圣诞树Html编写

简介: 圣诞树Html编写

image.png

chmis

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title></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>


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