HTML音乐圣诞树-LMLPHP

目录

写在前面

完整代码

代码分析

系列文章

写在最后


写在前面

圣诞节(Christmas)亦称耶稣圣诞节、主降生节,天主教亦称耶稣圣诞瞻礼。译名为“基督弥撒”,它源自古罗马人迎接新年的农神节,与基督教本无关系。在基督教盛行罗马帝国后,教廷随波逐流地将这种民俗节日纳入基督教体系,同时以庆祝耶稣的降生。本文主要分享火爆全网的html圣诞树,一起来看看吧~

HTML是HyperText Markup Language的缩写,是一种用于创建网页的标记语言。HTML是一个Web设计和开发的基本技能,它包含了一些标签和元素,用于描述网页的结构和内容。HTML通过将标签放置在文本中,来定义文档的结构和显示。这些标签可以用于添加标题,段落,列表,表格,超链接等元素,以及其他的多媒体内容。

HTML的设计是为了创建静态和动态网页,以及Web应用程序。HTML结构包括文本,链接,图像,音频和视频等元素,理论上可以支持任何类型的媒体。这使得HTML成为一种灵活而强大的Web开发工具。

在Web开发中,HTML通常与CSS和JavaScript一起使用。CSS用于控制网页的样式和布局,JavaScript用于添加交互和动态效果。HTML、CSS和JavaScript共同构成了现代网页的三大基石。

HTML语言的基本语法很简单,学习起来也比较容易。HTML标记通常由一对左右尖括号和标记名称组成,例如:`<html>`。有些标记包含属性,例如:`<img src="image.jpg" alt="A beautiful image">`。属性值通常用引号括起来。标记也可以嵌套在其他标记中,例如:`<p><strong>Hello</strong> World!</p>`

以下是HTML入门的基本步骤:

1. 打开一个文本编辑器,例如Notepad或Sublime Text等。

2. 新建一个文件,并将其保存为.html文件扩展名。

3. 使用HTML标签包围文本以描述文档的内容和结构。标签是由尖括号包围的单词或单词组。

4. 使用属性来描述标签的内容。属性是将键值对应用于标签的元数据。

5. 使用CSS(层叠样式表)来定义网页的样式和布局。

6. 保存文件,并在浏览器中打开该文件以查看效果。

完整代码

<!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</li>
      <li><button class="btn" id="btnA" type="button">Music1</button></li>
      <li><button class="btn" id="btnB" type="button">Music2</button></li>
      <li><button class="btn" id="btnC" type="button">Music3</button></li>
      <li><button class="btn" id="btnD" type="button">Music4</button></li>
      <li class="separator">或者</li>
      <li>
        <input type="file" id="upload" hidden />
        <label for="upload">本地音乐</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">惊喜即将来临!</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">惊喜即将来临!...</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>

代码分析

这是一个HTML文件,用于呈现一个音乐圣诞灯的页面。以下是对该页面中不同部分的简要分析:

1. CSS样式:

   - `normalize.min.css`:这是一个第三方CSS文件,用于重置浏览器默认样式,确保在不同浏览器中具有一致的外观。- `body`样式:设置了页面的一些基本样式,如页面居中、背景颜色、字体颜色等。- `label`样式:将元素设置为可点击的标签,并设置了一些基本的样式,如背景颜色、边框、内边距等。

   - `ul`样式:将无序列表设置为没有样式(去掉了默认的圆点)。

   - `.btn`样式:设置了按钮的样式,如背景颜色、边框、内边距等。

   - `.separator`样式:设置了分隔符的样式,如字体加粗、文本居中、颜色等。

   - `.title`样式:设置了标题的样式,如颜色、字体加粗、字体大小等。

   - `.text-loading`样式:设置了正在加载文本的样式,如字体大小等。

2. JavaScript代码:

   - 第一个脚本用于确保控制台对象可用。

  - 第二个脚本用于检测URL中是否包含"type=embed"参数,并通过`postMessage()`向父窗口发送消息,以实现页面的调整。

3. HTML内容:

   - `<!DOCTYPE html>`:定义了文档类型。

   - `<html>`:指定了HTML文档的语言为英语。

   - `<head>`:包含了一些元标记(meta)和外部资源引用。

   - `<meta charset="UTF-8">`:指定了文档的字符编码为UTF-8。

   - `<title>`:设置了页面的标题为"Musical Christmas Lights"。

   - `<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">`:引用了一个外部CSS文件。

   - `<style>`:内联样式表,定义了页面的样式。

   - `<script>`:JavaScript脚本标签,用于添加一些功能。

   - `<body>`:HTML文档的主体部分,包含了页面的实际内容。

   - `<label>`:表示一个可点击的标签。

   - `<ul>`:定义了一个无序列表。

   - `.btn`:表示一个样式为"btn"的按钮。

   - `.separator`:表示一个具有"separator"样式的分隔符。

   - `.title`:表示一个具有"title"样式的标题。

   - `.text-loading`:表示一个具有"text-loading"样式的文本。

系列文章

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08-31 18:38