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计 21 篇
110
单页留言板
单页留言板
分类: 技术
简介:纯单页留言板
106
新年灯笼
新年灯笼
分类: 技术
简介:新年灯笼
74
搭建一个api随机图
搭建一个api随机图
分类: 技术
简介:第一种方法(以图片源文件进行随机)步骤新建一个文件夹,命名为:img(这个文件里放你需要的图片)新建一个index.php文件,写入以下代码 (这个文件就是api地址)代码 <?php $img_array = glob('img/*.{gif,jpg,png,jpeg,webp,bmp}', GLOB_BRACE); if(count($img_array) == 0) die('没找到图片文件。请先上传一些图片到 '.dirname(__FILE__).'/img/'); header('Content Type: image/png'); echo(file_get_contents($img_array[array_rand($img_array)])); ?>第二种方法(以图片链接进行随机)步骤创建一个img.txt文件 (这个文件里放你的储存的图片链接,一行一条)新建一个index.php文件,写入以下代码 (这个文件就是api地址)代码 <?php //存有链接的文件名,这里是存放图片链接的txt文件 $filename = "img.txt"; if(!file_exists($filename)){ die('文件不存在'); } //从文本获取链接 $pics = []; $fs = fopen($filename, "r"); while(!feof($fs)){ $line=trim(fgets($fs)); if($line!=''){ array_push($pics, $line); } } //从数组随机获取链接 $pic = $pics[array_rand($pics)]; //返回指定格式 $type=$_GET['type']; switch($type){ //JSON返回 case 'json': header('Content type:text/json'); die(json_encode(['pic'=>$pic])); default: die(header("Location: $pic")); }
76
给网站加一个点击音效
给网站加一个点击音效
分类: 技术
简介:JS代码音频时间还是不要太长😋<script> // 创建音频元素 var audio = new Audio('/mp3/kunkun.mp3'); // 替换成你的音效文件路径 // 处理点击事件的函数 function playSound() { audio.play(); } // 添加点击事件监听器 document.addEventListener('click', playSound); </script>
51
圣诞树代码
圣诞树代码
分类: 技术
简介:一个圣诞树的html代码,拿去分享给你的Girlfriend叭👻<!DOCTYPE html> <html lang="en"> <head><meta name="viewport" content="width=device width, initial scale=1.0, maximum scale=1.0, minimum scale=1.0, user scalable=no"> <meta charset="UTF 8"> <title>送给女朋友的圣诞树</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"> Snowflakes Falling Down by 阿多 </button> </li> <li><button class="btn" id="btnB" type="button">This Christmas by 千雨云</button></li> <li><button class="btn" id="btnC" type="button">No room at the inn by 鱼鱼</button></li> <li><button class="btn" id="btnD" type="button">Jingle Bell Swing by 小测</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($ ,${y},${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>
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