圣诞树(动态效果)

杨乙燃5132 2024-07-05 14:33:03 阅读 89

一、运行效果

 

二、制作方法 

1.复制代码到Dreamweaver或HBuilder或vscode

2.点击运行---运行到浏览器---选择你要打开的浏览器

3.打开后会出现这个界面,前四个是固定音乐,最后一个是自主选择的音乐,你可以选择你电脑上的歌曲,什么歌曲都行(第一次打开可能会有点慢,稍等片刻即可,选择音乐的时候点一下没反应的话多点几下即可,第一次打开这属于正常现象)

 

4.特别提醒:打开的时候电脑一定要处于联网状态

 

三、源代码

<code><!DOCTYPE html>

<html lang="en">code>

<head>

<meta charset="UTF-8">code>

<title>圣诞树</title>

<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">code>

<style>

* {

box-sizing: border-box;

}

body {

margin: 0;

height: 100vh;

overflow: hidden;

display: flex;

align-items: center;

justify-content: center;

background: #161616;

color: #c5a880;

font-family: sans-serif;

}

label {

display: inline-block;

background-color: #161616;

padding: 16px;

border-radius: 0.3rem;

cursor: pointer;

margin-top: 1rem;

width: 300px;

border-radius: 10px;

border: 1px solid #c5a880;

text-align: center;

}

ul {

list-style-type: none;

padding: 0;

margin: 0;

}

.btn {

background-color: #161616;

border-radius: 10px;

color: #c5a880;

border: 1px solid #c5a880;

padding: 16px;

width: 300px;

margin-bottom: 16px;

line-height: 1.5;

cursor: pointer;

}

.separator {

font-weight: bold;

text-align: center;

width: 300px;

margin: 16px 0px;

color: #a07676;

}

.title {

color: #a07676;

font-weight: bold;

font-size: 1.25rem;

margin-bottom: 16px;

}

.text-loading {

font-size: 2rem;

}

</style>

<script>

window.console = window.console || function (t) { };

</script>

<script>

if (document.location.search.match(/type=embed/gi)) {

window.parent.postMessage("resize", "*");

}

</script>

</head>

<body translate="no">code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>code>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>code>

<div id="overlay">code>

<ul>

<li class="title">请选择音乐</li>code>

<li>

<button class="btn" id="btnA" type="button">code>

Snowflakes Falling Down by Simon Panrucker

</button>

</li>

<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>code>

<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>code>

<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>code>

<li class="separator">或者</li>code>

<li>

<input type="file" id="upload" hidden />code>

<label for="upload">Upload File</label>code>

</li>

</ul>

</div>

<script id="rendered-js">code>

const { PI, sin, cos } = Math;

const TAU = 2 * PI;

const map = (value, sMin, sMax, dMin, dMax) => {

return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);

};

const range = (n, m = 0) =>

Array(n).

fill(m).

map((i, j) => i + j);

const rand = (max, min = 0) => min + Math.random() * (max - min);

const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));

const randChoise = arr => arr[randInt(arr.length)];

const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];

let scene, camera, renderer, analyser;

let step = 0;

const uniforms = {

time: { type: "f", value: 0.0 },

step: { type: "f", value: 0.0 }

};

const params = {

exposure: 1,

bloomStrength: 0.9,

bloomThreshold: 0,

bloomRadius: 0.5

};

let composer;

const fftSize = 2048;

const totalPoints = 4000;

const listener = new THREE.AudioListener();

const audio = new THREE.Audio(listener);

document.querySelector("input").addEventListener("change", uploadAudio, false);

const buttons = document.querySelectorAll(".btn");

buttons.forEach((button, index) =>

button.addEventListener("click", () => loadAudio(index)));

function init() {

const overlay = document.getElementById("overlay");

overlay.remove();

scene = new THREE.Scene();

renderer = new THREE.WebGLRenderer({ antialias: true });

renderer.setPixelRatio(window.devicePixelRatio);

renderer.setSize(window.innerWidth, window.innerHeight);

document.body.appendChild(renderer.domElement);

camera = new THREE.PerspectiveCamera(

60,

window.innerWidth / window.innerHeight,

1,

1000);

camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);

camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);

const format = renderer.capabilities.isWebGL2 ?

THREE.RedFormat :

THREE.LuminanceFormat;

uniforms.tAudioData = {

value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)

};

addPlane(scene, uniforms, 3000);

addSnow(scene, uniforms);

range(10).map(i => {

addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);

addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);

});

const renderScene = new THREE.RenderPass(scene, camera);

const bloomPass = new THREE.UnrealBloomPass(

new THREE.Vector2(window.innerWidth, window.innerHeight),

1.5,

0.4,

0.85);

bloomPass.threshold = params.bloomThreshold;

bloomPass.strength = params.bloomStrength;

bloomPass.radius = params.bloomRadius;

composer = new THREE.EffectComposer(renderer);

composer.addPass(renderScene);

composer.addPass(bloomPass);

addListners(camera, renderer, composer);

animate();

}

function animate(time) {

analyser.getFrequencyData();

uniforms.tAudioData.value.needsUpdate = true;

step = (step + 1) % 1000;

uniforms.time.value = time;

uniforms.step.value = step;

composer.render();

requestAnimationFrame(animate);

}

function loadAudio(i) {

document.getElementById("overlay").innerHTML =

'<div class="text-loading">正在下载音乐,请稍等...</div>';code>

const files = [

"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",

"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",

"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",

"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];

const file = files[i];

const loader = new THREE.AudioLoader();

loader.load(file, function (buffer) {

audio.setBuffer(buffer);

audio.play();

analyser = new THREE.AudioAnalyser(audio, fftSize);

init();

});

}

function uploadAudio(event) {

document.getElementById("overlay").innerHTML =

'<div class="text-loading">请稍等...</div>';code>

const files = event.target.files;

const reader = new FileReader();

reader.onload = function (file) {

var arrayBuffer = file.target.result;

listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {

audio.setBuffer(audioBuffer);

audio.play();

analyser = new THREE.AudioAnalyser(audio, fftSize);

init();

});

};

reader.readAsArrayBuffer(files[0]);

}

function addTree(scene, uniforms, totalPoints, treePosition) {

const vertexShader = `

attribute float mIndex;

varying vec3 vColor;

varying float opacity;

uniform sampler2D tAudioData;

float norm(float value, float min, float max ){

return (value - min) / (max - min);

}

float lerp(float norm, float min, float max){

return (max - min) * norm + min;

}

float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){

return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);

}

void main() {

vColor = color;

vec3 p = position;

vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );

float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;

float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );

float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);

opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);

gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );

gl_Position = projectionMatrix * mvPosition;

}

`;

const fragmentShader = `

varying vec3 vColor;

varying float opacity;

uniform sampler2D pointTexture;

void main() {

gl_FragColor = vec4( vColor, opacity );

gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

}

`;

const shaderMaterial = new THREE.ShaderMaterial({

uniforms: {

...uniforms,

pointTexture: {

value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)

}

},

vertexShader,

fragmentShader,

blending: THREE.AdditiveBlending,

depthTest: false,

transparent: true,

vertexColors: true

});

const geometry = new THREE.BufferGeometry();

const positions = [];

const colors = [];

const sizes = [];

const phases = [];

const mIndexs = [];

const color = new THREE.Color();

for (let i = 0; i < totalPoints; i++) {

const t = Math.random();

const y = map(t, 0, 1, -8, 10);

const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);

const [z, x] = polar(ang, map(t, 0, 1, 5, 0));

const modifier = map(t, 0, 1, 1, 0);

positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));

positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));

positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));

color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);

colors.push(color.r, color.g, color.b);

phases.push(rand(1000));

sizes.push(1);

const mIndex = map(i, 0, totalPoints, 1.0, 0.0);

mIndexs.push(mIndex);

}

geometry.setAttribute(

"position",

new THREE.Float32BufferAttribute(positions, 3).setUsage(

THREE.DynamicDrawUsage));

geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));

geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));

geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));

const tree = new THREE.Points(geometry, shaderMaterial);

const [px, py, pz] = treePosition;

tree.position.x = px;

tree.position.y = py;

tree.position.z = pz;

scene.add(tree);

}

function addSnow(scene, uniforms) {

const vertexShader = `

attribute float size;

attribute float phase;

attribute float phaseSecondary;

varying vec3 vColor;

varying float opacity;

uniform float time;

uniform float step;

float norm(float value, float min, float max ){

return (value - min) / (max - min);

}

float lerp(float norm, float min, float max){

return (max - min) * norm + min;

}

float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){

return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);

}

void main() {

float t = time* 0.0006;

vColor = color;

vec3 p = position;

p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);

p.x += sin(t+phase);

p.z += sin(t+phaseSecondary);

opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);

vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );

gl_PointSize = size * ( 100.0 / -mvPosition.z );

gl_Position = projectionMatrix * mvPosition;

}

`;

const fragmentShader = `

uniform sampler2D pointTexture;

varying vec3 vColor;

varying float opacity;

void main() {

gl_FragColor = vec4( vColor, opacity );

gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

}

`;

function createSnowSet(sprite) {

const totalPoints = 300;

const shaderMaterial = new THREE.ShaderMaterial({

uniforms: {

...uniforms,

pointTexture: {

value: new THREE.TextureLoader().load(sprite)

}

},

vertexShader,

fragmentShader,

blending: THREE.AdditiveBlending,

depthTest: false,

transparent: true,

vertexColors: true

});

const geometry = new THREE.BufferGeometry();

const positions = [];

const colors = [];

const sizes = [];

const phases = [];

const phaseSecondaries = [];

const color = new THREE.Color();

for (let i = 0; i < totalPoints; i++) {

const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];

positions.push(x);

positions.push(y);

positions.push(z);

color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));

colors.push(color.r, color.g, color.b);

phases.push(rand(1000));

phaseSecondaries.push(rand(1000));

sizes.push(rand(4, 2));

}

geometry.setAttribute(

"position",

new THREE.Float32BufferAttribute(positions, 3));

geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));

geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));

geometry.setAttribute(

"phaseSecondary",

new THREE.Float32BufferAttribute(phaseSecondaries, 1));

const mesh = new THREE.Points(geometry, shaderMaterial);

scene.add(mesh);

}

const sprites = [

"https://assets.codepen.io/3685267/snowflake1.png",

"https://assets.codepen.io/3685267/snowflake2.png",

"https://assets.codepen.io/3685267/snowflake3.png",

"https://assets.codepen.io/3685267/snowflake4.png",

"https://assets.codepen.io/3685267/snowflake5.png"];

sprites.forEach(sprite => {

createSnowSet(sprite);

});

}

function addPlane(scene, uniforms, totalPoints) {

const vertexShader = `

attribute float size;

attribute vec3 customColor;

varying vec3 vColor;

void main() {

vColor = customColor;

vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

gl_PointSize = size * ( 300.0 / -mvPosition.z );

gl_Position = projectionMatrix * mvPosition;

}

`;

const fragmentShader = `

uniform vec3 color;

uniform sampler2D pointTexture;

varying vec3 vColor;

void main() {

gl_FragColor = vec4( vColor, 1.0 );

gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

}

`;

const shaderMaterial = new THREE.ShaderMaterial({

uniforms: {

...uniforms,

pointTexture: {

value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)

}

},

vertexShader,

fragmentShader,

blending: THREE.AdditiveBlending,

depthTest: false,

transparent: true,

vertexColors: true

});

const geometry = new THREE.BufferGeometry();

const positions = [];

const colors = [];

const sizes = [];

const color = new THREE.Color();

for (let i = 0; i < totalPoints; i++) {

const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];

positions.push(x);

positions.push(y);

positions.push(z);

color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));

colors.push(color.r, color.g, color.b);

sizes.push(1);

}

geometry.setAttribute(

"position",

new THREE.Float32BufferAttribute(positions, 3).setUsage(

THREE.DynamicDrawUsage));

geometry.setAttribute(

"customColor",

new THREE.Float32BufferAttribute(colors, 3));

geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

const plane = new THREE.Points(geometry, shaderMaterial);

plane.position.y = -8;

scene.add(plane);

}

function addListners(camera, renderer, composer) {

document.addEventListener("keydown", e => {

const { x, y, z } = camera.position;

console.log(`camera.position.set(${x},${y},${z})`);

const { x: a, y: b, z: c } = camera.rotation;

console.log(`camera.rotation.set(${a},${b},${c})`);

});

window.addEventListener(

"resize",

() => {

const width = window.innerWidth;

const height = window.innerHeight;

camera.aspect = width / height;

camera.updateProjectionMatrix();

renderer.setSize(width, height);

composer.setSize(width, height);

},

false);

}

</script>

</body>

</html>

 



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