圣诞树代码记


<title>圣诞树</title>

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

<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>
<div id="overlay">
    <ul>
        <li class="title">请选择音乐</li>
        <li>
            <button class="btn" id="btnA" type="button">
                Snowflakes Falling Down by Simon Panrucker
            </button>
        </li>
        <li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
        <li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
        <li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
        <li class="separator">或者</li>
        <li>
            <input type="file" id="upload" hidden />
            <label for="upload">Upload File</label>
        </li>
    </ul>
</div>

<script id="rendered-js">
    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>';
        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>';
        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>
***
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