圣诞树代码

看看效果图

 

 

这是代码

<!DOCTYPE html>
<html lang="en" >
<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;
	}
</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>

	<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>
</body>
</html>

  • 4
    点赞
  • 23
    收藏
    觉得还不错? 一键收藏
  • 6
    评论
评论 6
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值