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A CodePen by Mario Gonzalez. Canvas PS3 homescreen wave
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<div id="container"> |
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// Lots of 'trying out stuff' below, so view at your own peril | |
CanvasPS3 = {}; | |
console.log("Hi"); | |
init = function( event ) { | |
// Create canvas element | |
var canvas = document.createElement('canvas'); | |
canvas.width = container.parentElement.clientWidth; | |
canvas.height = document.body.scrollHeight-4; | |
document.getElementById('container').appendChild( canvas ); | |
var context = canvas.getContext("2d"); | |
context.lineWidth = 0.5; | |
context.strokeStyle ="rgb(255,255, 255,255)"; | |
context.fillStyle = "rgba(0, 0, 0,1)"; | |
context.fillRect(0, 0, canvas.width, canvas.height); | |
var t = Math.random() * 1000; | |
var tn = Math.random() * 1000; | |
var points = []; | |
var pointCount = 100; | |
for ( var i = 0; i <= pointCount; i++ ) { | |
points[i] = { x: (i/pointCount) * (canvas.width+200), y: 100 }; | |
points[i].o = {x: points[i].x, y: points[i].y }; | |
} | |
console.log(points); | |
// Loop | |
var count = 0; | |
(function loop() { | |
// tn += 0.00000000; | |
tn += 0.04; | |
for ( var i = 0; i < pointCount; i++ ) { | |
var p = points[i]; | |
// var noise = CanvasPS3.noise(p.o.x+tn, p.o.y+tn, tn); | |
var noise = CanvasPS3.noise(p.o.x*0.005 + tn, p.o.y*0.01, tn*0.3); | |
//var noise = CanvasPS3.noise(p.o.x, p.o.y, tn); | |
p.x = p.o.x; | |
p.y = (noise * 200); | |
} | |
console.log(points); | |
var spline = new Spline(); | |
var position = spline.get2DPoint( points, 0); | |
var oldPosition = {x: position.x, y: position.y}; | |
var previousMidpoint = null; | |
// Slowly erase | |
context.fillStyle = "rgba(0, 0, 0,0.04)"; | |
context.fillRect(0, 0, canvas.width, canvas.height); | |
context.save(); | |
context.lineWidth = 0.5; | |
context.translate(0, canvas.height/2); | |
context.globalCompositeOperation = "lighter"; | |
for(i = 0; i < points.length; ++i) { | |
var hsv = CanvasPS3.HSVRGB((t*360*5) % 360, 60, 100); | |
position = spline.get2DPoint( points, i/pointCount ); | |
context.beginPath(); | |
// Midpoint | |
var midpoint = {x:oldPosition.x + (position.x - oldPosition.x) * .5, | |
y: oldPosition.y + (position.y - oldPosition.y) * .5}; | |
// Draw a quadratic bezier curve to the next point in the path | |
if(previousMidpoint) { | |
context.moveTo(previousMidpoint.x, previousMidpoint.y); | |
context.quadraticCurveTo(oldPosition.x, oldPosition.y,midpoint.x, midpoint.y); | |
} else { | |
} | |
context.strokeStyle = "rgba(" + hsv[0] + "," + hsv[1] +"," + hsv[2] + ", 1)"; | |
context.stroke(); | |
context.closePath(); | |
previousMidpoint = midpoint; | |
oldPosition.x = position.x; | |
oldPosition.y = position.y; | |
} | |
context.restore(); | |
t += 0.0016; | |
// Loop | |
window.requestAnimationFrame( loop, null ); | |
})(); | |
}; | |
function update() { | |
}; | |
function draw() { | |
} | |
function Spline() { | |
var c = [], v2 = { x: 0, y: 0 }, | |
point, intPoint, weight; | |
this.get2DPoint = function ( points, k ) { | |
point = ( points.length - 1 ) * k; | |
intPoint = Math.floor( point ); | |
weight = point - intPoint; | |
c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1; | |
c[ 1 ] = intPoint; | |
c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1; | |
c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2; | |
v2.x = interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight ); | |
v2.y = interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight ); | |
return v2; | |
} | |
// Catmull-Rom | |
function interpolate( p0, p1, p2, p3, t ) { | |
var v0 = ( p2 - p0 ) * 0.5; | |
var v1 = ( p3 - p1 ) * 0.5; | |
var t2 = t * t; | |
var t3 = t * t2; | |
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; | |
} | |
} | |
// http://mrl.nyu.edu/~perlin/noise/ | |
(function(){ | |
var p = [151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10, | |
23,190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87, | |
174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211, | |
133,230,220,105,92,41,55,46,245,40,244,102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208, | |
89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123,5, | |
202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213,119, | |
248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,129,22,39,253,19,98,108,110,79,113,224,232, | |
178,185,112,104,218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249, | |
14,239,107,49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254,138,236,205, | |
93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180]; | |
for (var i=0; i < 256 ; i++) { | |
p[256+i] = p[i]; | |
} | |
function fade(t) { | |
return t * t * t * (t * (t * 6 - 15) + 10); | |
} | |
function lerp(t, a, b) { | |
return a + t * (b - a); | |
} | |
function grad(hash, x, y, z) { | |
var h = hash & 15; | |
var u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z; | |
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); | |
} | |
// Retrieve the namespace | |
CanvasPS3.noise = function (x, y, z) { | |
var floorX = ~~x, floorY = ~~y, floorZ = ~~z; | |
var X = floorX & 255, Y = floorY & 255, Z = floorZ & 255; | |
x -= floorX; | |
y -= floorY; | |
z -= floorZ; | |
var xMinus1 = x -1, yMinus1 = y - 1, zMinus1 = z - 1; | |
var u = fade(x), v = fade(y), w = fade(z); | |
var A = p[X]+Y, AA = p[A]+Z, AB = p[A+1]+Z, B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z; | |
return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), | |
grad(p[BA], xMinus1, y, z)), | |
lerp(u, grad(p[AB], x, yMinus1, z), | |
grad(p[BB], xMinus1, yMinus1, z))), | |
lerp(v, lerp(u, grad(p[AA+1], x, y, zMinus1), | |
grad(p[BA+1], xMinus1, y, z-1)), | |
lerp(u, grad(p[AB+1], x, yMinus1, zMinus1), | |
grad(p[BB+1], xMinus1, yMinus1, zMinus1)))); | |
}; | |
CanvasPS3.HSVRGB = function(h, s, v) | |
{ | |
var r, g, b; | |
var i; | |
var f, p, q, t; | |
// Make sure our arguments stay in-range | |
h = Math.max(0, Math.min(360, h)); | |
s = Math.max(0, Math.min(100, s)); | |
v = Math.max(0, Math.min(100, v)); | |
// We accept saturation and value arguments from 0 to 100 because that's | |
// how Photoshop represents those values. Internally, however, the | |
// saturation and value are calculated from a range of 0 to 1. We make | |
// That conversion here. | |
s /= 100; | |
v /= 100; | |
if(s == 0) { | |
// Achromatic (grey) | |
r = g = b = v; | |
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)]; | |
} | |
h /= 60; // sector 0 to 5 | |
i = Math.floor(h); | |
f = h - i; // factorial part of h | |
p = v * (1 - s); | |
q = v * (1 - s * f); | |
t = v * (1 - s * (1 - f)); | |
switch(i) { | |
case 0: | |
r = v; | |
g = t; | |
b = p; | |
break; | |
case 1: | |
r = q; | |
g = v; | |
b = p; | |
break; | |
case 2: | |
r = p; | |
g = v; | |
b = t; | |
break; | |
case 3: | |
r = p; | |
g = q; | |
b = v; | |
break; | |
case 4: | |
r = t; | |
g = p; | |
b = v; | |
break; | |
default: // case 5: | |
r = v; | |
g = p; | |
b = q; | |
} | |
return [Math.floor(r*255), Math.floor(g*255), Math.floor(b*255)]; | |
} | |
})(); | |
(function(){for(var d=0,a=["ms","moz","webkit","o"],b=0;b<a.length&&!window.requestAnimationFrame;++b)window.requestAnimationFrame=window[a[b]+"RequestAnimationFrame"],window.cancelAnimationFrame=window[a[b]+"CancelAnimationFrame"]||window[a[b]+"CancelRequestAnimationFrame"];window.requestAnimationFrame||(window.requestAnimationFrame=function(b){var a=Date.now(),c=Math.max(0,16-(a-d)),e=window.setTimeout(function(){b(a+c)},c);d=a+c;return e});window.cancelAnimationFrame||(window.cancelAnimationFrame=function(a){clearTimeout(a)})})(); | |
init(); |
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#container { | |
width: 100%; | |
height: 100%; | |
padding:0; | |
} | |
body { | |
margin: 0; | |
background-color: #000000; | |
} |
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