某音上很火的圣诞树分享

前些天发现了一个巨牛的人工智能学习网站,通俗易懂,风趣幽默,忍不住分享一下给大家。点击跳转到网站。

效果截图(这里不给动态了,某音到处都是了):
某音上很火的圣诞树分享_第1张图片
源代码:

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

<div id="overlay">
  <ul>
    <li class="title">Select Musicli>
    <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 Dottbutton>li>
    <li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banksbutton>li>
    <li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smebybutton>li>
    <li class="separator">ORli>
    <li>
      <input type="file" id="upload" hidden />
      <label for="upload">Upload Filelabel>
    li>
  ul>
div>
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 =
    '
Please Wait...
'
; 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 = '
Please Wait...
'
; 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 ); }
* {
  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;
}

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