【10秒在圣诞节做出温馨的圣诞树】

2024-01-30 14:41:22 浏览数 (1)

前言:

在这个喜庆的季节里,我们常常迎来一年中最温馨、充满爱的时刻——圣诞节。而作为庆祝活动的一部分,制作一棵温馨的圣诞树是无可否认的传统之一。或许你正忙碌于各种准备工作,但是,想象一下在短短十秒内,你可以在家中打造一棵美轮美奂的圣诞树,为你的家营造出浓厚的节日氛围。本文将为你揭示一项轻松而有趣的技巧,使你在圣诞季节里即刻拥有一颗独一无二的圣诞树。

圣诞节马上就要到了,今天给你们分享一些圣诞树的制作,快来一起学习,送给别人祝福吧!

圣诞节,是一年中最令人期待的节日之一。无论是在家庭中还是办公场所,一颗温馨的圣诞树都能为节日增添欢乐氛围。而现在,您只需花费短短的10秒,就能创造出一颗美丽的虚拟圣诞树,让节日的喜庆感在眨眼间点燃。

温馨提示:此作品不是图片哦,打开有惊喜! 现在源码如下:

代码语言:javascript复制
<!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">正在下载音乐,请稍等...</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">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>

同时我们也可以有手机版的

这里直接给大家附上链接 http://1.13.8.246:8081/Christmas/Christmas.html 有兴趣的快去试试吧

分享经验教训:

选择适当的编程语言:

在选择编程语言时,考虑到圣诞树项目的简单性,Python是一个很好的选择。其简洁的语法和强大的生态系统使得创建基础图形界面变得相对容易。使用Python的Tkinter库可以帮助你快速实现简单的用户界面。

了解绘图库和工具:

使用Tkinter等图形库,你可以轻松创建基本的图形界面,并在其中绘制圣诞树的形状。掌握这些库的基础知识是确保你的项目顺利进行的关键。

处理动画和装饰效果:

如果你想为你的圣诞树添加动画或特殊效果,Pygame库是一个不错的选择,它可以用于制作简单的游戏和动画。通过了解Pygame的基本用法,你可以使圣诞树在屏幕上生动起来。

调试和优化代码:

在编写代码的过程中,可能会遇到各种错误和性能问题。学会使用调试工具,例如Python的pdb或JavaScript的开发者工具,能够帮助你快速定位和修复问题。此外,了解一些基本的性能优化技巧,确保你的代码能够高效运行。

鼓励实验和创新:

在代码制作圣诞树的过程中,鼓励实验新的特性和创新。尝试使用不同的颜色、动画效果或者交互元素,以使你的项目更加有趣。分享你的实验过程和取得的成果,激发读者的创造力。

总结:

在这个快节奏的现代生活中,我们时常忽略了体验温暖和喜悦的机会。但在短短的十秒内,你可以为自己和家人带来一份特殊的惊喜,制作一颗快速而温馨的圣诞树。这不仅是一项手工艺,更是一份独特的心意,为你的家庭增添一份特殊的欢乐。让我们在这个圣诞季节里,用创意和简单的快乐点缀我们的生活,一起创造一些美好的回忆。

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