【10秒在圣诞节做出温馨的圣诞树】

在这里插入图片描述

‍♂️ 个人主页@老虎也淘气 个人主页
✍作者简介:Python学习者
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圣诞节马上就要到了,今天给你们分享一些圣诞树的制作,快来一起学习,送给别人祝福吧!

温馨提示:此作品不是图片哦,打开有惊喜!
现在源码如下:

<!DOCTYPE html>
<html lang="en" >

<head>
 <meta charset="UTF-8">

 <title>Musical Christmas Lights</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/[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">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 =
      '
正在下载音乐,请稍等...
'
; 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 = '
请稍等...
'
; 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>

或者有小伙伴不想动手,可以点个关注私信我,直接给你发做好的网页。
【10秒在圣诞节做出温馨的圣诞树】_第1张图片

同时我们也可以有手机版的
【10秒在圣诞节做出温馨的圣诞树】_第2张图片
这里直接给大家附上链接
http://1.13.8.246:8081/Christmas/Christmas.html
有兴趣的快去试试吧
在这里插入图片描述

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