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圣诞树(动态效果)

时间:2024-04-06 07:55:38 来源:网络cs 作者:纳雷武 栏目:卖家故事 阅读:

标签: 效果  动态  圣诞树 
阅读本书更多章节>>>>

一、运行效果

 

二、制作方法 

1.复制代码到Dreamweaver或HBuilder或vscode中

2.点击运行---运行到浏览器---选择你要打开的浏览器

3.打开后会出现这个界面,前四个是固定音乐,最后一个是自主选择的音乐,你可以选择你电脑上的歌曲,什么歌曲都行(第一次打开可能会有点慢,稍等片刻即可,选择音乐的时候点一下没反应的话多点几下即可,第一次打开这属于正常现象)

 

4.特别提醒:打开的时候电脑一定要处于联网状态
 

三、源代码

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

 

阅读本书更多章节>>>>

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