系列文章
序号 | 目录 |
1 | HTML满屏跳动的爱心(可写字) |
2 | HTML五彩缤纷的爱心 |
3 | HTML满屏漂浮爱心 |
4 | HTML情人节快乐 |
5 | HTML蓝色爱心射线 |
6 | HTML跳动的爱心(简易版) |
7 | HTML粒子爱心 |
8 | HTML蓝色动态爱心 |
9 | HTML跳动的爱心(双心版) |
10 | HTML橙色动态粒子爱心 |
11 | HTML旋转爱心 |
12 | HTML爱情树 |
13 | HTML3D相册 |
14 | HTML旋转相册 |
15 | HTML基础烟花秀 |
16 | HTML炫酷烟花秀 |
17 | HTML粉色烟花秀 |
18 | HTML新春烟花 |
19 | HTML龙年大吉 |
20 | HTML音乐圣诞树 |
21 | HTML大雪纷飞 |
22 | HTML想见你 |
23 | HTML元素周期表 |
24 | HTML飞舞的花瓣 |
25 | HTML星空特效 |
26 | HTML黑客帝国字母雨 |
27 | HTML哆啦A梦 |
28 | HTML流星雨 |
29 | HTML沙漏爱心 |
30 | HTML爱心字母雨 |
31 | HTML爱心流星雨 |
32 | HTML生日蛋糕 |
33 | HTML3D旋转相册 |
34 | HTML流光爱心 |
35 | HTML满屏飘字 |
36 | HTML飞舞爱心 |
37 | HTML雪花圣诞树 |
写在前面
HTML语言实现礼物圣诞树的完整代码。
HTML语言
HTML语言(Hypertext Markup Language)是一种用于创建网页的标记语言。它使用标记来描述网页的结构和内容,并定义了网页中的各种元素和布局。
HTML语言由一系列标签组成,每个标签都用尖括号包围,例如:`<tag>content</tag>`。标签用于定义网页中的各种元素,如标题、段落、列表、链接等。
HTML语言的标签主要分为两类:块级元素和内联元素。块级元素占据一整行,例如段落标签`<p>`、标题标签`<h1>`等,它们可以包含其他块级元素或内联元素。内联元素只占据一定的空间,例如加粗标签`<b>`、链接标签`<a>`等,它们不能包含块级元素。
除了标签,HTML语言还有属性。属性用于为标签提供附加信息,如链接的目标网址、图片的地址、元素的样式等。属性通常在标签的开始标签中进行定义,例如:`<tag attribute="value">content</tag>`。
HTML语言的结构主要由`<!DOCTYPE>`声明、`<html>`元素、`<head>`元素和`<body>`元素组成。`<!DOCTYPE>`声明用于指定HTML版本,`<html>`元素是HTML文档的根元素,`<head>`元素用于定义文档的元信息,如标题、样式和脚本等,`<body>`元素包含网页的实际内容。
在HTML语言中,可以通过嵌套标签、引用外部样式表和脚本、使用CSS语言定义样式、使用JavaScript语言添加交互功能等来实现丰富的网页效果和功能。
HTML语言是一种简单易学的标记语言,几乎所有的网页都是使用HTML语言来创建的。它被广泛应用于互联网和Web开发领域,是构建网页和浏览器显示内容的基础。随着技术的进步,HTML语言不断更新和发展,目前最新的版本是HTML5,它提供了更多的新特性和改进,如多媒体支持、本地存储、Canvas绘图等。
总的来说,HTML语言是一种用于创建网页的标记语言,通过标签和属性来描述网页的结构和内容。它是构建网页和Web应用的基础,广泛应用于互联网和Web开发领域,是学习Web开发的重要基础知识。
完整代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>圣诞快乐</title>
<style>
<script>
THREE.EffectComposer = function ( renderer, renderTarget ) {
this.renderer = renderer;
if ( renderTarget === undefined ) {
var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false
};
var size = renderer.getSize( new THREE.Vector2() );
this._pixelRatio = renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = new THREE.WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );
renderTarget.texture.name = 'EffectComposer.rt1';
} else {
this._pixelRatio = 1;
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = [];
// dependencies
if ( THREE.CopyShader === undefined ) {
console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
}
if ( THREE.ShaderPass === undefined ) {
console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
}
this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
this.clock = new THREE.Clock();
};
Object.assign( THREE.EffectComposer.prototype, {
swapBuffers: function () {
var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
},
addPass: function ( pass ) {
this.passes.push( pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
},
insertPass: function ( pass, index ) {
this.passes.splice( index, 0, pass );
},
isLastEnabledPass: function ( passIndex ) {
for ( var i = passIndex + 1; i < this.passes.length; i ++ ) {
if ( this.passes[ i ].enabled ) {
return false;
}
}
return true;
},
render: function ( deltaTime ) {
// deltaTime value is in seconds
if ( deltaTime === undefined ) {
deltaTime = this.clock.getDelta();
}
var currentRenderTarget = this.renderer.getRenderTarget();
var maskActive = false;
var pass, i, il = this.passes.length;
for ( i = 0; i < il; i ++ ) {
pass = this.passes[ i ];
if ( pass.enabled === false ) continue;
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
var context = this.renderer.getContext();
var stencil = this.renderer.state.buffers.stencil;
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( THREE.MaskPass !== undefined ) {
if ( pass instanceof THREE.MaskPass ) {
maskActive = true;
} else if ( pass instanceof THREE.ClearMaskPass ) {
maskActive = false;
}
}
}
this.renderer.setRenderTarget( currentRenderTarget );
},
reset: function ( renderTarget ) {
if ( renderTarget === undefined ) {
var size = this.renderer.getSize( new THREE.Vector2() );
this._pixelRatio = this.renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = this.renderTarget1.clone();
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
},
setSize: function ( width, height ) {
this._width = width;
this._height = height;
var effectiveWidth = this._width * this._pixelRatio;
var effectiveHeight = this._height * this._pixelRatio;
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
for ( var i = 0; i < this.passes.length; i ++ ) {
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
}
},
setPixelRatio: function ( pixelRatio ) {
this._pixelRatio = pixelRatio;
this.setSize( this._width, this._height );
}
} );
THREE.Pass = function () {
// if set to true, the pass is processed by the composer
this.enabled = true;
// if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true;
// if set to true, the pass clears its buffer before rendering
this.clear = false;
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false;
};
Object.assign( THREE.Pass.prototype, {
setSize: function ( /* width, height */ ) {},
render: function ( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
} );
// Helper for passes that need to fill the viewport with a single quad.
THREE.Pass.FullScreenQuad = ( function () {
var camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
var FullScreenQuad = function ( material ) {
this._mesh = new THREE.Mesh( geometry, material );
};
Object.defineProperty( FullScreenQuad.prototype, 'material', {
get: function () {
return this._mesh.material;
},
set: function ( value ) {
this._mesh.material = value;
}
} );
Object.assign( FullScreenQuad.prototype, {
dispose: function () {
this._mesh.geometry.dispose();
},
render: function ( renderer ) {
renderer.render( this._mesh, camera );
}
} );
return FullScreenQuad;
} )();
</script>
<script>
THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
THREE.Pass.call( this );
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
this.clear = true;
this.clearDepth = false;
this.needsSwap = false;
};
THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.RenderPass,
render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
var oldClearColor, oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== undefined ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor ) {
oldClearColor = renderer.getClearColor().getHex();
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearColor( this.clearColor, this.clearAlpha );
}
if ( this.clearDepth ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
renderer.render( this.scene, this.camera );
if ( this.clearColor ) {
renderer.setClearColor( oldClearColor, oldClearAlpha );
}
if ( this.overrideMaterial !== undefined ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
} );
</script>
<script>/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.ShaderPass = function ( shader, textureID ) {
THREE.Pass.call( this );
this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
if ( shader instanceof THREE.ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.material = new THREE.ShaderMaterial( {
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
};
THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.ShaderPass,
render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.fsQuad.material = this.material;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
} );
</script>
<script>/**
* @author alteredq / http://alteredqualia.com/
*
* Full-screen textured quad shader
*/
THREE.CopyShader = {
uniforms: {
"tDiffuse": { value: null },
"opacity": { value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform float opacity;",
"uniform sampler2D tDiffuse;",
"varying vec2 vUv;",
"void main() {",
" vec4 texel = texture2D( tDiffuse, vUv );",
" gl_FragColor = opacity * texel;",
"}"
].join( "\n" )
};
</script>
<script>
THREE.LuminosityHighPassShader = {
shaderID: "luminosityHighPass",
uniforms: {
"tDiffuse": { value: null },
"luminosityThreshold": { value: 1.0 },
"smoothWidth": { value: 1.0 },
"defaultColor": { value: new THREE.Color( 0x000000 ) },
"defaultOpacity": { value: 0.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform vec3 defaultColor;",
"uniform float defaultOpacity;",
"uniform float luminosityThreshold;",
"uniform float smoothWidth;",
"varying vec2 vUv;",
"void main() {",
" vec4 texel = texture2D( tDiffuse, vUv );",
" vec3 luma = vec3( 0.299, 0.587, 0.114 );",
" float v = dot( texel.xyz, luma );",
" vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
" float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
" gl_FragColor = mix( outputColor, texel, alpha );",
"}"
].join( "\n" )
};
</script>
<script>
/**
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
* mip map chain of bloom textures and blurs them with different radii. Because
* of the weighted combination of mips, and because larger blurs are done on
* higher mips, this effect provides good quality and performance.
*
* Reference:
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
THREE.Pass.call( this );
this.strength = ( strength !== undefined ) ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
// create color only once here, reuse it later inside the render function
this.clearColor = new THREE.Color( 0, 0, 0 );
// render targets
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
var resx = Math.round( this.resolution.x / 2 );
var resy = Math.round( this.resolution.y / 2 );
this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
this.renderTargetBright.texture.generateMipmaps = false;
for ( var i = 0; i < this.nMips; i ++ ) {
var renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars );
renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
renderTargetHorizonal.texture.generateMipmaps = false;
this.renderTargetsHorizontal.push( renderTargetHorizonal );
var renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars );
renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
renderTargetVertical.texture.generateMipmaps = false;
this.renderTargetsVertical.push( renderTargetVertical );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// luminosity high pass material
if ( THREE.LuminosityHighPassShader === undefined )
console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
var highPassShader = THREE.LuminosityHighPassShader;
this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
this.highPassUniforms[ "smoothWidth" ].value = 0.01;
this.materialHighPassFilter = new THREE.ShaderMaterial( {
uniforms: this.highPassUniforms,
vertexShader: highPassShader.vertexShader,
fragmentShader: highPassShader.fragmentShader,
defines: {}
} );
// Gaussian Blur Materials
this.separableBlurMaterials = [];
var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
var resx = Math.round( this.resolution.x / 2 );
var resy = Math.round( this.resolution.y / 2 );
for ( var i = 0; i < this.nMips; i ++ ) {
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// Composite material
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture;
this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture;
this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture;
this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture;
this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture;
this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength;
this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1;
this.compositeMaterial.needsUpdate = true;
var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors;
this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ),
new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
// copy material
if ( THREE.CopyShader === undefined ) {
console.error( "THREE.UnrealBloomPass relies on THREE.CopyShader" );
}
var copyShader = THREE.CopyShader;
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
this.copyUniforms[ "opacity" ].value = 1.0;
this.materialCopy = new THREE.ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
} );
this.enabled = true;
this.needsSwap = false;
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
this.basic = new THREE.MeshBasicMaterial();
this.fsQuad = new THREE.Pass.FullScreenQuad( null );
};
THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.UnrealBloomPass,
dispose: function () {
for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
this.renderTargetsHorizontal[ i ].dispose();
}
for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
this.renderTargetsVertical[ i ].dispose();
}
this.renderTargetBright.dispose();
},
setSize: function ( width, height ) {
var resx = Math.round( width / 2 );
var resy = Math.round( height / 2 );
this.renderTargetBright.setSize( resx, resy );
for ( var i = 0; i < this.nMips; i ++ ) {
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
this.renderTargetsVertical[ i ].setSize( resx, resy );
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
},
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( this.clearColor, 0 );
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
// Render input to screen
if ( this.renderToScreen ) {
this.fsQuad.material = this.basic;
this.basic.map = readBuffer.texture;
renderer.setRenderTarget( null );
renderer.clear();
this.fsQuad.render( renderer );
}
// 1. Extract Bright Areas
this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
this.fsQuad.material = this.materialHighPassFilter;
renderer.setRenderTarget( this.renderTargetBright );
renderer.clear();
this.fsQuad.render( renderer );
// 2. Blur All the mips progressively
var inputRenderTarget = this.renderTargetBright;
for ( var i = 0; i < this.nMips; i ++ ) {
this.fsQuad.material = this.separableBlurMaterials[ i ];
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
inputRenderTarget = this.renderTargetsVertical[ i ];
}
// Composite All the mips
this.fsQuad.material = this.compositeMaterial;
this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength;
this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius;
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
renderer.clear();
this.fsQuad.render( renderer );
// Blend it additively over the input texture
this.fsQuad.material = this.materialCopy;
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( readBuffer );
this.fsQuad.render( renderer );
}
// Restore renderer settings
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
renderer.autoClear = oldAutoClear;
},
getSeperableBlurMaterial: function ( kernelRadius ) {
return new THREE.ShaderMaterial( {
defines: {
"KERNEL_RADIUS": kernelRadius,
"SIGMA": kernelRadius
},
uniforms: {
"colorTexture": { value: null },
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"#include <common>\
varying vec2 vUv;\n\
uniform sampler2D colorTexture;\n\
uniform vec2 texSize;\
uniform vec2 direction;\
\
float gaussianPdf(in float x, in float sigma) {\
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
}\
void main() {\n\
vec2 invSize = 1.0 / texSize;\
float fSigma = float(SIGMA);\
float weightSum = gaussianPdf(0.0, fSigma);\
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
float x = float(i);\
float w = gaussianPdf(x, fSigma);\
vec2 uvOffset = direction * invSize * x;\
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
diffuseSum += (sample1 + sample2) * w;\
weightSum += 2.0 * w;\
}\
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
}"
} );
},
getCompositeMaterial: function ( nMips ) {
return new THREE.ShaderMaterial( {
defines: {
"NUM_MIPS": nMips
},
uniforms: {
"blurTexture1": { value: null },
"blurTexture2": { value: null },
"blurTexture3": { value: null },
"blurTexture4": { value: null },
"blurTexture5": { value: null },
"dirtTexture": { value: null },
"bloomStrength": { value: 1.0 },
"bloomFactors": { value: null },
"bloomTintColors": { value: null },
"bloomRadius": { value: 0.0 }
},
vertexShader:
"varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader:
"varying vec2 vUv;\
uniform sampler2D blurTexture1;\
uniform sampler2D blurTexture2;\
uniform sampler2D blurTexture3;\
uniform sampler2D blurTexture4;\
uniform sampler2D blurTexture5;\
uniform sampler2D dirtTexture;\
uniform float bloomStrength;\
uniform float bloomRadius;\
uniform float bloomFactors[NUM_MIPS];\
uniform vec3 bloomTintColors[NUM_MIPS];\
\
float lerpBloomFactor(const in float factor) { \
float mirrorFactor = 1.2 - factor;\
return mix(factor, mirrorFactor, bloomRadius);\
}\
\
void main() {\
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
}"
} );
}
} );
THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
</script>
<div id="overlay">
<ul>
<li class="title">To 萌萌:</li>
<li>
<button class="btn" id="btnA" type="button">
<!-- Merry Christmas -->
🎁
</button>
</li>
<!-- <li class="separator">或者</li>
<li>
<input type="file" id="upload" hidden />
<label for="upload">Upload File</label>
</li> -->
</ul>
</div>
<div id="labels"></div>
<script id="rendered-js">
const my_labels = [
"圣诞快乐!",
"Merry Christmas!",
];
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))
);
// loadAudio(0);
function init() {
const overlay = document.getElementById("overlay");
overlay.remove();
const labels = document.getElementById("labels");
for (let i = 0; i < my_labels.length; i++) {
setTimeout(() => {
labels.className = "hide";
labels.innerHTML = my_labels[i];
labels.className = "show";
}, 2000 * i);
}
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">Merry Christmas ...</div>';
const files = [
//"http://music.163.com/song/media/outer/url?id=448704788.mp3", // ! 音乐资源获取
// 修改下面这个链接
//"http://m10.music.126.net/20231210135814/b2ca7948cdbf1e3be2513d0a82c4bb92/ymusic/3bc8/7ba8/8643/56e188fb5a29b25ce695510164a28331.mp3",
//"https://music.163.com/outchain/player?type=2&id=1824020871",
//"这里填你自己的音乐链接",
// 海外用户使用下面这个音乐平台
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
];
const file = files[i];
const loader = new THREE.AudioLoader();
loader.load(file, function (buffer) {
console.log(buffer)
audio.setBuffer(buffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
function getJSON(url) {
return new Promise(function(resolve, reject) {
var xhr = new XMLHttpRequest();
xhr.open('get', url, true);
// xhr.responseType = 'json';
console.log(xhr)
xhr.onloadstart = function() {
console.log(xhr);
}
xhr.onload = function() {
console.log(xhr);
var status = xhr.status;
if (status == 200) {
resolve(xhr.responseURL);
} else {
reject(status);
}
};
xhr.send();
});
}
function requestListData(url) {
getJSON(url).then(function(data) {
const loader = new THREE.AudioLoader();
loader.load(data, function (buffer) {
console.log(buffer)
audio.setBuffer(buffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
}, function(status) { //error detection....
alert('Something went wrong.');
});
}
}
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>
写在后面
我是一只有趣的兔子,感谢你的喜欢!