首页 前端知识 HTML制作圣诞树,小白都会使用的教程。

HTML制作圣诞树,小白都会使用的教程。

2024-01-31 12:01:05 前端知识 前端哥 321 406 我要收藏

 不管你学没学过编程,只要有电脑都可以完成。

  1.  可以选择自己喜欢的歌曲播放
  2.  视频中的圣诞树可以闪烁
  3.  源码复制即可使用
    <!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">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>

    使用教程:1.在桌面创建一个文本文件2. 将代码复制粘贴到里面,然后保存鼠标右击文件,选择打开方式,任意选择一个浏览器打开即可。

    最后:如果大家喜欢希望点赞收藏。祝大家圣诞节快乐!

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