HTML圣诞树代码

<!DOCTYPE HEML PUBLIC>
<html xmlns="http://www.w3.org/1999/html">
    <head>
    <meta charset="utf-8">
        <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>
    </head>
<body>

<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>

<div id="overlay">
    <ul>
        <li class="title">Select Music</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">OR</li>
        <li>
            <input type="file" id="upload" hidden />
            <label for="upload">Upload File</label>
        </li>
    </ul>
</div>

</body>
    <script>
        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">Please Wait...</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">Please Wait...</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>
</html>

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