圣诞树灯光跟随音乐节拍一起呼吸点亮下雪动画效果代码
代码语言:html
所属分类:动画
代码描述:圣诞树灯光跟随音乐节拍一起呼吸点亮下雪动画效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <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> </head> <body > <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.r118.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/EffectComposer.110.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RenderPass.110.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/ShaderPass.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/CopyShader.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/LuminosityHighPassShader.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/UnrealBloomPass.110.js"></script> <div id="overlay"> <ul> <li class="title">选择圣诞背景音乐</li> <li><button class="btn" id="btnD" type="button">Jingle Bell </button></li> <li class="separator">或者</li> <li> <input type="file" id="upload" hidden /> <label for="upload">上传音乐</label> </li> </ul> </div> <script > 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.........完整代码请登录后点击上方下载按钮下载查看
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