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[HTML/CSS/JS] 基于WebGL的圣诞节特效(HTML)

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发表于 2020-12-25 21:23:31 | 显示全部楼层 |阅读模式
       圣诞节是基督教纪念耶稣诞生的重要节日。亦称耶稣圣诞节、主降生节,天主教亦称耶稣圣诞瞻礼。耶稣诞生的日期,《圣经》并无记载。公元336年罗马教会开始在12月25日过此节。12月25日原是罗马帝国规定的太阳神诞辰。有人认为选择这天庆祝圣诞,是因为基督教徒认为耶稣就是正义、永恒的太阳。5世纪中叶以后,圣诞节作为重要节日,成了教会的传统,并在东西派教会中逐渐传开。因所用历法不同等原因,各教派会举行庆祝的具体日期和活动形式也有差别。圣诞节习俗传播到亚洲主要是在十九世纪中叶,日本、韩国等都受到了圣诞文化的影响。现在西方在圣诞节常互赠礼物,举行欢宴,并以圣诞老人、圣诞树等增添节日气氛,已成为普遍习俗。圣诞节也成为西方世界以及其他很多地区的公共假日。
. B% i" a1 B9 t6 D0 X; D( Q 1.jpg
" l/ W0 p; i3 e5 R& N2 V$ k; S, K       圣诞老人(SantaClaus)其原型是生活在公元4世纪米拉城(今土耳其境内)的主教圣尼古拉斯。他一生当中做了很多慈善工作,最喜欢在暗中帮助穷人。圣诞老人是他后来的别号,这个名字是出自他暗中送钱,帮助三个女孩子的故事。尼古拉斯死后被尊为圣徒。圣诞老人的形象是一位身穿红袍、头戴红帽的白胡子老头。每年圣诞节他驾着鹿拉的雪橇从北方而来,由烟囱进入各家,把圣诞礼物装在袜子里挂在孩子们的床头上或火炉前。: U) w8 Z/ N4 u) |1 o
2.jpg
) u% n7 z) p  [  Q, [7 a/ ]0 I5 ?       今天是圣诞节,祝大家圣诞节快乐!在此送上关于圣诞节的html源代码,内置有5首好听的圣诞歌曲(因网络原因,载入音乐时需要等待一段时间),你也可以选择你本地的音乐,选择音乐后,圣诞树的灯光会根据音乐的节奏变幻闪烁,非常好看,电脑观看效果更佳。, y; R! G" F, C! ^* i
点击此处查看演示>>1 m) Q8 J6 ^+ U1 M6 q! B6 O3 P8 A# P
你也可以下载完整源码,包括所有CSS、JS、音乐文件:
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以下为单文件版,所有资源存于CDN服务器:
/ C( _# U* ?, J& o2 u$ f. w1 g
  1. <!DOCTYPE html>
  2. <html lang="cn" >
  3. <head>
  4. <meta charset="UTF-8">
  5. <title>Musical Christmas Lights</title>
  6. <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
  7. <style>
  8.   * {
  9.    box-sizing: border-box;
  10.   }
  11.   body {
  12.    margin: 0;
  13.    height: 100vh;
  14.    overflow: hidden;
  15.    display: flex;
  16.    align-items: center;
  17.    justify-content: center;
  18.    background: #161616;
  19.    color: #c5a880;
  20.    font-family: sans-serif;
  21.   }
  22.   label {
  23.    display: inline-block;
  24.    background-color: #161616;
  25.    padding: 16px;
  26.    border-radius: 0.3rem;
  27.    cursor: pointer;
  28.    margin-top: 1rem;
  29.    width: 300px;
  30.    border-radius: 10px;
  31.    border: 1px solid #c5a880;
  32.    text-align: center;
  33.   }
  34.   ul {
  35.    list-style-type: none;
  36.    padding: 0;
  37.    margin: 0;
  38.   }
  39.   .btn {
  40.    background-color: #161616;
  41.    border-radius: 10px;
  42.    color: #c5a880;
  43.    border: 1px solid #c5a880;
  44.    padding: 16px;
  45.    width: 300px;
  46.    margin-bottom: 16px;
  47.    line-height: 1.5;
  48.    cursor: pointer;
  49.   }
  50.   .separator {
  51.    font-weight: bold;
  52.    text-align: center;
  53.    width: 300px;
  54.    margin: 16px 0px;
  55.    color: #a07676;
  56.   }
  57.   .title {
  58.    color: #a07676;
  59.    font-weight: bold;
  60.    font-size: 1.25rem;
  61.    margin-bottom: 16px;
  62.   }
  63.   .text-loading {
  64.    font-size: 2rem;
  65.   }
  66. </style>
  67. <script>
  68.   window.console = window.console || function(t) {};
  69. </script>
  70. <script>
  71.   if (document.location.search.match(/type=embed/gi)) {
  72.    window.parent.postMessage("resize", "*");
  73.   }
  74. </script>
  75. </head>
  76. <body translate="no" >
  77. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
  78. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
  79. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
  80. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
  81. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
  82. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
  83. <script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
  84. <div id="overlay">
  85.   <ul>
  86.    <li class="title">请选择音乐</li>
  87.    <li>
  88.     <button class="btn" id="btnA" type="button">
  89.      Snowflakes Falling Down by Simon Panrucker
  90.     </button>
  91.    </li>
  92.    <li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
  93.    <li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
  94.    <li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
  95.    <li class="separator">或者</li>
  96.    <li>
  97.     <input type="file" id="upload" hidden />
  98.     <label for="upload">Upload File</label>
  99.    </li>
  100.   </ul>
  101. </div>
  102. <script id="rendered-js" >
  103.   const { PI, sin, cos } = Math;
  104.   const TAU = 2 * PI;
  105.   const map = (value, sMin, sMax, dMin, dMax) => {
  106.    return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
  107.   };
  108.   const range = (n, m = 0) =>
  109.   Array(n).
  110.   fill(m).
  111.   map((i, j) => i + j);
  112.   const rand = (max, min = 0) => min + Math.random() * (max - min);
  113.   const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
  114.   const randChoise = arr => arr[randInt(arr.length)];
  115.   const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];
  116.   let scene, camera, renderer, analyser;
  117.   let step = 0;
  118.   const uniforms = {
  119.    time: { type: "f", value: 0.0 },
  120.    step: { type: "f", value: 0.0 } };
  121.    const params = {
  122.     exposure: 1,
  123.     bloomStrength: 0.9,
  124.     bloomThreshold: 0,
  125.     bloomRadius: 0.5 };
  126.     let composer;
  127.     const fftSize = 2048;
  128.     const totalPoints = 4000;
  129.     const listener = new THREE.AudioListener();
  130.     const audio = new THREE.Audio(listener);
  131.     document.querySelector("input").addEventListener("change", uploadAudio, false);
  132.     const buttons = document.querySelectorAll(".btn");
  133.     buttons.forEach((button, index) =>
  134.      button.addEventListener("click", () => loadAudio(index)));
  135.     function init() {
  136.      const overlay = document.getElementById("overlay");
  137.      overlay.remove();
  138.      scene = new THREE.Scene();
  139.      renderer = new THREE.WebGLRenderer({ antialias: true });
  140.      renderer.setPixelRatio(window.devicePixelRatio);
  141.      renderer.setSize(window.innerWidth, window.innerHeight);
  142.      document.body.appendChild(renderer.domElement);
  143.      camera = new THREE.PerspectiveCamera(
  144.       60,
  145.       window.innerWidth / window.innerHeight,
  146.       1,
  147.       1000);
  148.      camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
  149.      camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);
  150.      const format = renderer.capabilities.isWebGL2 ?
  151.      THREE.RedFormat :
  152.      THREE.LuminanceFormat;
  153.      uniforms.tAudioData = {
  154.       value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format) };
  155.       addPlane(scene, uniforms, 3000);
  156.       addSnow(scene, uniforms);
  157.       range(10).map(i => {
  158.        addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
  159.        addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
  160.       });
  161.       const renderScene = new THREE.RenderPass(scene, camera);
  162.       const bloomPass = new THREE.UnrealBloomPass(
  163.        new THREE.Vector2(window.innerWidth, window.innerHeight),
  164.        1.5,
  165.        0.4,
  166.        0.85);
  167.       bloomPass.threshold = params.bloomThreshold;
  168.       bloomPass.strength = params.bloomStrength;
  169.       bloomPass.radius = params.bloomRadius;
  170.       composer = new THREE.EffectComposer(renderer);
  171.       composer.addPass(renderScene);
  172.       composer.addPass(bloomPass);
  173.       addListners(camera, renderer, composer);
  174.       animate();
  175.      }
  176.      function animate(time) {
  177.       analyser.getFrequencyData();
  178.       uniforms.tAudioData.value.needsUpdate = true;
  179.       step = (step + 1) % 1000;
  180.       uniforms.time.value = time;
  181.       uniforms.step.value = step;
  182.       composer.render();
  183.       requestAnimationFrame(animate);
  184.      }
  185.      function loadAudio(i) {
  186.       document.getElementById("overlay").innerHTML =
  187.       '<div class="text-loading">正在下载音乐,请稍等...</div>';
  188.       const files = [
  189.       "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
  190.       "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
  191.       "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
  192.       "https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];
  193.       const file = files[i];
  194.       const loader = new THREE.AudioLoader();
  195.       loader.load(file, function (buffer) {
  196.        audio.setBuffer(buffer);
  197.        audio.play();
  198.        analyser = new THREE.AudioAnalyser(audio, fftSize);
  199.        init();
  200.       });
  201.      }
  202.      function uploadAudio(event) {
  203.       document.getElementById("overlay").innerHTML =
  204.       '<div class="text-loading">请稍等...</div>';
  205.       const files = event.target.files;
  206.       const reader = new FileReader();
  207.       reader.onload = function (file) {
  208.        var arrayBuffer = file.target.result;
  209.        listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
  210.         audio.setBuffer(audioBuffer);
  211.         audio.play();
  212.         analyser = new THREE.AudioAnalyser(audio, fftSize);
  213.         init();
  214.        });
  215.       };
  216.       reader.readAsArrayBuffer(files[0]);
  217.      }
  218.      function addTree(scene, uniforms, totalPoints, treePosition) {
  219.       const vertexShader = `
  220.       attribute float mIndex;
  221.       varying vec3 vColor;
  222.       varying float opacity;
  223.       uniform sampler2D tAudioData;
  224.       float norm(float value, float min, float max ){
  225.        return (value - min) / (max - min);
  226.       }
  227.       float lerp(float norm, float min, float max){
  228.        return (max - min) * norm + min;
  229.       }
  230.       float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
  231.        return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
  232.       }
  233.       void main() {
  234.        vColor = color;
  235.        vec3 p = position;
  236.        vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
  237.        float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
  238.        float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
  239.        float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
  240.        opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
  241.        gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
  242.        gl_Position = projectionMatrix * mvPosition;
  243.       }
  244.       `;
  245.       const fragmentShader = `
  246.       varying vec3 vColor;
  247.       varying float opacity;
  248.       uniform sampler2D pointTexture;
  249.       void main() {
  250.        gl_FragColor = vec4( vColor, opacity );
  251.        gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
  252.       }
  253.       `;
  254.       const shaderMaterial = new THREE.ShaderMaterial({
  255.        uniforms: {
  256.         ...uniforms,
  257.         pointTexture: {
  258.          value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },
  259.          vertexShader,
  260.          fragmentShader,
  261.          blending: THREE.AdditiveBlending,
  262.          depthTest: false,
  263.          transparent: true,
  264.          vertexColors: true });
  265.       const geometry = new THREE.BufferGeometry();
  266.       const positions = [];
  267.       const colors = [];
  268.       const sizes = [];
  269.       const phases = [];
  270.       const mIndexs = [];
  271.       const color = new THREE.Color();
  272.       for (let i = 0; i < totalPoints; i++) {
  273.        const t = Math.random();
  274.        const y = map(t, 0, 1, -8, 10);
  275.        const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
  276.        const [z, x] = polar(ang, map(t, 0, 1, 5, 0));
  277.        const modifier = map(t, 0, 1, 1, 0);
  278.        positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
  279.        positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
  280.        positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
  281.        color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
  282.        colors.push(color.r, color.g, color.b);
  283.        phases.push(rand(1000));
  284.        sizes.push(1);
  285.        const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
  286.        mIndexs.push(mIndex);
  287.       }
  288.       geometry.setAttribute(
  289.        "position",
  290.        new THREE.Float32BufferAttribute(positions, 3).setUsage(
  291.         THREE.DynamicDrawUsage));
  292.       geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
  293.       geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
  294.       geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
  295.       geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
  296.       const tree = new THREE.Points(geometry, shaderMaterial);
  297.       const [px, py, pz] = treePosition;
  298.       tree.position.x = px;
  299.       tree.position.y = py;
  300.       tree.position.z = pz;
  301.       scene.add(tree);
  302.      }
  303.      function addSnow(scene, uniforms) {
  304.       const vertexShader = `
  305.       attribute float size;
  306.       attribute float phase;
  307.       attribute float phaseSecondary;
  308.       varying vec3 vColor;
  309.       varying float opacity;
  310.       uniform float time;
  311.       uniform float step;
  312.       float norm(float value, float min, float max ){
  313.        return (value - min) / (max - min);
  314.       }
  315.       float lerp(float norm, float min, float max){
  316.        return (max - min) * norm + min;
  317.       }
  318.       float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
  319.        return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
  320.       }
  321.       void main() {
  322.        float t = time* 0.0006;
  323.        vColor = color;
  324.        vec3 p = position;
  325.        p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
  326.        p.x += sin(t+phase);
  327.        p.z += sin(t+phaseSecondary);
  328.        opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
  329.        vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
  330.        gl_PointSize = size * ( 100.0 / -mvPosition.z );
  331.        gl_Position = projectionMatrix * mvPosition;
  332.       }
  333.       `;
  334.       const fragmentShader = `
  335.       uniform sampler2D pointTexture;
  336.       varying vec3 vColor;
  337.       varying float opacity;
  338.       void main() {
  339.        gl_FragColor = vec4( vColor, opacity );
  340.        gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
  341.       }
  342.       `;
  343.       function createSnowSet(sprite) {
  344.        const totalPoints = 300;
  345.        const shaderMaterial = new THREE.ShaderMaterial({
  346.         uniforms: {
  347.          ...uniforms,
  348.          pointTexture: {
  349.           value: new THREE.TextureLoader().load(sprite) } },
  350.           vertexShader,
  351.           fragmentShader,
  352.           blending: THREE.AdditiveBlending,
  353.           depthTest: false,
  354.           transparent: true,
  355.           vertexColors: true });
  356.        const geometry = new THREE.BufferGeometry();
  357.        const positions = [];
  358.        const colors = [];
  359.        const sizes = [];
  360.        const phases = [];
  361.        const phaseSecondaries = [];
  362.        const color = new THREE.Color();
  363.        for (let i = 0; i < totalPoints; i++) {
  364.         const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
  365.         positions.push(x);
  366.         positions.push(y);
  367.         positions.push(z);
  368.         color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));
  369.         colors.push(color.r, color.g, color.b);
  370.         phases.push(rand(1000));
  371.         phaseSecondaries.push(rand(1000));
  372.         sizes.push(rand(4, 2));
  373.        }
  374.        geometry.setAttribute(
  375.         "position",
  376.         new THREE.Float32BufferAttribute(positions, 3));
  377.        geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
  378.        geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
  379.        geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
  380.        geometry.setAttribute(
  381.         "phaseSecondary",
  382.         new THREE.Float32BufferAttribute(phaseSecondaries, 1));
  383.        const mesh = new THREE.Points(geometry, shaderMaterial);
  384.        scene.add(mesh);
  385.       }
  386.       const sprites = [
  387.       "https://assets.codepen.io/3685267/snowflake1.png",
  388.       "https://assets.codepen.io/3685267/snowflake2.png",
  389.       "https://assets.codepen.io/3685267/snowflake3.png",
  390.       "https://assets.codepen.io/3685267/snowflake4.png",
  391.       "https://assets.codepen.io/3685267/snowflake5.png"];
  392.       sprites.forEach(sprite => {
  393.        createSnowSet(sprite);
  394.       });
  395.      }
  396.      function addPlane(scene, uniforms, totalPoints) {
  397.       const vertexShader = `
  398.       attribute float size;
  399.       attribute vec3 customColor;
  400.       varying vec3 vColor;
  401.       void main() {
  402.        vColor = customColor;
  403.        vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  404.        gl_PointSize = size * ( 300.0 / -mvPosition.z );
  405.        gl_Position = projectionMatrix * mvPosition;
  406.       }
  407.       `;
  408.       const fragmentShader = `
  409.       uniform vec3 color;
  410.       uniform sampler2D pointTexture;
  411.       varying vec3 vColor;
  412.       void main() {
  413.        gl_FragColor = vec4( vColor, 1.0 );
  414.        gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
  415.       }
  416.       `;
  417.       const shaderMaterial = new THREE.ShaderMaterial({
  418.        uniforms: {
  419.         ...uniforms,
  420.         pointTexture: {
  421.          value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },
  422.          vertexShader,
  423.          fragmentShader,
  424.          blending: THREE.AdditiveBlending,
  425.          depthTest: false,
  426.          transparent: true,
  427.          vertexColors: true });
  428.       const geometry = new THREE.BufferGeometry();
  429.       const positions = [];
  430.       const colors = [];
  431.       const sizes = [];
  432.       const color = new THREE.Color();
  433.       for (let i = 0; i < totalPoints; i++) {
  434.        const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
  435.        positions.push(x);
  436.        positions.push(y);
  437.        positions.push(z);
  438.        color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));
  439.        colors.push(color.r, color.g, color.b);
  440.        sizes.push(1);
  441.       }
  442.       geometry.setAttribute(
  443.        "position",
  444.        new THREE.Float32BufferAttribute(positions, 3).setUsage(
  445.         THREE.DynamicDrawUsage));
  446.       geometry.setAttribute(
  447.        "customColor",
  448.        new THREE.Float32BufferAttribute(colors, 3));
  449.       geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
  450.       const plane = new THREE.Points(geometry, shaderMaterial);
  451.       plane.position.y = -8;
  452.       scene.add(plane);
  453.      }
  454.      function addListners(camera, renderer, composer) {
  455.       document.addEventListener("keydown", e => {
  456.        const { x, y, z } = camera.position;
  457.        console.log(`camera.position.set(${x},${y},${z})`);
  458.        const { x: a, y: b, z: c } = camera.rotation;
  459.        console.log(`camera.rotation.set(${a},${b},${c})`);
  460.       });
  461.       window.addEventListener(
  462.        "resize",
  463.        () => {
  464.         const width = window.innerWidth;
  465.         const height = window.innerHeight;
  466.         camera.aspect = width / height;
  467.         camera.updateProjectionMatrix();
  468.         renderer.setSize(width, height);
  469.         composer.setSize(width, height);
  470.        },
  471.        false);
  472.      }
  473. </script>
  474. </body>
  475. </html>

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