How to Design a 3D Spiral Night Light Effect using HTML & CSS



Creating a nightlight effect using HTML, CSS, and JavaScript is a multi-step process that involves the following steps:

  1. Create an HTML container for the nightlight effect. This can be done using a div element with a unique id or class.

  2. In the CSS, set the background color of the container to a dark color, such as black or dark blue, to create the nightlight effect.

  3. Create a JavaScript function that will change the background color of the container based on the current time of day. This can be done using the JavaScript Date object, which allows you to get the current time.


  4. Related Posts

    Use JavaScript to change the background color of the container to a lighter color, such as white or yellow, during the evening and night hours.

  5. Use JavaScript to change the background color of the container back to the dark color during the daytime hours.

  6. Set an interval for the JavaScript function to run every hour or so, in order to change the background color of the container based on the current time.

html css animation example


Here is an example of the HTML and JavaScript code to create a nightlight effect:

<script async src="https://ga.jspm.io/npm:es-module-shims@1.5.1/dist/es-module-shims.js" crossorigin="anonymous"></script>
<script type="importmap">
  {
    "imports": {
      "three": "https://unpkg.com/three@0.148.0/build/three.module.js",
      "three/addons/": "https://unpkg.com/three@0.148.0/examples/jsm/"
    }
  }
</script>

body{
  overflow: hidden;
  margin: 0;
}

import * as THREE from "three";
import {OrbitControls} from "three/addons/controls/OrbitControls";
import {mergeBufferGeometries} from "three/addons/utils/BufferGeometryUtils";

import { EffectComposer } from 'three/addons/postprocessing/EffectComposer';
import { RenderPass } from 'three/addons/postprocessing/RenderPass';
import { ShaderPass } from "three/addons/postprocessing/ShaderPass";
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass';

console.clear();

class Postprocessing {
  constructor(scene, camera, renderer) {
    const renderScene = new RenderPass(scene, camera);
    const bloomPass = new UnrealBloomPass(
      new THREE.Vector2(window.innerWidth, window.innerHeight),
      1.25,
      0.25,
      0
    );
    let samples = 4;
    const target1 = new THREE.WebGLRenderTarget(
      window.innerWidth,
      window.innerHeight,
      {
        type: THREE.FloatType,
        format: THREE.RGBAFormat,
        encoding: THREE.sRGBEncoding,
        samples: samples
      }
    );
    this.bloomComposer = new EffectComposer(renderer, target1);
    this.bloomComposer.renderToScreen = false;
    this.bloomComposer.addPass(renderScene);
    this.bloomComposer.addPass(bloomPass);
    const finalPass = new ShaderPass(
      new THREE.ShaderMaterial({
        uniforms: {
          baseTexture: { value: null },
          bloomTexture: { value: this.bloomComposer.renderTarget2.texture }
        },
        vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`,
        fragmentShader: `uniform sampler2D baseTexture; uniform sampler2D bloomTexture; varying vec2 vUv; void main() { gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) ); }`,
        defines: {}
      }),
      "baseTexture"
    );
    finalPass.needsSwap = true;
    const target2 = new THREE.WebGLRenderTarget(
      window.innerWidth,
      window.innerHeight,
      {
        type: THREE.FloatType,
        format: THREE.RGBAFormat,
        encoding: THREE.sRGBEncoding,
        samples: samples
      }
    );
    this.finalComposer = new EffectComposer(renderer, target2);
    this.finalComposer.addPass(renderScene);
    this.finalComposer.addPass(finalPass);
  }
}

class LightEmitterCurve extends THREE.Curve{
	constructor( radius, turns, height ) {
		super();
    this.radius = radius;
    this.height = height;
    this.turns = turns;
	}

	getPoint( t, optionalTarget = new THREE.Vector3() ) {

		return optionalTarget.setFromCylindricalCoords( this.radius, -Math.PI * 2 * this.turns * t, this.height * t );

	}

}

class LightEmitters extends THREE.Object3D{
  constructor(gu, count, maxR, height, turns, m){
    super();
    let gsBall = [];
    let gsEmitter = [];
    let start = maxR / 4;
    let totalWidth = maxR * 0.9 - start;
    let step = totalWidth / (count - 1);
    let v3 = new THREE.Vector3();
    let axis = new THREE.Vector3(0, 1, 0);
    for( let i = 0; i < count; i++){
      
      let shift = start + step * i;
      
      let gBall = new THREE.SphereGeometry(0.05, 64, 32, 0, Math.PI * 2, 0, Math.PI * 0.5);
      gBall.translate(0, 0, shift);
      gsBall.push(gBall);
      
      /*let gEmitter = new THREE.CylinderGeometry(0.03, 0.03, height, 16, 200);
      gEmitter.translate(shift, height * 0.5, 0);
      let pos = gEmitter.attributes.position;
      for(let i = 0; i < pos.count; i++){
        v3.fromBufferAttribute(pos, i);
        let ratio = v3.y / height;
        let angle = -ratio * Math.PI * 2 * turns;
        v3.applyAxisAngle(axis, angle);
        pos.setXYZ(i, v3.x, v3.y, v3.z);
      }
      gEmitter.computeVertexNormals();*/
      let lightEmitterCurve = new LightEmitterCurve(shift, turns, height);
      let gEmitter = new THREE.TubeGeometry(lightEmitterCurve, 200, 0.02, 16);
      gsEmitter.push(gEmitter);
    }
    
    let gBalls = mergeBufferGeometries(gsBall);
    let balls = new THREE.Mesh(gBalls, m.clone());
    balls.userData.nonGlowing = true;
    //balls.castShadow = true;
    this.add(balls);
    
    let gEmitters = mergeBufferGeometries(gsEmitter);
    let mEmitters = new THREE.MeshBasicMaterial({
      side: THREE.DoubleSide,
      color: new THREE.Color(1, 0.25, 0),
      onBeforeCompile: shader => {
        shader.uniforms.globalBloom = gu.globalBloom;
        shader.vertexShader = `
          varying vec3 vPos;
          ${shader.vertexShader}
        `.replace(
          `#include <begin_vertex>`,
          `#include <begin_vertex>
            vPos = position;
          `
        );
        //console.log(shader.vertexShader)
        shader.fragmentShader = `
          #define ss(a, b, c) smoothstep(a, b, c)
          uniform float globalBloom;
          varying vec3 vPos;
          ${shader.fragmentShader}
        `.replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          vec3 colNonGlow = vec3(1, 0.75, 0.75); // * pow((sin(vUv.x * 200. * PI2) * 0.5 + 0.5) * 0.6 + 0.4, 3.);
          vec3 colGlow = gl_FragColor.rgb;
          gl_FragColor.rgb = mix(colNonGlow, colGlow, globalBloom);
        `
      );
      }
    });
    mEmitters.defines = {"USE_UV" : ""};
    let emitters = new THREE.Mesh(gEmitters, mEmitters);
    //emitters.castShadow = true;
    this.add(emitters);
  }
}

class Belt extends THREE.Mesh{
  constructor(gu, mainSize, rBig, rSmall, width, m){
    let m1 = m.clone();
    m1.color.set("gray");
    //m1.side = THREE.DoubleSide;
    
    let hSize = mainSize;
    let path = new THREE.Shape()
    .absarc(0, 0, rBig, Math.PI * 1.5, Math.PI)
    .absarc(-hSize + rSmall, -hSize + rSmall, rSmall, Math.PI, Math.PI * 1.5)
    .lineTo(0, -hSize);
    
    const segs = 500;
    const hw = width * 0.5;
    let pathPts = path.getSpacedPoints(segs).reverse();
    /*
    let pg = new THREE.BufferGeometry().setFromPoints(pathPts);
    let pm = new THREE.PointsMaterial({color: "yellow", size: 0.05});
    let pp = new THREE.Points(pg, pm);
    */
    let g = new THREE.BoxGeometry(segs, 0.01, width, segs, 1, 1).translate(segs * 0.5, 0.005, 0);
    
    let vPrev = new THREE.Vector2(), vCurr = new THREE.Vector2(), vNext = new THREE.Vector2();
    let vCP = new THREE.Vector2(), vCN = new THREE.Vector2(), v2 = new THREE.Vector2(), cntr = new THREE.Vector2();
    
    let pos = g.attributes.position;
    for(let i = 0; i < pos.count; i++){
      let idxCurr = Math.round(pos.getX(i));
      let idxPrev = idxCurr == 0 ? segs - 1 : idxCurr - 1;
      let idxNext = idxCurr == segs ? 1 : idxCurr + 1;
      vPrev.copy(pathPts[idxPrev]);
      vCurr.copy(pathPts[idxCurr]);
      vNext.copy(pathPts[idxNext]);
      vCP.subVectors(vPrev, vCurr);
      vCN.subVectors(vNext, vCurr);
      let aCP = vCP.angle();
      let aCN = vCN.angle();
      let hA = Math.PI * 0.5 - (aCP - aCN) * 0.5;
      let aspect = Math.cos(hA);
      v2.set(vCurr.x, vCurr.y).multiplyScalar(pos.getY(i) / aspect);
      v2.rotateAround(cntr, hA).add(vCurr);
      pos.setXY(i, v2.x, v2.y);
    }
    g.rotateX(-Math.PI * 0.5);
    g.computeVertexNormals();
    super(g, m1);
    this.castShadow = true;
    this.receiveShadow = true;
    this.uniforms = {
      time: {value: 0},
      angularSpeed: {value: 0}
    }
    m1.onBeforeCompile = shader => {
      shader.uniforms.globalBloom = gu.globalBloom;
      shader.uniforms.time = this.uniforms.time;
      shader.uniforms.beltLength = {value: rBig * Math.PI * 1.5 + rSmall * Math.PI * 0.5 + (hSize - rSmall) *2}
      shader.uniforms.angularSpeed = this.uniforms.angularSpeed;
      shader.uniforms.rSmall = {value: rSmall};
      shader.fragmentShader = `
        #define ss(a, b, c) smoothstep(a, b, c)
        uniform float globalBloom;
        uniform float time;
        uniform float beltLength;
        uniform float angularSpeed;
        uniform float rSmall;
        ${shader.fragmentShader}
      `.replace(
        `#include <color_fragment>`,
        `#include <color_fragment>
          float linearSpeed = rSmall * angularSpeed;
          float uvX = mod(vUv.x * beltLength + time * linearSpeed, beltLength / 4.);
          float f = step(0.25, uvX) - step(0.75, uvX);
          diffuseColor.rgb = mix(diffuseColor.rgb, vec3(0.875), f);
        `
      ).replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
        `
      );
      //console.log(shader.fragmentShader);
      
    }
    m1.defines = {"USE_UV" : ""};
    //this.add(pp);
  }
}

class Roller extends THREE.Mesh{
  constructor(r, h, roundR, m){
    let m1 = m.clone();
    let profile = new THREE.Path()
      .moveTo(0, 0)
      .lineTo(r - roundR, 0)
      .absarc(r - roundR, roundR, roundR, Math.PI * 1.5, Math.PI * 2)
      //.moveTo(r, roundR)
      //.lineTo(r, h - roundR)
      .absarc(r - roundR, h - roundR, roundR, 0, Math.PI * 0.5)
      //.moveTo(r - roundR, h)
      .lineTo(0, h);
    let g = new THREE.LatheGeometry(profile.getPoints(50), 100);
    super(g, m1);
    this.castShadow = true;
    this.receiveShadow = true;
  }
}

class Base extends THREE.Mesh{
  constructor(w, h, R, roundR, m){
    let angleStep = Math.PI * 0.5;
    let wwr = w - R - roundR;
    let hwrr = h - roundR * 2;
    let shape = new THREE.Shape()
    .absarc(wwr, wwr, R, angleStep * 0, angleStep * 1)
    .absarc(-wwr, wwr, R, angleStep * 1, angleStep * 2)
    .absarc(-wwr, -wwr, R, angleStep * 2, angleStep * 3)
    .absarc(wwr, -wwr, R, angleStep * 3, angleStep * 4);

    let g = new THREE.ExtrudeGeometry(shape, {depth: hwrr, bevelEnabled: true, bevelThickness: roundR, bevelSize: roundR, bevelSegments: 10, curveSegments: 20});
    g.translate(0, 0, roundR);
    g.rotateX(-Math.PI * 0.5);
    super(g, m.clone());
    this.castShadow = true;
    this.receiveShadow = true;
  }
}

class Device extends THREE.Object3D{
  constructor(gu){
    super();
    let m = new THREE.MeshLambertMaterial({color: new THREE.Color().setScalar(0.75)});
    let base = new Base(4, 1, 0.5, 0.05, m);
    
    const rBig = 3.75;
    const rSmall = 0.5;
    
    let lightEmitters = new LightEmitters(gu, 15, rBig, rBig * 3, 1.25, m);
    lightEmitters.position.set(0, 0.25, 0);
    
    let rollerBig = new Roller(rBig, 0.25, 0.05, m);
    rollerBig.material.color.multiplyScalar(0.75);
    rollerBig.position.set(0, 1, 0);
    rollerBig.add(lightEmitters);
    base.add(rollerBig);
    
    let rotationIndicator = new THREE.Mesh(new THREE.SphereGeometry(0.05, 64, 16, 0, Math.PI * 2, 0, Math.PI * 0.5), new THREE.MeshBasicMaterial({color: new THREE.Color(0, 0.75, 1)}));
    rotationIndicator.position.set(0.35, 0.25, 0);
    let rollerSmall = new Roller(rSmall, 0.25, 0.05, m);
    rollerSmall.material.color.multiplyScalar(0.75);
    rollerSmall.position.set(-3.25, 1, 3.25);
    rollerSmall.add(rotationIndicator);
    base.add(rollerSmall);
    
    let belt = new Belt(gu, rBig, rBig, rSmall, 0.125, m);
    belt.position.set(0, 1.125, 0);
    base.add(belt);
    
    this.add(base);
    
    const gearRatio = rBig / rSmall;
    const angularSpeed = Math.PI;
    belt.uniforms.angularSpeed.value = angularSpeed;
    this.update = t => {
      let time = t * angularSpeed;
      rollerSmall.rotation.y = time;
      rollerBig.rotation.y = time / gearRatio;
      belt.uniforms.time.value = t;
    }
    
    [rollerSmall, rollerBig, base].forEach(o => {
      o.userData.nonGlowing = true;
    })
  }
}

class Table extends THREE.Mesh{
  constructor(gu, bgColor){
    let g = new THREE.PlaneGeometry(20, 20).rotateX(-Math.PI * 0.5);
    let m = new THREE.MeshLambertMaterial({
      color: new THREE.Color().setScalar(0.5).getHex(),
      onBeforeCompile: shader => {
        shader.uniforms.globalBloom = gu.globalBloom;
        shader.uniforms.bgColor = {value: new THREE.Color(bgColor)};
        shader.fragmentShader = `
          uniform float globalBloom;
          uniform vec3 bgColor;
          ${shader.fragmentShader}
        `.replace(
          `#include <dithering_fragment>`,
          `#include <dithering_fragment>
          
          float uvDist = distance(vUv, vec2(0.5)) * 2.;
          float f = smoothstep(0.5, 1., uvDist);
          gl_FragColor.rgb = mix(gl_FragColor.rgb, bgColor, f);
          
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
          `
        );
        //console.log()
      }
    });
    m.defines = {"USE_UV" : ""};
    super(g, m);
    this.receiveShadow = true;
  }
}

let bgColors = {
  on: new THREE.Color(1, 0.25, 0).multiplyScalar(0.1).getHex(),
  off: 0x000000
}

let scene = new THREE.Scene();
scene.background = new THREE.Color(bgColors.off);
let camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 1, 1000);
camera.position.set(-5, 5, 10).setLength(18);
let renderer = new THREE.WebGLRenderer({antialias: false});
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
  postprocessing.bloomComposer.setSize(innerWidth, innerHeight);
  postprocessing.finalComposer.setSize(innerWidth, innerHeight);
})

let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
//controls.enablePan = false;
controls.target.set(0, 4, 0);

let light = new THREE.DirectionalLight(0xffffff, 0.3);
light.castShadow = true;
light.shadow.camera.top = 10;
light.shadow.camera.bottom = -10;
light.shadow.camera.left = -10;
light.shadow.camera.right = 10;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
light.shadow.camera.near = 0;
light.shadow.camera.far = 20;
light.position.set(10, 20, 10).setLength(10);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.45));

let gu = {
  globalBloom: {value: 0}  
}

/*let helper = new THREE.GridHelper();
helper.userData.nonGlowing = true;
scene.add(helper);*/
let device = new Device(gu);
scene.add(device);
let table = new Table(gu, bgColors.on);
scene.add(table);

scene.traverse(child => {
  if (child.userData.nonGlowing) {
    child.material.onBeforeCompile = shader => {
      shader.uniforms.globalBloom = gu.globalBloom;
      shader.fragmentShader = `
        uniform float globalBloom;
        ${shader.fragmentShader}
      `.replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0), globalBloom);
        `
      );
      //console.log(child.material.type);
      //console.log(shader.fragmentShader);
    }
  }
})

let postprocessing = new Postprocessing(scene, camera, renderer);

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  controls.update();
  device.update(t);
  //renderer.render(scene, camera);
  gu.globalBloom.value = 1;
  scene.background.set(bgColors.off);
  postprocessing.bloomComposer.render();
  gu.globalBloom.value = 0;
  scene.background.set(bgColors.on);
  postprocessing.finalComposer.render();
});

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