/threejs-webgl
Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras,
$ npx -y skills add freshtechbro/claudedesignskills --skill threejs-webgl --agent claude-codeHow it fires
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/threejs-webgl
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Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras,
SKILL.md
threejs-webgl.SKILL.mdname: threejs-webgl
description: Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
Three.js WebGL/WebGPU Development
Overview
Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
Core Concepts
Scene Graph Architecture
Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:
Scene
├── Camera
├── Lights
│ ├── AmbientLight
│ ├── DirectionalLight
│ └── PointLight
├── Meshes
│ ├── Mesh (Geometry + Material)
│ └── InstancedMesh
└── Groups
Essential Components
Every Three.js application requires these core elements:
1. **Scene**: Container for all 3D objects 2. **Camera**: Defines the viewing perspective 3. **Renderer**: Draws the scene to canvas (WebGL or WebGPU) 4. **Geometry**: Defines the shape of objects 5. **Material**: Defines the surface appearance 6. **Mesh**: Combines geometry and material
Quick Start Pattern
Basic Scene Setup
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const camera = new THREE.PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Animation Loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});WebGPU Setup (Modern Alternative)
import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);Common Patterns
1. Creating Meshes with Materials
// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
roughness: 0.5,
metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;
const texturedMaterial = new THREE.MeshStandardMaterial({
map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);2. Lighting Strategies
// Three-Point Lighting Setup
function setupThreePointLight(scene) {
// Key Light (Main)
const keyLight = new THREE.DirectionalLight(0xffffff, 3);
keyLight.position.set(5, 10, 7.5);
keyLight.castShadow = true;
scene.add(keyLight);
// Fill Light (Softens shadows)
const fillLight = new THREE.DirectionalLight(0xffffff, 1);
fillLight.position.set(-5, 5, -5);
scene.add(fillLight);
// Rim Light (Edge definition)
const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
rimLight.position.set(0, 5, -10);
scene.add(rimLight);
// Ambient (Base illumination)
const ambient = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambient);
}
// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);
// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
0xddeeff, // Sky color
0x0f0e0d, // Ground color
0.02
);
scene.add(hemiLight);3. Instanced Geometry (Performance)
// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
for (let i = 0; i < 1000; i++) {
matrix.setPosition(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
);
instancedMesh.setMatrixAt(i, matrix);
instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}
instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);4. Loading 3D Models (glTF)
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';Read more
name: threejs-webgl description: Comprehensive skill for Three.js 3D web development. Use this skill when building interactive 3D scenes, WebGL/WebGPU applications, product configurators, 3D visualizations, or immersive web experiences. Triggers on tasks involving Three.js, 3D rendering, scenes, cameras, meshes, materials, lights, animations, textures, or WebGL/WebGPU rendering.
Three.js WebGL/WebGPU Development
Overview
Three.js is the industry-standard JavaScript library for creating 3D graphics in web browsers using WebGL and WebGPU. This skill provides comprehensive guidance for building performant, interactive 3D experiences including scenes, cameras, renderers, geometries, materials, lights, textures, and animations.
Core Concepts
Scene Graph Architecture
Three.js uses a hierarchical scene graph where all 3D objects are organized in a tree structure:
Scene ├── Camera ├── Lights │ ├── AmbientLight │ ├── DirectionalLight │ └── PointLight ├── Meshes │ ├── Mesh (Geometry + Material) │ └── InstancedMesh └── Groups
Essential Components
Every Three.js application requires these core elements:
1. **Scene**: Container for all 3D objects 2. **Camera**: Defines the viewing perspective 3. **Renderer**: Draws the scene to canvas (WebGL or WebGPU) 4. **Geometry**: Defines the shape of objects 5. **Material**: Defines the surface appearance 6. **Mesh**: Combines geometry and material
Quick Start Pattern
Basic Scene Setup
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Scene, Camera, Renderer
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const camera = new THREE.PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 2, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Animation Loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// Handle Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});WebGPU Setup (Modern Alternative)
import * as THREE from 'three/webgpu';
const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.LinearToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);Common Patterns
1. Creating Meshes with Materials
// Basic Mesh
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({
color: 0x00ff00,
roughness: 0.5,
metalness: 0.5
});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// Textured Mesh
const loader = new THREE.TextureLoader();
const texture = loader.load('texture.jpg');
texture.colorSpace = THREE.SRGBColorSpace;
const texturedMaterial = new THREE.MeshStandardMaterial({
map: texture
});
const mesh = new THREE.Mesh(geometry, texturedMaterial);
scene.add(mesh);2. Lighting Strategies
// Three-Point Lighting Setup
function setupThreePointLight(scene) {
// Key Light (Main)
const keyLight = new THREE.DirectionalLight(0xffffff, 3);
keyLight.position.set(5, 10, 7.5);
keyLight.castShadow = true;
scene.add(keyLight);
// Fill Light (Softens shadows)
const fillLight = new THREE.DirectionalLight(0xffffff, 1);
fillLight.position.set(-5, 5, -5);
scene.add(fillLight);
// Rim Light (Edge definition)
const rimLight = new THREE.DirectionalLight(0xffffff, 0.5);
rimLight.position.set(0, 5, -10);
scene.add(rimLight);
// Ambient (Base illumination)
const ambient = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambient);
}
// Physical Light (Realistic)
const bulbLight = new THREE.PointLight(0xffee88, 1, 100, 2);
bulbLight.power = 1700; // Lumens (100W bulb equivalent)
bulbLight.castShadow = true;
scene.add(bulbLight);
// Hemisphere Light (Sky + Ground)
const hemiLight = new THREE.HemisphereLight(
0xddeeff, // Sky color
0x0f0e0d, // Ground color
0.02
);
scene.add(hemiLight);3. Instanced Geometry (Performance)
// For rendering thousands of similar objects efficiently
const geometry = new THREE.SphereGeometry(0.1, 16, 16);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
const instancedMesh = new THREE.InstancedMesh(geometry, material, 1000);
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
for (let i = 0; i < 1000; i++) {
matrix.setPosition(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
);
instancedMesh.setMatrixAt(i, matrix);
instancedMesh.setColorAt(i, color.setHex(Math.random() * 0xffffff));
}
instancedMesh.instanceMatrix.needsUpdate = true;
scene.add(instancedMesh);4. Loading 3D Models (glTF)
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';Professional design agency skillstack for 3D/WebGL, animation, and modern web development Claude Code plugin marketplace providing comprehensive coverage of modern web technologies including Three.js, GSAP, React Three Fiber, Framer Motion, Babylon.js, and
Repo: freshtechbro/claudedesignskills
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