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: '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 useNodeMaterial = true;
  356. var sataturation = new THREE.FloatNode( 1 );
  357. function updateMaterial() {
  358. var oldMaterial = mtl;
  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.envMap = cubemap;
  364. mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
  365. mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
  366. // extended syntax ( only for NodeMaterial )
  367. if (useNodeMaterial) {
  368. mtl.map = new THREE.ColorAdjustmentNode(
  369. new THREE.TextureNode( mtl.map ),
  370. sataturation,
  371. THREE.ColorAdjustmentNode.SATURATION
  372. );
  373. }
  374. // apply material
  375. mtl.needsUpdate = true;
  376. mesh.material = mtl;
  377. }
  378. updateMaterial();
  379. // GUI
  380. addGui( 'use node material', true, function ( val ) {
  381. useNodeMaterial = !useNodeMaterial;
  382. updateMaterial();
  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. updateMaterial();
  393. }, false, 0, 2 );
  394. break;
  395. case 'physical':
  396. // MATERIAL
  397. mtl = new THREE.StandardNodeMaterial();
  398. //mtl.color = // albedo (vec3)
  399. //mtl.alpha = // opacity (float)
  400. //mtl.roughness = // roughness (float)
  401. //mtl.metalness = // metalness (float)
  402. //mtl.reflectivity = // reflectivity (float)
  403. //mtl.clearCoat = // clearCoat (float)
  404. //mtl.clearCoatRoughness = // clearCoatRoughness (float)
  405. //mtl.normal = // normal (vec3)
  406. //mtl.emissive = // emissive color (vec3)
  407. //mtl.ambient = // ambient color (vec3)
  408. //mtl.shadow = // shadowmap (vec3)
  409. //mtl.light = // custom-light (vec3)
  410. //mtl.ao = // ambient occlusion (float)
  411. //mtl.environment = // reflection/refraction (vec3)
  412. //mtl.transform = // vertex transformation (vec3)
  413. var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
  414. var normalScale = new THREE.FloatNode( .3 );
  415. var roughnessA = new THREE.FloatNode( .5 );
  416. var metalnessA = new THREE.FloatNode( .5 );
  417. var roughnessB = new THREE.FloatNode( 0 );
  418. var metalnessB = new THREE.FloatNode( 1 );
  419. var reflectivity = new THREE.FloatNode( 0 );
  420. var clearCoat = new THREE.FloatNode( 1 );
  421. var clearCoatRoughness = new THREE.FloatNode( 1 );
  422. var roughness = new THREE.Math3Node(
  423. roughnessA,
  424. roughnessB,
  425. mask,
  426. THREE.Math3Node.MIX
  427. );
  428. var metalness = new THREE.Math3Node(
  429. metalnessA,
  430. metalnessB,
  431. mask,
  432. THREE.Math3Node.MIX
  433. );
  434. var normalMask = new THREE.OperatorNode(
  435. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  436. normalScale,
  437. THREE.OperatorNode.MUL
  438. );
  439. mtl.color = new THREE.ColorNode( 0xEEEEEE );
  440. mtl.roughness = roughness;
  441. mtl.metalness = metalness;
  442. mtl.reflectivity = reflectivity;
  443. mtl.clearCoat = clearCoat;
  444. mtl.clearCoatRoughness = clearCoatRoughness;
  445. mtl.environment = new THREE.CubeTextureNode( cubemap );
  446. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  447. mtl.normal.scale = normalMask;
  448. // GUI
  449. addGui( 'color', mtl.color.value.getHex(), function ( val ) {
  450. mtl.color.value.setHex( val );
  451. }, true );
  452. addGui( 'reflectivity', reflectivity.value, function ( val ) {
  453. reflectivity.value = val;
  454. }, false, 0, 1 );
  455. addGui( 'clearCoat', clearCoat.value, function ( val ) {
  456. clearCoat.value = val;
  457. }, false, 0, 1 );
  458. addGui( 'clearCoatRoughness', clearCoatRoughness.value, function ( val ) {
  459. clearCoatRoughness.value = val;
  460. }, false, 0, 1 );
  461. addGui( 'roughnessA', roughnessA.value, function ( val ) {
  462. roughnessA.value = val;
  463. }, false, 0, 1 );
  464. addGui( 'metalnessA', metalnessA.value, function ( val ) {
  465. metalnessA.value = val;
  466. }, false, 0, 1 );
  467. addGui( 'roughnessB', roughnessB.value, function ( val ) {
  468. roughnessB.value = val;
  469. }, false, 0, 1 );
  470. addGui( 'metalnessB', metalnessB.value, function ( val ) {
  471. metalnessB.value = val;
  472. }, false, 0, 1 );
  473. addGui( 'normalScale', normalScale.value, function ( val ) {
  474. normalScale.value = val;
  475. }, false, 0, 1 );
  476. break;
  477. case 'wave':
  478. // MATERIAL
  479. mtl = new THREE.PhongNodeMaterial();
  480. var time = new THREE.TimerNode();
  481. var speed = new THREE.FloatNode( 5 );
  482. var scale = new THREE.FloatNode( 1 );
  483. var worldScale = new THREE.FloatNode( .4 );
  484. var colorA = new THREE.ColorNode( 0xFFFFFF );
  485. var colorB = new THREE.ColorNode( 0x0054df );
  486. // used for serialization only
  487. time.name = "time";
  488. speed.name = "speed";
  489. var timeScale = new THREE.OperatorNode(
  490. time,
  491. speed,
  492. THREE.OperatorNode.MUL
  493. );
  494. var worldScl = new THREE.OperatorNode(
  495. new THREE.PositionNode(),
  496. worldScale,
  497. THREE.OperatorNode.MUL
  498. );
  499. var posContinuous = new THREE.OperatorNode(
  500. worldScl,
  501. timeScale,
  502. THREE.OperatorNode.ADD
  503. );
  504. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  505. wave = new THREE.SwitchNode( wave, 'x' );
  506. var waveScale = new THREE.OperatorNode(
  507. wave,
  508. scale,
  509. THREE.OperatorNode.MUL
  510. );
  511. var displaceY = new THREE.JoinNode(
  512. new THREE.FloatNode(),
  513. waveScale,
  514. new THREE.FloatNode()
  515. );
  516. var displace = new THREE.OperatorNode(
  517. new THREE.NormalNode(),
  518. displaceY,
  519. THREE.OperatorNode.MUL
  520. );
  521. var blend = new THREE.OperatorNode(
  522. new THREE.PositionNode(),
  523. displaceY,
  524. THREE.OperatorNode.ADD
  525. );
  526. var color = new THREE.Math3Node(
  527. colorB,
  528. colorA,
  529. wave,
  530. THREE.Math3Node.MIX
  531. );
  532. mtl.color = color;
  533. mtl.transform = blend;
  534. // GUI
  535. addGui( 'speed', speed.value, function ( val ) {
  536. speed.value = val;
  537. }, false, 0, 10 );
  538. addGui( 'scale', scale.value, function ( val ) {
  539. scale.value = val;
  540. }, false, 0, 3 );
  541. addGui( 'worldScale', worldScale.value, function ( val ) {
  542. worldScale.value = val;
  543. }, false, 0, 1 );
  544. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  545. colorA.value.setHex( val );
  546. }, true );
  547. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  548. colorB.value.setHex( val );
  549. }, true );
  550. addGui( 'useNormals', false, function ( val ) {
  551. blend.b = val ? displace : displaceY;
  552. mtl.needsUpdate = true;
  553. } );
  554. break;
  555. case 'rim':
  556. // MATERIAL
  557. mtl = new THREE.PhongNodeMaterial();
  558. var intensity = 1.3;
  559. var power = new THREE.FloatNode( 3 );
  560. var color = new THREE.ColorNode( 0xFFFFFF );
  561. var viewZ = new THREE.Math2Node(
  562. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  563. new THREE.Vector3Node( 0, 0, - intensity ),
  564. THREE.Math2Node.DOT
  565. );
  566. var rim = new THREE.OperatorNode(
  567. viewZ,
  568. new THREE.FloatNode( intensity ),
  569. THREE.OperatorNode.ADD
  570. );
  571. var rimPower = new THREE.Math2Node(
  572. rim,
  573. power,
  574. THREE.Math2Node.POW
  575. );
  576. var rimColor = new THREE.OperatorNode(
  577. rimPower,
  578. color,
  579. THREE.OperatorNode.MUL
  580. );
  581. mtl.color = new THREE.ColorNode( 0x111111 );
  582. mtl.emissive = rimColor;
  583. // GUI
  584. addGui( 'color', color.value.getHex(), function ( val ) {
  585. color.value.setHex( val );
  586. }, true );
  587. addGui( 'intensity', intensity, function ( val ) {
  588. intensity = val;
  589. viewZ.b.z = - intensity;
  590. rim.b.value = intensity;
  591. }, false, 0, 3 );
  592. addGui( 'power', power.value, function ( val ) {
  593. power.value = val;
  594. }, false, 0, 6 );
  595. addGui( 'xray', false, function ( val ) {
  596. if ( val ) {
  597. mtl.emissive = color;
  598. mtl.alpha = rimPower;
  599. mtl.blending = THREE.AdditiveBlending;
  600. mtl.depthWrite = false;
  601. } else {
  602. mtl.emissive = rimColor;
  603. mtl.alpha = null;
  604. mtl.blending = THREE.NormalBlending;
  605. mtl.depthWrite = true;
  606. }
  607. mtl.needsUpdate = true;
  608. } );
  609. break;
  610. case 'color-adjustment':
  611. // MATERIAL
  612. mtl = new THREE.PhongNodeMaterial();
  613. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  614. var hue = new THREE.FloatNode();
  615. var sataturation = new THREE.FloatNode( 1 );
  616. var vibrance = new THREE.FloatNode();
  617. var brightness = new THREE.FloatNode( 0 );
  618. var contrast = new THREE.FloatNode( 1 );
  619. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  620. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  621. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  622. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  623. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  624. mtl.color = contrastNode;
  625. // GUI
  626. addGui( 'hue', hue.value, function ( val ) {
  627. hue.value = val;
  628. }, false, 0, Math.PI * 2 );
  629. addGui( 'saturation', sataturation.value, function ( val ) {
  630. sataturation.value = val;
  631. }, false, 0, 2 );
  632. addGui( 'vibrance', vibrance.value, function ( val ) {
  633. vibrance.value = val;
  634. }, false, - 1, 1 );
  635. addGui( 'brightness', brightness.value, function ( val ) {
  636. brightness.value = val;
  637. }, false, 0, .5 );
  638. addGui( 'contrast', contrast.value, function ( val ) {
  639. contrast.value = val;
  640. }, false, 0, 2 );
  641. break;
  642. case 'uv-transform':
  643. // MATERIAL
  644. mtl = new THREE.PhongNodeMaterial();
  645. var translate = new THREE.Vector2();
  646. var rotate = 0;
  647. var scale = new THREE.Vector2( 1, 1 );
  648. var texture = new THREE.TextureNode( getTexture( "brick" ) );
  649. texture.coord = new THREE.UVTransformNode();
  650. //texture.coord.uv = new THREE.UVNode( 1 ); // uv2 for example
  651. mtl.color = texture;
  652. // GUI
  653. function updateUVTransform() {
  654. texture.coord.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.Math.degToRad( rotate ) );
  655. }
  656. addGui( 'translateX', translate.x, function ( val ) {
  657. translate.x = val;
  658. updateUVTransform();
  659. }, false, 0, 10 );
  660. addGui( 'translateY', translate.y, function ( val ) {
  661. translate.y = val;
  662. updateUVTransform();
  663. }, false, 0, 10 );
  664. addGui( 'scaleX', scale.x, function ( val ) {
  665. scale.x = val;
  666. updateUVTransform();
  667. }, false, .1, 5 );
  668. addGui( 'scaleY', scale.y, function ( val ) {
  669. scale.y = val;
  670. updateUVTransform();
  671. }, false, .1, 5 );
  672. addGui( 'rotate', rotate, function ( val ) {
  673. rotate = val;
  674. updateUVTransform();
  675. }, false, 0, 360 );
  676. break;
  677. case 'bump':
  678. // MATERIAL
  679. mtl = new THREE.PhongNodeMaterial();
  680. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  681. var bumpMap = new THREE.BumpMapNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  682. bumpMap.scale = new THREE.FloatNode( .5 );
  683. mtl.color = diffuse;
  684. mtl.normal = bumpMap;
  685. // convert BumpMap to NormalMap
  686. //bumpMap.toNormalMap = true;
  687. //mtl.normal = new THREE.NormalMapNode( bumpMap );
  688. // GUI
  689. addGui( 'scale', bumpMap.scale.value, function ( val ) {
  690. bumpMap.scale.value = val;
  691. }, false, - 2, 2 );
  692. addGui( 'color', true, function ( val ) {
  693. mtl.color = val ? diffuse : new THREE.ColorNode( 0xEEEEEE );
  694. mtl.needsUpdate = true;
  695. } );
  696. break;
  697. case 'blur':
  698. // MATERIAL
  699. mtl = new THREE.PhongNodeMaterial();
  700. var diffuse = new THREE.TextureNode( getTexture( "brick" ) );
  701. var blur = new THREE.BlurNode( new THREE.TextureNode( getTexture( "brick" ) ) );
  702. mtl.color = blur;
  703. // GUI
  704. addGui( 'radiusX', blur.radius.x, function ( val ) {
  705. blur.radius.x = val;
  706. }, false, 0, 15 );
  707. addGui( 'radiusY', blur.radius.y, function ( val ) {
  708. blur.radius.y = val;
  709. }, false, 0, 15 );
  710. break;
  711. case 'spherical-reflection':
  712. // MATERIAL
  713. mtl = new THREE.PhongNodeMaterial();
  714. mtl.environment = new THREE.TextureNode( getTexture( "spherical" ), new THREE.ReflectNode( THREE.ReflectNode.SPHERE ) );
  715. break;
  716. case 'fresnel':
  717. // MATERIAL
  718. mtl = new THREE.PhongNodeMaterial();
  719. var reflectance = new THREE.FloatNode( 1.3 );
  720. var power = new THREE.FloatNode( 1 );
  721. var color = new THREE.CubeTextureNode( cubemap );
  722. var viewZ = new THREE.Math2Node(
  723. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  724. new THREE.Vector3Node( 0, 0, - 1 ),
  725. THREE.Math2Node.DOT
  726. );
  727. var theta = new THREE.OperatorNode(
  728. viewZ,
  729. new THREE.FloatNode( 1 ),
  730. THREE.OperatorNode.ADD
  731. );
  732. var thetaPower = new THREE.Math2Node(
  733. theta,
  734. power,
  735. THREE.Math2Node.POW
  736. );
  737. var fresnel = new THREE.OperatorNode(
  738. reflectance,
  739. thetaPower,
  740. THREE.OperatorNode.MUL
  741. );
  742. mtl.color = new THREE.ColorNode( 0x3399FF );
  743. mtl.environment = color;
  744. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  745. // GUI
  746. addGui( 'reflectance', reflectance.value, function ( val ) {
  747. reflectance.value = val;
  748. }, false, 0, 3 );
  749. addGui( 'power', power.value, function ( val ) {
  750. power.value = val;
  751. }, false, 0, 5 );
  752. break;
  753. case 'layers':
  754. // MATERIAL
  755. mtl = new THREE.PhongNodeMaterial();
  756. var tex1 = new THREE.TextureNode( getTexture( "grass" ) );
  757. var tex2 = new THREE.TextureNode( getTexture( "brick" ) );
  758. var offset = new THREE.FloatNode( 0 );
  759. var scale = new THREE.FloatNode( 1 );
  760. var uv = new THREE.UVNode();
  761. var uvOffset = new THREE.OperatorNode(
  762. offset,
  763. uv,
  764. THREE.OperatorNode.ADD
  765. );
  766. var uvScale = new THREE.OperatorNode(
  767. uvOffset,
  768. scale,
  769. THREE.OperatorNode.MUL
  770. );
  771. var mask = new THREE.TextureNode( getTexture( "decalDiffuse" ), uvScale );
  772. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  773. var blend = new THREE.Math3Node(
  774. tex1,
  775. tex2,
  776. maskAlphaChannel,
  777. THREE.Math3Node.MIX
  778. );
  779. mtl.color = blend;
  780. // GUI
  781. addGui( 'offset', offset.value, function ( val ) {
  782. offset.value = val;
  783. }, false, 0, 1 );
  784. addGui( 'scale', scale.value, function ( val ) {
  785. scale.value = val;
  786. }, false, 0, 10 );
  787. break;
  788. case 'saturation':
  789. // MATERIAL
  790. mtl = new THREE.StandardNodeMaterial();
  791. var tex = new THREE.TextureNode( getTexture( "brick" ) );
  792. var sat = new THREE.FloatNode( 0 );
  793. var satrgb = new THREE.FunctionNode( [
  794. "vec3 satrgb(vec3 rgb, float adjustment) {",
  795. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  796. " vec3 intensity = vec3(dot(rgb, LUMA));",
  797. " return mix(intensity, rgb, adjustment);",
  798. "}"
  799. ].join( "\n" ) );
  800. var saturation = new THREE.FunctionCallNode( satrgb );
  801. saturation.inputs.rgb = tex;
  802. saturation.inputs.adjustment = sat;
  803. // or try
  804. //saturation.inputs[0] = tex;
  805. //saturation.inputs[1] = sat;
  806. mtl.color = saturation;
  807. // GUI
  808. addGui( 'saturation', sat.value, function ( val ) {
  809. sat.value = val;
  810. }, false, 0, 2 );
  811. break;
  812. case 'top-bottom':
  813. // MATERIAL
  814. mtl = new THREE.PhongNodeMaterial();
  815. var top = new THREE.TextureNode( getTexture( "grass" ) );
  816. var bottom = new THREE.TextureNode( getTexture( "brick" ) );
  817. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  818. var normalY = new THREE.SwitchNode( normal, 'y' );
  819. var hard = new THREE.FloatNode( 9 );
  820. var offset = new THREE.FloatNode( - 2.5 );
  821. var hardClamp = new THREE.OperatorNode(
  822. normalY,
  823. hard,
  824. THREE.OperatorNode.MUL
  825. );
  826. var offsetClamp = new THREE.OperatorNode(
  827. hardClamp,
  828. offset,
  829. THREE.OperatorNode.ADD
  830. );
  831. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  832. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  833. mtl.color = blend;
  834. // GUI
  835. addGui( 'hard', hard.value, function ( val ) {
  836. hard.value = val;
  837. }, false, 0, 20 );
  838. addGui( 'offset', offset.value, function ( val ) {
  839. offset.value = val;
  840. }, false, - 10, 10 );
  841. break;
  842. case 'displace':
  843. // MATERIAL
  844. mtl = new THREE.PhongNodeMaterial();
  845. var time = new THREE.TimerNode();
  846. var scale = new THREE.FloatNode( 2 );
  847. var speed = new THREE.FloatNode( .2 );
  848. var colorA = new THREE.ColorNode( 0xFFFFFF );
  849. var colorB = new THREE.ColorNode( 0x0054df );
  850. // used for serialization only
  851. time.name = "time";
  852. speed.name = "speed";
  853. var uv = new THREE.UVNode();
  854. var timeScl = new THREE.OperatorNode(
  855. time,
  856. speed,
  857. THREE.OperatorNode.MUL
  858. );
  859. var displaceOffset = new THREE.OperatorNode(
  860. timeScl,
  861. uv,
  862. THREE.OperatorNode.ADD
  863. );
  864. var tex = new THREE.TextureNode( getTexture( "cloud" ), displaceOffset );
  865. var texArea = new THREE.SwitchNode( tex, 'w' );
  866. var displace = new THREE.OperatorNode(
  867. new THREE.NormalNode(),
  868. texArea,
  869. THREE.OperatorNode.MUL
  870. );
  871. var displaceScale = new THREE.OperatorNode(
  872. displace,
  873. scale,
  874. THREE.OperatorNode.MUL
  875. );
  876. var blend = new THREE.OperatorNode(
  877. new THREE.PositionNode(),
  878. displaceScale,
  879. THREE.OperatorNode.ADD
  880. );
  881. var color = new THREE.Math3Node(
  882. colorB,
  883. colorA,
  884. texArea,
  885. THREE.Math3Node.MIX
  886. );
  887. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  888. mtl.emissive = color;
  889. mtl.transform = blend;
  890. // GUI
  891. addGui( 'speed', speed.value, function ( val ) {
  892. speed.value = val;
  893. }, false, 0, 1 );
  894. addGui( 'scale', scale.value, function ( val ) {
  895. scale.value = val;
  896. }, false, 0, 10 );
  897. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  898. colorA.value.setHex( val );
  899. }, true );
  900. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  901. colorB.value.setHex( val );
  902. }, true );
  903. break;
  904. case 'smoke':
  905. // MATERIAL
  906. mtl = new THREE.PhongNodeMaterial();
  907. var time = new THREE.TimerNode();
  908. var uv = new THREE.UVNode();
  909. var timeSpeedA = new THREE.OperatorNode(
  910. time,
  911. new THREE.Vector2Node( 0.3, 0.1 ),
  912. THREE.OperatorNode.MUL
  913. );
  914. var timeSpeedB = new THREE.OperatorNode(
  915. time,
  916. new THREE.Vector2Node( 0.15, 0.4 ),
  917. THREE.OperatorNode.MUL
  918. );
  919. var uvOffsetA = new THREE.OperatorNode(
  920. timeSpeedA,
  921. uv,
  922. THREE.OperatorNode.ADD
  923. );
  924. var uvOffsetB = new THREE.OperatorNode(
  925. timeSpeedB,
  926. uv,
  927. THREE.OperatorNode.ADD
  928. );
  929. var cloudA = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetA );
  930. var cloudB = new THREE.TextureNode( getTexture( "cloud" ), uvOffsetB );
  931. var clouds = new THREE.OperatorNode(
  932. cloudA,
  933. cloudB,
  934. THREE.OperatorNode.ADD
  935. );
  936. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  937. mtl.alpha = clouds;
  938. // GUI
  939. addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
  940. mtl.environment.value.setHex( val );
  941. }, true );
  942. break;
  943. case 'camera-depth':
  944. // MATERIAL
  945. var colorA = new THREE.ColorNode( 0xFFFFFF );
  946. var colorB = new THREE.ColorNode( 0x0054df );
  947. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  948. depth.near.value = 1;
  949. depth.far.value = 200;
  950. var colors = new THREE.Math3Node(
  951. colorB,
  952. colorA,
  953. depth,
  954. THREE.Math3Node.MIX
  955. );
  956. mtl = new THREE.PhongNodeMaterial();
  957. mtl.color = colors;
  958. // GUI
  959. addGui( 'near', depth.near.value, function ( val ) {
  960. depth.near.value = val;
  961. }, false, 1, 1200 );
  962. addGui( 'far', depth.far.value, function ( val ) {
  963. depth.far.value = val;
  964. }, false, 1, 1200 );
  965. addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
  966. colorA.value.setHex( val );
  967. }, true );
  968. addGui( 'farColor', colorB.value.getHex(), function ( val ) {
  969. colorB.value.setHex( val );
  970. }, true );
  971. break;
  972. case 'caustic':
  973. // MATERIAL
  974. mtl = new THREE.StandardNodeMaterial();
  975. var hash2 = new THREE.FunctionNode( [
  976. "vec2 hash2(vec2 p) {",
  977. " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  978. "}"
  979. ].join( "\n" ) );
  980. var voronoi = new THREE.FunctionNode( [
  981. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  982. "float voronoi(vec2 p, in float time) {",
  983. " vec2 n = floor(p);",
  984. " vec2 f = fract(p);",
  985. " float md = 5.0;",
  986. " vec2 m = vec2(0.0);",
  987. " for (int i = -1; i <= 1; i++) {",
  988. " for (int j = -1; j <= 1; j++) {",
  989. " vec2 g = vec2(i, j);",
  990. " vec2 o = hash2(n + g);",
  991. " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  992. " vec2 r = g + o - f;",
  993. " float d = dot(r, r);",
  994. " if (d < md) {",
  995. " md = d;",
  996. " m = n+g+o;",
  997. " }",
  998. " }",
  999. " }",
  1000. " return md;",
  1001. "}"
  1002. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  1003. var voronoiLayers = new THREE.FunctionNode( [
  1004. // based on https://www.shadertoy.com/view/4tXSDf
  1005. "float voronoiLayers(vec2 p, in float time) {",
  1006. " float v = 0.0;",
  1007. " float a = 0.4;",
  1008. " for (int i = 0; i < 3; i++) {",
  1009. " v += voronoi(p, time) * a;",
  1010. " p *= 2.0;",
  1011. " a *= 0.5;",
  1012. " }",
  1013. " return v;",
  1014. "}"
  1015. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  1016. var time = new THREE.TimerNode();
  1017. var timeScale = new THREE.FloatNode( 2 );
  1018. // used for serialization only
  1019. time.name = "time";
  1020. timeScale.name = "speed";
  1021. var alpha = new THREE.FloatNode( 1 );
  1022. var scale = new THREE.FloatNode( .1 );
  1023. var intensity = new THREE.FloatNode( 1.5 );
  1024. var color = new THREE.ColorNode( 0xFFFFFF );
  1025. var colorA = new THREE.ColorNode( 0xFFFFFF );
  1026. var colorB = new THREE.ColorNode( 0x0054df );
  1027. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  1028. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  1029. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  1030. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  1031. // clamp0at1
  1032. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  1033. var timeOffset = new THREE.OperatorNode(
  1034. time,
  1035. timeScale,
  1036. THREE.OperatorNode.MUL
  1037. );
  1038. var uvPos = new THREE.OperatorNode(
  1039. worldPosTop,
  1040. scale,
  1041. THREE.OperatorNode.MUL
  1042. );
  1043. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  1044. voronoi.inputs.p = uvPos;
  1045. voronoi.inputs.time = timeOffset;
  1046. var maskCaustic = new THREE.OperatorNode(
  1047. alpha,
  1048. mask,
  1049. THREE.OperatorNode.MUL
  1050. );
  1051. var voronoiIntensity = new THREE.OperatorNode(
  1052. voronoi,
  1053. intensity,
  1054. THREE.OperatorNode.MUL
  1055. );
  1056. var voronoiColors = new THREE.Math3Node(
  1057. colorB,
  1058. colorA,
  1059. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  1060. THREE.Math3Node.MIX
  1061. );
  1062. var caustic = new THREE.Math3Node(
  1063. color,
  1064. voronoiColors,
  1065. maskCaustic,
  1066. THREE.Math3Node.MIX
  1067. );
  1068. var causticLights = new THREE.OperatorNode(
  1069. voronoiIntensity,
  1070. maskCaustic,
  1071. THREE.OperatorNode.MUL
  1072. );
  1073. mtl.color = caustic;
  1074. mtl.ambient = causticLights;
  1075. // GUI
  1076. addGui( 'timeScale', timeScale.value, function ( val ) {
  1077. timeScale.value = val;
  1078. }, false, 0, 5 );
  1079. addGui( 'intensity', intensity.value, function ( val ) {
  1080. intensity.value = val;
  1081. }, false, 0, 3 );
  1082. addGui( 'scale', scale.value, function ( val ) {
  1083. scale.value = val;
  1084. }, false, 0, 1 );
  1085. addGui( 'alpha', alpha.value, function ( val ) {
  1086. alpha.value = val;
  1087. }, false, 0, 1 );
  1088. addGui( 'color', color.value.getHex(), function ( val ) {
  1089. color.value.setHex( val );
  1090. }, true );
  1091. addGui( 'colorA', colorA.value.getHex(), function ( val ) {
  1092. colorA.value.setHex( val );
  1093. }, true );
  1094. addGui( 'colorB', colorB.value.getHex(), function ( val ) {
  1095. colorB.value.setHex( val );
  1096. }, true );
  1097. break;
  1098. case 'soft-body':
  1099. // MATERIAL
  1100. move = true;
  1101. mtl = new THREE.StandardNodeMaterial();
  1102. var scale = new THREE.FloatNode( 2 );
  1103. var colorA = new THREE.ColorNode( 0xFF6633 );
  1104. var colorB = new THREE.ColorNode( 0x3366FF );
  1105. var pos = new THREE.PositionNode();
  1106. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  1107. var mask = new THREE.SwitchNode( posNorm, 'y' );
  1108. var velocity = new THREE.VelocityNode( mesh, {
  1109. type: 'elastic',
  1110. spring: .95,
  1111. damping: .95
  1112. } );
  1113. var velocityArea = new THREE.OperatorNode(
  1114. mask,
  1115. scale,
  1116. THREE.OperatorNode.MUL
  1117. );
  1118. var softVelocity = new THREE.OperatorNode(
  1119. velocity,
  1120. velocityArea,
  1121. THREE.OperatorNode.MUL
  1122. );
  1123. var softPosition = new THREE.OperatorNode(
  1124. new THREE.PositionNode(),
  1125. softVelocity,
  1126. THREE.OperatorNode.ADD
  1127. );
  1128. var colors = new THREE.Math3Node(
  1129. colorB,
  1130. colorA,
  1131. mask,
  1132. THREE.Math3Node.MIX
  1133. );
  1134. mtl.color = colors;
  1135. mtl.transform = softPosition;
  1136. // GUI
  1137. addGui( 'spring', velocity.params.spring, function ( val ) {
  1138. velocity.params.spring = val;
  1139. }, false, 0, .95 );
  1140. addGui( 'damping', velocity.params.damping, function ( val ) {
  1141. velocity.params.damping = val;
  1142. }, false, 0, .95 );
  1143. addGui( 'scale', scale.value, function ( val ) {
  1144. scale.value = val;
  1145. }, false, 0, 3 );
  1146. addGui( 'softBody', colorA.value.getHex(), function ( val ) {
  1147. colorA.value.setHex( val );
  1148. }, true );
  1149. addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
  1150. colorB.value.setHex( val );
  1151. }, true );
  1152. break;
  1153. case 'plush':
  1154. // MATERIAL
  1155. mtl = new THREE.PhongNodeMaterial();
  1156. var color = new THREE.ColorNode( 0x8D8677 );
  1157. var mildness = new THREE.FloatNode( 1.6 );
  1158. var fur = new THREE.FloatNode( .5 );
  1159. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1160. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1161. var viewZ = new THREE.Math2Node(
  1162. posDirection,
  1163. norDirection,
  1164. THREE.Math2Node.DOT
  1165. );
  1166. // without luma correction for now
  1167. var mildnessColor = new THREE.OperatorNode(
  1168. color,
  1169. mildness,
  1170. THREE.OperatorNode.MUL
  1171. );
  1172. var furScale = new THREE.OperatorNode(
  1173. viewZ,
  1174. fur,
  1175. THREE.OperatorNode.MUL
  1176. );
  1177. mtl.color = color;
  1178. mtl.normal = new THREE.NormalMapNode( new THREE.TextureNode( getTexture( "grassNormal" ) ) );
  1179. mtl.normal.scale = furScale;
  1180. mtl.environment = mildnessColor;
  1181. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  1182. mtl.shininess = new THREE.FloatNode( 0 );
  1183. // GUI
  1184. addGui( 'color', color.value.getHex(), function ( val ) {
  1185. color.value.setHex( val );
  1186. }, true );
  1187. addGui( 'mildness', mildness.value, function ( val ) {
  1188. mildness.value = val;
  1189. }, false, 1, 2 );
  1190. addGui( 'fur', fur.value, function ( val ) {
  1191. fur.value = val;
  1192. }, false, 0, 2 );
  1193. break;
  1194. case 'skin':
  1195. case 'skin-phong':
  1196. // MATERIAL
  1197. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  1198. var skinColor = new THREE.ColorNode( 0xFFC495 );
  1199. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  1200. var wrapLight = new THREE.FloatNode( 1.5 );
  1201. var wrapShadow = new THREE.FloatNode( 0 );
  1202. var directLight = new THREE.LightNode();
  1203. var lightLuminance = new THREE.LuminanceNode( directLight );
  1204. var lightWrap = new THREE.Math3Node(
  1205. wrapShadow,
  1206. wrapLight,
  1207. lightLuminance,
  1208. THREE.Math3Node.SMOOTHSTEP
  1209. );
  1210. var lightTransition = new THREE.OperatorNode(
  1211. lightWrap,
  1212. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1213. THREE.OperatorNode.MUL
  1214. );
  1215. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  1216. var wrappedLightColor = new THREE.OperatorNode(
  1217. wrappedLight,
  1218. bloodColor,
  1219. THREE.OperatorNode.MUL
  1220. );
  1221. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  1222. var totalLight = new THREE.OperatorNode(
  1223. directLight,
  1224. bloodArea,
  1225. THREE.OperatorNode.ADD
  1226. );
  1227. mtl.color = skinColor;
  1228. mtl.light = totalLight;
  1229. if ( name == 'skin' ) {
  1230. // StandardNodeMaterial
  1231. mtl.metalness = new THREE.FloatNode( 0 );
  1232. mtl.roughness = new THREE.FloatNode( 1 );
  1233. mtl.reflectivity = new THREE.FloatNode( 0 );
  1234. mtl.clearCoat = new THREE.FloatNode( .2 );
  1235. mtl.clearCoatRoughness = new THREE.FloatNode( .3 );
  1236. mtl.environment = new THREE.CubeTextureNode( cubemap );
  1237. } else {
  1238. // PhongNodeMaterial
  1239. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  1240. mtl.shininess = new THREE.FloatNode( 15 );
  1241. }
  1242. // GUI
  1243. addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
  1244. skinColor.value.setHex( val );
  1245. }, true );
  1246. addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
  1247. bloodColor.value.setHex( val );
  1248. }, true );
  1249. addGui( 'wrapLight', wrapLight.value, function ( val ) {
  1250. wrapLight.value = val;
  1251. }, false, 0, 3 );
  1252. addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
  1253. wrapShadow.value = val;
  1254. }, false, - 1, 0 );
  1255. break;
  1256. case 'toon':
  1257. // MATERIAL
  1258. mtl = new THREE.PhongNodeMaterial();
  1259. var count = new THREE.FloatNode( 3.43 );
  1260. var sceneDirectLight = new THREE.LightNode();
  1261. var color = new THREE.ColorNode( 0xAABBFF );
  1262. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1263. var lineSize = new THREE.FloatNode( 0.23 );
  1264. var lineInner = new THREE.FloatNode( 0 );
  1265. // CEL
  1266. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1267. var preCelLight = new THREE.OperatorNode(
  1268. lightLuminance,
  1269. count,
  1270. THREE.OperatorNode.MUL
  1271. );
  1272. var celLight = new THREE.Math1Node(
  1273. preCelLight,
  1274. THREE.Math1Node.CEIL
  1275. );
  1276. var posCelLight = new THREE.OperatorNode(
  1277. celLight,
  1278. count,
  1279. THREE.OperatorNode.DIV
  1280. );
  1281. // LINE
  1282. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1283. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1284. var viewZ = new THREE.Math2Node(
  1285. posDirection,
  1286. norDirection,
  1287. THREE.Math2Node.DOT
  1288. );
  1289. var lineOutside = new THREE.Math1Node(
  1290. viewZ,
  1291. THREE.Math1Node.ABS
  1292. );
  1293. var line = new THREE.OperatorNode(
  1294. lineOutside,
  1295. new THREE.FloatNode( 1 ),
  1296. THREE.OperatorNode.DIV
  1297. );
  1298. var lineScaled = new THREE.Math3Node(
  1299. line,
  1300. lineSize,
  1301. lineInner,
  1302. THREE.Math3Node.SMOOTHSTEP
  1303. );
  1304. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1305. // APPLY
  1306. mtl.color = color;
  1307. mtl.light = posCelLight;
  1308. mtl.shininess = new THREE.FloatNode( 0 );
  1309. mtl.environment = lineColor;
  1310. mtl.environmentAlpha = innerContour;
  1311. // GUI
  1312. addGui( 'color', color.value.getHex(), function ( val ) {
  1313. color.value.setHex( val );
  1314. }, true );
  1315. addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
  1316. lineColor.value.setHex( val );
  1317. }, true );
  1318. addGui( 'count', count.value, function ( val ) {
  1319. count.value = val;
  1320. }, false, 1, 8 );
  1321. addGui( 'lineSize', lineSize.value, function ( val ) {
  1322. lineSize.value = val;
  1323. }, false, 0, 1 );
  1324. addGui( 'lineInner', lineInner.value, function ( val ) {
  1325. lineInner.value = val;
  1326. }, false, 0, 1 );
  1327. addGui( 'ignoreIndirectLight', false, function ( val ) {
  1328. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1329. mtl.needsUpdate = true;
  1330. } );
  1331. break;
  1332. case 'custom-attribute':
  1333. // GEOMETRY
  1334. // add "position" buffer to "custom" attribute
  1335. teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
  1336. // MATERIAL
  1337. mtl = new THREE.PhongNodeMaterial();
  1338. mtl.color = new THREE.AttributeNode( "custom", 3 );
  1339. // or
  1340. //mtl.color = new THREE.AttributeNode( "custom", "vec3" );
  1341. break;
  1342. case 'expression':
  1343. // MATERIAL
  1344. mtl = new THREE.PhongNodeMaterial();
  1345. var speed = new THREE.FloatNode( .5 );
  1346. mtl.color = new THREE.FunctionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
  1347. mtl.color.keywords[ "speed" ] = speed;
  1348. 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" );
  1349. mtl.transform.keywords[ "speed" ] = speed;
  1350. // add global keyword ( variable or const )
  1351. THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
  1352. return new THREE.ReflectNode();
  1353. } );
  1354. // GUI
  1355. addGui( 'speed', speed.value, function ( val ) {
  1356. speed.value = val;
  1357. }, false, 0, 1 );
  1358. break;
  1359. case 'reserved-keywords':
  1360. // MATERIAL
  1361. mtl = new THREE.PhongNodeMaterial();
  1362. var keywordsexample = new THREE.FunctionNode( [
  1363. // use "uv" reserved keyword
  1364. "vec4 keywordsexample( sampler2D texture ) {",
  1365. " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
  1366. "}"
  1367. ].join( "\n" ) );
  1368. // add local keyword ( const only )
  1369. keywordsexample.keywords[ "myAlpha" ] = new THREE.ConstNode( "float myAlpha .05" );
  1370. // add global keyword ( const only )
  1371. THREE.NodeLib.addKeyword( 'myUV', function ( builder ) {
  1372. return new THREE.UVNode();
  1373. } );
  1374. // add global const or function
  1375. //THREE.NodeLib.add( new THREE.ConstNode("float MY_CONST .05") )
  1376. // reserved keywords
  1377. console.log( THREE.NodeLib.keywords );
  1378. // keywords conflit? use this to disable:
  1379. //blurtexture.useKeywords = false; // ( true is default )
  1380. mtl.color = new THREE.FunctionCallNode( keywordsexample, [ new THREE.TextureNode( getTexture( "brick" ) ) ] );
  1381. break;
  1382. case 'varying':
  1383. // MATERIAL
  1384. mtl = new THREE.PhongNodeMaterial();
  1385. var varying = new THREE.VarNode( "vec3" );
  1386. varying.value = new THREE.NormalNode( THREE.NormalNode.VIEW );
  1387. // using BypassNode the NormalNode not apply the value in .transform slot
  1388. // but set the NormalNode value in VarNode
  1389. // it can be useful to send values between vertex to fragment shader
  1390. mtl.transform = new THREE.BypassNode( varying );
  1391. mtl.color = varying;
  1392. // you can also set a value in .transform slot, such this expression using FunctionNode
  1393. mtl.transform = new THREE.BypassNode( varying, new THREE.FunctionNode("position * ( .1 + abs( sin( time ) ) )", "vec3") );
  1394. break;
  1395. case 'void-function':
  1396. // MATERIAL
  1397. mtl = new THREE.PhongNodeMaterial();
  1398. var varying = new THREE.VarNode( "vec3" );
  1399. // VERTEX
  1400. var setMyVar = new THREE.FunctionNode( [
  1401. "void setMyVar( vec3 pos ) {",
  1402. // set "myVar" in vertex shader in this example,
  1403. // can be used in fragment shader too or in rest of the current shader
  1404. " myVar = pos;",
  1405. "}"
  1406. ].join( "\n" ) );
  1407. // add keyword
  1408. setMyVar.keywords[ "myVar" ] = varying;
  1409. var transform = new THREE.FunctionNode( "setMyVar( position * .1 )", "vec3" );
  1410. transform.includes = [ setMyVar ];
  1411. transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
  1412. // use BypassNode to "void" functions
  1413. mtl.transform = new THREE.BypassNode( transform );
  1414. // FRAGMENT
  1415. var clipFromPos = new THREE.FunctionNode( [
  1416. "void clipFromPos( vec3 pos ) {",
  1417. " if ( pos.y < .0 ) discard;",
  1418. "}"
  1419. ].join( "\n" ) );
  1420. var clipFromPosCall = new THREE.FunctionCallNode( clipFromPos, {
  1421. pos: varying
  1422. } );
  1423. mtl.color = new THREE.BypassNode( clipFromPosCall, varying );
  1424. break;
  1425. case 'readonly':
  1426. // MATERIAL
  1427. mtl = new THREE.PhongNodeMaterial();
  1428. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  1429. mtl.specular = new THREE.FloatNode( .5 );
  1430. mtl.shininess = new THREE.FloatNode( 15 );
  1431. // not use "uniform" input ( for optimization )
  1432. // instead use explicit declaration, for example:
  1433. // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
  1434. // if readonly is true not allow change the value after build the shader material
  1435. mtl.color.readonly = mtl.specular.readonly = mtl.shininess.readonly = true;
  1436. break;
  1437. case 'triangle-blur':
  1438. // MATERIAL
  1439. mtl = new THREE.PhongNodeMaterial();
  1440. var delta = new THREE.Vector2Node( .5, .25 );
  1441. var alpha = new THREE.FloatNode( 1 );
  1442. var blurtexture = new THREE.FunctionNode( [
  1443. // Reference: TriangleBlurShader.js
  1444. "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
  1445. " vec4 color = vec4( 0.0 );",
  1446. " float total = 0.0;",
  1447. // randomize the lookup values to hide the fixed number of samples
  1448. " float offset = rand( uv );",
  1449. " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
  1450. " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
  1451. " float weight = 1.0 - abs( percent );",
  1452. " color += texture2D( texture, uv + delta * percent ) * weight;",
  1453. " total += weight;",
  1454. " }",
  1455. " return color / total;",
  1456. "}"
  1457. ].join( "\n" ), [ new THREE.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
  1458. var blurredTexture = new THREE.FunctionCallNode( blurtexture, {
  1459. texture: new THREE.TextureNode( getTexture( "brick" ) ),
  1460. delta: delta,
  1461. uv: new THREE.UVNode()
  1462. } );
  1463. var color = new THREE.Math3Node(
  1464. new THREE.TextureNode( getTexture( "brick" ) ),
  1465. blurredTexture,
  1466. alpha,
  1467. THREE.Math3Node.MIX
  1468. );
  1469. mtl.color = color;
  1470. // GUI
  1471. addGui( 'alpha', alpha.value, function ( val ) {
  1472. alpha.value = val;
  1473. }, false, 0, 1 );
  1474. addGui( 'deltaX', delta.x, function ( val ) {
  1475. delta.x = val;
  1476. }, false, 0, 1 );
  1477. addGui( 'deltaY', delta.x, function ( val ) {
  1478. delta.y = val;
  1479. }, false, 0, 1 );
  1480. break;
  1481. case 'firefly':
  1482. // MATERIAL
  1483. mtl = new THREE.PhongNodeMaterial();
  1484. var time = new THREE.TimerNode();
  1485. var speed = new THREE.FloatNode( .5 );
  1486. var color = new THREE.ColorNode( 0x98ff00 );
  1487. var timeSpeed = new THREE.OperatorNode(
  1488. time,
  1489. speed,
  1490. THREE.OperatorNode.MUL
  1491. );
  1492. var sinCycleInSecs = new THREE.OperatorNode(
  1493. timeSpeed,
  1494. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1495. THREE.OperatorNode.MUL
  1496. );
  1497. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1498. var cycleColor = new THREE.OperatorNode(
  1499. cycle,
  1500. color,
  1501. THREE.OperatorNode.MUL
  1502. );
  1503. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1504. mtl.color = new THREE.ColorNode( 0 );
  1505. mtl.emissive = cos;
  1506. // GUI
  1507. addGui( 'speed', speed.value, function ( val ) {
  1508. speed.value = val;
  1509. }, false, 0, 3 );
  1510. break;
  1511. case 'sss':
  1512. case 'translucent':
  1513. // DISTANCE FORMULA
  1514. var modelPos = new THREE.Vector3Node();
  1515. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1516. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1517. var cameraDistance = new THREE.Math2Node(
  1518. modelPos,
  1519. cameraPosition,
  1520. THREE.Math2Node.DISTANCE
  1521. );
  1522. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1523. var distance = new THREE.OperatorNode(
  1524. cameraDistance,
  1525. viewPosZ,
  1526. THREE.OperatorNode.SUB
  1527. );
  1528. var distanceRadius = new THREE.OperatorNode(
  1529. distance,
  1530. new THREE.FloatNode( 70 ),
  1531. THREE.OperatorNode.ADD
  1532. );
  1533. var objectDepth = new THREE.Math3Node(
  1534. distanceRadius,
  1535. new THREE.FloatNode( 0 ),
  1536. new THREE.FloatNode( 50 ),
  1537. THREE.Math3Node.SMOOTHSTEP
  1538. );
  1539. // RTT ( get back distance )
  1540. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1541. library[ rtTexture.texture.uuid ] = rtTexture.texture;
  1542. var distanceMtl = new THREE.PhongNodeMaterial();
  1543. distanceMtl.environment = objectDepth;
  1544. distanceMtl.side = THREE.BackSide;
  1545. rtMaterial = distanceMtl;
  1546. // MATERIAL
  1547. mtl = new THREE.StandardNodeMaterial();
  1548. var backSideDepth = new THREE.TextureNode( rtTexture.texture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1549. var difference = new THREE.OperatorNode(
  1550. objectDepth,
  1551. backSideDepth,
  1552. THREE.OperatorNode.SUB
  1553. );
  1554. var sss = new THREE.Math3Node(
  1555. new THREE.FloatNode( - .1 ),
  1556. new THREE.FloatNode( .5 ),
  1557. difference,
  1558. THREE.Math3Node.SMOOTHSTEP
  1559. );
  1560. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1561. var frontColor, backColor;
  1562. if ( name == 'sss' ) {
  1563. var sssOut = new THREE.Math2Node(
  1564. objectDepth,
  1565. sssAlpha,
  1566. THREE.Math2Node.MIN
  1567. );
  1568. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1569. backColor = new THREE.ColorNode( 0xd04327 );
  1570. var color = new THREE.Math3Node(
  1571. backColor,
  1572. frontColor,
  1573. sssOut,
  1574. THREE.Math3Node.MIX
  1575. );
  1576. var light = new THREE.OperatorNode(
  1577. new THREE.LightNode(),
  1578. color,
  1579. THREE.OperatorNode.ADD
  1580. );
  1581. mtl.color = frontColor;
  1582. mtl.roughness = new THREE.FloatNode( .1 );
  1583. mtl.metalness = new THREE.FloatNode( .5 );
  1584. mtl.light = light;
  1585. mtl.environment = color;
  1586. } else {
  1587. frontColor = new THREE.ColorNode( 0xd04327 );
  1588. backColor = new THREE.ColorNode( 0x1a0e14 );
  1589. var color = new THREE.Math3Node(
  1590. frontColor,
  1591. backColor,
  1592. sssAlpha,
  1593. THREE.Math3Node.MIX
  1594. );
  1595. var light = new THREE.OperatorNode(
  1596. new THREE.LightNode(),
  1597. color,
  1598. THREE.OperatorNode.ADD
  1599. );
  1600. mtl.color = new THREE.ColorNode( 0xffffff );
  1601. mtl.roughness = new THREE.FloatNode( .1 );
  1602. mtl.metalness = new THREE.FloatNode( .5 );
  1603. mtl.light = light;
  1604. mtl.environment = color;
  1605. }
  1606. // GUI
  1607. addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
  1608. frontColor.value.setHex( val );
  1609. }, true );
  1610. addGui( 'backColor', backColor.value.getHex(), function ( val ) {
  1611. backColor.value.setHex( val );
  1612. }, true );
  1613. addGui( 'area', sss.b.value, function ( val ) {
  1614. sss.b.value = val;
  1615. }, false, 0, 1 );
  1616. break;
  1617. }
  1618. // set material
  1619. mesh.material = mtl;
  1620. }
  1621. function onWindowResize() {
  1622. var width = window.innerWidth, height = window.innerHeight;
  1623. camera.aspect = width / height;
  1624. camera.updateProjectionMatrix();
  1625. renderer.setSize( width, height );
  1626. if ( rtTexture ) rtTexture.setSize( width, height );
  1627. }
  1628. function toggleSerialize() {
  1629. if ( serialized ) reset();
  1630. else serialize();
  1631. serialized = ! serialized;
  1632. }
  1633. function reset() {
  1634. updateMaterial();
  1635. // gui
  1636. var div = document.getElementById( 'serialize' );
  1637. div.textContent = "Serialize and apply";
  1638. }
  1639. function serialize() {
  1640. var json = mesh.material.toJSON(),
  1641. jsonStr = JSON.stringify( json );
  1642. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  1643. // example:
  1644. //THREE.NodeMaterialLoaderUtils.replaceUUID( json, getTexture( "cloud" ), "cloud" );
  1645. var loader = new THREE.NodeMaterialLoader( null, library ),
  1646. material = loader.parse( json );
  1647. mesh.material = material;
  1648. //console.log( jsonStr );
  1649. // gui
  1650. var div = document.getElementById( 'serialize' );
  1651. div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
  1652. if ( gui ) gui.destroy();
  1653. gui = null;
  1654. }
  1655. function animate() {
  1656. var delta = clock.getDelta();
  1657. if ( move ) {
  1658. var time = Date.now() * 0.005;
  1659. mesh.position.z = Math.cos( time ) * 10;
  1660. mesh.position.y = Math.sin( time ) * 10;
  1661. } else {
  1662. mesh.position.z = mesh.position.y = 0;
  1663. }
  1664. //mesh.rotation.z += .01;
  1665. // update material animation and/or gpu calcs (pre-renderer)
  1666. frame.update( delta );
  1667. if ( mesh.material instanceof THREE.NodeMaterial ) {
  1668. frame.updateNode( mesh.material );
  1669. }
  1670. // render to texture for sss/translucent material only
  1671. if ( rtTexture ) {
  1672. scene.overrideMaterial = rtMaterial;
  1673. renderer.render( scene, camera, rtTexture, true );
  1674. scene.overrideMaterial = null;
  1675. }
  1676. renderer.render( scene, camera );
  1677. requestAnimationFrame( animate );
  1678. }
  1679. </script>
  1680. </body>
  1681. </html>
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