Files
2026-03-28 13:57:54 +08:00

293 lines
8.4 KiB
JavaScript

/**
* Earth Shader Example
*
* Complete procedural Earth with:
* - Day/night texture blending
* - Atmospheric glow (fresnel)
* - Cloud layer
* - City lights at night
* - Bump mapping
*
* Based on Three.js webgpu_tsl_earth example (MIT License)
* https://github.com/mrdoob/three.js
*/
import * as THREE from 'three/webgpu';
import {
Fn,
If,
float,
vec2,
vec3,
vec4,
color,
uniform,
texture,
uv,
time,
mix,
smoothstep,
pow,
clamp,
normalize,
dot,
max,
positionWorld,
normalWorld,
normalLocal,
cameraPosition,
bumpMap
} from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer, controls;
let earth, clouds, atmosphere;
// Uniforms
const sunDirection = uniform(new THREE.Vector3(1, 0.2, 0.5).normalize());
const atmosphereDayColor = uniform(new THREE.Color(0x4db2ff));
const atmosphereTwilightColor = uniform(new THREE.Color(0xbd5f1b));
const cloudSpeed = uniform(0.01);
const cityLightIntensity = uniform(1.5);
async function init() {
// Camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 4);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000011);
// Load textures
const loader = new THREE.TextureLoader();
// Note: Replace with actual texture paths
const earthDayTexture = loader.load('textures/earth_day.jpg');
const earthNightTexture = loader.load('textures/earth_night.jpg');
const earthCloudsTexture = loader.load('textures/earth_clouds.jpg');
const earthBumpTexture = loader.load('textures/earth_bump.jpg');
// Set texture properties
[earthDayTexture, earthNightTexture, earthCloudsTexture, earthBumpTexture].forEach((tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.ClampToEdgeWrapping;
});
// Create Earth
earth = createEarth(earthDayTexture, earthNightTexture, earthBumpTexture);
scene.add(earth);
// Create cloud layer
clouds = createClouds(earthCloudsTexture);
scene.add(clouds);
// Create atmosphere glow
atmosphere = createAtmosphere();
scene.add(atmosphere);
// Stars background
createStars();
// Renderer
renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
await renderer.init();
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.minDistance = 2;
controls.maxDistance = 10;
// Events
window.addEventListener('resize', onWindowResize);
renderer.setAnimationLoop(animate);
}
function createEarth(dayTex, nightTex, bumpTex) {
const geometry = new THREE.SphereGeometry(1, 64, 64);
const material = new THREE.MeshStandardNodeMaterial();
// Sun illumination factor
const sunOrientation = Fn(() => {
return normalWorld.dot(sunDirection).mul(0.5).add(0.5);
});
// Day/night color mixing
material.colorNode = Fn(() => {
const dayColor = texture(dayTex, uv());
const nightColor = texture(nightTex, uv());
const orientation = sunOrientation();
const dayNight = smoothstep(0.4, 0.6, orientation);
// Add city lights on night side
const cityLights = nightColor.mul(cityLightIntensity).mul(
float(1.0).sub(dayNight)
);
const baseColor = mix(nightColor, dayColor, dayNight);
return baseColor.add(cityLights.mul(float(1.0).sub(orientation).pow(2.0)));
})();
// Bump mapping for terrain
material.normalNode = bumpMap(texture(bumpTex, uv()), 0.03);
// PBR properties vary with day/night
material.roughnessNode = Fn(() => {
const orientation = sunOrientation();
return mix(float(0.8), float(0.4), smoothstep(0.3, 0.7, orientation));
})();
material.metalnessNode = float(0.0);
// Subtle atmospheric rim on day side
material.emissiveNode = Fn(() => {
const viewDir = normalize(cameraPosition.sub(positionWorld));
const fresnel = pow(float(1.0).sub(normalWorld.dot(viewDir).saturate()), 4.0);
const orientation = sunOrientation();
const atmosphereColor = mix(atmosphereTwilightColor, atmosphereDayColor, orientation);
return atmosphereColor.mul(fresnel).mul(orientation).mul(0.3);
})();
return new THREE.Mesh(geometry, material);
}
function createClouds(cloudsTex) {
const geometry = new THREE.SphereGeometry(1.01, 64, 64);
const material = new THREE.MeshStandardNodeMaterial();
// Animated UV for cloud movement
const cloudUV = Fn(() => {
const baseUV = uv();
const offset = time.mul(cloudSpeed);
return vec2(baseUV.x.add(offset), baseUV.y);
});
// Cloud color (white with transparency)
material.colorNode = color(0xffffff);
// Cloud opacity from texture
material.opacityNode = Fn(() => {
const cloudAlpha = texture(cloudsTex, cloudUV()).r;
// Fade clouds on night side
const sunOrientation = normalWorld.dot(sunDirection).mul(0.5).add(0.5);
const dayFactor = smoothstep(0.2, 0.5, sunOrientation);
return cloudAlpha.mul(0.8).mul(dayFactor.mul(0.5).add(0.5));
})();
material.transparent = true;
material.depthWrite = false;
material.side = THREE.DoubleSide;
// Slight self-illumination
material.emissiveNode = Fn(() => {
const sunOrientation = normalWorld.dot(sunDirection).mul(0.5).add(0.5);
return color(0xffffff).mul(sunOrientation.mul(0.1));
})();
return new THREE.Mesh(geometry, material);
}
function createAtmosphere() {
const geometry = new THREE.SphereGeometry(1.15, 64, 64);
const material = new THREE.MeshBasicNodeMaterial();
material.colorNode = Fn(() => {
const viewDir = normalize(cameraPosition.sub(positionWorld));
const fresnel = pow(float(1.0).sub(normalWorld.dot(viewDir).abs()), 3.0);
const sunOrientation = normalWorld.dot(sunDirection).mul(0.5).add(0.5);
const atmosphereColor = mix(atmosphereTwilightColor, atmosphereDayColor, sunOrientation);
return atmosphereColor;
})();
material.opacityNode = Fn(() => {
const viewDir = normalize(cameraPosition.sub(positionWorld));
const fresnel = pow(float(1.0).sub(normalWorld.dot(viewDir).abs()), 2.5);
// Stronger on day side
const sunOrientation = normalWorld.dot(sunDirection).mul(0.5).add(0.5);
return fresnel.mul(sunOrientation.mul(0.5).add(0.3));
})();
material.transparent = true;
material.depthWrite = false;
material.side = THREE.BackSide;
return new THREE.Mesh(geometry, material);
}
function createStars() {
const starsGeometry = new THREE.BufferGeometry();
const starCount = 2000;
const positions = new Float32Array(starCount * 3);
const colors = new Float32Array(starCount * 3);
for (let i = 0; i < starCount; i++) {
// Random position on sphere
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(Math.random() * 2 - 1);
const radius = 50 + Math.random() * 50;
positions[i * 3] = radius * Math.sin(phi) * Math.cos(theta);
positions[i * 3 + 1] = radius * Math.sin(phi) * Math.sin(theta);
positions[i * 3 + 2] = radius * Math.cos(phi);
// Slight color variation
const brightness = 0.5 + Math.random() * 0.5;
colors[i * 3] = brightness;
colors[i * 3 + 1] = brightness;
colors[i * 3 + 2] = brightness + Math.random() * 0.2;
}
starsGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
starsGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
const starsMaterial = new THREE.PointsNodeMaterial();
starsMaterial.colorNode = Fn(() => {
return vec3(1.0);
})();
starsMaterial.sizeNode = float(2.0);
starsMaterial.vertexColors = true;
const stars = new THREE.Points(starsGeometry, starsMaterial);
scene.add(stars);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
// Rotate Earth slowly
earth.rotation.y += 0.001;
clouds.rotation.y += 0.0012;
// Animate sun direction (optional - creates day/night cycle)
// const angle = time.value * 0.1;
// sunDirection.value.set(Math.cos(angle), 0.2, Math.sin(angle)).normalize();
controls.update();
renderer.render(scene, camera);
}
init();
// Export for external control
export { sunDirection, atmosphereDayColor, atmosphereTwilightColor, cloudSpeed, cityLightIntensity };