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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - node material</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Material<br />
- <a id="serialize" href="javascript:void(0);">Serialize and apply</a>
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- import { TeapotBufferGeometry } from './jsm/geometries/TeapotBufferGeometry.js';
- import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
- import * as Nodes from './jsm/nodes/Nodes.js';
- var container = document.getElementById( 'container' );
- var renderer, scene, lightGroup, camera, clock = new THREE.Clock(), fov = 50;
- var frame = new Nodes.NodeFrame();
- var teapot, mesh;
- var controls;
- var move = false;
- var rtTexture, rtMaterial;
- var gui;
- var library = {};
- var serialized = false;
- var textures = {
- brick: { url: 'textures/brick_diffuse.jpg' },
- grass: { url: 'textures/terrain/grasslight-big.jpg' },
- grassNormal: { url: 'textures/terrain/grasslight-big-nm.jpg' },
- decalDiffuse: { url: 'textures/decal/decal-diffuse.png' },
- decalNormal: { url: 'textures/decal/decal-normal.jpg' },
- cloud: { url: 'textures/lava/cloud.png' },
- spherical: { url: 'textures/envmap.png' }
- };
- var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'mesh-standard' };
- function getTexture( name ) {
- var texture = textures[ name ].texture;
- if ( ! texture ) {
- texture = textures[ name ].texture = new THREE.TextureLoader().load( textures[ name ].url );
- texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
- library[ texture.uuid ] = texture;
- }
- return texture;
- }
- var premTexture, pmremCube;
- function updatePREM( textureCube ) {
- pmremCube = pmremCube || textureCube;
- if ( ! pmremCube || ! renderer ) return;
- var minFilter = pmremCube.minFilter;
- var magFilter = pmremCube.magFilter;
- var generateMipmaps = pmremCube.generateMipmaps;
- var pmremGenerator = new THREE.PMREMGenerator( renderer );
- premTexture = pmremGenerator.fromCubemap( pmremCube ).texture;
- pmremGenerator.dispose();
- pmremCube.minFilter = minFilter;
- pmremCube.magFilter = magFilter;
- pmremCube.generateMipmaps = generateMipmaps;
- pmremCube.needsUpdate = true;
- library[ premTexture.uuid ] = premTexture;
- }
- var cubemap = function () {
- var path = "textures/cube/Park2/";
- var format = '.jpg';
- var urls = [
- path + 'posx' + format, path + 'negx' + format,
- path + 'posy' + format, path + 'negy' + format,
- path + 'posz' + format, path + 'negz' + format
- ];
- var textureCube = new THREE.CubeTextureLoader().load( urls, updatePREM );
- textureCube.format = THREE.RGBFormat;
- library[ textureCube.uuid ] = textureCube;
- return textureCube;
- }();
- window.addEventListener( 'load', init );
- function init() {
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.uuid = THREE.MathUtils.generateUUID(); // generate to library
- renderer.outputEncoding = THREE.sRGBEncoding;
- container.appendChild( renderer.domElement );
- scene = new THREE.Scene();
- camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.x = 50;
- camera.position.z = - 50;
- camera.position.y = 30;
- camera.target = new THREE.Vector3();
- controls = new OrbitControls( camera, renderer.domElement );
- controls.minDistance = 50;
- controls.maxDistance = 200;
- lightGroup = new THREE.Group();
- scene.add( lightGroup );
- var light;
- lightGroup.add( new THREE.AmbientLight( 0x464646 ) );
- light = new THREE.DirectionalLight( 0xffddcc, 1 );
- light.position.set( 1, 0.75, 0.5 );
- lightGroup.add( light );
- light = new THREE.DirectionalLight( 0xccccff, 1 );
- light.position.set( - 1, 0.75, - 0.5 );
- lightGroup.add( light );
- teapot = new TeapotBufferGeometry( 15, 18 );
- mesh = new THREE.Mesh( teapot );
- scene.add( mesh );
- library[ renderer.uuid ] = renderer;
- library[ camera.uuid ] = camera;
- library[ mesh.uuid ] = mesh;
- updatePREM();
- window.addEventListener( 'resize', onWindowResize, false );
- updateMaterial();
- onWindowResize();
- animate();
- }
- function clearGui() {
- if ( gui ) gui.destroy();
- gui = new GUI();
- gui.add( param, 'example', {
- 'basic / mesh-standard': 'mesh-standard',
- 'basic / standard': 'standard',
- 'basic / physical': 'physical',
- 'basic / prem': 'prem',
- 'basic / phong': 'phong',
- 'basic / layers': 'layers',
- 'basic / rim': 'rim',
- 'basic / color-adjustment': 'color-adjustment',
- 'basic / uv-transform': 'uv-transform',
- 'basic / bump': 'bump',
- 'basic / blur': 'blur',
- 'basic / spherical-reflection': 'spherical-reflection',
- 'adv / fresnel': 'fresnel',
- 'adv / saturation': 'saturation',
- 'adv / top-bottom': 'top-bottom',
- 'adv / skin': 'skin',
- 'adv / skin-phong': 'skin-phong',
- 'adv / caustic': 'caustic',
- 'adv / displace': 'displace',
- 'adv / dissolve': 'dissolve',
- 'adv / dissolve-fire': 'dissolve-fire',
- 'adv / plush': 'plush',
- 'adv / toon': 'toon',
- 'adv / camera-depth': 'camera-depth',
- 'adv / soft-body': 'soft-body',
- 'adv / wave': 'wave',
- 'adv / triangle-blur': 'triangle-blur',
- 'adv / triplanar-mapping': 'triplanar-mapping',
- 'adv / render-to-texture': 'rtt',
- 'adv / temporal-blur': 'temporal-blur',
- 'adv / conditional': 'conditional',
- 'adv / expression': 'expression',
- 'adv / sss': 'sss',
- 'adv / translucent': 'translucent',
- 'adv / bias': 'bias',
- 'node / position': 'node-position',
- 'node / normal': 'node-normal',
- 'node / reflect': 'node-reflect',
- 'misc / sub-slot': 'sub-slot',
- 'misc / smoke': 'smoke',
- 'misc / firefly': 'firefly',
- 'misc / reserved-keywords': 'reserved-keywords',
- 'misc / varying': 'varying',
- 'misc / void-function': 'void-function',
- 'misc / readonly': 'readonly',
- 'misc / label': 'label',
- 'misc / custom-attribute': 'custom-attribute'
- } ).onFinishChange( function () {
- updateMaterial();
- } );
- gui.open();
- }
- function addGui( name, value, callback, isColor, min, max ) {
- var node;
- param[ name ] = value;
- if ( isColor ) {
- node = gui.addColor( param, name ).onChange( function () {
- callback( param[ name ] );
- } );
- } else if ( typeof value === 'object' ) {
- param[ name ] = value[ Object.keys( value )[ 0 ] ];
- node = gui.add( param, name, value ).onChange( function () {
- callback( param[ name ] );
- } );
- } else {
- node = gui.add( param, name, min, max ).onChange( function () {
- callback( param[ name ] );
- } );
- }
- return node;
- }
- function updateMaterial() {
- move = false;
- lightGroup.visible = true;
- if ( mesh.material ) mesh.material.dispose();
- if ( rtTexture ) {
- delete library[ rtTexture.texture.uuid ];
- rtTexture.dispose();
- rtTexture = null;
- }
- if ( rtMaterial ) {
- rtMaterial.dispose();
- rtMaterial = null;
- }
- var name = param.example,
- defaultSide = THREE.DoubleSide,
- mtl;
- clearGui();
- switch ( name ) {
- case 'phong':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- //mtl.color = // albedo (vec3)
- //mtl.alpha = // opacity (float)
- //mtl.specular = // specular color (vec3)
- //mtl.shininess = // shininess (float)
- //mtl.normal = // normal (vec3)
- //mtl.emissive = // emissive color (vec3)
- //mtl.ambient = // ambient color (vec3)
- //mtl.shadow = // shadowmap (vec3)
- //mtl.light = // custom-light (vec3)
- //mtl.ao = // ambient occlusion (float)
- //mtl.light = // input/output light (vec3)
- //mtl.environment = // reflection/refraction (vec3)
- //mtl.environmentAlpha = // environment alpha (float)
- //mtl.position = // vertex local position (vec3)
- var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
- mtl.color = new Nodes.TextureNode( getTexture( "grass" ) );
- mtl.specular = new Nodes.FloatNode( .5 );
- mtl.shininess = new Nodes.FloatNode( 15 );
- mtl.environment = new Nodes.CubeTextureNode( cubemap );
- mtl.environmentAlpha = mask;
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = new Nodes.MathNode( mask, Nodes.MathNode.INVERT );
- break;
- case 'standard':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- //mtl.color = // albedo (vec3)
- //mtl.alpha = // opacity (float)
- //mtl.roughness = // roughness (float)
- //mtl.metalness = // metalness (float)
- //mtl.normal = // normal (vec3)
- //mtl.emissive = // emissive color (vec3)
- //mtl.ambient = // ambient color (vec3)
- //mtl.shadow = // shadowmap (vec3)
- //mtl.light = // custom-light (vec3)
- //mtl.ao = // ambient occlusion (float)
- //mtl.environment = // reflection/refraction (vec3)
- //mtl.position = // vertex local position (vec3)
- var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
- var normalScale = new Nodes.FloatNode( .3 );
- var roughnessA = new Nodes.FloatNode( .5 );
- var metalnessA = new Nodes.FloatNode( .5 );
- var roughnessB = new Nodes.FloatNode( 0 );
- var metalnessB = new Nodes.FloatNode( 1 );
- var roughness = new Nodes.MathNode(
- roughnessA,
- roughnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var metalness = new Nodes.MathNode(
- metalnessA,
- metalnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var normalMask = new Nodes.OperatorNode(
- new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
- normalScale,
- Nodes.OperatorNode.MUL
- );
- mtl.color = new Nodes.ColorNode( 0xEEEEEE );
- mtl.roughness = roughness;
- mtl.metalness = metalness;
- mtl.environment = new Nodes.CubeTextureNode( cubemap );
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = normalMask;
- // GUI
- addGui( 'color', mtl.color.value.getHex(), function ( val ) {
- mtl.color.value.setHex( val );
- }, true );
- addGui( 'roughnessA', roughnessA.value, function ( val ) {
- roughnessA.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessA', metalnessA.value, function ( val ) {
- metalnessA.value = val;
- }, false, 0, 1 );
- addGui( 'roughnessB', roughnessB.value, function ( val ) {
- roughnessB.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessB', metalnessB.value, function ( val ) {
- metalnessB.value = val;
- }, false, 0, 1 );
- addGui( 'normalScale', normalScale.value, function ( val ) {
- normalScale.value = val;
- }, false, 0, 1 );
- break;
- case 'prem':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- //mtl.color = // albedo (vec3)
- //mtl.alpha = // opacity (float)
- //mtl.roughness = // roughness (float)
- //mtl.metalness = // metalness (float)
- //mtl.normal = // normal (vec3)
- //mtl.emissive = // emissive color (vec3)
- //mtl.ambient = // ambient color (vec3)
- //mtl.shadow = // shadowmap (vec3)
- //mtl.light = // custom-light (vec3)
- //mtl.ao = // ambient occlusion (float)
- //mtl.environment = // reflection/refraction (vec3)
- //mtl.position = // vertex local position (vec3)
- var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
- var intensity = new Nodes.FloatNode( 1 );
- var normalScale = new Nodes.FloatNode( .3 );
- var roughnessA = new Nodes.FloatNode( .5 );
- var metalnessA = new Nodes.FloatNode( .5 );
- var roughnessB = new Nodes.FloatNode( 0 );
- var metalnessB = new Nodes.FloatNode( 1 );
- var roughness = new Nodes.MathNode(
- roughnessA,
- roughnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var metalness = new Nodes.MathNode(
- metalnessA,
- metalnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var normalMask = new Nodes.OperatorNode(
- new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
- normalScale,
- Nodes.OperatorNode.MUL
- );
- mtl.color = new Nodes.ColorNode( 0xEEEEEE );
- mtl.roughness = roughness;
- mtl.metalness = metalness;
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = normalMask;
- var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
- mtl.environment = new Nodes.OperatorNode( envNode, intensity, Nodes.OperatorNode.MUL );
- // GUI
- addGui( 'color', mtl.color.value.getHex(), function ( val ) {
- mtl.color.value.setHex( val );
- }, true );
- addGui( 'intensity', intensity.value, function ( val ) {
- intensity.value = val;
- }, false, 0, 2 );
- addGui( 'roughnessA', roughnessA.value, function ( val ) {
- roughnessA.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessA', metalnessA.value, function ( val ) {
- metalnessA.value = val;
- }, false, 0, 1 );
- addGui( 'roughnessB', roughnessB.value, function ( val ) {
- roughnessB.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessB', metalnessB.value, function ( val ) {
- metalnessB.value = val;
- }, false, 0, 1 );
- addGui( 'normalScale', normalScale.value, function ( val ) {
- normalScale.value = val;
- }, false, 0, 1 );
- break;
- case 'sub-slot':
- // disable dynamic light
- lightGroup.visible = false;
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- // NODES
- var normalScale = new Nodes.FloatNode( .3 );
- var radiance = new Nodes.FloatNode( 1 );
- var irradiance = new Nodes.FloatNode( 1 );
- var roughness = new Nodes.FloatNode( .5 );
- var metalness = new Nodes.FloatNode( .5 );
- mtl.color = new Nodes.ColorNode( 0xEEEEEE );
- mtl.roughness = roughness;
- mtl.metalness = metalness;
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = normalScale;
- var envNode = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ) );
- var subSlotNode = new Nodes.SubSlotNode();
- subSlotNode.slots[ 'radiance' ] = new Nodes.OperatorNode( radiance, envNode, Nodes.OperatorNode.MUL );
- subSlotNode.slots[ 'irradiance' ] = new Nodes.OperatorNode( irradiance, envNode, Nodes.OperatorNode.MUL );
- mtl.environment = subSlotNode;
- // GUI
- addGui( 'radiance', radiance.value, function ( val ) {
- radiance.value = val;
- }, false, 0, 2 );
- addGui( 'irradiance', irradiance.value, function ( val ) {
- irradiance.value = val;
- }, false, 0, 2 );
- addGui( 'roughness', roughness.value, function ( val ) {
- roughness.value = val;
- }, false, 0, 1 );
- addGui( 'metalness', metalness.value, function ( val ) {
- metalness.value = val;
- }, false, 0, 1 );
- addGui( 'normalScale', normalScale.value, function ( val ) {
- normalScale.value = val;
- }, false, 0, 1 );
- break;
- case 'mesh-standard':
- // MATERIAL
- var sataturation = new Nodes.FloatNode( 1 ),
- useNodeMaterial = true,
- useMap = true,
- useNormals = true;
- function updateMaterial() {
- var oldMaterial = mtl;
- if ( oldMaterial ) oldMaterial.dispose();
- mtl = useNodeMaterial ? new Nodes.MeshStandardNodeMaterial() : new THREE.MeshStandardMaterial();
- // default syntax ( backward-compatible )
- mtl.map = useMap ? getTexture( "brick" ) : undefined;
- mtl.normalMap = useNormals ? getTexture( "decalNormal" ) : undefined;
- mtl.normalScale = oldMaterial ? oldMaterial.normalScale : new THREE.Vector2( .5, .5 );
- mtl.envMap = cubemap;
- mtl.roughness = oldMaterial ? oldMaterial.roughness : .5;
- mtl.metalness = oldMaterial ? oldMaterial.metalness : .5;
- // extended syntax ( only for NodeMaterial )
- if ( useNodeMaterial && useMap ) {
- mtl.map = new Nodes.ColorAdjustmentNode(
- new Nodes.TextureNode( mtl.map ),
- sataturation,
- Nodes.ColorAdjustmentNode.SATURATION
- );
- }
- // apply material
- mtl.side = defaultSide;
- mtl.needsUpdate = true;
- mesh.material = mtl;
- }
- updateMaterial();
- // GUI
- addGui( 'use node material', useNodeMaterial, function ( val ) {
- useNodeMaterial = val;
- updateMaterial();
- } );
- addGui( 'roughness', mtl.roughness, function ( val ) {
- mtl.roughness = val;
- }, false, 0, 1 );
- addGui( 'metalness', mtl.roughness, function ( val ) {
- mtl.metalness = val;
- }, false, 0, 1 );
- addGui( 'normalX', mtl.normalScale.x, function ( val ) {
- mtl.normalScale.x = val;
- }, false, - 1, 1 );
- addGui( 'normalY', mtl.normalScale.y, function ( val ) {
- mtl.normalScale.y = val;
- }, false, - 1, 1 );
- addGui( 'sat. (node)', sataturation.value, function ( val ) {
- sataturation.value = val;
- }, false, 0, 2 );
- addGui( 'colors', useMap, function ( val ) {
- useMap = val;
- updateMaterial();
- }, false );
- addGui( 'normals', useNormals, function ( val ) {
- useNormals = val;
- updateMaterial();
- }, false );
- addGui( 'side', {
- DoubleSided: THREE.DoubleSide,
- FrontSided: THREE.FrontSide,
- BackSided: THREE.BackSide
- }, function ( val ) {
- defaultSide = Number( val );
- updateMaterial();
- } );
- break;
- case 'physical':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- //mtl.color = // albedo (vec3)
- //mtl.alpha = // opacity (float)
- //mtl.roughness = // roughness (float)
- //mtl.metalness = // metalness (float)
- //mtl.reflectivity = // reflectivity (float)
- //mtl.clearcoat = // clearcoat (float)
- //mtl.clearcoatRoughness = // clearcoatRoughness (float)
- //mtl.clearcoatNormal = // clearcoatNormal (vec3)
- //mtl.normal = // normal (vec3)
- //mtl.emissive = // emissive color (vec3)
- //mtl.ambient = // ambient color (vec3)
- //mtl.shadow = // shadowmap (vec3)
- //mtl.light = // custom-light (vec3)
- //mtl.ao = // ambient occlusion (float)
- //mtl.environment = // reflection/refraction (vec3)
- //mtl.position = // vertex local position (vec3)
- var mask = new Nodes.SwitchNode( new Nodes.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
- var normalScale = new Nodes.FloatNode( .3 );
- var clearcoatNormalScale = new Nodes.FloatNode( .1 );
- var roughnessA = new Nodes.FloatNode( .5 );
- var metalnessA = new Nodes.FloatNode( .5 );
- var roughnessB = new Nodes.FloatNode( 0 );
- var metalnessB = new Nodes.FloatNode( 1 );
- var reflectivity = new Nodes.FloatNode( 0 );
- var clearcoat = new Nodes.FloatNode( 1 );
- var clearcoatRoughness = new Nodes.FloatNode( 1 );
- var roughness = new Nodes.MathNode(
- roughnessA,
- roughnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var metalness = new Nodes.MathNode(
- metalnessA,
- metalnessB,
- mask,
- Nodes.MathNode.MIX
- );
- var normalMask = new Nodes.OperatorNode(
- new Nodes.MathNode( mask, Nodes.MathNode.INVERT ),
- normalScale,
- Nodes.OperatorNode.MUL
- );
- var clearcoatNormalMask = new Nodes.OperatorNode(
- mask,
- clearcoatNormalScale,
- Nodes.OperatorNode.MUL
- );
- mtl.color = new Nodes.ColorNode( 0xEEEEEE );
- mtl.roughness = roughness;
- mtl.metalness = metalness;
- mtl.reflectivity = reflectivity;
- mtl.clearcoat = clearcoat;
- mtl.clearcoatRoughness = clearcoatRoughness;
- mtl.clearcoatNormal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.clearcoatNormal.scale = clearcoatNormalMask;
- mtl.environment = new Nodes.CubeTextureNode( cubemap );
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = normalMask;
- // GUI
- addGui( 'color', mtl.color.value.getHex(), function ( val ) {
- mtl.color.value.setHex( val );
- }, true );
- addGui( 'reflectivity', reflectivity.value, function ( val ) {
- reflectivity.value = val;
- }, false, 0, 1 );
- addGui( 'clearcoat', clearcoat.value, function ( val ) {
- clearcoat.value = val;
- }, false, 0, 1 );
- addGui( 'clearcoatRoughness', clearcoatRoughness.value, function ( val ) {
- clearcoatRoughness.value = val;
- }, false, 0, 1 );
- addGui( 'clearcoatNormalScale', clearcoatNormalScale.value, function ( val ) {
- clearcoatNormalScale.value = val;
- }, false, 0, 1 );
- addGui( 'roughnessA', roughnessA.value, function ( val ) {
- roughnessA.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessA', metalnessA.value, function ( val ) {
- metalnessA.value = val;
- }, false, 0, 1 );
- addGui( 'roughnessB', roughnessB.value, function ( val ) {
- roughnessB.value = val;
- }, false, 0, 1 );
- addGui( 'metalnessB', metalnessB.value, function ( val ) {
- metalnessB.value = val;
- }, false, 0, 1 );
- addGui( 'normalScale', normalScale.value, function ( val ) {
- normalScale.value = val;
- }, false, 0, 1 );
- break;
- case 'wave':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var time = new Nodes.TimerNode();
- var speed = new Nodes.FloatNode( 5 );
- var scale = new Nodes.FloatNode( 1 );
- var worldScale = new Nodes.FloatNode( .4 );
- var colorA = new Nodes.ColorNode( 0xFFFFFF );
- var colorB = new Nodes.ColorNode( 0x0054df );
- // used for serialization only
- time.name = "time";
- speed.name = "speed";
- var timeScale = new Nodes.OperatorNode(
- time,
- speed,
- Nodes.OperatorNode.MUL
- );
- var worldScl = new Nodes.OperatorNode(
- new Nodes.PositionNode(),
- worldScale,
- Nodes.OperatorNode.MUL
- );
- var posContinuous = new Nodes.OperatorNode(
- worldScl,
- timeScale,
- Nodes.OperatorNode.ADD
- );
- var wave = new Nodes.MathNode( posContinuous, Nodes.MathNode.SIN );
- wave = new Nodes.SwitchNode( wave, 'x' );
- var waveScale = new Nodes.OperatorNode(
- wave,
- scale,
- Nodes.OperatorNode.MUL
- );
- var displaceY = new Nodes.JoinNode(
- new Nodes.FloatNode(),
- waveScale,
- new Nodes.FloatNode()
- );
- var displace = new Nodes.OperatorNode(
- new Nodes.NormalNode(),
- displaceY,
- Nodes.OperatorNode.MUL
- );
- var blend = new Nodes.OperatorNode(
- new Nodes.PositionNode(),
- displaceY,
- Nodes.OperatorNode.ADD
- );
- var color = new Nodes.MathNode(
- colorB,
- colorA,
- wave,
- Nodes.MathNode.MIX
- );
- mtl.color = color;
- mtl.position = blend;
- // GUI
- addGui( 'speed', speed.value, function ( val ) {
- speed.value = val;
- }, false, 0, 10 );
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0, 3 );
- addGui( 'worldScale', worldScale.value, function ( val ) {
- worldScale.value = val;
- }, false, 0, 1 );
- addGui( 'colorA', colorA.value.getHex(), function ( val ) {
- colorA.value.setHex( val );
- }, true );
- addGui( 'colorB', colorB.value.getHex(), function ( val ) {
- colorB.value.setHex( val );
- }, true );
- addGui( 'useNormals', false, function ( val ) {
- blend.b = val ? displace : displaceY;
- mtl.needsUpdate = true;
- } );
- break;
- case 'rim':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- defaultSide = THREE.FrontSide;
- var intensity = 1.3;
- var power = new Nodes.FloatNode( 3 );
- var color = new Nodes.ColorNode( 0xFFFFFF );
- var viewZ = new Nodes.MathNode(
- new Nodes.NormalNode(),
- new Nodes.Vector3Node( 0, 0, - intensity ),
- Nodes.MathNode.DOT
- );
- var rim = new Nodes.OperatorNode(
- viewZ,
- new Nodes.FloatNode( intensity ),
- Nodes.OperatorNode.ADD
- );
- var rimPower = new Nodes.MathNode(
- rim,
- power,
- Nodes.MathNode.POW
- );
- var rimColor = new Nodes.OperatorNode(
- rimPower,
- color,
- Nodes.OperatorNode.MUL
- );
- mtl.color = new Nodes.ColorNode( 0x111111 );
- mtl.emissive = rimColor;
- // GUI
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'intensity', intensity, function ( val ) {
- intensity = val;
- viewZ.b.z = - intensity;
- rim.b.value = intensity;
- }, false, 0, 3 );
- addGui( 'power', power.value, function ( val ) {
- power.value = val;
- }, false, 0, 6 );
- addGui( 'xray', false, function ( val ) {
- if ( val ) {
- mtl.emissive = color;
- mtl.alpha = rimPower;
- mtl.blending = THREE.AdditiveBlending;
- mtl.depthWrite = false;
- } else {
- mtl.emissive = rimColor;
- mtl.alpha = null;
- mtl.blending = THREE.NormalBlending;
- mtl.depthWrite = true;
- }
- mtl.needsUpdate = true;
- } );
- break;
- case 'color-adjustment':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var texture = new Nodes.TextureNode( getTexture( "brick" ) );
- var hue = new Nodes.FloatNode();
- var sataturation = new Nodes.FloatNode( 1 );
- var vibrance = new Nodes.FloatNode();
- var brightness = new Nodes.FloatNode( 0 );
- var contrast = new Nodes.FloatNode( 1 );
- var hueNode = new Nodes.ColorAdjustmentNode( texture, hue, Nodes.ColorAdjustmentNode.HUE );
- var satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
- var vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
- var brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
- var contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
- mtl.color = contrastNode;
- // GUI
- addGui( 'hue', hue.value, function ( val ) {
- hue.value = val;
- }, false, 0, Math.PI * 2 );
- addGui( 'saturation', sataturation.value, function ( val ) {
- sataturation.value = val;
- }, false, 0, 2 );
- addGui( 'vibrance', vibrance.value, function ( val ) {
- vibrance.value = val;
- }, false, - 1, 1 );
- addGui( 'brightness', brightness.value, function ( val ) {
- brightness.value = val;
- }, false, 0, .5 );
- addGui( 'contrast', contrast.value, function ( val ) {
- contrast.value = val;
- }, false, 0, 2 );
- break;
- case 'uv-transform':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var translate = new THREE.Vector2();
- var rotate = 0;
- var scale = new THREE.Vector2( 1, 1 );
- var texture = new Nodes.TextureNode( getTexture( "brick" ) );
- texture.uv = new Nodes.UVTransformNode();
- //texture.uv.uv = new Nodes.UVNode( 1 ); // uv2 for example
- mtl.color = texture;
- // GUI
- function updateUVTransform() {
- texture.uv.setUvTransform( translate.x, translate.y, scale.x, scale.y, THREE.MathUtils.degToRad( rotate ) );
- }
- addGui( 'translateX', translate.x, function ( val ) {
- translate.x = val;
- updateUVTransform();
- }, false, 0, 10 );
- addGui( 'translateY', translate.y, function ( val ) {
- translate.y = val;
- updateUVTransform();
- }, false, 0, 10 );
- addGui( 'scaleX', scale.x, function ( val ) {
- scale.x = val;
- updateUVTransform();
- }, false, .1, 5 );
- addGui( 'scaleY', scale.y, function ( val ) {
- scale.y = val;
- updateUVTransform();
- }, false, .1, 5 );
- addGui( 'rotate', rotate, function ( val ) {
- rotate = val;
- updateUVTransform();
- }, false, 0, 360 );
- break;
- case 'bump':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
- var bumpMap = new Nodes.BumpMapNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
- bumpMap.scale = new Nodes.FloatNode( .5 );
- mtl.color = diffuse;
- mtl.normal = bumpMap;
- // convert BumpMap to NormalMap
- //bumpMap.toNormalMap = true;
- //mtl.normal = new Nodes.NormalMapNode( bumpMap );
- // GUI
- addGui( 'scale', bumpMap.scale.value, function ( val ) {
- bumpMap.scale.value = val;
- }, false, - 2, 2 );
- addGui( 'color', true, function ( val ) {
- mtl.color = val ? diffuse : new Nodes.ColorNode( 0xEEEEEE );
- mtl.needsUpdate = true;
- } );
- break;
- case 'blur':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var diffuse = new Nodes.TextureNode( getTexture( "brick" ) );
- var blur = new Nodes.BlurNode( new Nodes.TextureNode( getTexture( "brick" ) ) );
- mtl.color = blur;
- // GUI
- addGui( 'radiusX', blur.radius.x, function ( val ) {
- blur.radius.x = val;
- }, false, 0, 15 );
- addGui( 'radiusY', blur.radius.y, function ( val ) {
- blur.radius.y = val;
- }, false, 0, 15 );
- break;
- case 'spherical-reflection':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- mtl.environment = new Nodes.TextureNode( getTexture( "spherical" ), new Nodes.ReflectNode( Nodes.ReflectNode.SPHERE ) );
- break;
- case 'fresnel':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var reflectance = new Nodes.FloatNode( 1.3 );
- var power = new Nodes.FloatNode( 1 );
- var color = new Nodes.CubeTextureNode( cubemap );
- var viewZ = new Nodes.MathNode(
- new Nodes.NormalNode(),
- new Nodes.Vector3Node( 0, 0, - 1 ),
- Nodes.MathNode.DOT
- );
- var theta = new Nodes.OperatorNode(
- viewZ,
- new Nodes.FloatNode( 1 ),
- Nodes.OperatorNode.ADD
- );
- var thetaPower = new Nodes.MathNode(
- theta,
- power,
- Nodes.MathNode.POW
- );
- var fresnel = new Nodes.OperatorNode(
- reflectance,
- thetaPower,
- Nodes.OperatorNode.MUL
- );
- mtl.color = new Nodes.ColorNode( 0x3399FF );
- mtl.environment = color;
- mtl.environmentAlpha = new Nodes.MathNode( fresnel, Nodes.MathNode.SATURATE );
- // GUI
- addGui( 'reflectance', reflectance.value, function ( val ) {
- reflectance.value = val;
- }, false, 0, 3 );
- addGui( 'power', power.value, function ( val ) {
- power.value = val;
- }, false, 0, 5 );
- break;
- case 'layers':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var tex1 = new Nodes.TextureNode( getTexture( "grass" ) );
- var tex2 = new Nodes.TextureNode( getTexture( "brick" ) );
- var offset = new Nodes.FloatNode( 0 );
- var scale = new Nodes.FloatNode( 1 );
- var uv = new Nodes.UVNode();
- var uvOffset = new Nodes.OperatorNode(
- offset,
- uv,
- Nodes.OperatorNode.ADD
- );
- var uvScale = new Nodes.OperatorNode(
- uvOffset,
- scale,
- Nodes.OperatorNode.MUL
- );
- var mask = new Nodes.TextureNode( getTexture( "decalDiffuse" ), uvScale );
- var maskAlphaChannel = new Nodes.SwitchNode( mask, 'w' );
- var blend = new Nodes.MathNode(
- tex1,
- tex2,
- maskAlphaChannel,
- Nodes.MathNode.MIX
- );
- mtl.color = blend;
- // GUI
- addGui( 'offset', offset.value, function ( val ) {
- offset.value = val;
- }, false, 0, 1 );
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0, 10 );
- break;
- case 'saturation':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- var tex = new Nodes.TextureNode( getTexture( "brick" ) );
- var sat = new Nodes.FloatNode( 0 );
- var satrgb = new Nodes.FunctionNode( [
- "vec3 satrgb( vec3 rgb, float adjustment ) {",
- // include luminance function from LuminanceNode
- " vec3 intensity = vec3( luminance( rgb ) );",
- " return mix( intensity, rgb, adjustment );",
- "}"
- ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
- var saturation = new Nodes.FunctionCallNode( satrgb );
- saturation.inputs.rgb = tex;
- saturation.inputs.adjustment = sat;
- // or try
- //saturation.inputs[0] = tex;
- //saturation.inputs[1] = sat;
- mtl.color = saturation;
- // GUI
- addGui( 'saturation', sat.value, function ( val ) {
- sat.value = val;
- }, false, 0, 2 );
- break;
- case 'top-bottom':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var top = new Nodes.TextureNode( getTexture( "grass" ) );
- var bottom = new Nodes.TextureNode( getTexture( "brick" ) );
- var normal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
- var normalY = new Nodes.SwitchNode( normal, 'y' );
- var hard = new Nodes.FloatNode( 9 );
- var offset = new Nodes.FloatNode( - 2.5 );
- var hardClamp = new Nodes.OperatorNode(
- normalY,
- hard,
- Nodes.OperatorNode.MUL
- );
- var offsetClamp = new Nodes.OperatorNode(
- hardClamp,
- offset,
- Nodes.OperatorNode.ADD
- );
- var clamp0at1 = new Nodes.MathNode( offsetClamp, Nodes.MathNode.SATURATE );
- var blend = new Nodes.MathNode( top, bottom, clamp0at1, Nodes.MathNode.MIX );
- mtl.color = blend;
- // GUI
- addGui( 'hard', hard.value, function ( val ) {
- hard.value = val;
- }, false, 0, 20 );
- addGui( 'offset', offset.value, function ( val ) {
- offset.value = val;
- }, false, - 10, 10 );
- break;
- case 'displace':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var time = new Nodes.TimerNode();
- var scale = new Nodes.FloatNode( 2 );
- var speed = new Nodes.FloatNode( .2 );
- var colorA = new Nodes.ColorNode( 0xFFFFFF );
- var colorB = new Nodes.ColorNode( 0x0054df );
- // used for serialization only
- time.name = "time";
- speed.name = "speed";
- var uv = new Nodes.UVNode();
- var timeScl = new Nodes.OperatorNode(
- time,
- speed,
- Nodes.OperatorNode.MUL
- );
- var displaceOffset = new Nodes.OperatorNode(
- timeScl,
- uv,
- Nodes.OperatorNode.ADD
- );
- var tex = new Nodes.TextureNode( getTexture( "cloud" ), displaceOffset );
- var texArea = new Nodes.SwitchNode( tex, 'w' );
- var displace = new Nodes.OperatorNode(
- new Nodes.NormalNode(),
- texArea,
- Nodes.OperatorNode.MUL
- );
- var displaceScale = new Nodes.OperatorNode(
- displace,
- scale,
- Nodes.OperatorNode.MUL
- );
- var blend = new Nodes.OperatorNode(
- new Nodes.PositionNode(),
- displaceScale,
- Nodes.OperatorNode.ADD
- );
- var color = new Nodes.MathNode(
- colorB,
- colorA,
- texArea,
- Nodes.MathNode.MIX
- );
- mtl.color = mtl.specular = new Nodes.ColorNode( 0 );
- mtl.emissive = color;
- mtl.position = blend;
- // GUI
- addGui( 'speed', speed.value, function ( val ) {
- speed.value = val;
- }, false, 0, 1 );
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0, 10 );
- addGui( 'colorA', colorA.value.getHex(), function ( val ) {
- colorA.value.setHex( val );
- }, true );
- addGui( 'colorB', colorB.value.getHex(), function ( val ) {
- colorB.value.setHex( val );
- }, true );
- break;
- case 'dissolve':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- var color = new Nodes.ColorNode( 0xEEEEEE );
- var borderColor = new Nodes.ColorNode( 0x0054df );
- var threshold = new Nodes.FloatNode( .1 );
- var borderSize = new Nodes.FloatNode( .2 );
- var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
- var texArea = new Nodes.SwitchNode( tex, 'w' );
- var thresholdBorder = new Nodes.MathNode(
- new Nodes.OperatorNode( threshold, borderSize, Nodes.OperatorNode.ADD ),
- threshold,
- texArea,
- Nodes.MathNode.SMOOTHSTEP
- );
- var thresholdEmissive = new Nodes.OperatorNode(
- borderColor,
- thresholdBorder,
- Nodes.OperatorNode.MUL
- );
- // APPLY
- mtl.color = color;
- mtl.emissive = thresholdEmissive;
- mtl.mask = new Nodes.CondNode(
- texArea, // a: value
- threshold, // b: value
- Nodes.CondNode.GREATER // condition
- );
- // GUI
- addGui( 'threshold', threshold.value, function ( val ) {
- threshold.value = val;
- }, false, - .3, 1.3 );
- addGui( 'borderSize', borderSize.value, function ( val ) {
- borderSize.value = val;
- }, false, 0, .5 );
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'borderColor', borderColor.value.getHex(), function ( val ) {
- borderColor.value.setHex( val );
- }, true );
- break;
- case 'dissolve-fire':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- var color = new Nodes.ColorNode( 0xEEEEEE );
- var fireStartColor = new Nodes.ColorNode( 0xF7CA78 );
- var fireEndColor = new Nodes.ColorNode( 0xFF0000 );
- var burnedColor = new Nodes.ColorNode( 0x000000 );
- var threshold = new Nodes.FloatNode( .1 );
- var fireSize = new Nodes.FloatNode( .16 );
- var burnedSize = new Nodes.FloatNode( .5 );
- var timer = new Nodes.TimerNode( 0.8 );
- var sinCycleInSecs = new Nodes.OperatorNode(
- timer,
- new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
- Nodes.OperatorNode.MUL
- );
- var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
- // round sin to 0 at 1
- cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 1 ), Nodes.OperatorNode.ADD );
- cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( 2 ), Nodes.OperatorNode.DIV );
- // offset to +.9
- cycle = new Nodes.OperatorNode( cycle, new Nodes.FloatNode( .9 ), Nodes.OperatorNode.ADD );
- var tex = new Nodes.TextureNode( getTexture( "cloud" ) );
- var texArea = new Nodes.SwitchNode( tex, 'w' );
- var thresholdBorder = new Nodes.MathNode(
- new Nodes.OperatorNode( threshold, fireSize, Nodes.OperatorNode.ADD ),
- threshold,
- texArea,
- Nodes.MathNode.SMOOTHSTEP
- );
- var fireStartAnimatedColor = new Nodes.ColorAdjustmentNode(
- fireStartColor,
- cycle,
- Nodes.ColorAdjustmentNode.SATURATION
- );
- var fireEndAnimatedColor = new Nodes.ColorAdjustmentNode(
- fireEndColor,
- cycle,
- Nodes.ColorAdjustmentNode.SATURATION
- );
- var fireColor = new Nodes.MathNode(
- fireEndAnimatedColor,
- fireStartAnimatedColor,
- thresholdBorder,
- Nodes.MathNode.MIX
- );
- var thresholdBurnedBorder = new Nodes.MathNode(
- new Nodes.OperatorNode( threshold, burnedSize, Nodes.OperatorNode.ADD ),
- threshold,
- texArea,
- Nodes.MathNode.SMOOTHSTEP
- );
- var fireEmissive = new Nodes.OperatorNode(
- fireColor,
- thresholdBorder,
- Nodes.OperatorNode.MUL
- );
- var burnedResultColor = new Nodes.MathNode(
- color,
- burnedColor,
- thresholdBurnedBorder,
- Nodes.MathNode.MIX
- );
- // APPLY
- mtl.color = burnedResultColor;
- mtl.emissive = fireEmissive;
- mtl.mask = new Nodes.CondNode(
- texArea, // a: value
- threshold, // b: value
- Nodes.CondNode.GREATER // condition
- );
- // GUI
- addGui( 'threshold', threshold.value, function ( val ) {
- threshold.value = val;
- }, false, - .5, 1.5 );
- addGui( 'fireSize', fireSize.value, function ( val ) {
- fireSize.value = val;
- }, false, 0, .5 );
- addGui( 'burnedSize', burnedSize.value, function ( val ) {
- burnedSize.value = val;
- }, false, 0, 1 );
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'fireStartColor', fireStartColor.value.getHex(), function ( val ) {
- fireStartColor.value.setHex( val );
- }, true );
- addGui( 'fireEndColor', fireEndColor.value.getHex(), function ( val ) {
- fireEndColor.value.setHex( val );
- }, true );
- addGui( 'burnedColor', burnedColor.value.getHex(), function ( val ) {
- burnedColor.value.setHex( val );
- }, true );
- addGui( 'timeScale', timer.scale, function ( val ) {
- timer.scale = val;
- }, false, 0, 2 );
- break;
- case 'smoke':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- defaultSide = THREE.FrontSide;
- var time = new Nodes.TimerNode();
- var uv = new Nodes.UVNode();
- var timeSpeedA = new Nodes.OperatorNode(
- time,
- new Nodes.Vector2Node( 0.3, 0.1 ),
- Nodes.OperatorNode.MUL
- );
- var timeSpeedB = new Nodes.OperatorNode(
- time,
- new Nodes.Vector2Node( 0.15, 0.4 ),
- Nodes.OperatorNode.MUL
- );
- var uvOffsetA = new Nodes.OperatorNode(
- timeSpeedA,
- uv,
- Nodes.OperatorNode.ADD
- );
- var uvOffsetB = new Nodes.OperatorNode(
- timeSpeedB,
- uv,
- Nodes.OperatorNode.ADD
- );
- var cloudA = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetA );
- var cloudB = new Nodes.TextureNode( getTexture( "cloud" ), uvOffsetB );
- var clouds = new Nodes.OperatorNode(
- cloudA,
- cloudB,
- Nodes.OperatorNode.ADD
- );
- mtl.environment = new Nodes.ColorNode( 0xFFFFFF );
- mtl.alpha = clouds;
- // GUI
- addGui( 'color', mtl.environment.value.getHex(), function ( val ) {
- mtl.environment.value.setHex( val );
- }, true );
- break;
- case 'camera-depth':
- // MATERIAL
- var colorA = new Nodes.ColorNode( 0xFFFFFF );
- var colorB = new Nodes.ColorNode( 0x0054df );
- var depth = new Nodes.CameraNode( Nodes.CameraNode.DEPTH );
- depth.near.value = 1;
- depth.far.value = 200;
- var colors = new Nodes.MathNode(
- colorB,
- colorA,
- depth,
- Nodes.MathNode.MIX
- );
- mtl = new Nodes.PhongNodeMaterial();
- mtl.color = colors;
- // GUI
- addGui( 'near', depth.near.value, function ( val ) {
- depth.near.value = val;
- }, false, 1, 1200 );
- addGui( 'far', depth.far.value, function ( val ) {
- depth.far.value = val;
- }, false, 1, 1200 );
- addGui( 'nearColor', colorA.value.getHex(), function ( val ) {
- colorA.value.setHex( val );
- }, true );
- addGui( 'farColor', colorB.value.getHex(), function ( val ) {
- colorB.value.setHex( val );
- }, true );
- break;
- case 'caustic':
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- var hash2 = new Nodes.FunctionNode( [
- "vec2 hash2(vec2 p) {",
- " return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
- "}"
- ].join( "\n" ) );
- var voronoi = new Nodes.FunctionNode( [
- // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
- "float voronoi(vec2 p, in float time) {",
- " vec2 n = floor(p);",
- " vec2 f = fract(p);",
- " float md = 5.0;",
- " vec2 m = vec2(0.0);",
- " for (int i = -1; i <= 1; i++) {",
- " for (int j = -1; j <= 1; j++) {",
- " vec2 g = vec2(i, j);",
- " vec2 o = hash2(n + g);",
- " o = 0.5 + 0.5 * sin(time + 5.038 * o);",
- " vec2 r = g + o - f;",
- " float d = dot(r, r);",
- " if (d < md) {",
- " md = d;",
- " m = n+g+o;",
- " }",
- " }",
- " }",
- " return md;",
- "}"
- ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
- var voronoiLayers = new Nodes.FunctionNode( [
- // based on https://www.shadertoy.com/view/4tXSDf
- "float voronoiLayers(vec2 p, in float time) {",
- " float v = 0.0;",
- " float a = 0.4;",
- " for (int i = 0; i < 3; i++) {",
- " v += voronoi(p, time) * a;",
- " p *= 2.0;",
- " a *= 0.5;",
- " }",
- " return v;",
- "}"
- ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
- var time = new Nodes.TimerNode();
- var timeScale = new Nodes.FloatNode( 2 );
- // used for serialization only
- time.name = "time";
- timeScale.name = "speed";
- var alpha = new Nodes.FloatNode( 1 );
- var scale = new Nodes.FloatNode( .1 );
- var intensity = new Nodes.FloatNode( 1.5 );
- var color = new Nodes.ColorNode( 0xFFFFFF );
- var colorA = new Nodes.ColorNode( 0xFFFFFF );
- var colorB = new Nodes.ColorNode( 0x0054df );
- var worldPos = new Nodes.PositionNode( Nodes.PositionNode.WORLD );
- var worldPosTop = new Nodes.SwitchNode( worldPos, 'xz' );
- var worldNormal = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
- var mask = new Nodes.SwitchNode( worldNormal, 'y' );
- // clamp0at1
- mask = new Nodes.MathNode( mask, Nodes.MathNode.SATURATE );
- var timeOffset = new Nodes.OperatorNode(
- time,
- timeScale,
- Nodes.OperatorNode.MUL
- );
- var uvPos = new Nodes.OperatorNode(
- worldPosTop,
- scale,
- Nodes.OperatorNode.MUL
- );
- var voronoi = new Nodes.FunctionCallNode( voronoiLayers );
- voronoi.inputs.p = uvPos;
- voronoi.inputs.time = timeOffset;
- var maskCaustic = new Nodes.OperatorNode(
- alpha,
- mask,
- Nodes.OperatorNode.MUL
- );
- var voronoiIntensity = new Nodes.OperatorNode(
- voronoi,
- intensity,
- Nodes.OperatorNode.MUL
- );
- var voronoiColors = new Nodes.MathNode(
- colorB,
- colorA,
- new Nodes.MathNode( voronoiIntensity, Nodes.MathNode.SATURATE ), // mix needs clamp
- Nodes.MathNode.MIX
- );
- var caustic = new Nodes.MathNode(
- color,
- voronoiColors,
- maskCaustic,
- Nodes.MathNode.MIX
- );
- var causticLights = new Nodes.OperatorNode(
- voronoiIntensity,
- maskCaustic,
- Nodes.OperatorNode.MUL
- );
- mtl.color = caustic;
- mtl.ambient = causticLights;
- // GUI
- addGui( 'timeScale', timeScale.value, function ( val ) {
- timeScale.value = val;
- }, false, 0, 5 );
- addGui( 'intensity', intensity.value, function ( val ) {
- intensity.value = val;
- }, false, 0, 3 );
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0, 1 );
- addGui( 'alpha', alpha.value, function ( val ) {
- alpha.value = val;
- }, false, 0, 1 );
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'colorA', colorA.value.getHex(), function ( val ) {
- colorA.value.setHex( val );
- }, true );
- addGui( 'colorB', colorB.value.getHex(), function ( val ) {
- colorB.value.setHex( val );
- }, true );
- break;
- case 'soft-body':
- // MATERIAL
- move = true;
- mtl = new Nodes.StandardNodeMaterial();
- var scale = new Nodes.FloatNode( 2 );
- var colorA = new Nodes.ColorNode( 0xFF6633 );
- var colorB = new Nodes.ColorNode( 0x3366FF );
- var pos = new Nodes.PositionNode();
- var posNorm = new Nodes.MathNode( pos, Nodes.MathNode.NORMALIZE );
- var mask = new Nodes.SwitchNode( posNorm, 'y' );
- var velocity = new Nodes.VelocityNode( mesh, {
- type: 'elastic',
- spring: .95,
- damping: .95
- } );
- var velocityArea = new Nodes.OperatorNode(
- mask,
- scale,
- Nodes.OperatorNode.MUL
- );
- var softVelocity = new Nodes.OperatorNode(
- velocity,
- velocityArea,
- Nodes.OperatorNode.MUL
- );
- var softPosition = new Nodes.OperatorNode(
- new Nodes.PositionNode(),
- softVelocity,
- Nodes.OperatorNode.ADD
- );
- var colors = new Nodes.MathNode(
- colorB,
- colorA,
- mask,
- Nodes.MathNode.MIX
- );
- mtl.color = colors;
- mtl.position = softPosition;
- // GUI
- addGui( 'spring', velocity.params.spring, function ( val ) {
- velocity.params.spring = val;
- }, false, 0, .95 );
- addGui( 'damping', velocity.params.damping, function ( val ) {
- velocity.params.damping = val;
- }, false, 0, .95 );
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0, 3 );
- addGui( 'softBody', colorA.value.getHex(), function ( val ) {
- colorA.value.setHex( val );
- }, true );
- addGui( 'rigidBody', colorB.value.getHex(), function ( val ) {
- colorB.value.setHex( val );
- }, true );
- break;
- case 'plush':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var color = new Nodes.ColorNode( 0x8D8677 );
- var mildness = new Nodes.FloatNode( 1.6 );
- var fur = new Nodes.FloatNode( .5 );
- var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
- var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
- var viewZ = new Nodes.MathNode(
- posDirection,
- norDirection,
- Nodes.MathNode.DOT
- );
- // without luma correction for now
- var mildnessColor = new Nodes.OperatorNode(
- color,
- mildness,
- Nodes.OperatorNode.MUL
- );
- var furScale = new Nodes.OperatorNode(
- viewZ,
- fur,
- Nodes.OperatorNode.MUL
- );
- mtl.color = color;
- mtl.normal = new Nodes.NormalMapNode( new Nodes.TextureNode( getTexture( "grassNormal" ) ) );
- mtl.normal.scale = furScale;
- mtl.environment = mildnessColor;
- mtl.environmentAlpha = new Nodes.MathNode( viewZ, Nodes.MathNode.INVERT );
- mtl.shininess = new Nodes.FloatNode( 0 );
- // GUI
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'mildness', mildness.value, function ( val ) {
- mildness.value = val;
- }, false, 1, 2 );
- addGui( 'fur', fur.value, function ( val ) {
- fur.value = val;
- }, false, 0, 2 );
- break;
- case 'skin':
- case 'skin-phong':
- // MATERIAL
- mtl = name == 'skin' ? new Nodes.StandardNodeMaterial() : new Nodes.PhongNodeMaterial();
- var skinColor = new Nodes.ColorNode( 0xFFC495 );
- var bloodColor = new Nodes.ColorNode( 0x6b0602 );
- var wrapLight = new Nodes.FloatNode( 1.5 );
- var wrapShadow = new Nodes.FloatNode( 0 );
- var directLight = new Nodes.LightNode();
- var lightLuminance = new Nodes.LuminanceNode( directLight );
- var lightWrap = new Nodes.MathNode(
- wrapShadow,
- wrapLight,
- lightLuminance,
- Nodes.MathNode.SMOOTHSTEP
- );
- var lightTransition = new Nodes.OperatorNode(
- lightWrap,
- new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
- Nodes.OperatorNode.MUL
- );
- var wrappedLight = new Nodes.MathNode( lightTransition, Nodes.MathNode.SIN );
- var wrappedLightColor = new Nodes.OperatorNode(
- wrappedLight,
- bloodColor,
- Nodes.OperatorNode.MUL
- );
- var bloodArea = new Nodes.MathNode( wrappedLightColor, Nodes.MathNode.SATURATE );
- var totalLight = new Nodes.OperatorNode(
- directLight,
- bloodArea,
- Nodes.OperatorNode.ADD
- );
- mtl.color = skinColor;
- mtl.light = totalLight;
- if ( name == 'skin' ) {
- // StandardNodeMaterial
- mtl.metalness = new Nodes.FloatNode( 0 );
- mtl.roughness = new Nodes.FloatNode( 1 );
- mtl.reflectivity = new Nodes.FloatNode( 0 );
- mtl.clearcoat = new Nodes.FloatNode( .2 );
- mtl.clearcoatRoughness = new Nodes.FloatNode( .3 );
- mtl.environment = new Nodes.CubeTextureNode( cubemap );
- } else {
- // PhongNodeMaterial
- mtl.specular = new Nodes.ColorNode( 0x2f2e2d );
- mtl.shininess = new Nodes.FloatNode( 15 );
- }
- // GUI
- addGui( 'skinColor', skinColor.value.getHex(), function ( val ) {
- skinColor.value.setHex( val );
- }, true );
- addGui( 'bloodColor', bloodColor.value.getHex(), function ( val ) {
- bloodColor.value.setHex( val );
- }, true );
- addGui( 'wrapLight', wrapLight.value, function ( val ) {
- wrapLight.value = val;
- }, false, 0, 3 );
- addGui( 'wrapShadow', wrapShadow.value, function ( val ) {
- wrapShadow.value = val;
- }, false, - 1, 0 );
- break;
- case 'toon':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var count = new Nodes.FloatNode( 3.43 );
- var sceneDirectLight = new Nodes.LightNode();
- var color = new Nodes.ColorNode( 0xAABBFF );
- var lineColor = new Nodes.ColorNode( 0xFF0000 );
- var lineSize = new Nodes.FloatNode( 0.23 );
- var lineInner = new Nodes.FloatNode( 0 );
- // CEL
- var lightLuminance = new Nodes.LuminanceNode( sceneDirectLight );
- var preCelLight = new Nodes.OperatorNode(
- lightLuminance,
- count,
- Nodes.OperatorNode.MUL
- );
- var celLight = new Nodes.MathNode(
- preCelLight,
- Nodes.MathNode.CEIL
- );
- var posCelLight = new Nodes.OperatorNode(
- celLight,
- count,
- Nodes.OperatorNode.DIV
- );
- // LINE
- var posDirection = new Nodes.MathNode( new Nodes.PositionNode( Nodes.PositionNode.VIEW ), Nodes.MathNode.NORMALIZE );
- var norDirection = new Nodes.MathNode( new Nodes.NormalNode(), Nodes.MathNode.NORMALIZE );
- var viewZ = new Nodes.MathNode(
- posDirection,
- norDirection,
- Nodes.MathNode.DOT
- );
- var lineOutside = new Nodes.MathNode(
- viewZ,
- Nodes.MathNode.ABS
- );
- var line = new Nodes.OperatorNode(
- lineOutside,
- new Nodes.FloatNode( 1 ),
- Nodes.OperatorNode.DIV
- );
- var lineScaled = new Nodes.MathNode(
- line,
- lineSize,
- lineInner,
- Nodes.MathNode.SMOOTHSTEP
- );
- var innerContour = new Nodes.MathNode( new Nodes.MathNode( lineScaled, Nodes.MathNode.SATURATE ), Nodes.MathNode.INVERT );
- // APPLY
- mtl.color = color;
- mtl.light = posCelLight;
- mtl.shininess = new Nodes.FloatNode( 0 );
- mtl.environment = lineColor;
- mtl.environmentAlpha = innerContour;
- // GUI
- addGui( 'color', color.value.getHex(), function ( val ) {
- color.value.setHex( val );
- }, true );
- addGui( 'lineColor', lineColor.value.getHex(), function ( val ) {
- lineColor.value.setHex( val );
- }, true );
- addGui( 'count', count.value, function ( val ) {
- count.value = val;
- }, false, 1, 8 );
- addGui( 'lineSize', lineSize.value, function ( val ) {
- lineSize.value = val;
- }, false, 0, 1 );
- addGui( 'lineInner', lineInner.value, function ( val ) {
- lineInner.value = val;
- }, false, 0, 1 );
- addGui( 'ignoreIndirectLight', false, function ( val ) {
- mtl.ao = val ? new Nodes.FloatNode() : undefined;
- mtl.needsUpdate = true;
- } );
- break;
- case 'custom-attribute':
- // GEOMETRY
- // add "position" buffer to "custom" attribute
- teapot.attributes[ 'custom' ] = teapot.attributes[ 'position' ];
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- mtl.color = new Nodes.AttributeNode( "custom", 3 );
- // or
- //mtl.color = new Nodes.AttributeNode( "custom", "vec3" );
- break;
- case 'expression':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var speed = new Nodes.FloatNode( .5 );
- var myspeed = new Nodes.ExpressionNode( "speed * time", "float" );
- myspeed.keywords[ "speed" ] = speed;
- mtl.color = new Nodes.ExpressionNode( "myCustomUv + (sin(myspeed)*.5) + (position * .05)", "vec3" );
- mtl.color.keywords[ "myspeed" ] = myspeed;
- mtl.position = new Nodes.ExpressionNode( "mod(myspeed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(myspeed*1.0))*3.0) : position + sin( position.x * sin(myspeed*2.0))", "vec3" );
- mtl.position.keywords[ "myspeed" ] = myspeed;
- // add global keyword ( variable or const )
- Nodes.NodeLib.addKeyword( 'myCustomUv', function () {
- return new Nodes.ReflectNode();
- } );
- // GUI
- addGui( 'speed', speed.value, function ( val ) {
- speed.value = val;
- }, false, 0, 1 );
- break;
- case 'reserved-keywords':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var keywordsexample = new Nodes.FunctionNode( [
- // use "uv" reserved keyword
- "vec4 keywordsexample( sampler2D texture ) {",
- " return texture2D( texture, myUV ) + vec4( position * myAlpha, 0.0 );",
- "}"
- ].join( "\n" ) );
- // add local keyword ( const only )
- keywordsexample.keywords[ "myAlpha" ] = new Nodes.ConstNode( "float myAlpha .05" );
- // add global keyword ( const only )
- Nodes.NodeLib.addKeyword( 'myUV', function () {
- return new Nodes.UVNode();
- } );
- // add global const or function
- //Nodes.NodeLib.add( new Nodes.ConstNode("float MY_CONST .05") )
- // reserved keywords
- console.log( Nodes.NodeLib.keywords );
- // keywords conflit? use this to disable:
- //blurtexture.useKeywords = false; // ( true is default )
- mtl.color = new Nodes.FunctionCallNode( keywordsexample, [ new Nodes.TextureNode( getTexture( "brick" ) ) ] );
- break;
- case 'bias':
- // MATERIAL
- var bias = new Nodes.FloatNode( .5 );
- var maxMIPLevel = new Nodes.MaxMIPLevelNode( new Nodes.TextureNode( cubemap ) );
- var mipsBias = new Nodes.OperatorNode( bias, maxMIPLevel, Nodes.OperatorNode.MUL );
- mtl = new Nodes.PhongNodeMaterial();
- mtl.color.value.setHex( 0xFFFFFF );
- function biasMode( val ) {
- switch ( val ) {
- case 'prem':
- mtl.color = new Nodes.TextureCubeNode( new Nodes.TextureNode( premTexture ), undefined, undefined, bias );
- break;
- case 'lod':
- var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCubeLodEXT( samplerCube texture, vec3 uv, float bias );', undefined, { shaderTextureLOD: true } );
- mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
- break;
- case 'basic':
- var textureCubeFunction = new Nodes.FunctionNode( 'vec4 textureCube( samplerCube texture, vec3 uv, float bias );' );
- mtl.color = new Nodes.FunctionCallNode( textureCubeFunction, [ new Nodes.CubeTextureNode( cubemap ), new Nodes.ReflectNode(), mipsBias ] );
- break;
- }
- mtl.needsUpdate = true;
- }
- biasMode( 'prem' );
- // GUI
- addGui( 'scope', {
- PREM: 'prem',
- LOD: 'lod',
- BASIC: 'basic'
- }, biasMode );
- addGui( 'bias', bias.value, function ( val ) {
- bias.value = val;
- }, false, 0, 1 );
- break;
- case 'node-position':
- // MATERIAL
- var node = new Nodes.PositionNode();
- mtl = new Nodes.PhongNodeMaterial();
- mtl.color = node;
- // GUI
- addGui( 'scope', {
- local: Nodes.PositionNode.LOCAL,
- world: Nodes.PositionNode.WORLD,
- view: Nodes.PositionNode.VIEW
- }, function ( val ) {
- node.scope = val;
- mtl.needsUpdate = true;
- } );
- break;
- case 'node-normal':
- // MATERIAL
- var node = new Nodes.NormalNode();
- mtl = new Nodes.PhongNodeMaterial();
- mtl.color = node;
- // GUI
- addGui( 'scope', {
- view: Nodes.NormalNode.VIEW,
- local: Nodes.NormalNode.LOCAL,
- world: Nodes.NormalNode.WORLD
- }, function ( val ) {
- node.scope = val;
- mtl.needsUpdate = true;
- } );
- break;
- case 'node-reflect':
- // MATERIAL
- var node = new Nodes.ReflectNode();
- var nodeMaterial = new Nodes.StandardNodeMaterial();
- nodeMaterial.environment = new Nodes.CubeTextureNode( cubemap, node );
- nodeMaterial.roughness.value = .5;
- nodeMaterial.metalness.value = 1;
- var standardMaterial = new THREE.MeshStandardMaterial( {
- color: nodeMaterial.color.value,
- side: defaultSide,
- envMap: cubemap,
- roughness: nodeMaterial.roughness.value,
- metalness: 1
- } );
- mtl = nodeMaterial;
- // GUI
- addGui( 'node', true, function ( val ) {
- mtl = val ? nodeMaterial : standardMaterial;
- mesh.material = mtl;
- } );
- addGui( 'roughness', nodeMaterial.roughness.value, function ( val ) {
- nodeMaterial.roughness.value = val;
- standardMaterial.roughness = val;
- }, false, 0, 1 );
- break;
- case 'varying':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var varying = new Nodes.VarNode( "vec3" );
- varying.value = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
- // using BypassNode the NormalNode not apply the value in .position slot
- // but set the NormalNode value in VarNode
- // it can be useful to send values between vertex to fragment shader
- // without affect vertex shader
- mtl.position = new Nodes.BypassNode( varying );
- mtl.color = varying;
- // you can also set a independent value in .position slot using BypassNode
- // such this expression using ExpressionNode
- mtl.position.value = new Nodes.ExpressionNode( "position * ( .1 + abs( sin( time ) ) )", "vec3" );
- break;
- case 'void-function':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var varying = new Nodes.VarNode( "vec3" );
- // VERTEX
- var setMyVar = new Nodes.FunctionNode( [
- "void setMyVar( vec3 pos ) {",
- // set "myVar" in vertex shader in this example,
- // can be used in fragment shader too or in rest of the current shader
- " myVar = pos;",
- "}"
- ].join( "\n" ) );
- // add keyword
- setMyVar.keywords[ "myVar" ] = varying;
- var position = new Nodes.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
- position.includes = [ setMyVar ];
- position.keywords[ "tex" ] = new Nodes.TextureNode( getTexture( "brick" ) );
- // use BypassNode to "void" functions
- mtl.position = new Nodes.BypassNode( position );
- // FRAGMENT
- var clipFromPos = new Nodes.FunctionNode( [
- "void clipFromPos( vec3 pos ) {",
- " if ( pos.y < .0 ) discard;",
- "}"
- ].join( "\n" ) );
- var clipFromPosCall = new Nodes.FunctionCallNode( clipFromPos, {
- pos: varying
- } );
- mtl.color = new Nodes.BypassNode( clipFromPosCall, varying );
- break;
- case 'conditional':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var a = new Nodes.FloatNode( 0 ),
- b = new Nodes.FloatNode( 0 ),
- ifNode = new Nodes.ColorNode( 0x0000FF ),
- elseNode = new Nodes.ColorNode( 0xFF0000 );
- var cond = new Nodes.CondNode( a, b, Nodes.CondNode.EQUAL, ifNode, elseNode );
- mtl.color = cond;
- // GUI
- addGui( 'a', a.value, function ( val ) {
- a.value = val;
- }, false, 0, 1 );
- addGui( 'b', b.value, function ( val ) {
- b.value = val;
- }, false, 0, 1 );
- addGui( 'a condition b', {
- EQUAL: Nodes.CondNode.EQUAL,
- NOT_EQUAL: Nodes.CondNode.NOT_EQUAL,
- GREATER: Nodes.CondNode.GREATER,
- GREATER_EQUAL: Nodes.CondNode.GREATER_EQUAL,
- LESS: Nodes.CondNode.LESS,
- LESS_EQUAL: Nodes.CondNode.LESS_EQUAL
- }, function ( val ) {
- cond.op = val;
- mtl.needsUpdate = true;
- } );
- addGui( 'if color', ifNode.value.getHex(), function ( val ) {
- ifNode.value.setHex( val );
- }, true );
- addGui( 'else color', elseNode.value.getHex(), function ( val ) {
- elseNode.value.setHex( val );
- }, true );
- break;
- case 'rtt':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var uvTransform = new Nodes.UVTransformNode(),
- checker = new Nodes.CheckerNode( uvTransform );
- uvTransform.setUvTransform( 0, 0, 2, 2, 0 );
- var rtt = new Nodes.RTTNode( 512, 512, checker ),
- bumpMap = new Nodes.BumpMapNode( rtt );
- bumpMap.scale.value = .1;
- mtl.color = checker;
- mtl.normal = bumpMap;
- // GUI
- addGui( 'bump', bumpMap.scale.value, function ( val ) {
- bumpMap.scale.value = val;
- }, false, - .5, .5 );
- addGui( 'scale', 2, function ( val ) {
- uvTransform.setUvTransform( 0, 0, val, val, 0 );
- }, false, 0, 8 );
- addGui( 'ignoreColor', false, function ( val ) {
- mtl.color = val ? new Nodes.ColorNode( 0xFFFFFF ) : checker;
- mtl.needsUpdate = true;
- } );
- break;
- case 'temporal-blur':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var texture = new Nodes.TextureNode( getTexture( "brick" ) );
- var rttStore = new Nodes.RTTNode( 512, 512, texture );
- var blur = new Nodes.BlurNode( rttStore );
- var timer = new Nodes.TimerNode( .01, Nodes.TimerNode.LOCAL );
- var color = new Nodes.MathNode(
- rttStore,
- blur,
- new Nodes.FloatNode( .6 ),
- Nodes.MathNode.MIX
- );
- blur.horizontal = blur.vertical = timer;
- var rttSave = new Nodes.RTTNode( 512, 512, color );
- rttSave.saveTo = rttStore;
- mtl.color = rttSave;
- // GUI
- addGui( 'click to reset', false, function () {
- // render a single time
- rttStore.render = true;
- // reset time blur
- timer.value = 0;
- } );
- break;
- case 'readonly':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- // not use "uniform" input ( for optimization )
- // instead use explicit declaration, for example:
- // vec3( 1.0, 1.0, 1.0 ) instead "uniform vec3"
- // if readonly is true not allow change the value after build the shader material
- mtl.color = new Nodes.ColorNode( 0xFFFFFF ).setReadonly( true );
- mtl.specular = new Nodes.FloatNode( .5 ).setReadonly( true );
- mtl.shininess = new Nodes.FloatNode( 15 ).setReadonly( true );
- break;
- case 'label':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- // label can be useful for finding the nodes as variables in debug level
- // but this always force the creation of a variable
- // same as the code can be writed in the same line (inline)
- // for optimization this is not recommended
- var colorInput = new Nodes.ColorNode( 0xFFFFFF ).setLabel( "colorInput" );
- var specularInput = new Nodes.FloatNode( .5 ).setLabel( "specularInput" );
- var colorMix = new Nodes.OperatorNode(
- colorInput,
- new Nodes.ColorNode( 0x6495ED ).setReadonly( true ),
- Nodes.OperatorNode.MUL
- ).setLabel( "colorMix" );
- mtl.color = colorMix;
- mtl.specular = specularInput;
- // default: without use label
- // this is optimized writed the code in a single line (inline)
- // for the reason that this node is used only once in this shader program
- mtl.shininess = new Nodes.OperatorNode(
- new Nodes.FloatNode( 10 ).setReadonly( true ),
- new Nodes.FloatNode( 5 ).setReadonly( true ),
- Nodes.OperatorNode.ADD
- );
- mtl.build();
- // show names glsl fragment shader
- // open console e find using CTRL+F "colorMix" for example
- console.log( mtl.fragmentShader );
- break;
- case 'triangle-blur':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var delta = new Nodes.Vector2Node( .5, .25 );
- var alpha = new Nodes.FloatNode( 1 );
- var blurtexture = new Nodes.FunctionNode( [
- // Reference: TriangleBlurShader.js
- "vec4 blurtexture(sampler2D texture, vec2 uv, vec2 delta) {",
- " vec4 color = vec4( 0.0 );",
- " float total = 0.0;",
- // randomize the lookup values to hide the fixed number of samples
- " float offset = rand( uv );",
- " for ( float t = -BLUR_ITERATIONS; t <= BLUR_ITERATIONS; t ++ ) {",
- " float percent = ( t + offset - 0.5 ) / BLUR_ITERATIONS;",
- " float weight = 1.0 - abs( percent );",
- " color += texture2D( texture, uv + delta * percent ) * weight;",
- " total += weight;",
- " }",
- " return color / total;",
- "}"
- ].join( "\n" ), [ new Nodes.ConstNode( "float BLUR_ITERATIONS 10.0" ) ] );
- var blurredTexture = new Nodes.FunctionCallNode( blurtexture, {
- texture: new Nodes.TextureNode( getTexture( "brick" ) ),
- delta: delta,
- uv: new Nodes.UVNode()
- } );
- var color = new Nodes.MathNode(
- new Nodes.TextureNode( getTexture( "brick" ) ),
- blurredTexture,
- alpha,
- Nodes.MathNode.MIX
- );
- mtl.color = color;
- // GUI
- addGui( 'alpha', alpha.value, function ( val ) {
- alpha.value = val;
- }, false, 0, 1 );
- addGui( 'deltaX', delta.x, function ( val ) {
- delta.x = val;
- }, false, 0, 1 );
- addGui( 'deltaY', delta.x, function ( val ) {
- delta.y = val;
- }, false, 0, 1 );
- break;
- case 'triplanar-mapping':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var scale = new Nodes.FloatNode( .02 );
- var triplanarMapping = new Nodes.FunctionNode( [
- // Reference: https://github.com/keijiro/StandardTriplanar
- "vec4 triplanar_mapping( sampler2D texture, vec3 normal, vec3 position, float scale ) {",
- // Blending factor of triplanar mapping
- " vec3 bf = normalize( abs( normal ) );",
- " bf /= dot( bf, vec3( 1.0 ) );",
- // Triplanar mapping
- " vec2 tx = position.yz * scale;",
- " vec2 ty = position.zx * scale;",
- " vec2 tz = position.xy * scale;",
- // Base color
- " vec4 cx = texture2D(texture, tx) * bf.x;",
- " vec4 cy = texture2D(texture, ty) * bf.y;",
- " vec4 cz = texture2D(texture, tz) * bf.z;",
- " return cx + cy + cz;",
- "}"
- ].join( "\n" ) );
- var triplanarMappingTexture = new Nodes.FunctionCallNode( triplanarMapping, {
- texture: new Nodes.TextureNode( getTexture( "brick" ) ),
- normal: new Nodes.NormalNode( Nodes.NormalNode.WORLD ),
- position: new Nodes.PositionNode( Nodes.PositionNode.WORLD ),
- scale: scale,
- } );
- mtl.color = triplanarMappingTexture;
- // GUI
- addGui( 'scale', scale.value, function ( val ) {
- scale.value = val;
- }, false, 0.001, .1 );
- break;
- case 'firefly':
- // MATERIAL
- mtl = new Nodes.PhongNodeMaterial();
- var time = new Nodes.TimerNode();
- var speed = new Nodes.FloatNode( .5 );
- var color = new Nodes.ColorNode( 0x98ff00 );
- var timeSpeed = new Nodes.OperatorNode(
- time,
- speed,
- Nodes.OperatorNode.MUL
- );
- var sinCycleInSecs = new Nodes.OperatorNode(
- timeSpeed,
- new Nodes.ConstNode( Nodes.ConstNode.PI2 ),
- Nodes.OperatorNode.MUL
- );
- var cycle = new Nodes.MathNode( sinCycleInSecs, Nodes.MathNode.SIN );
- var cycleColor = new Nodes.OperatorNode(
- cycle,
- color,
- Nodes.OperatorNode.MUL
- );
- var cos = new Nodes.MathNode( cycleColor, Nodes.MathNode.SIN );
- mtl.color = new Nodes.ColorNode( 0 );
- mtl.emissive = cos;
- // GUI
- addGui( 'speed', speed.value, function ( val ) {
- speed.value = val;
- }, false, 0, 3 );
- break;
- case 'sss':
- case 'translucent':
- // DISTANCE FORMULA
- var modelPos = new Nodes.Vector3Node();
- var viewPos = new Nodes.PositionNode( Nodes.PositionNode.VIEW );
- var cameraPosition = new Nodes.CameraNode( Nodes.CameraNode.POSITION );
- var cameraDistance = new Nodes.MathNode(
- modelPos,
- cameraPosition,
- Nodes.MathNode.DISTANCE
- );
- var viewPosZ = new Nodes.SwitchNode( viewPos, 'z' );
- var distance = new Nodes.OperatorNode(
- cameraDistance,
- viewPosZ,
- Nodes.OperatorNode.SUB
- );
- var distanceRadius = new Nodes.OperatorNode(
- distance,
- new Nodes.FloatNode( 70 ),
- Nodes.OperatorNode.ADD
- );
- var objectDepth = new Nodes.MathNode(
- distanceRadius,
- new Nodes.FloatNode( 0 ),
- new Nodes.FloatNode( 50 ),
- Nodes.MathNode.SMOOTHSTEP
- );
- // RTT ( get back distance )
- rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
- library[ rtTexture.texture.uuid ] = rtTexture.texture;
- var distanceMtl = new Nodes.PhongNodeMaterial();
- distanceMtl.environment = objectDepth;
- distanceMtl.side = THREE.BackSide;
- rtMaterial = distanceMtl;
- // MATERIAL
- mtl = new Nodes.StandardNodeMaterial();
- var backSideDepth = new Nodes.TextureNode( rtTexture.texture, new Nodes.ScreenUVNode() );
- var difference = new Nodes.OperatorNode(
- objectDepth,
- backSideDepth,
- Nodes.OperatorNode.SUB
- );
- var sss = new Nodes.MathNode(
- new Nodes.FloatNode( - .1 ),
- new Nodes.FloatNode( .5 ),
- difference,
- Nodes.MathNode.SMOOTHSTEP
- );
- var sssAlpha = new Nodes.MathNode( sss, Nodes.MathNode.SATURATE );
- var frontColor, backColor;
- if ( name == 'sss' ) {
- var sssOut = new Nodes.MathNode(
- objectDepth,
- sssAlpha,
- Nodes.MathNode.MIN
- );
- frontColor = new Nodes.ColorNode( 0xd4cfbb );
- backColor = new Nodes.ColorNode( 0xd04327 );
- var color = new Nodes.MathNode(
- backColor,
- frontColor,
- sssOut,
- Nodes.MathNode.MIX
- );
- var light = new Nodes.OperatorNode(
- new Nodes.LightNode(),
- color,
- Nodes.OperatorNode.ADD
- );
- mtl.color = frontColor;
- mtl.roughness = new Nodes.FloatNode( .1 );
- mtl.metalness = new Nodes.FloatNode( .5 );
- mtl.light = light;
- mtl.environment = color;
- } else {
- frontColor = new Nodes.ColorNode( 0xd04327 );
- backColor = new Nodes.ColorNode( 0x1a0e14 );
- var color = new Nodes.MathNode(
- frontColor,
- backColor,
- sssAlpha,
- Nodes.MathNode.MIX
- );
- var light = new Nodes.OperatorNode(
- new Nodes.LightNode(),
- color,
- Nodes.OperatorNode.ADD
- );
- mtl.color = new Nodes.ColorNode( 0xffffff );
- mtl.roughness = new Nodes.FloatNode( .1 );
- mtl.metalness = new Nodes.FloatNode( .5 );
- mtl.light = light;
- mtl.environment = color;
- }
- // GUI
- addGui( 'frontColor', frontColor.value.getHex(), function ( val ) {
- frontColor.value.setHex( val );
- }, true );
- addGui( 'backColor', backColor.value.getHex(), function ( val ) {
- backColor.value.setHex( val );
- }, true );
- addGui( 'area', sss.b.value, function ( val ) {
- sss.b.value = val;
- }, false, 0, 1 );
- break;
- }
- // set material
- mtl.side = defaultSide;
- mesh.material = mtl;
- }
- function onWindowResize() {
- var width = window.innerWidth, height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- if ( rtTexture ) rtTexture.setSize( width, height );
- }
- document.getElementById( 'serialize' ).addEventListener( 'click', function () {
- if ( serialized ) reset();
- else serialize();
- serialized = ! serialized;
- } );
- function reset() {
- updateMaterial();
- // gui
- var div = document.getElementById( 'serialize' );
- div.textContent = "Serialize and apply";
- }
- function serialize() {
- var json = mesh.material.toJSON();
- // replace uuid to url (facilitates the load of textures using url otherside uuid) e.g:
- var cloud = getTexture( "cloud" );
- NodeMaterialLoaderUtils.replaceUUID( json, cloud, "cloud" );
- library[ "cloud" ] = cloud;
- // --
- var jsonStr = JSON.stringify( json );
- console.log( jsonStr );
- var loader = new NodeMaterialLoader( null, library ),
- material = loader.parse( json );
- mesh.material.dispose();
- mesh.material = material;
- // gui
- var div = document.getElementById( 'serialize' );
- div.textContent = "Click to reset - JSON Generate: " + ( jsonStr.length / 1024 ).toFixed( 3 ) + "kB";
- if ( gui ) gui.destroy();
- gui = null;
- }
- function animate() {
- var delta = clock.getDelta();
- if ( move ) {
- var time = Date.now() * 0.005;
- mesh.position.z = Math.cos( time ) * 10;
- mesh.position.y = Math.sin( time ) * 10;
- } else {
- mesh.position.z = mesh.position.y = 0;
- }
- //mesh.rotation.z += .01;
- // update material animation and/or gpu calcs (pre-renderer)
- frame.setRenderer( renderer ).update( delta );
- if ( mesh.material instanceof Nodes.NodeMaterial ) {
- frame.updateNode( mesh.material );
- }
- // render to texture for sss/translucent material only
- if ( rtTexture ) {
- scene.overrideMaterial = rtMaterial;
- renderer.setRenderTarget( rtTexture );
- renderer.clear();
- renderer.render( scene, camera );
- scene.overrideMaterial = null;
- }
- renderer.setRenderTarget( null );
- renderer.render( scene, camera );
- requestAnimationFrame( animate );
- }
- </script>
- </body>
- </html>
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