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@chiennq2
Created September 14, 2024 18:25
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  1. chiennq2 created this gist Sep 14, 2024.
    611 changes: 611 additions & 0 deletions gistfile1.txt
    Original file line number Diff line number Diff line change
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    <!DOCTYPE html>
    <html lang="en" >

    <head>
    <meta charset="UTF-8">

    <title>Musical Christmas Lights</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/[email protected]/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/EffectComposer.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/RenderPass.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/postprocessing/ShaderPass.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/shaders/CopyShader.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/shaders/LuminosityHighPassShader.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/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">
    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>