HTML制作圣诞树,小白都会使用的教程。

前端 0

 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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