl.environment = mildnessColor;
  1180. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1181. mtl.shininess = new THREE.FloatNode( 0 );
  1182. // GUI
  1183. addGui( 'color', color.value.getHex(), function ( val ) {
  1184. color.value.setHex( val );
  1185. }, true );
  1186. addGui( 'mildness', mildness.value, function ( val ) {
  1187. mildness.value = val;
  1188. }, false, 1, 2 );
  1189. addGui( 'fur', fur.value, function ( val ) {
  1190. fur.value = val;
  1191. }, false, 0, 2 );
  1192. break;
  1193. case 'skin':
  1194. case 'skin-phong':
  1195. // MATERIAL
  1196. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1197. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1198. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1199. var wrapLight = new THREE.FloatNode( 1.5 );
  1200. var wrapShadow = new THREE.FloatNode( 0 );
  1201. var directLight = new THREE.LightNode();
  1202. var lightLuminance = new THREE.LuminanceNode( directLight );
  1203. var lightWrap = new THREE.Math3Node(
  1204. wrapShadow,
  1205. wrapLight,
  1206. lightLuminance,
  1207. THREE.Math3Node.SMOOTHSTEP
  1208. );
  1209. var lightTransition = new THREE.OperatorNode(
  1210. lightWrap,
  1211. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1212. THREE.OperatorNode.MUL
  1213. );
  1214. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1215. var wrappedLightColor = new THREE.OperatorNode(
  1216. wrappedLight,
  1217. bloodColor,
  1218. THREE.OperatorNode.MUL
  1219. );
  1220. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1221. var totalLight = new THREE.OperatorNode(
  1222. directLight,
  1223. bloodArea,
  1224. THREE.OperatorNode.ADD
  1225. );
  1226. mtl.color = skinColor;
  1227. mtl.light = totalLight;
  1228. if ( name == 'skin' ) {
  1229. // StandardNodeMaterial
  1230. mtl.metalness = new THREE.FloatNode( 0 );
  1231. mtl.roughness = new THREE.FloatNode( 1 );
  1232. mtl.reflectivity = new THREE.FloatNode( 0 );
  1233. mtl.clearCoat = new THREE.FloatNode( .2 );
  1234. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1235. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1236. } else {
  1237. // PhongNodeMaterial
  1238. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1239. mtl.shininess = new THREE.FloatNode( 15 );
  1240. }
  1241. // GUI
  1242. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1243. skinColor.value.setHex( val );
  1244. }, true );
  1245. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1246. bloodColor.value.setHex( val );
  1247. }, true );
  1248. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1249. wrapLight.value = val;
  1250. }, false, 0, 3 );
  1251. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1252. wrapShadow.value = val;
  1253. }, false, - 1, 0 );
  1254. break;
  1255. case 'toon':
  1256. // MATERIAL
  1257. mtl = new THREE.PhongNodeMaterial();
  1258. var count = new THREE.FloatNode( 3.43 );
  1259. var sceneDirectLight = new THREE.LightNode();
  1260. var color = new THREE.ColorNode( 0xAABBFF );
  1261. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1262. var lineSize = new THREE.FloatNode( 0.23 );
  1263. var lineInner = new THREE.FloatNode( 0 );
  1264. // CEL
  1265. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1266. var preCelLight = new THREE.OperatorNode(
  1267. lightLuminance,
  1268. count,
  1269. THREE.OperatorNode.MUL
  1270. );
  1271. var celLight = new THREE.Math1Node(
  1272. preCelLight,
  1273. THREE.Math1Node.CEIL
  1274. );
  1275. var posCelLight = new THREE.OperatorNode(
  1276. celLight,
  1277. count,
  1278. THREE.OperatorNode.DIV
  1279. );
  1280. // LINE
  1281. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1282. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1283. var viewZ = new THREE.Math2Node(
  1284. posDirection,
  1285. norDirection,
  1286. THREE.Math2Node.DOT
  1287. );
  1288. var lineOutside = new THREE.Math1Node(
  1289. viewZ,
  1290. THREE.Math1Node.ABS
  1291. );
  1292. var line = new THREE.OperatorNode(
  1293. lineOutside,
  1294. new THREE.FloatNode( 1 ),
  1295. THREE.OperatorNode.DIV
  1296. );
  1297. var lineScaled = new THREE.Math3Node(
  1298. line,
  1299. lineSize,
  1300. lineInner,
  1301. THREE.Math3Node.SMOOTHSTEP
  1302. );
  1303. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1304. // APPLY
  1305. mtl.color = color;
  1306. mtl.light = posCelLight;
  1307. mtl.shininess = new THREE.FloatNode( 0 );
  1308. mtl.environment = lineColor;
  1309. mtl.environmentAlpha = innerContour;
  1310. // GUI
  1311. addGui( 'color', color.value.getHex(), function ( val ) {
  1312. color.value.setHex( val );
  1313. }, true );
  1314. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1315. lineColor.value.setHex( val );
  1316. }, true );
  1317. addGui( 'count', count.value, function ( val ) {
  1318. count.value = val;
  1319. }, false, 1, 8 );
  1320. addGui( 'lineSize', lineSize.value, function ( val ) {
  1321. lineSize.value = val;
  1322. }, false, 0, 1 );
  1323. addGui( 'lineInner', lineInner.value, function ( val ) {
  1324. lineInner.value = val;
  1325. }, false, 0, 1 );
  1326. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1327. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1328. mtl.needsUpdate = true;
  1329. } );
  1330. break;
  1331. case 'custom-attribute':
  1332. // GEOMETRY
  1333. // add "position" buffer to "custom" attribute
  1334. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1335. // MATERIAL
  1336. mtl = new THREE.PhongNodeMaterial();
  1337. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1338. // or
  1339. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1340. break;
  1341. case 'expression':
  1342. // MATERIAL
  1343. mtl = new THREE.PhongNodeMaterial();
  1344. var speed = new THREE.FloatNode( .5 );
  1345. mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1346. mtl.color.keywords[ "speed" ] = speed;
  1347. 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" );
  1348. mtl.transform.keywords[ "speed" ] = speed;
  1349. // add global keyword ( variable or const )
  1350. THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
  1351. return new THREE.ReflectNode();
  1352. } );
  1353. // GUI
  1354. addGui( 'speed', speed.value, function ( val ) {
  1355. speed.value = val;
  1356. }, false, 0, 1 );
  1357. break;
  1358. case 'reserved-keywords':
  1359. // MATERIAL
  1360. mtl = new THREE.PhongNodeMaterial();
  1361. var keywordsexample = new THREE.FunctionNode( [
  1362. // use "uv" reserved keyword
  1363. "vec4 keywordsexample( sampler2D texture ) {",
  1364. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1365. "}"
  1366. ].join( "\n" ) );
  1367. // add local keyword ( const only )
  1368. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1369. // add global keyword ( const only )
  1370. THREE.NodeLib.addKeyword( 'myUV', function ( builder ) {
  1371. return new THREE.UVNode();
  1372. } );
  1373. // add global const or function
  1374. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1375. // reserved keywords
  1376. console.log( THREE.NodeLib.keywords );
  1377. // keywords conflit? use this to disable:
  1378. //blurtexture.useKeywords = false; // ( true is default )
  1379. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1380. break;
  1381. case 'varying':
  1382. // MATERIAL
  1383. mtl = new THREE.PhongNodeMaterial();
  1384. var varying = new THREE.VarNode( "vec3" );
  1385. varying.value = new THREE.NormalNode( THREE.NormalNode.VIEW );
  1386. // using BypassNode the NormalNode not apply the value in .transform slot
  1387. // but set the NormalNode value in VarNode
  1388. // it can be useful to send values between vertex to fragment shader
  1389. mtl.transform = new THREE.BypassNode( varying );
  1390. mtl.color = varying;
  1391. // you can also set a value in .transform slot, such this expression using FunctionNode
  1392. mtl.transform = new THREE.BypassNode( varying, new THREE.FunctionNode("position * ( .1 + abs( sin( time ) ) )", "vec3") );
  1393. break;
  1394. case 'void-function':
  1395. // MATERIAL
  1396. mtl = new THREE.PhongNodeMaterial();
  1397. var varying = new THREE.VarNode( "vec3" );
  1398. // VERTEX
  1399. var setMyVar = new THREE.FunctionNode( [
  1400. "void setMyVar( vec3 pos ) {",
  1401. // set "myVar" in vertex shader in this example,
  1402. // can be used in fragment shader too or in rest of the current shader
  1403. " myVar = pos;",
  1404. "}"
  1405. ].join( "\n" ) );
  1406. // add keyword
  1407. setMyVar.keywords[ "myVar" ] = varying;
  1408. var transform = new THREE.FunctionNode( "setMyVar( position * .1 )", "vec3" );
  1409. transform.includes = [ setMyVar ];
  1410. transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1411. // use BypassNode to "void" functions
  1412. mtl.transform = new THREE.BypassNode( transform );
  1413. // FRAGMENT
  1414. var clipFromPos = new THREE.FunctionNode( [
  1415. "void clipFromPos( vec3 pos ) {",
  1416. " if ( pos.y < .0 ) discard;",
  1417. "}"
  1418. ].join( "\n" ) );
  1419. var clipFromPosCall = new THREE.FunctionCallNode( clipFromPos, {
  1420. pos: varying
  1421. } );
  1422. mtl.color = new THREE.BypassNode( clipFromPosCall, varying );
  1423. break;
  1424. case 'readonly':
  1425. // MATERIAL
  1426. mtl = new THREE.PhongNodeMaterial();
  1427. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1428. mtl.specular = new THREE.FloatNode( .5 );
  1429. mtl.shininess = new THREE.FloatNode( 15 );
  1430. // not use "uniform" input ( for optimization )
  1431. // instead use explicit declaration, for example:
  1432. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1433. // if readonly is true not allow change the value after build the shader material
  1434. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1435. break;
  1436. case 'triangle-blur':
  1437. // MATERIAL
  1438. mtl = new THREE.PhongNodeMaterial();
  1439. var delta = new THREE.Vector2Node( .5, .25 );
  1440. var alpha = new THREE.FloatNode( 1 );
  1441. var blurtexture = new THREE.FunctionNode( [
  1442. // Reference: TriangleBlurShader.js
  1443. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1444. " vec4 color = vec4( 0.0 );",
  1445. " float total = 0.0;",
  1446. // randomize the lookup values to hide the fixed number of samples
  1447. " float offset = rand( uv );",
  1448. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1449. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1450. " float weight = 1.0 - abs( percent );",
  1451. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1452. " total += weight;",
  1453. " }",
  1454. " return color / total;",
  1455. "}"
  1456. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1457. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1458. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1459. delta: delta,
  1460. uv: new THREE.UVNode()
  1461. } );
  1462. var color = new THREE.Math3Node(
  1463. new THREE.TextureNode( getTexture( "brick" ) ),
  1464. blurredTexture,
  1465. alpha,
  1466. THREE.Math3Node.MIX
  1467. );
  1468. mtl.color = color;
  1469. // GUI
  1470. addGui( 'alpha', alpha.value, function ( val ) {
  1471. alpha.value = val;
  1472. }, false, 0, 1 );
  1473. addGui( 'deltaX', delta.x, function ( val ) {
  1474. delta.x = val;
  1475. }, false, 0, 1 );
  1476. addGui( 'deltaY', delta.x, function ( val ) {
  1477. delta.y = val;
  1478. }, false, 0, 1 );
  1479. break;
  1480. case 'firefly':
  1481. // MATERIAL
  1482. mtl = new THREE.PhongNodeMaterial();
  1483. var time = new THREE.TimerNode();
  1484. var speed = new THREE.FloatNode( .5 );
  1485. var color = new THREE.ColorNode( 0x98ff00 );
  1486. var timeSpeed = new THREE.OperatorNode(
  1487. time,
  1488. speed,
  1489. THREE.OperatorNode.MUL
  1490. );
  1491. var sinCycleInSecs = new THREE.OperatorNode(
  1492. timeSpeed,
  1493. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1494. THREE.OperatorNode.MUL
  1495. );
  1496. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1497. var cycleColor = new THREE.OperatorNode(
  1498. cycle,
  1499. color,
  1500. THREE.OperatorNode.MUL
  1501. );
  1502. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1503. mtl.color = new THREE.ColorNode( 0 );
  1504. mtl.emissive = cos;
  1505. // GUI
  1506. addGui( 'speed', speed.value, function ( val ) {
  1507. speed.value = val;
  1508. }, false, 0, 3 );
  1509. break;
  1510. case 'sss':
  1511. case 'translucent':
  1512. // DISTANCE FORMULA
  1513. var modelPos = new THREE.Vector3Node();
  1514. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1515. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1516. var cameraDistance = new THREE.Math2Node(
  1517. modelPos,
  1518. cameraPosition,
  1519. THREE.Math2Node.DISTANCE
  1520. );
  1521. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1522. var distance = new THREE.OperatorNode(
  1523. cameraDistance,
  1524. viewPosZ,
  1525. THREE.OperatorNode.SUB
  1526. );
  1527. var distanceRadius = new THREE.OperatorNode(
  1528. distance,
  1529. new THREE.FloatNode( 70 ),
  1530. THREE.OperatorNode.ADD
  1531. );
  1532. var objectDepth = new THREE.Math3Node(
  1533. distanceRadius,
  1534. new THREE.FloatNode( 0 ),
  1535. new THREE.FloatNode( 50 ),
  1536. THREE.Math3Node.SMOOTHSTEP
  1537. );
  1538. // RTT ( get back distance )
  1539. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1540. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1541. var distanceMtl = new THREE.PhongNodeMaterial();
  1542. distanceMtl.environment = objectDepth;
  1543. distanceMtl.side = THREE.BackSide;
  1544. rtMaterial = distanceMtl;
  1545. // MATERIAL
  1546. mtl = new THREE.StandardNodeMaterial();
  1547. var backSideDepth = new THREE.TextureNode( rtTexture.texture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1548. var difference = new THREE.OperatorNode(
  1549. objectDepth,
  1550. backSideDepth,
  1551. THREE.OperatorNode.SUB
  1552. );
  1553. var sss = new THREE.Math3Node(
  1554. new THREE.FloatNode( - .1 ),
  1555. new THREE.FloatNode( .5 ),
  1556. difference,
  1557. THREE.Math3Node.SMOOTHSTEP
  1558. );
  1559. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1560. var frontColor, backColor;
  1561. if ( name == 'sss' ) {
  1562. var sssOut = new THREE.Math2Node(
  1563. objectDepth,
  1564. sssAlpha,
  1565. THREE.Math2Node.MIN
  1566. );
  1567. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1568. backColor = new THREE.ColorNode( 0xd04327 );
  1569. var color = new THREE.Math3Node(
  1570. backColor,
  1571. frontColor,
  1572. sssOut,
  1573. THREE.Math3Node.MIX
  1574. );
  1575. var light = new THREE.OperatorNode(
  1576. new THREE.LightNode(),
  1577. color,
  1578. THREE.OperatorNode.ADD
  1579. );
  1580. mtl.color = frontColor;
  1581. mtl.roughness = new THREE.FloatNode( .1 );
  1582. mtl.metalness = new THREE.FloatNode( .5 );
  1583. mtl.light = light;
  1584. mtl.environment = color;
  1585. } else {
  1586. frontColor = new THREE.ColorNode( 0xd04327 );
  1587. backColor = new THREE.ColorNode( 0x1a0e14 );
  1588. var color = new THREE.Math3Node(
  1589. frontColor,
  1590. backColor,
  1591. sssAlpha,
  1592. THREE.Math3Node.MIX
  1593. );
  1594. var light = new THREE.OperatorNode(
  1595. new THREE.LightNode(),
  1596. color,
  1597. THREE.OperatorNode.ADD
  1598. );
  1599. mtl.color = new THREE.ColorNode( 0xffffff );
  1600. mtl.roughness = new THREE.FloatNode( .1 );
  1601. mtl.metalness = new THREE.FloatNode( .5 );
  1602. mtl.light = light;
  1603. mtl.environment = color;
  1604. }
  1605. // GUI
  1606. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1607. frontColor.value.setHex( val );
  1608. }, true );
  1609. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1610. backColor.value.setHex( val );
  1611. }, true );
  1612. addGui( 'area', sss.b.value, function ( val ) {
  1613. sss.b.value = val;
  1614. }, false, 0, 1 );
  1615. break;
  1616. }
  1617. // set material
  1618. mesh.material = mtl;
  1619. }
  1620. function onWindowResize() {
  1621. var width = window.innerWidth, height = window.innerHeight;
  1622. camera.aspect = width / height;
  1623. camera.updateProjectionMatrix();
  1624. renderer.setSize( width, height );
  1625. if ( rtTexture ) rtTexture.setSize( width, height );
  1626. }
  1627. function toggleSerialize() {
  1628. if ( serialized ) reset();
  1629. else serialize();
  1630. serialized = ! serialized;
  1631. }
  1632. function reset() {
  1633. updateMaterial();
  1634. // gui
  1635. var div = document.getElementById( 'serialize' );
  1636. div.textContent = "Serialize and apply";
  1637. }
  1638. function serialize() {
  1639. var json = mesh.material.toJSON(),
  1640. jsonStr = JSON.stringify( json );
  1641. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  1642. // example:
  1643. //THREE.NodeMaterialLoaderUtils.replaceUUID( json, getTexture( "cloud" ), "cloud" );
  1644. var loader = new THREE.NodeMaterialLoader( null, library ),
  1645. material = loader.parse( json );
  1646. mesh.material = material;
  1647. //console.log( jsonStr );
  1648. // gui
  1649. var div = document.getElementById( 'serialize' );
  1650. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1651. if ( gui ) gui.destroy();
  1652. gui = null;
  1653. }
  1654. function animate() {
  1655. var delta = clock.getDelta();
  1656. if ( move ) {
  1657. var time = Date.now() * 0.005;
  1658. mesh.position.z = Math.cos( time ) * 10;
  1659. mesh.position.y = Math.sin( time ) * 10;
  1660. } else {
  1661. mesh.position.z = mesh.position.y = 0;
  1662. }
  1663. //mesh.rotation.z += .01;
  1664. // update material animation and/or gpu calcs (pre-renderer)
  1665. frame.update( delta );
  1666. if ( mesh.material instanceof THREE.NodeMaterial ) {
  1667. frame.updateNode( mesh.material );
  1668. }
  1669. // render to texture for sss/translucent material only
  1670. if ( rtTexture ) {
  1671. scene.overrideMaterial = rtMaterial;
  1672. renderer.render( scene, camera, rtTexture, true );
  1673. scene.overrideMaterial = null;
  1674. }
  1675. renderer.render( scene, camera );
  1676. requestAnimationFrame( animate );
  1677. }
  1678. </script>
  1679. </body>
  1680. </html>
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