【HTML】动态闪烁圣诞树+雪花+音效

ops/2024/12/25 14:58:52/

效果展示(https://i-blog.csdnimg.cn/direct/19f777ecf33e434b9e36d419c522b004.png)

在这里插入图片描述

使用方法:

1、桌面新建文本文档.txt
2、下述代码复制至文本文档中
在这里插入图片描述
3、修改t后缀txt修改为html
在这里插入图片描述

4、双击点开

完整代码自取

<!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/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">等一下哈 马上来啦...</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">等一下哈 马上来啦...</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>

http://www.ppmy.cn/ops/144871.html

相关文章

无人设备遥控器之定向天线篇

一、定义与功能 定向天线&#xff0c;顾名思义&#xff0c;是通过改变天线的辐射方向&#xff0c;实现信号发射、接收和增强的天线。它可以让信号以更高的功率、更远的距离传输到指定区域&#xff0c;同时也能够降低与周围天线之间的干扰。在无人设备遥控器中&#xff0c;定向天…

Linux Shell 基础教程⑧

Shell 教程 Shell 是一个用 C 语言编写的程序&#xff0c;它是用户使用 Linux 的桥梁。Shell 既是一种命令语言&#xff0c;又是一种程序设计语言。 Shell 是指一种应用程序&#xff0c;这个应用程序提供了一个界面&#xff0c;用户通过这个界面访问操作系统内核的服务。 Ke…

redis库基础知识

redis库 Redis 是一个开源的内存数据库&#xff0c;提供了丰富的方法和命令来操作和管理数据库中的数据。下面是 Redis 库中一些常用的方法的介绍&#xff1a; set(key, value): 设置指定键的值get(key): 获取指定键的值delete(key): 删除指定的键和对应的值exists(key): 判断…

CSS学习记录19

CSS文本效果 CSS text-overflow 属性规定应如何向用户呈现未显示的溢出的内容。 //裁剪 text-overflow: clip; //隐藏 text-overflow: ellipsis; CSS字换行&#xff08;Word Wrapping&#xff09; CSS word-wrap 属性使长文字能够被折断并换到下一行。 如果一个单词太长而…

CICD篇之通过Jenkins中书写pipeline构建编译打包发布流程

1. Jenkins中Pipeline作用 在 Jenkins 中使用 Pipeline 来构建、打包、编译和发布代码的流水线&#xff0c;可以帮助团队实现自动化的持续集成与持续交付&#xff08;CI/CD&#xff09;。 我们可以通过 Jenkins Pipeline 管道&#xff0c;自动化执行从代码检出、构建、测试到发…

修改采购订单BAPI学习研究-BAPI_PO_CHANGE

这里是修改采购订单BAPI&#xff0c;修改订单数量和交货日期的简单应用 文章目录 修改数量代码运行结果 修改交货日期代码运行结果 修改数量 代码 *&---------------------------------------------------------------------* *& Report Z_BAPI_PO_CHANGE *&----…

网络安全(一)主动攻击之DNS基础和ettercap实现DNS流量劫持

alittlemc&#xff0c;个人原创&#xff0c;个人理解和观点。若有错误、不理解请与我联系&#xff0c;谢谢&#xff01; 介绍了DNS的解析过程。DNS劫持的思路和实践。 DNS 域名 以为live.bilibili.com为例子&#xff0c;从后到前依次为顶级&#xff08;一级&#xff09;域名…

渗透测试学习路线

渗透测试学习之前基础&#xff1a; 计算机网络、操作系统&#xff08;对Windows、Linux操作系统熟悉&#xff0c;对常用命令了解&#xff09;、数据库、编程语言、web应用开发&#xff08;前端后端&#xff09; ⼊门级别的《Web安全渗透剖析》 进阶级别的《⽩帽⼦讲web安全》…