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【10秒在圣诞节做出温馨的圣诞树】

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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!

圣诞节,是一年中最令人期待的节日之一。无论是在家庭中还是办公场所,一颗温馨的圣诞树都能为节日增添欢乐氛围。而现在,您只需花费短短的10秒,就能创造出一颗美丽的虚拟圣诞树,让节日的喜庆感在眨眼间点燃。
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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><inputtype="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,floatmin,floatmax){return(value -min)/(max-min);}float lerp(float norm,floatmin,floatmax){return(max-min)* norm +min;}floatmap(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,floatmin,floatmax){return(value -min)/(max-min);}float lerp(float norm,floatmin,floatmax){return(max-min)* norm +min;}floatmap(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。
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同时我们也可以有手机版的
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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

总结:

通过短短的10秒,您就可以创造出一颗温馨的虚拟圣诞树,点燃节日的氛围,传递欢乐和祝福。不仅是一种创意的表达,更是在忙碌的生活中寻找小确幸的方式之一。让我们在节日的日子里,用创意和想象力,为自己和身边的人创造出温暖的圣诞氛围,共同庆祝这个美好的时刻。
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标签: css html 前端

本文转载自: https://blog.csdn.net/m0_66106755/article/details/128341093
版权归原作者 老虎也淘气 所有, 如有侵权,请联系我们删除。

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