、制作方法
1.復(fù)制代碼到Dreamweaver或HBuilder或vscode中
2.點(diǎn)擊運(yùn)行---運(yùn)行到瀏覽器---選擇你要打開(kāi)的瀏覽器
3.打開(kāi)后會(huì)出現(xiàn)這個(gè)界面,前四個(gè)是固定音樂(lè),最后一個(gè)是自主選擇的音樂(lè),你可以選擇你電腦上的歌曲,什么歌曲都行(第一次打開(kāi)可能會(huì)有點(diǎn)慢,稍等片刻即可,選擇音樂(lè)的時(shí)候點(diǎn)一下沒(méi)反應(yīng)的話多點(diǎn)幾下即可,第一次打開(kāi)這屬于正?,F(xiàn)象)
4.特別提醒:打開(kāi)的時(shí)候電腦一定要處于聯(lián)網(wǎng)狀態(tài)
三、源代碼
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<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
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background-color: #161616;
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border: 1px solid #c5a880;
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background-color: #161616;
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border: 1px solid #c5a880;
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window.console = window.console || function (t) { };
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if (document.location.search.match(/type=embed/gi)) {
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window.parent.postMessage("resize", "*");
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
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<li class="title">請(qǐng)選擇音樂(lè)</li>
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<button class="btn" id="btnA" type="button">
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Snowflakes Falling Down by Simon Panrucker
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<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
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<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
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<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
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<li class="separator">或者</li>
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<input type="file" id="upload" hidden />
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<label for="upload">Upload File</label>
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<script id="rendered-js">
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const { PI, sin, cos } = Math;
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const map = (value, sMin, sMax, dMin, dMax) => {
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return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
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const range = (n, m = 0) =>
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const rand = (max, min = 0) => min + Math.random() * (max - min);
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const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
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const randChoise = arr => arr[randInt(arr.length)];
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const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];
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let scene, camera, renderer, analyser;
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time: { type: "f", value: 0.0 },
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step: { type: "f", value: 0.0 }
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const totalPoints = 4000;
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const listener = new THREE.AudioListener();
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const audio = new THREE.Audio(listener);
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document.querySelector("input").addEventListener("change", uploadAudio, false);
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const buttons = document.querySelectorAll(".btn");
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buttons.forEach((button, index) =>
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button.addEventListener("click", () => loadAudio(index)));
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const overlay = document.getElementById("overlay");
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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camera = new THREE.PerspectiveCamera(
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window.innerWidth / window.innerHeight,
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camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
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camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);
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const format = renderer.capabilities.isWebGL2 ?
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value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
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addPlane(scene, uniforms, 3000);
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addSnow(scene, uniforms);
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addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
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addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
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const renderScene = new THREE.RenderPass(scene, camera);
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const bloomPass = new THREE.UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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bloomPass.threshold = params.bloomThreshold;
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bloomPass.strength = params.bloomStrength;
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bloomPass.radius = params.bloomRadius;
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composer = new THREE.EffectComposer(renderer);
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composer.addPass(renderScene);
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composer.addPass(bloomPass);
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addListners(camera, renderer, composer);
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analyser.getFrequencyData();
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uniforms.tAudioData.value.needsUpdate = true;
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step = (step + 1) % 1000;
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uniforms.time.value = time;
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uniforms.step.value = step;
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requestAnimationFrame(animate);
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document.getElementById("overlay").innerHTML =
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'<div class="text-loading">正在下載音樂(lè),請(qǐng)稍等...</div>';
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"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
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"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
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"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
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"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];
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const loader = new THREE.AudioLoader();
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loader.load(file, function (buffer) {
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analyser = new THREE.AudioAnalyser(audio, fftSize);
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function uploadAudio(event) {
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document.getElementById("overlay").innerHTML =
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'<div class="text-loading">請(qǐng)稍等...</div>';
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const files = event.target.files;
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const reader = new FileReader();
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reader.onload = function (file) {
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var arrayBuffer = file.target.result;
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listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
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audio.setBuffer(audioBuffer);
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analyser = new THREE.AudioAnalyser(audio, fftSize);
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reader.readAsArrayBuffer(files[0]);
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function addTree(scene, uniforms, totalPoints, treePosition) {
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uniform sampler2D tAudioData;
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float norm(float value, float min, float max ){
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return (value - min) / (max - min);
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float lerp(float norm, float min, float max){
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return (max - min) * norm + min;
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float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
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return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
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vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
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float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
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float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
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float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
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opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
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gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
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gl_Position = projectionMatrix * mvPosition;
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uniform sampler2D pointTexture;
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gl_FragColor = vec4( vColor, opacity );
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gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
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const shaderMaterial = new THREE.ShaderMaterial({
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value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
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blending: THREE.AdditiveBlending,
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const geometry = new THREE.BufferGeometry();
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const color = new THREE.Color();
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for (let i = 0; i < totalPoints; i++) {
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const y = map(t, 0, 1, -8, 10);
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const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
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const [z, x] = polar(ang, map(t, 0, 1, 5, 0));
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const modifier = map(t, 0, 1, 1, 0);
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positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
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positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
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positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
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color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
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colors.push(color.r, color.g, color.b);
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const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
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new THREE.Float32BufferAttribute(positions, 3).setUsage(
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THREE.DynamicDrawUsage));
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geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
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geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
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geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
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geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
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const tree = new THREE.Points(geometry, shaderMaterial);
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const [px, py, pz] = treePosition;
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function addSnow(scene, uniforms) {
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attribute float phaseSecondary;
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float norm(float value, float min, float max ){
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return (value - min) / (max - min);
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float lerp(float norm, float min, float max){
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return (max - min) * norm + min;
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float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
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return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
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p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
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p.z += sin(t+phaseSecondary);
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opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
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vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
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gl_PointSize = size * ( 100.0 / -mvPosition.z );
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gl_Position = projectionMatrix * mvPosition;
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uniform sampler2D pointTexture;
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gl_FragColor = vec4( vColor, opacity );
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gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
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function createSnowSet(sprite) {
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const shaderMaterial = new THREE.ShaderMaterial({
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value: new THREE.TextureLoader().load(sprite)
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blending: THREE.AdditiveBlending,
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const geometry = new THREE.BufferGeometry();
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const phaseSecondaries = [];
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const color = new THREE.Color();
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for (let i = 0; i < totalPoints; i++) {
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const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
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color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));
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colors.push(color.r, color.g, color.b);
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phaseSecondaries.push(rand(1000));
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new THREE.Float32BufferAttribute(positions, 3));
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geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
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geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
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geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
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new THREE.Float32BufferAttribute(phaseSecondaries, 1));
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const mesh = new THREE.Points(geometry, shaderMaterial);
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"https://assets.codepen.io/3685267/snowflake1.png",
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"https://assets.codepen.io/3685267/snowflake2.png",
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"https://assets.codepen.io/3685267/snowflake3.png",
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"https://assets.codepen.io/3685267/snowflake4.png",
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"https://assets.codepen.io/3685267/snowflake5.png"];
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sprites.forEach(sprite => {
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function addPlane(scene, uniforms, totalPoints) {
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attribute vec3 customColor;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_PointSize = size * ( 300.0 / -mvPosition.z );
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gl_Position = projectionMatrix * mvPosition;
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uniform sampler2D pointTexture;
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gl_FragColor = vec4( vColor, 1.0 );
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gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
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const shaderMaterial = new THREE.ShaderMaterial({
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value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
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blending: THREE.AdditiveBlending,
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const geometry = new THREE.BufferGeometry();
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const color = new THREE.Color();
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for (let i = 0; i < totalPoints; i++) {
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const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
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color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));
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colors.push(color.r, color.g, color.b);
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new THREE.Float32BufferAttribute(positions, 3).setUsage(
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THREE.DynamicDrawUsage));
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new THREE.Float32BufferAttribute(colors, 3));
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geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
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const plane = new THREE.Points(geometry, shaderMaterial);
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function addListners(camera, renderer, composer) {
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document.addEventListener("keydown", e => {
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const { x, y, z } = camera.position;
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console.log(`camera.position.set(${x},${y},${z})`);
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const { x: a, y: b, z: c } = camera.rotation;
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console.log(`camera.rotation.set(${a},$,${c})`);
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const width = window.innerWidth;
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const height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize(width, height);
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composer.setSize(width, height);
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