WebGLRendererで描画するよ。
SphereGeometry, MeshPhongMaterial, Mesh を使ってみたよ。 :bouzu:
さらに、DirectionalLight も使ったよ。 :cake:
んでもって、TextureLoader, CubeTextureLoader, Texture も使ったりして。 :beer:
index.html
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="initial-scale=1.0">
<title>地球儀 (4) | three.js</title>
<script src="js/three.min.js"></script>
<script src="js/detector.js"></script>
<script src="js/stats.min.js"></script>
<style type="text/css">
html { overflow:hidden; }
body { margin:0; padding:0; }
</style>
</head>
<body style="background-color:#000000">
<script>
var scene, camera, renderer, stats;
var texture, ctexture, ntexture;
var container, content, earth, clouds;
var light;
var textureCube;
var radius = 500;
var inclination = 23.4;
var sun = {x: 0.649, y: 0.281, z: -0.707};
var angle = - 90;
var radian = Math.PI/180;
var center = new THREE.Object3D();
var filePath = "assets/world.jpg";
var cloudsPath = "assets/world_clouds.png";
var normalsPath = "assets/world_normals.jpg";
window.onload = init;
function init() {
if (!Detector.webgl) Detector.addGetWebGLMessage();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 1000);
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 10000);
scene.add(camera);
light = new THREE.DirectionalLight(0xFFFFFF);
scene.add(light);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
setup();
//background();
//initialize();
var loader = new THREE.TextureLoader();
loader.load(filePath, loaded);
loader.load(cloudsPath, loaded);
loader.load(normalsPath, loaded);
var basePath = "assets/environments/space/";
var textures = [
basePath + "right.png", basePath + "left.png",
basePath + "top.png", basePath + "bottom.png",
basePath + "front.png", basePath + "back.png"
];
var cloader = new THREE.CubeTextureLoader();
cloader.load(textures, loaded);
stats = new Stats();
stats.setMode(0);
stats.domElement.style.position = "fixed";
stats.domElement.style.right = "0px";
stats.domElement.style.top = "0px";
document.body.appendChild(stats.domElement);
//render();
window.addEventListener("resize", resize, false);
}
function setup() {
//renderer.setClearColor(0x000000, 1);
camera.position.z = -radius;
light.position.set(sun.x, sun.y, sun.z).normalize();
renderer.autoClear = false;
container = new THREE.Group();
scene.add(container);
container.rotation.z = inclination*radian;
content = new THREE.Group();
container.add(content);
}
function loaded(data) {
if (!data.image.length) {
switch (data.image.attributes.src.nodeValue) {
case filePath :
texture = data;
break;
case cloudsPath :
ctexture = data;
break;
case normalsPath :
ntexture = data;
break;
}
} else {
textureCube = data;
}
if (texture && ctexture && ntexture && textureCube) {
background();
initialize();
render();
}
}
function background() {
var geometry = new THREE.BoxGeometry(10000, 10000, 10000);
var shader = THREE.ShaderLib["cube"];
var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
uniforms[ "tCube"].value = textureCube;
var material = new THREE.ShaderMaterial({vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms, depthWrite: false, side: THREE.BackSide});
var sky = new THREE.Mesh(geometry, material);
scene.add(sky);
}
function initialize() {
var geometry = new THREE.SphereGeometry(160, 40, 20);
var material = new THREE.MeshPhongMaterial();
material.map = texture;
material.color.set(0xFFFFFF);
material.emissiveMap = texture;
material.emissive.set(0x333333);
material.normalMap = ntexture;
material.normalScale = new THREE.Vector2(1, 1);
material.shininess = 0;
earth = new THREE.Mesh(geometry, material);
content.add(earth);
var cgeometry = new THREE.SphereGeometry(164, 40, 20);
var cmaterial = new THREE.MeshLambertMaterial();
cmaterial.map = ctexture;
cmaterial.color.set(0xFFFFFF);
cmaterial.transparent = true;
clouds = new THREE.Mesh(cgeometry, cmaterial);
content.add(clouds);
}
function render() {
requestAnimationFrame(render);
content.rotation.y += 0.5*radian;
clouds.rotation.y += 0.2*radian;
angle -= 0.25;
camera.position.x = radius*Math.cos(angle*radian);
camera.position.z = radius*Math.sin(angle*radian);
camera.lookAt(center.position);
renderer.render(scene, camera);
stats.update();
}
function resize(event) {
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
</script>
</body>
</html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="initial-scale=1.0">
<title>地球儀 (4) | three.js</title>
<script src="js/three.min.js"></script>
<script src="js/detector.js"></script>
<script src="js/stats.min.js"></script>
<style type="text/css">
html { overflow:hidden; }
body { margin:0; padding:0; }
</style>
</head>
<body style="background-color:#000000">
<script>
var scene, camera, renderer, stats;
var texture, ctexture, ntexture;
var container, content, earth, clouds;
var light;
var textureCube;
var radius = 500;
var inclination = 23.4;
var sun = {x: 0.649, y: 0.281, z: -0.707};
var angle = - 90;
var radian = Math.PI/180;
var center = new THREE.Object3D();
var filePath = "assets/world.jpg";
var cloudsPath = "assets/world_clouds.png";
var normalsPath = "assets/world_normals.jpg";
window.onload = init;
function init() {
if (!Detector.webgl) Detector.addGetWebGLMessage();
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 1000);
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 10000);
scene.add(camera);
light = new THREE.DirectionalLight(0xFFFFFF);
scene.add(light);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
setup();
//background();
//initialize();
var loader = new THREE.TextureLoader();
loader.load(filePath, loaded);
loader.load(cloudsPath, loaded);
loader.load(normalsPath, loaded);
var basePath = "assets/environments/space/";
var textures = [
basePath + "right.png", basePath + "left.png",
basePath + "top.png", basePath + "bottom.png",
basePath + "front.png", basePath + "back.png"
];
var cloader = new THREE.CubeTextureLoader();
cloader.load(textures, loaded);
stats = new Stats();
stats.setMode(0);
stats.domElement.style.position = "fixed";
stats.domElement.style.right = "0px";
stats.domElement.style.top = "0px";
document.body.appendChild(stats.domElement);
//render();
window.addEventListener("resize", resize, false);
}
function setup() {
//renderer.setClearColor(0x000000, 1);
camera.position.z = -radius;
light.position.set(sun.x, sun.y, sun.z).normalize();
renderer.autoClear = false;
container = new THREE.Group();
scene.add(container);
container.rotation.z = inclination*radian;
content = new THREE.Group();
container.add(content);
}
function loaded(data) {
if (!data.image.length) {
switch (data.image.attributes.src.nodeValue) {
case filePath :
texture = data;
break;
case cloudsPath :
ctexture = data;
break;
case normalsPath :
ntexture = data;
break;
}
} else {
textureCube = data;
}
if (texture && ctexture && ntexture && textureCube) {
background();
initialize();
render();
}
}
function background() {
var geometry = new THREE.BoxGeometry(10000, 10000, 10000);
var shader = THREE.ShaderLib["cube"];
var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
uniforms[ "tCube"].value = textureCube;
var material = new THREE.ShaderMaterial({vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, uniforms: uniforms, depthWrite: false, side: THREE.BackSide});
var sky = new THREE.Mesh(geometry, material);
scene.add(sky);
}
function initialize() {
var geometry = new THREE.SphereGeometry(160, 40, 20);
var material = new THREE.MeshPhongMaterial();
material.map = texture;
material.color.set(0xFFFFFF);
material.emissiveMap = texture;
material.emissive.set(0x333333);
material.normalMap = ntexture;
material.normalScale = new THREE.Vector2(1, 1);
material.shininess = 0;
earth = new THREE.Mesh(geometry, material);
content.add(earth);
var cgeometry = new THREE.SphereGeometry(164, 40, 20);
var cmaterial = new THREE.MeshLambertMaterial();
cmaterial.map = ctexture;
cmaterial.color.set(0xFFFFFF);
cmaterial.transparent = true;
clouds = new THREE.Mesh(cgeometry, cmaterial);
content.add(clouds);
}
function render() {
requestAnimationFrame(render);
content.rotation.y += 0.5*radian;
clouds.rotation.y += 0.2*radian;
angle -= 0.25;
camera.position.x = radius*Math.cos(angle*radian);
camera.position.z = radius*Math.sin(angle*radian);
camera.lookAt(center.position);
renderer.render(scene, camera);
stats.update();
}
function resize(event) {
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
</script>
</body>
</html>
地球表面の画像(1024*512)をJPGで、雲の画像(1024*512)を透過PNGで用意。
さらに、凹凸用の画像(1024*512)をJPGで用意。
:check: 「Planet Earth Texture Maps」の画像を使わせていただきました。
SkyBox用の画像は、こんな感じ。

[修正] (14/12/09 Tue 13:00)
背景の設定を変更。カメラの far の値も変更。
[修正] (14/12/27 Sat 21:23)
HTML記述を変更。
[修正] (18/12/28 Fri 17:58)
three.js r99 にバージョンアップ。material の設定方法を変更。ImageUtils.loadTexture() を TextureLoader() に変更。ImageUtils.loadTextureCube() を CubeTextureLoader() に変更。