不管你学没学过编程,只要有电脑都可以完成。\n\n\n\n\n 可以选择自己喜欢的歌曲播放\n 视频中的圣诞树可以闪烁\n 源码复制即可使用\n\u003C!DOCTYPE html>\n\u003Chtml lang=\"en\" >\n \n\u003Chead>\n \u003Cmeta charset=\"UTF-8\">\n \n \u003Ctitle>Musical Christmas Lights\u003C/title>\n \n \u003Clink rel=\"stylesheet\" href=\"https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css\">\n \n \u003Cstyle>\n * {\n box-sizing: border-box;\n }\n \n body {\n margin: 0;\n height: 100vh;\n overflow: hidden;\n display: flex;\n align-items: center;\n justify-content: center;\n background: #161616;\n color: #c5a880;\n font-family: sans-serif;\n }\n \n label {\n display: inline-block;\n background-color: #161616;\n padding: 16px;\n border-radius: 0.3rem;\n cursor: pointer;\n margin-top: 1rem;\n width: 300px;\n border-radius: 10px;\n border: 1px solid #c5a880;\n text-align: center;\n }\n \n ul {\n list-style-type: none;\n padding: 0;\n margin: 0;\n }\n \n .btn {\n background-color: #161616;\n border-radius: 10px;\n color: #c5a880;\n border: 1px solid #c5a880;\n padding: 16px;\n width: 300px;\n margin-bottom: 16px;\n line-height: 1.5;\n cursor: pointer;\n }\n .separator {\n font-weight: bold;\n text-align: center;\n width: 300px;\n margin: 16px 0px;\n color: #a07676;\n }\n \n .title {\n color: #a07676;\n font-weight: bold;\n font-size: 1.25rem;\n margin-bottom: 16px;\n }\n \n .text-loading {\n font-size: 2rem;\n }\n \u003C/style>\n \n \u003Cscript>\n window.console = window.console || function(t) {};\n \u003C/script>\n \n \n \n \u003Cscript>\n if (document.location.search.match(/type=embed/gi)) {\n window.parent.postMessage(\"resize\", \"*\");\n }\n \u003C/script>\n \n \n\u003C/head>\n \n\u003Cbody translate=\"no\" >\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js\">\u003C/script>\n \u003Cscript src=\"https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js\">\u003C/script>\n \n \u003Cdiv id=\"overlay\">\n \u003Cul>\n \u003Cli class=\"title\">请选择音乐\u003C/li>\n \u003Cli>\n \u003Cbutton class=\"btn\" id=\"btnA\" type=\"button\">\n Snowflakes Falling Down by Simon Panrucker\n \u003C/button>\n \u003C/li>\n \u003Cli>\u003Cbutton class=\"btn\" id=\"btnB\" type=\"button\">This Christmas by Dott\u003C/button>\u003C/li>\n \u003Cli>\u003Cbutton class=\"btn\" id=\"btnC\" type=\"button\">No room at the inn by TRG Banks\u003C/button>\u003C/li>\n \u003Cli>\u003Cbutton class=\"btn\" id=\"btnD\" type=\"button\">Jingle Bell Swing by Mark Smeby\u003C/button>\u003C/li>\n \u003Cli class=\"separator\">或者\u003C/li>\n \u003Cli>\n \u003Cinput type=\"file\" id=\"upload\" hidden />\n \u003Clabel for=\"upload\">file\u003C/label>\n \u003C/li>\n \u003C/ul>\n \u003C/div>\n \n \u003Cscript id=\"rendered-js\" >\n const { PI, sin, cos } = Math;\n const TAU = 2 * PI;\n \n const map = (value, sMin, sMax, dMin, dMax) => {\n return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);\n };\n \n const range = (n, m = 0) =>\n Array(n).\n fill(m).\n map((i, j) => i + j);\n \n const rand = (max, min = 0) => min + Math.random() * (max - min);\n const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));\n const randChoise = arr => arr[randInt(arr.length)];\n const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];\n \n let scene, camera, renderer, analyser;\n let step = 0;\n const uniforms = {\n time: { type: \"f\", value: 0.0 },\n step: { type: \"f\", value: 0.0 } };\n \n const params = {\n exposure: 1,\n bloomStrength: 0.9,\n bloomThreshold: 0,\n bloomRadius: 0.5 };\n \n let composer;\n \n const fftSize = 2048;\n const totalPoints = 4000;\n \n const listener = new THREE.AudioListener();\n \n const audio = new THREE.Audio(listener);\n \n document.querySelector(\"input\").addEventListener(\"change\", uploadAudio, false);\n \n const buttons = document.querySelectorAll(\".btn\");\n buttons.forEach((button, index) =>\n button.addEventListener(\"click\", () => loadAudio(index)));\n \n \n function init() {\n const overlay = document.getElementById(\"overlay\");\n overlay.remove();\n \n scene = new THREE.Scene();\n renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setPixelRatio(window.devicePixelRatio);\n renderer.setSize(window.innerWidth, window.innerHeight);\n document.body.appendChild(renderer.domElement);\n \n camera = new THREE.PerspectiveCamera(\n 60,\n window.innerWidth / window.innerHeight,\n 1,\n 1000);\n \n camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);\n camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);\n \n const format = renderer.capabilities.isWebGL2 ?\n THREE.RedFormat :\n THREE.LuminanceFormat;\n \n uniforms.tAudioData = {\n value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format) };\n \n \n addPlane(scene, uniforms, 3000);\n addSnow(scene, uniforms);\n \n range(10).map(i => {\n addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);\n addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);\n });\n \n const renderScene = new THREE.RenderPass(scene, camera);\n \n const bloomPass = new THREE.UnrealBloomPass(\n new THREE.Vector2(window.innerWidth, window.innerHeight),\n 1.5,\n 0.4,\n 0.85);\n \n bloomPass.threshold = params.bloomThreshold;\n bloomPass.strength = params.bloomStrength;\n bloomPass.radius = params.bloomRadius;\n \n composer = new THREE.EffectComposer(renderer);\n composer.addPass(renderScene);\n composer.addPass(bloomPass);\n \n addListners(camera, renderer, composer);\n animate();\n }\n \n function animate(time) {\n analyser.getFrequencyData();\n uniforms.tAudioData.value.needsUpdate = true;\n step = (step + 1) % 1000;\n uniforms.time.value = time;\n uniforms.step.value = step;\n composer.render();\n requestAnimationFrame(animate);\n }\n \n function loadAudio(i) {\n document.getElementById(\"overlay\").innerHTML =\n '\u003Cdiv class=\"text-loading\">等一下哈 马上来啦...\u003C/div>';\n const files = [\n \"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3\",\n \"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3\",\n \"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3\",\n \"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3\"];\n \n const file = files[i];\n \n const loader = new THREE.AudioLoader();\n loader.load(file, function (buffer) {\n audio.setBuffer(buffer);\n audio.play();\n analyser = new THREE.AudioAnalyser(audio, fftSize);\n init();\n });\n \n \n \n \n }\n \n \n function uploadAudio(event) {\n document.getElementById(\"overlay\").innerHTML =\n '\u003Cdiv class=\"text-loading\">等一下哈 马上来啦...\u003C/div>';\n const files = event.target.files;\n const reader = new FileReader();\n \n reader.onload = function (file) {\n var arrayBuffer = file.target.result;\n \n listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {\n audio.setBuffer(audioBuffer);\n audio.play();\n analyser = new THREE.AudioAnalyser(audio, fftSize);\n init();\n });\n };\n \n reader.readAsArrayBuffer(files[0]);\n }\n \n function addTree(scene, uniforms, totalPoints, treePosition) {\n const vertexShader = `\n attribute float mIndex;\n varying vec3 vColor;\n varying float opacity;\n uniform sampler2D tAudioData;\n float norm(float value, float min, float max ){\n return (value - min) / (max - min);\n }\n float lerp(float norm, float min, float max){\n return (max - min) * norm + min;\n }\n float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){\n return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);\n }\n void main() {\n vColor = color;\n vec3 p = position;\n vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );\n float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;\n float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );\n float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);\n opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);\n gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );\n gl_Position = projectionMatrix * mvPosition;\n }\n `;\n const fragmentShader = `\n varying vec3 vColor;\n varying float opacity;\n uniform sampler2D pointTexture;\n void main() {\n gl_FragColor = vec4( vColor, opacity );\n gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); \n }\n `;\n const shaderMaterial = new THREE.ShaderMaterial({\n uniforms: {\n ...uniforms,\n pointTexture: {\n value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },\n \n \n vertexShader,\n fragmentShader,\n blending: THREE.AdditiveBlending,\n depthTest: false,\n transparent: true,\n vertexColors: true });\n \n \n const geometry = new THREE.BufferGeometry();\n const positions = [];\n const colors = [];\n const sizes = [];\n const phases = [];\n const mIndexs = [];\n \n const color = new THREE.Color();\n \n for (let i = 0; i \u003C totalPoints; i++) {\n const t = Math.random();\n const y = map(t, 0, 1, -8, 10);\n const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);\n const [z, x] = polar(ang, map(t, 0, 1, 5, 0));\n \n const modifier = map(t, 0, 1, 1, 0);\n positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));\n positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));\n positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));\n \n color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);\n \n colors.push(color.r, color.g, color.b);\n phases.push(rand(1000));\n sizes.push(1);\n const mIndex = map(i, 0, totalPoints, 1.0, 0.0);\n mIndexs.push(mIndex);\n }\n \n geometry.setAttribute(\n \"position\",\n new THREE.Float32BufferAttribute(positions, 3).setUsage(\n THREE.DynamicDrawUsage));\n \n \n geometry.setAttribute(\"color\", new THREE.Float32BufferAttribute(colors, 3));\n geometry.setAttribute(\"size\", new THREE.Float32BufferAttribute(sizes, 1));\n geometry.setAttribute(\"phase\", new THREE.Float32BufferAttribute(phases, 1));\n geometry.setAttribute(\"mIndex\", new THREE.Float32BufferAttribute(mIndexs, 1));\n \n const tree = new THREE.Points(geometry, shaderMaterial);\n \n const [px, py, pz] = treePosition;\n \n tree.position.x = px;\n tree.position.y = py;\n tree.position.z = pz;\n \n scene.add(tree);\n }\n \n function addSnow(scene, uniforms) {\n const vertexShader = `\n attribute float size;\n attribute float phase;\n attribute float phaseSecondary;\n varying vec3 vColor;\n varying float opacity;\n uniform float time;\n uniform float step;\n float norm(float value, float min, float max ){\n return (value - min) / (max - min);\n }\n float lerp(float norm, float min, float max){\n return (max - min) * norm + min;\n }\n float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){\n return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);\n }\n void main() {\n float t = time* 0.0006;\n vColor = color;\n vec3 p = position;\n p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);\n p.x += sin(t+phase);\n p.z += sin(t+phaseSecondary);\n opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );\n gl_PointSize = size * ( 100.0 / -mvPosition.z );\n gl_Position = projectionMatrix * mvPosition;\n }\n `;\n \n const fragmentShader = `\n uniform sampler2D pointTexture;\n varying vec3 vColor;\n varying float opacity;\n void main() {\n gl_FragColor = vec4( vColor, opacity );\n gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); \n }\n `;\n function createSnowSet(sprite) {\n const totalPoints = 300;\n const shaderMaterial = new THREE.ShaderMaterial({\n uniforms: {\n ...uniforms,\n pointTexture: {\n value: new THREE.TextureLoader().load(sprite) } },\n \n \n
制作圣诞树
最新推荐文章于 2025-06-12 10:26:11 发布