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
      Musical Christmas Lights* { 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;} window.console = window.console || function(t) {}; if (document.location.search.match(/type=embed/gi)) { window.parent.postMessage("resize", "*");}         
    • 请选择音乐
    • 或者
    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 " />等一下哈 马上来啦...';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 ='等一下哈 马上来啦...';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 { 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 { 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);}

    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!