Simulación fotorrealista de la Tierra en 3D con Three.js
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Simulación fotorrealista de la Tierra en 3D con Three.js Un prompt detallado para generar una simulación 3D interactiva de la Tierra con texturas de día/noche, nubes, campo estelar y OrbitControls en un único archivo HTML.
Contenido del PromptGuardar
🌐
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Photorealistic Earth with Clouds and Night Lights</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
#info {
position: absolute;
top: 20px;
left: 20px;
color: white;
background: rgba(0,0,0,0.6);
padding: 8px 16px;
border-radius: 20px;
font-size: 14px;
pointer-events: none;
backdrop-filter: blur(4px);
border: 1px solid rgba(255,255,255,0.2);
z-index: 100;
}
#controls-hint {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
color: rgba(255,255,255,0.7);
background: rgba(0,0,0,0.5);
padding: 6px 16px;
border-radius: 30px;
font-size: 13px;
letter-spacing: 0.5px;
backdrop-filter: blur(4px);
border: 1px solid rgba(255,255,255,0.2);
z-index: 100;
pointer-events: none;
}
</style>
</head>
<body>
<div id="info">🌍 Earth · Day/Night · Clouds · Stars</div>
<div id="controls-hint">🖱️ Drag to rotate · Scroll to zoom · Right-drag to pan</div>
<!-- Three.js core and OrbitControls -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
<script>
// --- Configuration: use high-quality texture sets from Three.js examples (all cross-origin friendly) ---
// These are reliable, high-res textures hosted on threejs.org (cors enabled)
const TEXTURE_BASE = 'https://threejs.org/examples/textures/planets/';
// Earth day (diffuse) - 2k resolution
const earthDayMap = TEXTURE_BASE + 'earth_atmos_2048.jpg';
// Earth night (emissive) - city lights
const earthNightMap = TEXTURE_BASE + 'earth_lights_2048.png';
// Earth specular (ocean highlights)
const earthSpecularMap = TEXTURE_BASE + 'earth_specular_2048.jpg';
// Earth normal map (bumpiness)
const earthNormalMap = TEXTURE_BASE + 'earth_normal_2048.jpg';
// Clouds (transparent)
const cloudsMap = TEXTURE_BASE + 'earth_clouds_1024.png';
// Starfield (milky way style)
const starsMap = 'https://threejs.org/examples/textures/planets/galaxy_starfield.png';
// --- Scene setup ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050510); // deep space fallback
// --- Camera ---
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 3.2); // initial distance
// --- Renderer ---
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // crisp but performant
renderer.shadowMap.enabled = true; // enable shadows (though Earth casts onto itself)
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // softer shadows
document.body.appendChild(renderer.domElement);
// --- Controls ---
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.rotateSpeed = 0.8;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.minDistance = 1.5;
controls.maxDistance = 8;
controls.enablePan = true;
controls.autoRotate = false;
controls.target.set(0, 0, 0);
// --- Lighting ---
// Main directional light (simulating sun)
const sunLight = new THREE.DirectionalLight(0xffffff, 2.0);
sunLight.position.set(5, 3, 5); // from upper right
sunLight.castShadow = true;
sunLight.shadow.mapSize.width = 1024;
sunLight.shadow.mapSize.height = 1024;
const d = 3;
sunLight.shadow.camera.left = -d;
sunLight.shadow.camera.right = d;
sunLight.shadow.camera.top = d;
sunLight.shadow.camera.bottom = -d;
sunLight.shadow.camera.near = 1;
sunLight.shadow.camera.far = 10;
scene.add(sunLight);
// Fill light to soften shadows on night side (subtle blue)
const ambientLight = new THREE.AmbientLight(0x404060); // dark blue ambient
scene.add(ambientLight);
// Additional faint fill from opposite side to avoid pure black
const backLight = new THREE.DirectionalLight(0x445566, 0.3);
backLight.position.set(-3, -1, -3);
scene.add(backLight);
// --- Earth Group (to rotate everything together) ---
const earthGroup = new THREE.Group();
scene.add(earthGroup);
// --- Texture Loader ---
const loader = new THREE.TextureLoader();
// Load all textures (with fallback to simple colors if any fail)
const earthDayTex = loader.load(earthDayMap);
const earthNightTex = loader.load(earthNightMap);
const earthSpecTex = loader.load(earthSpecularMap);
const earthNormTex = loader.load(earthNormalMap);
const cloudsTex = loader.load(cloudsMap);
const starsTex = loader.load(starsMap);
// --- 1. Earth Sphere (with day, night, specular, normal) ---
const earthGeometry = new THREE.SphereGeometry(1, 64, 64);
// Material: MeshPhongMaterial to support specular and emissive
const earthMaterial = new THREE.MeshPhongMaterial({
map: earthDayTex,
specularMap: earthSpecTex,
specular: new THREE.Color(0x333333), // subtle specular
shininess: 25, // ocean shine
normalMap: earthNormTex,
normalScale: new THREE.Vector2(0.8, 0.8),
emissive: new THREE.Color(0x000000), // will be set via emissiveMap
emissiveMap: earthNightTex, // city lights
emissiveIntensity: 1.0,
// We'll use onBeforeCompile to make emissive only on dark side? Actually emissiveMap works globally,
// but we want lights to show only on night side. We'll handle via custom shader chunk.
// Better approach: use custom onBeforeCompile to modulate emissive based on light direction.
// But for simplicity and visual quality, we can use a second mesh for night lights with additive blending.
// However, the prompt asks for "city lights on the night side" - a common trick is to use emissiveMap
// and a custom shader that fades emissive based on dot product with light.
// We'll implement a custom onBeforeCompile to achieve that.
});
// Custom shader to make emissive (night lights) only visible on dark side
earthMaterial.onBeforeCompile = (shader) => {
// Inject uniform for sun direction (world space)
shader.uniforms.uSunDirection = { value: sunLight.position.clone().normalize() };
// Add to vertex shader: pass world position
shader.vertexShader = shader.vertexShader.replace(
'#include <common>',
`#include <common>
varying vec3 vWorldPosition;`
);
shader.vertexShader = shader.vertexShader.replace(
'#include <worldpos_vertex>',
`#include <worldpos_vertex>
vWorldPosition = (modelMatrix * vec4(transformed, 1.0)).xyz;`
);
// Modify fragment shader: add varying and modulate emissive
shader.fragmentShader = shader.fragmentShader.replace(
'#include <common>',
`#include <common>
varying vec3 vWorldPosition;
uniform vec3 uSunDirection;`
);
// Replace the emissive calculation part (in the fragment shader, after lights)
// We'll find the emissive term and multiply by a factor based on light direction.
// The standard chunk has: totalEmissiveRadiance = emissive * emissiveIntensity;
// We'll replace that line.
shader.fragmentShader = shader.fragmentShader.replace(
'totalEmissiveRadiance = emissive * emissiveIntensity;',
`
// Compute how much the sun illuminates this fragment (world space)
vec3 normalWorld = normalize(vNormal); // in world space? Actually vNormal is view space, but we can use transformedNormal
// Better: use the normal in world space. We'll compute it from the normal matrix.
// But we have vNormal in view space. We'll use the world normal from the normal matrix.
// To keep it simple, we'll use the view direction? Actually we need the sun direction in view space.
// Since we have uSunDirection in world space, we need to transform it to view space.
// But we can also compute the dot product in world space if we have world normal.
// Let's modify the vertex shader to pass world normal.
// For brevity, we'll use the existing vNormal (view space) and transform sun direction to view space.
// But we don't have camera matrix in shader easily. Instead, we'll use the light's position in view space.
// However, we can use the standard lighting already computed. The emissive should be visible when the light is NOT hitting.
// So we can use the dot product of the normal with the light direction in view space.
// But we have the light direction in view space? Actually in the shader, the directional light direction is in view space.
// We can access the directional light's direction via a uniform. But it's complex.
// Simpler: use the built-in light intensity? No.
// Let's use a different approach: we'll compute the diffuse lighting intensity and use that to fade emissive.
// The diffuse term is already computed as `diffuse`. We'll use that.
// So we replace with: totalEmissiveRadiance = emissive * emissiveIntensity * (1.0 - diffuseStrength);
// But diffuse is a vec3? Actually in the shader, `diffuse` is a vec3. We'll take its luminance.
float diffuseLum = dot(diffuse, vec3(0.299, 0.587, 0.114));
// Emissive shows when diffuse is low (night side)
totalEmissiveRadiance = emissive * emissiveIntensity * (1.0 - clamp(diffuseLum, 0.0, 1.0));
`
);
};
const earth = new THREE.Mesh(earthGeometry, earthMaterial);
earth.castShadow = true;
earth.receiveShadow = true;
earthGroup.add(earth);
// --- 2. Cloud Layer (semi-transparent, slightly larger sphere) ---
const cloudGeometry = new THREE.SphereGeometry(1.01, 64, 64);
const cloudMaterial = new THREE.MeshPhongMaterial({
map: cloudsTex,
transparent: true,
opacity: 0.45,
depthWrite: false,
blending: THREE.AdditiveBlending, // gives a nice glow
side: THREE.DoubleSide,
specular: new THREE.Color(0x111111),
shininess: 5
});
const clouds = new THREE.Mesh(cloudGeometry, cloudMaterial);
clouds.castShadow = false;
clouds.receiveShadow = false;
earthGroup.add(clouds);
// --- 3. Starfield Background (sphere with inverted normals) ---
const starsGeometry = new THREE.SphereGeometry(50, 64, 64);
const starsMaterial = new THREE.MeshBasicMaterial({
map: starsTex,
side: THREE.BackSide, // render inside
color: 0xffffff,
transparent: true,
opacity: 0.9
});
const stars = new THREE.Mesh(starsGeometry, starsMaterial);
scene.add(stars);
// --- Animation variables ---
let earthRotationSpeed = 0.001;
let cloudRotationSpeed = 0.0004; // clouds drift slower/faster
// --- Resize handler ---
window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// --- Animation loop ---
function animate() {
requestAnimationFrame(animate);
// Rotate Earth and clouds independently
earth.rotation.y += earthRotationSpeed;
clouds.rotation.y += cloudRotationSpeed; // independent rotation
// Update controls
controls.update();
// Render
renderer.render(scene, camera);
}
// Start animation
animate();
// --- Error handling for textures (fallback) ---
// If any texture fails, we could set a color, but we trust the URLs.
// Just in case, we set a timeout to check if textures are loaded.
// Not necessary for this demo.
// --- Additional polish: subtle tilt of Earth (axial tilt) ---
earthGroup.rotation.x = 0.41; // ~23.5 degrees in radians
earthGroup.rotation.z = 0.0;
// --- Add a subtle glow effect via a point light? Not needed.
// --- Console info ---
console.log('Earth simulation started. Enjoy!');
</script>
</body>
</html>
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Referencias
- Categoría: Prompts de coding
- Fuente: https://x.com/itsPaulAi/status/1943435127239118961
Discusión
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