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----
-layout: post
-title: "How To Make The Earth In WebGL?"
-date: 2013-08-16 10:13
-comments: true
-published: false
-categories: three.js
----
-
-So today we gonna learn how to display the earth in webgl.
-That's will be a nice introduction on material and textures.
-I got the idea while coding
-[threex.planets](http://github.com/jeromeetienne/threex.planets/),
-a three.js extension to easily display all the planets from the solar system based on
-[planetpixelemporium](http://planetpixelemporium.com/planets.html).
-
-<iframe width="425" height="349" src="http://www.youtube.com/embed/huTF047XVvQ" frameborder="0" allowfullscreen></iframe>
-
-<!-- more -->
-
-So we want to render a earth with three.js... It is surprisingly easy to code.
-We gonna use the textures
-from
-[planetpixelemporium](http://planetpixelemporium.com/planets.html)
-and proceed step by step.
-But first let me show you the
-[demo we gonna write](/data/2013-08-16-how-to-make-the-earth-in-webgl/demo/index.html) below.
-
-<iframe width="100%" height="349" src="/data/2013-08-16-how-to-make-the-earth-in-webgl/demo/index.html" frameborder="0" allowfullscreen></iframe>
-
-First the geometry with a sphere, then each texture and their various effects.
-We will even add animations to make it more realistic and put it in context with
-a star field background.
-
-## Let's Do a Plain Sphere
-
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/earth-color.png 320 240 %}
-
-Well we first create a geometry for the sphere, then
-we add a phong material,
-create a mesh from them
-and add it to the scene.
-The first parameter, ```0.5``` is the radius.
-The second parameter, ```32```, is the segments in width
-and
-the third, ```32```, is the segments in height.
-We make it quite detailed to be nicer.
-We pick ```THREE.MeshPhongMaterial``` to get
-[phong shading](http://en.wikipedia.org/wiki/Phong_shading).
-It provides [specular reflection](http://en.wikipedia.org/wiki/Specular_reflection)
-which will be used to get shiny sea.
-
-<br clear='both'/>
-
-```javascript
-var geometry = new THREE.SphereGeometry(0.5, 32, 32)
-var material = new THREE.MeshPhongMaterial()
-var earthMesh = new THREE.Mesh(geometry, material)
-scene.add(earthMesh)
-```
-
-Cool but rather flat... What about a diffuse texture to add some colors to our sphere.
-
-## Let's Add a Diffuse Texture
-
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/earth-diffuse.png 320 240 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthmap1k.jpg 410 240 %}
-
-Above you can see the
-[diffuse texture](http://wiki.splashdamage.com/index.php/Basic_Texture_Overview)
-from
-[planetpixelemporium](http://planetpixelemporium.com/planets.html) to set the main color
-of the surface.
-When we apply it to a sphere, we got the image on the right.
-Here is the code to produce it.
-
-<br clear='both'/>
-
-```javascript
-material.map = THREE.ImageUtils.loadTexture('images/earthmap1k.jpg')
-```
-
-Hmm rather cool but more relief on the earth would be cool. What about a bump texture now ?
-
-## Let's Add a Bump Texture
-
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/earth-bump.png 320 240 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthbump1k.jpg 410 240 %}
-
-Above is the bump map we use.
-According to [wikipedia definition](http://en.wikipedia.org/wiki/Bump_mapping),
-a bump map "perturbate the surface normals of the object
-and using the perturbed normal during lighting calculations".
-Each of its pixel acts as a height on the surface.
-See the result on the right.
-The montains appear more clearly thanks to their shadow.
-
-```javascript
-material.bumpMap = THREE.ImageUtils.loadTexture('images/earthbump1k.jpg')
-material.bumpScale = 0.05
-```
-
-It is possible to change how much the map affects lighting with ```bumpScale``` parameter.
-Play with it to fit your needs. Now that's we change the heights on various part of the
-earth, let's change its shininess with a specular texture.
-
-## Let's Add a Specular Texure
-
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/earth-specular.png 320 240 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthspec1k.jpg 410 240 %}
-
-Above is the [specular map](http://wiki.splashdamage.com/index.php/Specular_Maps) we use.
-Each pixel determines the intensity of
-[specularity](http://en.wikipedia.org/wiki/Specularity).
-In this case, only the sea is specular because water reflects water more than earth.
-You can see it on the left with the white halo in gulf of mexico.
-You can control the specular color with ```.specular``` parameter.
-
-```javascript
-material.specularMap = THREE.ImageUtils.loadTexture('images/earthspec1k.jpg')
-material.specular = new THREE.Color('grey')
-```
-
-Yeah but all this water, where does it go when it is hot ? It evaporates in the sky
-and becomes clouds.
-
-## Let's Add a Cloud Layer
-
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthcloudmap.jpg 320 240 %}
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/earth-cloud.png 320 240 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthcloudmaptrans.jpg 360 240 %}
-
-<br clear='both'/>
-
-We build ```canvasCloud``` and use it as texture.
-It is based on the jpg images you see above:
-one for the color and the other for the transparency.
-We do that because
-[jpg](http://en.wikipedia.org/wiki/JPEG)
-doesn't handle an alpha channel.
-So you need to make the code to build the texture based on those images.
-
-```javascript
-var geometry = new THREE.SphereGeometry(0.51, 32, 32)
-var material = new THREE.MeshPhongMaterial({
- map : new THREE.Texture(canvasCloud),
- side : THREE.DoubleSide,
- opacity : 0.8,
- transparent : true,
- depthWrite : false,
-})
-var cloudMesh = new THREE.Mesh(geometry, material)
-earthMesh.add(cloudMesh)
-```
-
-We attach the cloudMesh to the earthMesh, thus they will move together.
-Notice the parameters of the material.
-We disable ```depthWrite``` and set ```transparent``` to warn three.js the
-cloud mesh is transparent.
-We set ```side``` to ```DoubleSide``` thus both sides will be visible.
-This avoid artefacts on the edge of the earth.
-Finaly we set ```opacity``` to make them more translucide.
-The output is quite convincing but rather static. Let's see what we can do about that!
-
-## "And Yet it Moves"
-
-This is what
-[Galileo Galilei](http://en.wikipedia.org/wiki/Galileo_Galilei) said
-about the earth. This sentence has a
-[interesting story](http://en.wikipedia.org/wiki/And_yet_it_moves).
-So i am thinking it would be cool to make our earth move too.
-In your render loop, you simply do this
-
-```javascript
-onRenderFcts.push(function(delta, now){
- earthMesh.rotation.y += 1/32 * delta
-})
-```
-
-As a last step, we gonna animate the cloud layer too, to make it more realistic.
-
-```javascript
-onRenderFcts.push(function(delta, now){
- cloudMesh.rotation.y += 1/16 * delta
-})
-```
-
-Definitly better, but still we feel there is something missing.
-What do we see in space ? Stars! duh :)
-
-## Let's Add a Star Field
-
-{% img right /data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/examples/images/galaxy_starfield.png 320 240 %}
-
-We will see how to render the galaxy starfield.
-The star field as you see it in the demo is a "environment sphere",
-aka it is a large sphere, we are in the center and we see what is inside.
-So we ask three.js to show the backside of the faces.
-And we use the texture above as diffuse.
-The above image is smaller than the actual one so you barely see the stars.
-Here is the
-[full size image](/data/2013-08-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/examples/images/galaxy_starfield.png).
-
-```javascript
-// create the geometry sphere
-var geometry = new THREE.SphereGeometry(90, 32, 32)
-// create the material, using a texture of startfield
-var material = new THREE.MeshBasicMaterial()
-material.map = THREE.ImageUtils.loadTexture('images/galaxy_starfield.png')
-material.side = THREE.BackSide
-// create the mesh based on geometry and material
-var mesh = new THREE.Mesh(geometry, material)
-```
-
-## threex.planets - All Solar System's Planets Done For You
-
-While i was at it, i made
-[threex.planets](https://github.com/jeromeetienne/threex.planets/),
-a
-[threex](http://jeromeetienne.github.io/threex/)
-extension for
-[three.js](http://threejs.org).
-It provides all the planets from the solar system easily usable in your own demo or games.
-It is based on
-[planetpixelemporium](http://planetpixelemporium.com/planets.html)
-textures using the same technics described in this post.
-You can see it live
-[here](http://jeromeetienne.github.io/threex.planets/examples/select.html).
-First, the mythical
-[sun](http://jeromeetienne.github.io/threex.planets/examples/select.html#Sun),
-[mercury](http://jeromeetienne.github.io/threex.planets/examples/select.html#Mercury) and
-[venus](http://jeromeetienne.github.io/threex.planets/examples/select.html#Venus).
-
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-sun.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-mercury.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-venus.png 230 172 %}
-
-<br clear='both'/>
-Now the most well known, the
-[earth](http://jeromeetienne.github.io/threex.planets/examples/select.html#Earth)
-with its cloud that we detailed in this post, the
-[moon](http://jeromeetienne.github.io/threex.planets/examples/select.html#Moon)
-which isn't
-an actual planet but still we could not do without, and
-[mars](http://jeromeetienne.github.io/threex.planets/examples/select.html#Mars)
-with the little green people.
-
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-earth.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-moon.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-mars.png 230 172 %}
-
-<br clear='both'/>
-
-Follow,
-[jupiter](http://jeromeetienne.github.io/threex.planets/examples/select.html#Jupiter),
-[saturn](http://jeromeetienne.github.io/threex.planets/examples/select.html#Saturn) and
-[uranus](http://jeromeetienne.github.io/threex.planets/examples/select.html#Uranus).
-I love the rings there. I added shadow casting to enhance realism.
-
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-jupiter.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-saturn.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-uranus.png 230 172 %}
-
-<br clear='both'/>
-And the last two, the furthest ones,
-[neptune](http://jeromeetienne.github.io/threex.planets/examples/select.html#Neptune)
-and
-[pluto](http://jeromeetienne.github.io/threex.planets/examples/select.html#Pluto)
-
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-neptune.png 230 172 %}
-{% img left /data/2013-08-16-how-to-make-the-earth-in-webgl/screenshots/planets-pluto.png 230 172 %}
-
-<br clear='both'/>
-
-## Conclusion
-
-In this post, we saw how to make a nice looking earth with animated cloud with a star field in
-background. I think it is a nice result for the amount of work.
-I hope it was usefull to discuver the various roles of textures.
-Now you can use this to make even nicer demo, like
-[this one](http://jeromeetienne.github.io/threex.planets/examples/earth.html).
-It shows a earth like we did with a moon close to it.
-We add shadow casting and a nice atmosphere shader and the result is quite convincing.
-
-That's all for today folks. Have Fun!
@@ -1,13 +0,0 @@
-# makefile to automatize simple operations
-
-server:
- python -m SimpleHTTPServer
-
-deploy:
- # assume there is something to commit
- # use "git diff --exit-code HEAD" to know if there is something to commit
- # so two lines: one if no commit, one if something to commit
- git commit -a -m "New deploy" && git push -f origin HEAD:gh-pages && git reset HEAD~
-
-install:
- git submodule update --init
@@ -1,12 +0,0 @@
-{
- "name": "threex.planets",
- "homepage": "https://github.com/jeromeetienne/threex.planets",
- "_release": "adce79d103",
- "_resolution": {
- "type": "branch",
- "branch": "master",
- "commit": "adce79d10346517012f9e37eaa17107ddc5ea623"
- },
- "_source": "git://github.com/jeromeetienne/threex.planets.git",
- "_target": "*"
-}
@@ -1,13 +0,0 @@
-# makefile to automatize simple operations
-
-server:
- python -m SimpleHTTPServer
-
-deploy:
- # assume there is something to commit
- # use "git diff --exit-code HEAD" to know if there is something to commit
- # so two lines: one if no commit, one if something to commit
- git commit -a -m "New deploy" && git push -f origin HEAD:gh-pages && git reset HEAD~
-
-install:
- git submodule update --init
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