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<!--
Visit this project on GitHub at https://github.com/enesser/earth-webgl
The higher quality version is only available on GitHub.
Drag your mouse with a button pressed to move the camera.
-->
body {
background-color: #000;
color: #fff;
font: 1em "Lucida Grande", Helvetica, Arial, sans-serif;
overflow: hidden;
padding: 0;
position: relative;
}
a {
color: #00b7ff;
}
'use strict';
var EarthWebGLDemo = EarthWebGLDemo || {};
/**
* Create an instance of earth, represents the ThreeJS model with meshes and materials.
* You can load high or low quality textures with the query string "quality=high/low", ie: http://localhost:3000?quality=low
* @return {object} earth model
*/
EarthWebGLDemo.earth = function() {
const pathEarthModelLow = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/168282/earth.obj';
const pathEarthModelMaterialLow = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/168282/earth.mtl';
/**
* Represents the ThreeJS model of earth with meshes and materials.
* @type {Object}
*/
let earthObject = {
/**
* Are textures and materials loaded yet?
* @type {Boolean}
*/
isLoaded: false,
/**
* Texture and materials loading progress
* @type {Number}
*/
percentLoaded: 0,
/**
* Group containing the meshes that comprise atmosphere, clouds, terrain
* @type {[type]}
*/
meshGroup: null,
/**
* Mesh representing the atmosphere
* @type {[type]}
*/
atmosphereMesh: null,
/**
* Material on the atmosphere mesh
* @type {[type]}
*/
atmosphereMaterial: null,
/**
* Mesh representing the clouds
* @type {[type]}
*/
cloudsMesh: null,
/**
* Material on the clouds mesh
* @type {[type]}
*/
cloudsMaterial: null,
/**
* Mesh representing terrain
* @type {[type]}
*/
terrainMesh: null,
/**
* Material on the terrain mesh
* @type {[type]}
*/
terrainMaterial: null
};
/**
* Load materials and textures, then map them to the object.
* @param {object} earthObject Target object to map.
*/
function mapMaterialsTexturesToObject(earthObject) {
let lowQuality = true; //force low quality on codepen
let earthPath, earthMaterialPath;
earthPath = pathEarthModelLow;
earthMaterialPath = pathEarthModelMaterialLow;
THREE.ImageUtils.crossOrigin = 'anonymous';
let loader = new THREE.OBJMTLLoader();
loader.setCrossOrigin('anonymous');
loader.load(earthPath, earthMaterialPath, (o) => {
//map imported object (OBJ) to our wrapper
earthObject.meshGroup = o;
earthObject.atmosphereMesh = o.children[0];
earthObject.atmosphereMaterial = earthObject.atmosphereMesh.children[1].material;
earthObject.cloudsMesh = o.children[1];
earthObject.cloudsMaterial = earthObject.cloudsMesh.children[1].material;
earthObject.terrainMesh = o.children[2];
earthObject.terrainMaterial = earthObject.terrainMesh.children[1].material;
//make adjustments to the imported model that were lost in the import process
earthObject.atmosphereMaterial.depthWrite = false;
earthObject.cloudsMaterial.blending = THREE.AdditiveBlending;
earthObject.cloudsMaterial.castShadow = true;
earthObject.terrainMaterial.receiveShadow = true;
//make sure the model isn't shiny otherwise it reflects light unrealistically
earthObject.atmosphereMaterial.shininess = 0;
earthObject.cloudsMaterial.shininess = 0;
earthObject.terrainMaterial.shininess = 0;
//flag model as loaded after all adjustments
earthObject.isLoaded = true;
},
/**
* Successful load
* @param {object} xhr XmlHttpRequest
*/
(xhr) => {
if (xhr.lengthComputable) {
earthObject.percentLoaded = xhr.loaded / xhr.total * 100;
}
},
/**
* Error loading earth materials and textures
* @param {object} xhr XmlHttpRequest
*/
(xhr) => {
console.error('Error loading earth materials and textures', xhr);
});
}
mapMaterialsTexturesToObject(earthObject);
return earthObject;
};
/**
* Get an instance of the stars field object
* @return {object} stars
*/
EarthWebGLDemo.starField = function() {
let starFieldObject = {
/**
* Represents the stars in the field
* @type {[type]}
*/
stars: null
};
let starGeometry = new THREE.Geometry();
for (let i = 0; i < 10000; i++) {
starGeometry.vertices.push(new THREE.Vector3(
Math.random() * 2000 - 1000,
Math.random() * 2000 - 1000,
Math.random() * 2000 - 1000
));
}
let starMaterial = new THREE.PointsMaterial();
starMaterial.sizeAttenuation = false;
starFieldObject.stars = new THREE.Points(starGeometry, starMaterial);
return starFieldObject;
};
/**
* Create an instance of configurable settings for the demo.
* You can allow or disallow a GUI for these settings with the query string "ui=true/false", ie: http://localhost:3000?ui=false
* @return {object} Scene settings
*/
EarthWebGLDemo.settings = function() {
/**
* Default sun color
* @type {String}
*/
const sunColor = '#ffeedd',
/**
* Default sun intensity
* @type {Number}
*/
sunIntensity = 3.4,
/**
* Show show visualization
* @type {Boolean}
*/
sunVisualization = false,
/**
* Default ambient light color
* @type {String}
*/
ambientLight = '#555555',
/**
* Atmosphere is visible?
* @type {Boolean}
*/
atmsophereVisible = true,
/**
* Atmosphere color
* @type {String}
*/
atmosphereColor = '#001ea3',
/**
* Atmosphere opacity
* @type {Number}
*/
atmopshereOpacity = 0.22,
/**
* Show atmosphere wireframe
* @type {Boolean}
*/
atmosphereWireframe = false,
/**
* Clouds are visible?
* @type {Boolean}
*/
cloudsVisible = true,
/**
* Clouds opacity
* @type {Number}
*/
cloudsOpacity = 0.9,
/**
* Show clouds wireframe
* @type {Boolean}
*/
cloudsWireframe = false,
/**
* Auto-rotate clouds around the planet?
* @type {Boolean}
*/
cloudsRotate = true,
/**
* Speed of automatic cloud rotation (can be negative for backwards)
* @type {Number}
*/
cloudsVelocity = 0.002,
/**
* Terrain is visible?
* @type {Boolean}
*/
terrainVisible = true,
/**
* Terrain bump height scale (altitude of bump map, can be negative for inset)
* @type {Number}
*/
terrainBumpScale = 0.04,
/**
* Show terrain wireframe
* @type {Boolean}
*/
terrainWireframe = false,
/**
* Auto-rotate terrain?
* @type {Boolean}
*/
terrainRotate = true,
/**
* Speed of automatic terrain rotation (can be negative for backwards)
* @type {Number}
*/
terrainVelocity = 0.001,
/**
* Project URL
* @type {String}
*/
homepage = 'https://github.com/enesser/earth-webgl';
let showUi = true; //force UI on codepen
let gui = null;
if (showUi) {
gui = new dat.GUI({
width: 360
});
gui.close();
}
/**
* Settings schema business object
* @type {Object}
*/
let settingsSchema = {
/**
* Reset settings to default
*/
reset: function() {
this.sunColor = sunColor;
this.sunIntensity = sunIntensity;
this.sunVisualization = sunVisualization;
this.ambientLight = ambientLight;
this.atmosphereVisible = atmsophereVisible;
this.atmosphereColor = atmosphereColor;
this.atmosphereOpacity = atmopshereOpacity;
this.atmosphereWireframe = atmosphereWireframe;
this.cloudsVisible = cloudsVisible;
this.cloudsOpacity = cloudsOpacity;
this.cloudsWireframe = cloudsWireframe;
this.cloudsRotate = cloudsRotate;
this.cloudsVelocity = cloudsVelocity;
this.terrainVisible = terrainVisible;
this.terrainBumpScale = terrainBumpScale;
this.terrainWireframe = terrainWireframe;
this.terrainRotate = terrainRotate;
this.terrainVelocity = terrainVelocity;
if (showUi) {
for (let folder in gui.__folders) {
for (let i in gui.__folders[folder].__controllers) {
gui.__folders[folder].__controllers[i].updateDisplay();
}
}
}
},
/**
* Go to home page
*/
homepage: function() {
window.open(homepage, '_blank');
}
};
/**
* Bind settings schema object to dat.gui interface.
* @param {object} settingsSchema
*/
function bindSettingsSchemaToUi(settingsSchema) {
let sunFolder = gui.addFolder('Sun');
sunFolder.addColor(settingsSchema, 'sunColor');
sunFolder.add(settingsSchema, 'sunIntensity').min(-10).max(50);
sunFolder.add(settingsSchema, 'sunVisualization');
sunFolder.addColor(settingsSchema, 'ambientLight');
let atmosphereFolder = gui.addFolder('Atmosphere');
atmosphereFolder.add(settingsSchema, 'atmosphereVisible');
atmosphereFolder.addColor(settingsSchema, 'atmosphereColor');
atmosphereFolder.add(settingsSchema, 'atmosphereOpacity').min(0).max(1);
atmosphereFolder.add(settingsSchema, 'atmosphereWireframe');
let cloudsFolder = gui.addFolder('Clouds');
cloudsFolder.add(settingsSchema, 'cloudsVisible');
cloudsFolder.add(settingsSchema, 'cloudsOpacity').min(0).max(1);
cloudsFolder.add(settingsSchema, 'cloudsWireframe');
cloudsFolder.add(settingsSchema, 'cloudsRotate');
cloudsFolder.add(settingsSchema, 'cloudsVelocity').min(-0.01).max(0.01);
let terrainFolder = gui.addFolder('Terrain');
terrainFolder.add(settingsSchema, 'terrainVisible');
terrainFolder.add(settingsSchema, 'terrainBumpScale').min(-10).max(10);
terrainFolder.add(settingsSchema, 'terrainWireframe');
terrainFolder.add(settingsSchema, 'terrainRotate');
terrainFolder.add(settingsSchema, 'terrainVelocity').min(-0.01).max(0.01);
gui.add(settingsSchema, 'reset');
gui.add(settingsSchema, 'homepage');
}
settingsSchema.reset();
if (showUi) {
bindSettingsSchemaToUi(settingsSchema);
}
return settingsSchema;
};
/**
* Entry point for Earth WebGL Demo
* @param {object} window
*/
((window, document) => {
window.onload = () => {
let scene,
camera,
renderer,
directionalLightColor,
directionalLight,
directionalLightHelper,
ambientLightColor,
ambientLight,
atmosphereColor,
settings,
starField,
earth,
mouseX = 0,
mouseY = 0,
windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2;
/**
* Initialize scene
*/
(function init() {
//setup scene and perspective camera with a fov of 45, a near plane at 1, and a far plane at 1000
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
//setup renderer with antialiasing enabled
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
//add rendering div to the DOM
let container = document.createElement('div');
document.body.appendChild(container);
container.appendChild(renderer.domElement);
//create the sun
directionalLightColor = new THREE.Color();
directionalLight = new THREE.DirectionalLight(directionalLightColor);
directionalLight.position.set(-1, 1, -10);
directionalLight.castShadow = true;
scene.add(directionalLight);
//create the sun visualizion
directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight, 5);
directionalLightHelper.visible = false;
scene.add(directionalLightHelper);
//create ambient lighting
ambientLightColor = new THREE.Color();
ambientLight = new THREE.AmbientLight(ambientLightColor);
scene.add(ambientLight);
//allow the atmosphere color to be controlled by settings during render
atmosphereColor = new THREE.Color();
//import settings
settings = EarthWebGLDemo.settings();
//add stars to the scene
starField = EarthWebGLDemo.starField();
scene.add(starField.stars);
//import the earth, but don't add it to the scene until the model is finished loading
earth = EarthWebGLDemo.earth();
earth.isAddedToScene = false;
//allow the mouse to change the camera position when the user clicks and drags
document.addEventListener('mousemove', (event) => {
if (event.target && event.target.tagName === 'CANVAS' && event.buttons) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
}, false);
//update renderer and camera aspect to the new size of the drawing area on window resize
window.addEventListener('resize', () => {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}, false);
})();
/**
* Render method, called each time a frame is rendered
*/
(function render() {
//update sun with settings
directionalLight.intensity = settings.sunIntensity;
directionalLightColor.setStyle(settings.sunColor);
directionalLight.color = directionalLightColor;
//update the sun visualizer
directionalLightHelper.visible = settings.sunVisualization;
//update ambient lighting with settings
ambientLightColor.setStyle(settings.ambientLight);
ambientLight.color = ambientLightColor;
//update camera with mouse movements
camera.position.set(5.25, 0, 0);
camera.position.x += (mouseX - camera.position.x) * 0.005;
camera.position.y += (-mouseY - camera.position.y) * 0.005;
camera.lookAt(scene.position);
//when earth model is fully loaded (including materials and textures)
if (earth.isLoaded) {
//atmosphere settings
atmosphereColor.setStyle(settings.atmosphereColor);
earth.atmosphereMesh.visible = settings.atmosphereVisible;
earth.atmosphereMaterial.color = atmosphereColor;
earth.atmosphereMaterial.opacity = settings.atmosphereOpacity;
earth.atmosphereMaterial.wireframe = settings.atmosphereWireframe;
//clouds settings
earth.cloudsMesh.visible = settings.cloudsVisible;
earth.cloudsMaterial.opacity = settings.cloudsOpacity;
earth.cloudsMaterial.wireframe = settings.cloudsWireframe;
if (settings.cloudsRotate) {
earth.cloudsMesh.rotation.y += settings.cloudsVelocity;
}
//terrain settings
earth.terrainMesh.visible = settings.terrainVisible;
earth.terrainMaterial.bumpScale = settings.terrainBumpScale;
earth.terrainMaterial.wireframe = settings.terrainWireframe;
if (settings.terrainRotate) {
earth.terrainMesh.rotation.y += settings.terrainVelocity;
}
//add the earth to the scene only when it's fully loaded
if (!earth.isAddedToScene) {
scene.add(earth.meshGroup);
earth.isAddedToScene = true;
}
}
//render the scene and loop for next frame update
renderer.render(scene, camera);
requestAnimationFrame(render);
})();
};
})(window, document);
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