圣诞树可以添加文字的(xxxgaoyang注意查收)

<!DOCTYPE html>
<html>
	<head>
		<meta charset="UTF-8">

		<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;
			}


			#word p{
				-webkit-background-clip: text;
				width: 200%;
				background-clip: text;
				/* background-image: linear-gradient(-45deg, rgb(255, 255, 0), rgb(0, 255, 255)); */
				background-image: linear-gradient(160deg, rgba(137,255,253,0.97) 0%,rgba(239,50,217,0.47) 0%,rgba(137,255,253,0.97) 51%,rgba(239,50,217,0.57) 105%);
				animation: shine 2s infinite;
				background-blend-mode: hard-light;
				background-size: 200%;
				color: white;
				-webkit-text-fill-color: transparent;
			}

			@keyframes shine {
				/* from {
					background-position: 100%;
				}

				to {
					background-position: 0;
				} */
				
				   0%   {background-position: 100%;}
				    25%  {background-position: 75%;}
				    50%  {background-position: 50%;}
					75%  {background-position: 25%;}
				    100% {background-position: 0%;}
			}
		</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">
		<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">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>

		<div id="word" style="position: absolute;top: 100px;left: 42%;width: 500px;display: none;font-size:36px;font-weight: bold;font-family: '华文行楷';">
			<p>雪花纷飞时刻,</p>
			<p>奏响圣诞颂歌,</p>
			<p>诞愿喜乐长安, </p>
			<p>岁月多如此般。</p>
			
			
			<p>圣诞节快乐!</p>
		</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);
					document.getElementById("word").style.display = 'block';
					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>

	</body>

</html>

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