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Use Three.js to achieve a cool cyberpunk-style 3D digital earth screen
Disclaimer: The graphic and model materials involved in this article are only for personal study, research and appreciation. Please do not re-modify, illegally spread, reprint, publish, commercialize, or conduct other profit-making activities.
Background
There is a need for a large digital screen in my recent work, so I used my spare time to combine Three.js
with CSS
to achieve cyberpunk 2077
style visual effects to achieve cool 3D digital earth large screen page. React + Three.js + Echarts + stylus
thchnologiesThe main knowledge points involved in this article includeTHREE.Spherical
Shader
Tweened flying line and shock wave animation effects dat.GUI
clip-path
Echarts
radial-gradient
create radar graphics and animations, GlitchPass
add glitch style later, Raycaster
grid click events, etc.
Effect
As shown in the figure below , the main header of the page, the cards on both sides, the bottom dashboard and the main body 3D Earth
composed of flying line animation and shock wave animation
, through
the mouse can rotate and zoom the globe. Click the START
button on the first card to add a glitch style later stage
to the page, and double-click the globe to pop up a random prompt popup.
This page is only suitable PC , the large screen access effect is better.
live example: https://3d-eosin.vercel.app/#/earthDigital
live example: https://dragonir.github.io/3d/#/earthDigital
Accomplish
Resource import
Introduce the necessary resources for development, in addition to the basic React and style sheets, dat.gui are used to dynamically control page parameters, and the rest are mainly divided into two parts: Three.js related OrbitControls
TWEEN
mergeBufferGeometries
merge models EffectComposer
RenderPass
GlitchPass
effect animation lineFragmentShader
is flying line's shader Echarts
Finally use echarts.use
to make it work.
import './index.styl';import React from 'react';import * as dat from 'dat.gui';// three.js relatedimport * as THREE from 'three';import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';import { TWEEN } from 'three/examples/jsm/libs/tween.module.min.js';import { mergeBufferGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';import { GlitchPass } from 'three/examples/jsm/postprocessing/GlitchPass.js';import lineFragmentShader from '@/containers/EarthDigital/shaders/line/fragment.glsl';// echarts relatedimport * as echarts from 'echarts/core';import { BarChart /*...*/ } from 'echarts/charts';import { GridComponent /*...*/ } from 'echarts/components';import { LabelLayout /*...*/ } from 'echarts/features';import { CanvasRenderer } from 'echarts/renderers';echarts.use([BarChart, GridComponent, /* ...*/ ]);
Page structure
The main structure of the page is shown in the following code, .webgl
for rendering 3D digital earth; .header
is the top of the page, which includes time , date , interstellar coordinates , Cyberpunk 2077
Logo, Github logo
.aside .footer
dash boarddisplay Radar animation and text information; if you look closely, you can see that the background has a noise effect, .bg
is used to generate a noise background effect.
<div className='earth_digital'> <canvas className='webgl'></canvas> <header className='hud header'> <header></header> <aside className='hud aside left'></aside> <aside className='hud aside right'></aside> <footer className='hud footer'></footer> <section className="bg"></section></div>
Scene initialization
Define some global variables and parameters, initialize the scene , camera , lens track controller , page zoom monitor , add page redraw update animation , etc.
const renderer = new THREE.WebGLRenderer({ canvas: document.querySelector('canvas.webgl'), antialias: true, alpha: true});renderer.setSize(window.innerWidth, window.innerHeight);renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));// Create a sceneconst scene = new THREE.Scene();// Create a cameraconst camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, .01, 50);camera.position.set(0, 0, 15.5);// add camera controlsconst controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true;controls.enablePan = false;// Page zoom listen and re-update scene and camerawindow.addEventListener('resize', () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight );}, false);// Page redraw animationrenderer.setAnimationLoop( _ => { TWEEN.update(); earth.rotation.y += 0.001; renderer.render(scene, camera);});
Create a dotted globe
The specific idea is to use THREE.Spherical to create a spherical coordinate system , and then create
10000
plane grid points, convert their spatial coordinates into spherical coordinates, and use mergeBufferGeometries
to combine them into one grid. Then use a map image as shown below as the material, adjust the size and transparency of the dots according to the color distribution of the material image in shader , and adjust the color and size ratio of the dots according to the parameters passed in. Then create a sphere SphereGeometry
, use the generated shader material, and add it to the scene. At this point, a point-shaped earth model is completed, and the specific implementation is as follows.
// Create spherical coordinateslet sph = new THREE.Spherical();let dummyObj = new THREE.Object3D();let p = new THREE.Vector3();let geoms = [], rad = 5, r = 0;let dlong = Math.PI * (3 - Math.sqrt(5));let dz = 2 / counter;let long = 0;let z = 1 - dz / 2;let params = { colors: { base: '#f9f002', gradInner: '#8ae66e', gradOuter: '#03c03c' }, reset: () => { controls.reset() }}let uniforms = { impacts: { value: impacts }, // land color block size maxSize: { value: .04 }, // Ocean color block size minSize: { value: .025 }, // shock wave height waveHeight: { value: .1 }, // Shockwave range scaling: { value: 1 }, // Shockwave Radial Gradient Inside Color gradInner: { value: new THREE.Color(params.colors.gradInner) }, // Shockwave Radial Gradient Outside Color gradOuter: { value: new THREE.Color(params.colors.gradOuter) }}// Create a grid of 10000 flat dots and position them to spherical coordinatesfor (let i = 0; i < 10000; i++) { r = Math.sqrt(1 - z * z); p.set( Math.cos(long) * r, z, -Math.sin(long) * r).multiplyScalar(rad); z = z - dz; long = long + dlong; sph.setFromVector3(p); dummyObj.lookAt(p); dummyObj.updateMatrix(); let g = new THREE.PlaneGeometry(1, 1); g.applyMatrix4(dummyObj.matrix); g.translate(p.x, p.y, p.z); let centers = [p.x, p.y, p.z, p.x, p.y, p.z, p.x, p.y, p.z, p.x, p.y, p.z]; let uv = new THREE.Vector2((sph.theta + Math.PI) / (Math.PI * 2), 1. - sph.phi / Math.PI); let uvs = [uv.x, uv.y, uv.x, uv.y, uv.x, uv.y, uv.x, uv.y]; g.setAttribute('center', new THREE.Float32BufferAttribute(centers, 3)); g.setAttribute('baseUv', new THREE.Float32BufferAttribute(uvs, 2)); geoms.push(g);}// Merge multiple meshes into one meshlet g = mergeBufferGeometries(geoms);let m = new THREE.MeshBasicMaterial({ color: new THREE.Color(params.colors.base), onBeforeCompile: shader => { shader.uniforms.impacts = uniforms.impacts; shader.uniforms.maxSize = uniforms.maxSize; shader.uniforms.minSize = uniforms.minSize; shader.uniforms.waveHeight = uniforms.waveHeight; shader.uniforms.scaling = uniforms.scaling; shader.uniforms.gradInner = uniforms.gradInner; shader.uniforms.gradOuter = uniforms.gradOuter; // Pass the image of the globe as a parameter to shader shader.uniforms.tex = { value: new THREE.TextureLoader().load(imgData) }; shader.vertexShader = vertexShader; shader.fragmentShader = fragmentShader; ); }});// Create a sphereconst earth = new THREE.Mesh(g, m);earth.rotation.y = Math.PI;earth.add(new THREE.Mesh(new THREE.SphereGeometry(4.9995, 72, 36), new THREE.MeshBasicMaterial({ color: new THREE.Color(0x000000) })));earth.position.set(0, -.4, 0);scene.add(earth);
Add debugging tools
In order to adjust the style of the sphere in real time and the parameter adjustment of subsequent flylines and shock waves, the tool library dat.GUI
can be used. It can create a form to add to the page, and bind the page parameters by adjusting the parameters, sliders and values on the form. After the parameter value is changed, the screen can be updated in real time, so that there is no need to adjust the code in the editor and view it in the browser effect. The basic usage is as follows. In this example, you can click the keyboard
H
key to display or hide the parameter form, and you can modify it through the form Earth background color, flying line color, shock wave amplitude and other effects.
const gui = new dat.GUI();gui.add(uniforms.maxSize, 'value', 0.01, 0.06).step(0.001).name('land');gui.add(uniforms.minSize, 'value', 0.01, 0.06).step(0.001).name('ocean');gui.addColor(params.colors, 'base').name('base color').onChange(val => { earth && earth.material.color.set(val);});
If you want to know more about the properties and methods of dat.GUI , you can visit the official document address provided at the end of this article
Add flying leads and shock waves
This part of the content realizes the effect of flying lines and shock waves on the surface of the earth . The basic idea is: use THREE.Line create 10 setPath flying line path at a random position, through- setPath method to set the path of the flying line and then pass
TWEEN
update the flying line and shock wave diffusion animation. Shader parameters to achieve the effect of flying wire and shock wave, and execute the process cyclically, and finally associate the flying wire and shock wave to the earth , the specific implementation is shown in the following code:
let maxImpactAmount = 10, impacts = [];let trails = [];for (let i = 0; i < maxImpactAmount; i++) { impacts.push({ impactPosition: new THREE.Vector3().random().subScalar(0.5).setLength(5), impactMaxRadius: 5 * THREE.Math.randFloat(0.5, 0.75), impactRatio: 0, prevPosition: new THREE.Vector3().random().subScalar(0.5).setLength(5), trailRatio: {value: 0}, trailLength: {value: 0} }); makeTrail(i);}// Create a dashed material and line mesh and set the pathfunction makeTrail(idx){ let pts = new Array(100 * 3).fill(0); let g = new THREE.BufferGeometry(); g.setAttribute('position', new THREE.Float32BufferAttribute(pts, 3)); let m = new THREE.LineDashedMaterial({ color: params.colors.gradOuter, transparent: true, onBeforeCompile: shader => { shader.uniforms.actionRatio = impacts[idx].trailRatio; shader.uniforms.lineLength = impacts[idx].trailLength; // fragment shader shader.fragmentShader = lineFragmentShader; } }); // Create flying leads let l = new THREE.Line(g, m); l.userData.idx = idx; setPath(l, impacts[idx].prevPosition, impacts[idx].impactPosition, 1); trails.push(l);}// Flyline mesh, start position, end position, vertex heightfunction setPath(l, startPoint, endPoint, peakHeight) { let pos = l.geometry.attributes.position; let division = pos.count - 1; let peak = peakHeight || 1; let radius = startPoint.length(); let angle = startPoint.angleTo(endPoint); let arcLength = radius * angle; let diameterMinor = arcLength / Math.PI; let radiusMinor = (diameterMinor * 0.5) / cycle; let peakRatio = peak / diameterMinor; let radiusMajor = startPoint.length() + radiusMinor; let basisMajor = new THREE.Vector3().copy(startPoint).setLength(radiusMajor); let basisMinor = new THREE.Vector3().copy(startPoint).negate().setLength(radiusMinor); let tri = new THREE.Triangle(startPoint, endPoint, new THREE.Vector3()); let nrm = new THREE.Vector3(); tri.getNormal(nrm); let v3Major = new THREE.Vector3(); let v3Minor = new THREE.Vector3(); let v3Inter = new THREE.Vector3(); let vFinal = new THREE.Vector3(); for (let i = 0; i <= division; i++) { let divisionRatio = i / division; let angleValue = angle * divisionRatio; v3Major.copy(basisMajor).applyAxisAngle(nrm, angleValue); v3Minor.copy(basisMinor).applyAxisAngle(nrm, angleValue + Math.PI * 2 * divisionRatio * 1); v3Inter.addVectors(v3Major, v3Minor); let newLength = ((v3Inter.length() - radius) * peakRatio) + radius; vFinal.copy(v3Inter).setLength(newLength); pos.setXYZ(i, vFinal.x, vFinal.y, vFinal.z); } pos.needsUpdate = true; l.computeLineDistances(); l.geometry.attributes.lineDistance.needsUpdate = true; impacts[l.userData.idx].trailLength.value = l.geometry.attributes.lineDistance.array[99]; l.material.dashSize = 3;}
Add animated transition effects
for (let i = 0; i < maxImpactAmount; i++) { tweens.push({ runTween: () => { let path = trails[i]; let speed = 3; let len = path.geometry.attributes.lineDistance.array[99]; let dur = len / speed; let tweenTrail = new TWEEN.Tween({ value: 0 }) .to({value: 1}, dur * 1000) .onUpdate( val => { impacts[i].trailRatio.value = val.value; }); var tweenImpact = new TWEEN.Tween({ value: 0 }) .to({ value: 1 }, THREE.Math.randInt(2500, 5000)) .onUpdate(val => { uniforms.impacts.value[i].impactRatio = val.value; }) .onComplete(val => { impacts[i].prevPosition.copy(impacts[i].impactPosition); impacts[i].impactPosition.random().subScalar(0.5).setLength(5); setPath(path, impacts[i].prevPosition, impacts[i].impactPosition, 1); uniforms.impacts.value[i].impactMaxRadius = 5 * THREE.Math.randFloat(0.5, 0.75); tweens[i].runTween(); }); tweenTrail.chain(tweenImpact); tweenTrail.start(); } });}
Create the head
The shape of the head mecha style is achieved by pure CSS
, using the clip-path
attribute, using different cropping methods to create the displayable area of the element, the part inside the area is displayed, the part outside the area is displayed 's hidden.
.header background #f9f002 clip-path polygon(0 0, 100% 0, 100% calc(100% - 35px), 75% calc(100% - 35px), 72.5% 100%, 27.5% 100%, 25% calc(100% - 35px), 0 calc(100% - 35px), 0 0)
If you want to know more about
clip-path
, you can visit the MDN address provided at the end of the article.
Add side cards
The two sides cards are also mecha-style shapes, also generated by
clip-path
. Cards have three basic styles: solid
, solid dotted
background , and hollow
background .
.box background-color #000 clip-path polygon(0px 25px, 26px 0px, calc(60% - 25px) 0px, 60% 25px, 100% 25px, 100% calc(100% - 10px), calc(100% - 15px) calc(100% - 10px), calc(80% - 10px) calc(100% - 10px), calc(80% - 15px) 100%, 80px calc(100% - 0px), 65px calc(100% - 15px), 0% calc(100% - 15px)) transition all .25s linear &.inverse border none padding 40px 15px 30px color #000 background-color var(--yellow-color) border-right 2px solid var(--border-color) &::before content "T-71" background-color #000 color var(--yellow-color) &.dotted, &.dotted::after background var(--yellow-color) background-image radial-gradient(#00000021 1px, transparent 0) background-size 5px 5px background-position -13px -3px
The chart on the card uses the
Eachrts plugin
directly, and adapts the style of Cyberpunk 2077
by modifying the configuration of each chart.
const chart_1 = echarts.init(document.getElementsByClassName('chart_1')[0], 'dark');chart_1 && chart_1.setOption(chart_1_option);
Add bottom dashboard
The bottom dashboard is mainly used for data display, and added 3
a radar scanning animation, radar shape is realized by radial-gradient radial gradient, Then use the
::before
and ::after
pseudo-elements to achieve the scanning animation effect, specifically keyframes to achieve the style source code.
.radar background: radial-gradient(center, rgba(32, 255, 77, 0.3) 0%, rgba(32, 255, 77, 0) 75%), repeating-radial-gradient(rgba(32, 255, 77, 0) 5.8%, rgba(32, 255, 77, 0) 18%, #20ff4d 18.6%, rgba(32, 255, 77, 0) 18.9%), linear-gradient(90deg, rgba(32, 255, 77, 0) 49.5%, #20ff4d 50%, #20ff4d 50%, rgba(32, 255, 77, 0) 50.2%), linear-gradient(0deg, rgba(32, 255, 77, 0) 49.5%, #20ff4d 50%, #20ff4d 50%, rgba(32, 255, 77, 0) 50.2%).radar:before content '' display block position absolute width 100% height 100% border-radius: 50% animation blips 1.4s 5s infinite linear.radar:after content '' display block background-image linear-gradient(44deg, rgba(0, 255, 51, 0) 50%, #00ff33 100%) width 50% height 50% animation radar-beam 5s infinite linear transform-origin: bottom right border-radius 100% 0 0 0
Add interaction
glitch style post
Click the button on the first card START , the interstellar journey enters
Hard model
will generate the page as shown below glitch animation effect. It is achieved by introducing Three.js built-in post-pass GlitchPass , after adding the following code, remember to update composer in the page redraw animation.
const composer = new EffectComposer(renderer);composer.addPass( new RenderPass(scene, camera));const glitchPass = new GlitchPass();composer.addPass(glitchPass);
Earth click event
Use Raycaster
to add click events to the earth grid, double-click
the mouse on the earth , a prompt box will pop up
, and some prompt text will be loaded randomly.
const raycaster = new THREE.Raycaster();const mouse = new THREE.Vector2();window.addEventListener('dblclick', event => { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = - (event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(earth.children); if (intersects.length > 0) { this.setState({ showModal: true, modelText: tips[Math.floor(Math.random() * tips.length)] }); }}, false);
Add entry animation and other details
Finally, some style details and animation effects have been added, such as the entry animation of the head and side cards, the head time coordinate text flashing animation , the first card button glitch style animation , the shadow of Cyberpunk 2077
Logo effect , etc. Due to the limited space of the article, I will not elaborate here. Interested friends can view the source code and learn by themselves. Also check out my other article on Cyberpunk 2077-style visuals in just a few steps with CSS > Portal for more details.
Summarize
The new knowledge points included in this article mainly include:
THREE.Spherical
Application of spherical coordinate systemShader
combine withTWEEN
to achieve flying line and shock wave animation effectsdat.GUI
Use of debugging tool libraryclip-path
Create irregular shapeEcharts
radial-gradient
Create radar graphics and animationsGlitchPass
Added glitch style lateRaycaster
Grid click events, etc.
Todo plans:
Although a lot of effects and optimizations have been made on this page, there is still a lot of room for improvement. The contents I plan to update in the future include:
The combination of earth coordinates and actual geographic coordinates can locate specific locations such as countries and provinces according to latitude and longitude
Scaling to fit different screen sizes
Charts and dashboards show some real data and can be updated in real time
Add some cool stroke animations to the head and cards
Add cosmic starry sky particle background
Performance optimization
If you want to learn about other front-end knowledge or other knowledge that is not described in detail in this article Web 3D development technology related knowledge, you can read my previous articles. Please indicate the original address and author when reprinting . If you think the article is helpful to you, don't forget to follow me .
Appendix
My 3D column can be accessed by clicking this link
- [1]. Three.js implements a 3D open world game: Ali's multiverse
- [2]. Three.js flame effect to realize the dynamic logo of Aerdun's Ring
- [3]. Three.js Realize the 2022 Winter Olympics theme 3D fun page, including Bingdundun
...
- [1]. The front-end implements a very impressive browser-side scanning function
- [2]. The Legend of Zelda: Breath of the Wild
- [3]. Realize cyberpunk 2077 style visual effects with CSS only a few steps
refer to
- [1]. https://threejs.org
- [2]. https://github.com/dataarts/dat.gui/blob/master/API.md
- [3]. https://echarts.apache.org/zh/index.html
- [4]. https://www.cnblogs.com/pangys/p/13276936.html
- [5]. https://developer.mozilla.org/zh-CN/docs/Web/CSS/gradient/radial-gradient
- [6]. https://developer.mozilla.org/zh-CN/docs/Web/CSS/clip-path
Original Link: https://dev.to/dragonir/use-threejs-to-achieve-a-cool-cyberpunk-style-3d-digital-earth-screen-1fep
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