Skip to content

Instantly share code, notes, and snippets.

@mbostock
Last active February 9, 2016 02:06
Show Gist options
  • Save mbostock/5448729 to your computer and use it in GitHub Desktop.
Save mbostock/5448729 to your computer and use it in GitHub Desktop.
Skybox
license: gpl-3.0

This is probably not how you’re supposed to implement a skybox… but it appears to work. Texture by Keith Lantz.

<!DOCTYPE html>
<meta charset="utf-8">
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<canvas></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
attribute vec2 a_position;
void main(void) {
gl_Position = vec4(a_position, 0.0, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube u_image;
uniform vec2 u_translate;
uniform float u_scale;
uniform vec2 u_rotate;
const float c_pi = 3.14159265358979323846264;
const float c_halfPi = c_pi * 0.5;
const float c_twoPi = c_pi * 2.0;
float cosphi0 = cos(u_rotate.y);
float sinphi0 = sin(u_rotate.y);
void main(void) {
float x = (gl_FragCoord.x - u_translate.x) / u_scale;
float y = (u_translate.y - gl_FragCoord.y) / u_scale;
// inverse stereographic projection
float rho = sqrt(x * x + y * y);
float c = 2.0 * atan(rho);
float sinc = sin(c);
float cosc = cos(c);
float lambda = atan(x * sinc, rho * cosc);
float phi = asin(y * sinc / rho);
// inverse rotation
float cosphi = cos(phi);
float x1 = cos(lambda) * cosphi;
float y1 = sin(lambda) * cosphi;
float z1 = sin(phi);
lambda = atan(y1, x1 * cosphi0 + z1 * sinphi0) + u_rotate.x;
phi = asin(z1 * cosphi0 - x1 * sinphi0);
// convert to cartesian coordinates
float cosphi2 = cos(phi);
float x2 = -cosphi2 * sin(lambda);
float y2 = -sin(phi);
float z2 = cosphi2 * cos(lambda);
gl_FragColor = textureCube(u_image, vec3(x2, y2, z2), -0.5);
}
</script>
<script src="//d3js.org/queue.v1.min.js"></script>
<script>
// Select the canvas from the document.
var canvas = document.querySelector("canvas");
// Create the WebGL context, with fallback for experimental support.
var context = canvas.getContext("webgl")
|| canvas.getContext("experimental-webgl");
// Compile the vertex shader.
var vertexShader = context.createShader(context.VERTEX_SHADER);
context.shaderSource(vertexShader, document.querySelector("#vertex-shader").textContent);
context.compileShader(vertexShader);
if (!context.getShaderParameter(vertexShader, context.COMPILE_STATUS)) throw new Error(context.getShaderInfoLog(vertexShader));
// Compile the fragment shader.
var fragmentShader = context.createShader(context.FRAGMENT_SHADER);
context.shaderSource(fragmentShader, document.querySelector("#fragment-shader").textContent);
context.compileShader(fragmentShader);
if (!context.getShaderParameter(fragmentShader, context.COMPILE_STATUS)) throw new Error(context.getShaderInfoLog(fragmentShader));
// Link and use the program.
var program = context.createProgram();
context.attachShader(program, vertexShader);
context.attachShader(program, fragmentShader);
context.linkProgram(program);
if (!context.getProgramParameter(program, context.LINK_STATUS)) throw new Error(context.getProgramInfoLog(program));
context.useProgram(program);
// Define the positions (as vec2) of the square that covers the canvas.
var positionBuffer = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, positionBuffer);
context.bufferData(context.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
+1.0, -1.0,
+1.0, +1.0,
-1.0, +1.0
]), context.STATIC_DRAW);
// Bind the position buffer to the position attribute.
var positionAttribute = context.getAttribLocation(program, "a_position");
context.enableVertexAttribArray(positionAttribute);
context.vertexAttribPointer(positionAttribute, 2, context.FLOAT, false, 0, 0);
// Extract the projection parameters.
var translateUniform = context.getUniformLocation(program, "u_translate"),
scaleUniform = context.getUniformLocation(program, "u_scale"),
rotateUniform = context.getUniformLocation(program, "u_rotate");
// Load the cubemap texture.
queue()
.defer(image, "xpos.png")
.defer(image, "xneg.png")
.defer(image, "ypos.png")
.defer(image, "yneg.png")
.defer(image, "zpos.png")
.defer(image, "zneg.png")
.await(texturize);
self.onresize = resize;
function image(path, callback) {
var image = new Image;
image.src = path;
image.onload = function() { callback(null, image); };
}
function texturize(error, xpos, xneg, ypos, yneg, zpos, zneg) {
var texture = context.createTexture();
context.bindTexture(context.TEXTURE_CUBE_MAP, texture);
context.texParameteri(context.TEXTURE_CUBE_MAP, context.TEXTURE_WRAP_S, context.CLAMP_TO_EDGE);
context.texParameteri(context.TEXTURE_CUBE_MAP, context.TEXTURE_WRAP_T, context.CLAMP_TO_EDGE);
context.texParameteri(context.TEXTURE_CUBE_MAP, context.TEXTURE_MAG_FILTER, context.LINEAR);
 context.texParameteri(context.TEXTURE_CUBE_MAP, context.TEXTURE_MIN_FILTER, context.LINEAR_MIPMAP_LINEAR);
context.texImage2D(context.TEXTURE_CUBE_MAP_POSITIVE_X, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, xpos);
context.texImage2D(context.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, xneg);
context.texImage2D(context.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, ypos);
context.texImage2D(context.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, yneg);
context.texImage2D(context.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, zpos);
context.texImage2D(context.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, zneg);
  context.generateMipmap(context.TEXTURE_CUBE_MAP);
// Hack to ensure correct inference of window dimensions.
setTimeout(function() {
resize();
animate();
}, 10);
}
function resize() {
var width = Math.max(960, self.innerWidth),
height = Math.max(500, self.innerHeight);
canvas.setAttribute("width", width);
canvas.setAttribute("height", height);
context.uniform2f(translateUniform, width / 2, height / 2);
context.uniform1f(scaleUniform, 500);
context.viewport(0, 0, width, height);
}
function animate() {
// The current rotation and speed.
var rotate = [0, 1],
speed = [-.001, -.0004];
redraw();
// Rotate and redraw!
function redraw() {
rotate[0] += speed[0], rotate[1] += speed[1];
context.uniform2fv(rotateUniform, rotate);
context.drawArrays(context.TRIANGLE_FAN, 0, 4);
requestAnimationFrame(redraw);
}
}
// A polyfill for requestAnimationFrame.
if (!self.requestAnimationFrame) requestAnimationFrame =
self.webkitRequestAnimationFrame
|| self.mozRequestAnimationFrame
|| self.msRequestAnimationFrame
|| self.oRequestAnimationFrame
|| function(f) { setTimeout(f, 17); };
</script>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment