某音上很火的圣诞树分享

这篇具有很好参考价值的文章主要介绍了某音上很火的圣诞树分享。希望对大家有所帮助。如果存在错误或未考虑完全的地方,请大家不吝赐教,您也可以点击"举报违法"按钮提交疑问。

前些天发现了一个巨牛的人工智能学习网站,通俗易懂,风趣幽默,忍不住分享一下给大家。点击跳转到网站。

效果截图(这里不给动态了,某音到处都是了):
某音上很火的圣诞树分享,CSS,css,前端,javascript,html
源代码:文章来源地址https://www.toymoban.com/news/detail-755472.html

<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">Select Music</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">OR</li>
    <li>
      <input type="file" id="upload" hidden />
      <label for="upload">Upload File</label>
    </li>
  </ul>
</div>
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">Please Wait...</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">Please Wait...</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
  );
}

* {
  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;
}

到了这里,关于某音上很火的圣诞树分享的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处: 如若内容造成侵权/违法违规/事实不符,请点击违法举报进行投诉反馈,一经查实,立即删除!

领支付宝红包 赞助服务器费用

相关文章

  • 【含源码】两种不同风格的圣诞树代码合集,其中还有可以改名字的圣诞树代码

    提示:文章写完后,目录可以自动生成,如何生成可参考右边的帮助文档 文章目录 前言 一年一度的圣诞节马上就要到了,看到好多程序员小伙伴已经开始炫耀自己制作的圣诞树了。今天就跟大家分享2种不同风格的圣诞树,附上完整代码,拿来即用可以按照自己的喜好来去运

    2024年02月02日
    浏览(47)
  • Python 圣诞树代码

    1.本章将会讲解Python编程 实现圣诞树效果! 2.圣诞节介绍 基督教纪念耶稣诞生的重要节日。亦称耶稣圣诞节、主降生节,天主教亦称耶稣圣诞瞻礼。耶稣诞生的日期,《圣经》并无记载。公元336年罗马教会开始在12月25日过此节。12月25日原是罗马帝国规定的太阳神诞辰。有人

    2024年02月03日
    浏览(66)
  • Python圣诞树代码

    2024年02月04日
    浏览(53)
  • 【AE圣诞树代码】

    首发网站 天风的人工智能小站 1、圣诞树代码第一种 2、圣诞树代码第二种 3、修改记事本后缀为html 4、点击文件查看效果

    2024年02月04日
    浏览(55)
  • 打印圣诞树

    今天遇到一个不算特别变态的题目,可是却往错误的方向思考了有一会儿。 这是这个题目的链接:[打印圣诞树](圣诞树_牛客题霸_牛客网 (nowcoder.com)) 题目大致意思是,给定一个高度,打印出圣诞树。 效果图类似以下这种: 首先我把每片叶子看作是 5X3的矩形 ,空白看作是

    2023年04月12日
    浏览(58)
  • 圣诞树(动态效果)

      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

    2024年02月04日
    浏览(44)
  • 圣诞树c语言代码

    圣诞树是一种视觉效果的程序设计模型,可以通过在控制台上使用字符和符号的不同组合来模拟出一棵带有装饰物的圣诞树的形象。以下是一个使用 C 语言实现圣诞树的简单示例代码: #include stdio.h int main(void) { printf(\\\" *n\\\"); printf(\\\" ***n\\\"); printf(\\\" *****n\\\"); printf(\\\" *******n\\\"); printf

    2024年02月04日
    浏览(84)
  • 用Python画圣诞树

    我们的目标是将代码和素材全部隐藏起来,只需要双击一下鼠标就能自动带着BGM开始画圣诞树。 (这是电脑桌面上的一个文件,只需要双击一下,代码就会在后台自动运行了) (一秒后,就会看到弹出界面开始画圣诞树了,并且自动播放背景音乐哦) (再然后,就能看到画

    2023年04月18日
    浏览(55)
  • python圣诞树代码编程

    以下是一个简单的Python圣诞树代码: def draw_tree(height):     for i in range(height):         print(\\\' \\\' * (height - i - 1) + \\\'*\\\' * (2 * i + 1))     print(\\\' \\\' * (height - 1) + \\\'|\\\') draw_tree(10) 这个函数会绘制一个等腰三角形,其中每一行的星号数量从1开始,每次递增2,空格数量则相反,从等腰三

    2024年02月05日
    浏览(65)
  • 圣诞树视频代码HTML

    如有侵权,与本人联系 通过更改文件名称使网页显示不同的视频 效果图片 文章最后记得点赞哦(●ˇ∀ˇ●)

    2024年02月04日
    浏览(51)

觉得文章有用就打赏一下文章作者

支付宝扫一扫打赏

博客赞助

微信扫一扫打赏

请作者喝杯咖啡吧~博客赞助

支付宝扫一扫领取红包,优惠每天领

二维码1

领取红包

二维码2

领红包