大家都在画圣诞树,我们用代码敲一颗吧~圣诞树

news2024/11/19 19:35:58

前段时间发布的文章很多人问怎么操作的,今天具体说明一下:

PS:如果需要下载可以点击左下角阅读全文下载代码使用更方便

具体步骤如下:

  1. 复制下面代码在电脑里面新建一个记事本,将代码复制到新建的记事本里

  2. 保存记事本,将记事本进行重命名,将文件后缀.txt换成.html(或者.TXT换成.HTML)

  3. 注意:有些人电脑打开重命名的时候看不到后缀名需要按照如下操作进行修改

步骤1:在电脑桌面上打开你要显示文件后缀名的文件夹;

f7f64c8c1c167a729a9a9b2ba9b1c76c.png

步骤2:在打开的窗口,页面上方有【查看】,点击它;

305c030eb6c8755bd4dff1643fd99d62.png

步骤3:你可以在展开的列表里看到【文件扩展名】,这时只需要勾选这个选项,就可以显示文件的扩展名称了。

389674d06b1581652fdcfab5d94c03c8.png

方法二:更改系统显示文件后缀名

除了第一种方法,文件后缀名隐藏了,怎么打开文件扩展名?你可以试试在电脑系统里更改。

操作环境如下:

演示机型:华 硕X8AE43In-SL

系统版本:Windows 10

操作步骤如下:

步骤1:打开电脑桌面的【此电脑】,找到【查看】选项里面的【选项】,并点击;

aca32155dfff3b0719fe712291d13648.png

步骤2:再点击【查看】,并下拉找到【显示隐藏的文件、文件夹和驱动器】,勾选这个选项。点击【确定】后,就可以查看文件的扩展名称了。

a2afe1ec0fb3a96cbf5b869cd076899c.png

然后进行第二步操作即可

代码如下:

<!DOCTYPE html>
<html lang="en">
 
<head>
    <meta charset="UTF-8">
 
    <title>圣诞树</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(作为播放背景音乐)</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>

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