HTML实现圣诞树

  • https://aiyc.top/Christmas-tree/

Code:

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/[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>

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 =

            '
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 ); }
script> html>

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