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Hermit Crab Curves

  1. // six white geometric figures (outlines) superimposed on a black wall.
  2. d = document
  3. b = d.body
  4. S = 600
  5. hs = S / 2
  6. with(Math) {
  7. with(
  8.   b.appendChild(Object.assign(
  9.   d.createElement`canvas`, { width: S, height: S })
  10.   ).getContext`2d`) {
  11.  
  12.     fillRect(0, 0, S, S)
  13.     strokeStyle = '#fff'
  14.  
  15.     canvas.style.transformOrigin = '0 0'
  16.     canvas.style.transform = 'scale(.5)'
  17.  
  18.     lineWidth = 8
  19.  
  20.     H = (
  21.       s = S * .5,
  22.       yp = hs, xp = hs,
  23.       a = 1.234,
  24.       d = 0.1678,
  25.       o = 3.9
  26.       ) => {
  27.         beginPath()
  28.         for (t = 0; t < 6.28; t+=.2) {
  29.           r = sqrt(a ** PI % sin(d * (t ** 2 * a) + o)) * s
  30.           x = xp + r * sin(t);
  31.           y = yp + r * cos(t);
  32.           t === 0 ? moveTo(x, y) : lineTo(x, y)
  33.         }
  34.         closePath()
  35.         stroke()
  36.         fill()
  37.     }
  38.  
  39.     tick = 0
  40.     loop = _ => {
  41.       fillStyle = 'rgba(0, 0, 0, 0.5)'
  42.       fillRect(0, 0, S, S)
  43.       save()
  44.       translate(S/2, S/2)
  45.       scale(.5, .5)
  46.       rotate(tick * 20)
  47.       translate(-S/2, -S/2)
  48.       tick += .0001
  49.       globalAlpha = .8;
  50.       H(S, hs, hs, 1 + tick)
  51.       H(S, hs, hs, 1.1 + tick)
  52.       H(S, hs, hs, 1.2 + tick)
  53.       globalAlpha = 1;
  54.       H(S * .3, hs-S/4, hs, 1, tick)
  55.       H(S * .2, hs+S/4, hs, 1.2, tick, 1.8)
  56.       H(S * .2, hs, hs - S/4, cos(tick), -tick, 5)
  57.       restore()
  58.       requestAnimationFrame(loop)
  59.     }
  60.     loop()
  61.   }
  62. }

Another thing for #genuary2022Sol LeWitt Wall Drawing

Gumowski / Mira Thing

  1. D = document
  2. B = D.body
  3. S = 1200
  4. with(
  5.   B.appendChild(Object.assign(
  6.     D.createElement`canvas`, {
  7.       width: S,
  8.       height: S
  9.     })).getContext`2d`) {
  10.  
  11.   canvas.style.transformOrigin = '0 0'
  12.   canvas.style.transform = 'scale(.5)'
  13.  
  14.   b = .9998
  15.   xn1 = 5
  16.   yn1 = 0
  17.   xn = yn = 0
  18.   scale = 20
  19.   iterations = 1000
  20.  
  21.   f = x => {
  22.     x2 = x * x
  23.     return a * x + (2 * (1 - a) * x2) / (1 + x2)
  24.   }
  25.  
  26.   mouseX = mouseY = 0
  27.   onpointermove = e => {
  28.     mouseX = e.clientX
  29.     mouseY = e.clientY
  30.   }
  31.  
  32.   dwn = 0
  33.  
  34.   fillStyle = '#000'
  35.   fillRect(0, 0, S, S)
  36.  
  37.   loop = _ => {
  38.  
  39.     a = mouseY / 1000
  40.     xn1 = mouseX / 30
  41.     yn1 = 0
  42.  
  43.     dwn += 1
  44.  
  45.     for (var i = 0; i < iterations; i++) {
  46.       xn = xn1;
  47.       yn = yn1;
  48.  
  49.       fillStyle = `hsla(${i / 30}, ${dwn / 6}%, 50%, .2)`
  50.  
  51.       xn1 = b * yn + f(xn)
  52.       yn1 = -xn + f(xn1)
  53.       fillRect(S * .5 + xn1 * scale, yn1 * scale / 2 + dwn, 1, 1)
  54.     }
  55.  
  56.     requestAnimationFrame(loop)
  57.   }
  58.   loop()
  59. }

Move your around as the Gumowski / Mira shape moves down the screen…

Speed Coded Cosine Dither

  1. d = document
  2. b = d.body
  3. wh = 300
  4. hs = wh / 2
  5. S = 1.5
  6. with(
  7.   b.appendChild(Object.assign(
  8.     d.createElement`canvas`, {
  9.       width: wh, height: wh
  10.     })).getContext`2d`) {
  11.  
  12.   canvas.style.transformOrigin = '0 0'
  13.   canvas.style.transform = `scale(${S})`
  14.   canvas.style.imageRendering = 'pixelated'
  15.  
  16.   fillStyle = 'gray'
  17.  
  18.   fillRect(0, 0, wh, wh)
  19.   shadowBlur = 80
  20.   shadowColor = 'black';
  21.   shadowOffsetY = 20
  22.   for (let i = 0; i < 70; i++) {
  23.     save()
  24.     translate(hs, hs)
  25.     rotate(i / 33)
  26.     scale(1 - i / 100, 1)
  27.     translate(-hs, -hs)
  28.     fillStyle = `hsl(${i << 2}, 50%, 50%)`
  29.     beginPath()
  30.     arc(hs, hs, hs * .8, 0, 7)
  31.     fill()
  32.     restore()
  33.     shadowColor = 'transparent'
  34.     shadowBlur = 0
  35.   }
  36.  
  37.   C = Object.assign(d.createElement`canvas`, {
  38.     width: wh, height: wh
  39.   }).getContext('2d')
  40.   C.drawImage(canvas, 0, 0);
  41.  
  42.   im = getImageData(0, 0, wh, wh);
  43.  
  44.   p = im.data
  45.   size = wh * wh * 4
  46.  
  47.   modd = Math.random() * 5550
  48.   for (let i = 0; i < size; i += 4) {
  49.     if (Math.random() < 0.0001) modd = Math.random() * 5550
  50.     M = Math.cos(i % modd) * 255
  51.     p[i] = M < p[i] ? 255 : 0;
  52.     p[i + 1] = M < p[i + 1] ? 255 : 0;
  53.     p[i + 2] = M < p[i + 2] ? 255 : 0;
  54.   }
  55.  
  56.   putImageData(im, 0, 0);
  57.   globalCompositeOperation = 'hard-light'
  58.   drawImage(C.canvas, 0, 0);
  59. }

Some speed-coded canvas stuff with a dither inspired by #genuary2022

WebGL Hemisphere Lines

  1. (() => {
  2.   const m = new Float32Array([
  3.     0, 0, 0, 0, 
  4.     0, 0, 0, 0, 
  5.     0, 0, 0, 0, 
  6.     0, 0, 0, 0])
  7.  
  8.   const pointSize = 4; 
  9.  
  10.   const vert = `
  11.     attribute vec3 vec;
  12.     uniform mat4 mat;
  13.     void main(void) {
  14.       gl_Position = mat * vec4(vec, 1.0);
  15.       gl_PointSize = ${pointSize}.0;
  16.     }
  17.   `
  18.  
  19.   const frag = `
  20.     void main(void) {
  21.       gl_FragColor = vec4(1., 1., 1., .5);
  22.     }
  23.   `
  24.  
  25.   document.body.style.background = '#232323'
  26.   const gl = document.body
  27.     .appendChild(document.createElement('canvas'))
  28.     .getContext('webgl', {
  29.       preserveDrawingBuffer: true,
  30.       powerPreference: 'high-performance'
  31.     })
  32.  
  33.   Object.assign(gl.canvas.style, {
  34.     position: 'absolute',
  35.     left: '50%',
  36.     top: '50%',
  37.     transform: 'translate(-50%, -50%)',
  38.     outline: '1px solid gray'
  39.   })
  40.  
  41.   with (gl) {
  42.     const NUM = 2000
  43.     const radius = 0.7
  44.     const verts = []
  45.  
  46.     for (let i = 0; i < NUM; i += 3) {
  47.       let xp = Math.random() * 2 - 1
  48.       let yp = Math.random() * 2 - 1
  49.       let zp = i / NUM; 
  50.       let dist = Math.sqrt(xp * xp + yp * yp + zp * zp)
  51.       // normalize and scale x,y,z
  52.       verts[i] = (xp / dist) * radius
  53.       verts[i + 1] = (yp / dist) * radius
  54.       verts[i + 2] = (zp / dist) * radius
  55.     }
  56.     const overts = verts.concat()
  57.     const leng = verts.length / 3
  58.  
  59.     bindBuffer(ARRAY_BUFFER, createBuffer())
  60.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  61.  
  62.     const vs = createShader(VERTEX_SHADER)
  63.     shaderSource(vs, vert)
  64.     compileShader(vs)
  65.  
  66.     const fs = createShader(FRAGMENT_SHADER)
  67.     const sp = createProgram()
  68.  
  69.     shaderSource(fs, frag)
  70.     compileShader(fs)
  71.     attachShader(sp, vs)
  72.     attachShader(sp, fs)
  73.     linkProgram(sp)
  74.     useProgram(sp)
  75.  
  76.     const vec = getAttribLocation(sp, 'vec')
  77.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  78.     enableVertexAttribArray(vec)
  79.  
  80.     const matLoc = getUniformLocation(sp, 'mat')
  81.  
  82.     function rot(x, y, z) {
  83.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  84.  
  85.       const sinA = Math.sin(x)
  86.       const cosA = Math.cos(x)
  87.       const sinB = Math.sin(y)
  88.       const cosB = Math.cos(y)
  89.       const sinY = Math.sin(z)
  90.       const cosY = Math.cos(z)
  91.  
  92.       m[0] = cosA * cosB
  93.       m[1] = cosA * sinB * sinY - sinA * cosY
  94.       m[2] = cosA * sinB * cosY + sinA * sinY
  95.       m[3] = 0
  96.  
  97.       m[4] = sinA * cosB
  98.       m[5] = sinA * sinB * sinY + cosA * cosY
  99.       m[6] = sinA * sinB * cosY - cosA * sinY
  100.       m[7] = 0
  101.  
  102.       m[8] = -sinB
  103.       m[9] = cosB * sinY
  104.       m[10] = cosB * cosY
  105.       m[11] = m[12] = m[13] = 0
  106.       m[15] = 1
  107.  
  108.       uniformMatrix4fv(matLoc, false, m)
  109.     }
  110.  
  111.     onresize = () => {
  112.       const { canvas } = gl
  113.       const size = Math.min(innerWidth, innerHeight) - 20
  114.       canvas.width = canvas.height = size
  115.       viewport(0, 0, size, size)
  116.     }
  117.  
  118.     onresize()
  119.  
  120.     let rx = 0
  121.     let ry = 0
  122.     let rz = 0
  123.     let t = 0
  124.  
  125.     function loop() {
  126.       rx += 0.005
  127.       ry += 0.005
  128.       rot(rx, ry, rz)
  129.  
  130.       disable(DEPTH_TEST)
  131.       enable(BLEND)
  132.       blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  133.  
  134.       clearColor(0, 0, 0, 1)
  135.  
  136.       clear(COLOR_BUFFER_BIT)
  137.  
  138.       for (let i = 0; i < verts.length; i += 3) {
  139.         let tof = i * 0.001 + t;
  140.         verts[i] = Math.sin(tof) * overts[i]
  141.         verts[i + 1] = Math.sin(tof) * overts[i + 1]
  142.         verts[i + 2] = Math.sin(tof) * overts[i + 2]
  143.       }
  144.  
  145.       t += 0.005
  146.  
  147.       bufferSubData(ARRAY_BUFFER, 0, new Float32Array(verts))
  148.  
  149.       drawArrays(LINES, 0, leng)
  150.       drawArrays(POINTS, 0, leng)
  151.       window.requestAnimationFrame(loop)
  152.     }
  153.     loop()
  154.   }
  155. })()

WebGL lines and points…

Speed Coded Mouse Toy

  1. d = document
  2. b = d.body
  3. b.style.margin = 0
  4. with (b.appendChild(
  5.   Object.assign(d.createElement`canvas`, {
  6.     width: innerWidth,
  7.     height: innerHeight,
  8.   })
  9. ).getContext`2d`) {
  10.   mx = 0
  11.   my = 0
  12.  
  13.   onresize = _ => {
  14.     canvas.width = innerWidth
  15.     canvas.height = innerHeight
  16.   }
  17.  
  18.   onpointermove = e => {
  19.     mx = e.clientX, 
  20.     my = e.clientY
  21.   }
  22.  
  23.   r = 0
  24.   loop = () => {
  25.     save()
  26.     globalCompositeOperation = 'hard-light'
  27.     translate(innerWidth / 2, innerHeight / 2)
  28.  
  29.     rotate(r += .02)
  30.     translate(-innerWidth / 2, -innerHeight / 2)
  31.  
  32.     fillStyle = 'rgba(55, 55, 55, .01)'
  33.     fillRect(0, 0, innerWidth, innerHeight)
  34.  
  35.     fillStyle = 'rgba(116, 196, 221, .02)'
  36.     fillRect(0, my, innerWidth, 20);
  37.  
  38.     fillStyle = 'rgba(255, 255, 255, .02)'
  39.     fillRect(mx, 0, 20, innerHeight);
  40.  
  41.     fillStyle = 'rgba(0, 0, 0, .03)'
  42.     fillRect(0, innerHeight - my, innerWidth, 20);
  43.  
  44.     fillStyle = 'rgba(116, 196, 221, .02)'
  45.     fillRect(innerWidth - mx, 0, 20, innerHeight);
  46.     restore()
  47.     requestAnimationFrame(loop)
  48.   }
  49.   loop()
  50. }

Speed coded mouse toy…

snippet.zone ~ 2021-24 /// {s/z}