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Odd Gradient Notation

  1. // "Being clever is not clever"
  2. // -- Bjarne Stroustrup
  3. D = document
  4. ang = {
  5.   '|': 180,
  6.   '-': 90,
  7.   '\\': 135,
  8.   '/': 225
  9. }
  10.  
  11. box = def => {
  12.   def = def.split(/\s+/)
  13.   form = def.length
  14.   I = i => parseInt(def[i], 16)
  15.  
  16.   ;[,,, _=>{x = y = I(0); w = h = I(1); c = def[2]},
  17.     _=>{x = I(0), y = I(1); w = h = I(2);c = def[3]},
  18.     _=>{x = I(0); y = I(1); w = I(2); h = I(3); c = def[4]}
  19.   ][form]()
  20.  
  21.   c = c.split``
  22.  
  23.   ca = c[0]
  24.   ca = ca+ca+ca
  25.   cD = ang[c[1]]
  26.   cb = c[2]
  27.   cb = cb+cb+cb 
  28.  
  29.   D.body.appendChild(
  30.     D.createElement`div`
  31.   ).style = `
  32.     position: absolute; left: ${x}px; top: ${y}px;
  33.     width: ${w}px; height: ${h}px;
  34.     background: linear-gradient(${cD}deg, #${ca}, #${cb})
  35.   `
  36. }
  37.  
  38. const parse = prog => prog.trim()
  39.   .split(/\n+/m)
  40.   .map(line => box(line.trim()))
  41.  
  42. parse(`
  43.   0 64 0/f
  44.   64 64 0\\f
  45.   a0 f0 30 54 f\\0
  46.   0 6f 20 60 0-c
  47.   f 7f 20 60 0|c
  48.   1f 8f 30 30 c/0
  49. `)

Just playing around… odd micro-gradient notation:

  1. '0 64 0/f'
  2. // x=0 y=0 width=0x64 height=0x64
  3. // 0/f = gradient black to white top right to bottom left
  4.  
  5. '64 64 0\\f'
  6. // x=0 y=0 width=0x64 height=0x64
  7. // 0\\f = black to to white gradient top left to bottom right
  8.  
  9. '0 6f 20 60 0-c'
  10. // x=0 y=0x6f width=0x20 height=0x60
  11. // 0-c = gradient black to grey (#ccc) left to right
  12.  
  13. // etc... ( | ) is top to bottom grad
// css // dom // golfed // graphics // hacks // humor // regex // speed-coded

Isometric Vases

  1.  
  2. const canvas = document.createElement`canvas`
  3. const c = canvas.getContext`2d`
  4.  
  5. document.body.appendChild(canvas)
  6. document.body.style.margin = 0
  7.  
  8. canvas.style.width = '100%'
  9. canvas.style.height = '100%'
  10.  
  11. const COLS = 10
  12. const ROWS = 10
  13. let space;
  14. let size;
  15. let time = 0
  16. const num = COLS * ROWS
  17. const mon = []
  18. for (let y = 0; y < COLS; y++) {
  19.   for (let x = 0; x < ROWS; x++) {
  20.     mon.push(monument())
  21.   }
  22. }
  23.  
  24. function reset(){
  25.   time = 0
  26.   c.fillStyle = '#ccc'
  27.   c.fillRect(0, 0, canvas.width, canvas.height)
  28. }
  29.  
  30. function resize() {
  31.   canvas.width = innerWidth * 2
  32.   canvas.height = innerHeight * 2
  33.  
  34.   reset()
  35. }
  36. resize()
  37. window.addEventListener('resize', resize)
  38.  
  39. function monument(x, y) {
  40.  
  41.   const s = Math.random()
  42.   let cl = 0;
  43.   let damp = Math.random() / 10;
  44.  
  45.   let rad = 10 + Math.random() * 
  46.   Math.random() * (innerWidth / 30)
  47.  
  48.   let skip = Math.random() < .5;
  49.   let o = Math.random() * 7
  50.   let shade = .01;
  51.   let radamp = 200 + Math.random() * 90
  52.   let life = 100 + Math.random() *  Math.random() *  Math.random() * 1200;
  53.   return (x, y) => { 
  54.       if (time === 0) { 
  55.       c.save()
  56.       c.strokeStyle = 'rgba(0, 0, 0, 0.2)'
  57.       c.translate(x - space / 2, y - space / 2)
  58.       c.strokeRect(0, 0, space, space)
  59.       c.restore()
  60.       }
  61.     if (skip) {
  62.  
  63.  
  64.     } else { 
  65.  
  66.       //rad += (0 - rad) / radamp
  67.       let teta = time * s * damp
  68.       let C = Math.sin(teta)
  69.       let C2 = Math.sin(time * s * damp + o);
  70.  
  71.       cl = C2 * 200 + 55;
  72.  
  73.       shade -= .0001;
  74.  
  75.       let col = `rgba(${cl}, ${cl}, ${cl}, 1)`
  76.       if (time > life) {
  77.         col = `rgba(155, 155, 155, .4)`
  78.         skip = true
  79.       }
  80.  
  81.     c.save()
  82.  
  83.       c.translate(x - time * s, y)
  84.       c.fillStyle = `rgba(0, 0, 0, ${shade})`
  85.       c.beginPath()
  86.       c.arc(0, 0, rad + rad * C, 0, 7)
  87.       c.fill()
  88.       c.restore();
  89.  
  90.       c.save()
  91.  
  92.       c.translate(x - time * s, y - time * s)
  93.       c.fillStyle = col
  94.       c.beginPath()
  95.       c.arc(0, 0, rad + rad * C, 0, 7)
  96.       c.fill()
  97.       c.restore();
  98.     }
  99.   }
  100. }
  101.  
  102. function draw() {
  103.   space = (innerWidth * 2) / COLS * .6;
  104.  
  105.   size = COLS * space
  106.  
  107.   c.save()
  108.   c.scale(1, .6)
  109.   c.translate(innerWidth, innerHeight * 2)
  110.   c.rotate(45 * Math.PI / 180)
  111.   c.translate(-size / 2, -size / 2)
  112.  
  113.   let inc = 0;
  114.   for (let y = 0; y < COLS; y++) {
  115.     for (let x = 0; x < ROWS; x++) {
  116.       mon[inc++](y * space, x * space)
  117.     }
  118.   }
  119.   c.restore()
  120.   time++
  121.   requestAnimationFrame(draw)
  122. }
  123.  
  124. draw();

Something I speed coded for genuary

JavaScript Exotic Undefined

  1. // from Martin Kleppe
  2. Array: [][[]]
  3. String: ""[""]
  4. Function: ($=>$)()
  5. Object: ({}).$
  6. Number: 0.0.$
  7. RegExp: /$/.$
  8. Boolean: false.true

Fun tweet from Martin Kleppe today

osx Command Files

  1. #!/bin/bash
  2. cd "$(dirname "$0")"
  3. . ~/.nvm/nvm.sh
  4.  
  5. nvm use stable && npm run dev

Then name that file “whatever.command”. When you double-click it, it’ll launch a terminal and run the command. I pop these in my dock for projects I’m always opening…

Non-perspective WebGL Texture

  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.  
  9.   const pointSize = Math.max(Math.min(10, ~~(innerWidth / 70)), 3);
  10.  
  11.   const vert = `
  12.     attribute vec3 vec;
  13.     uniform mat4 mat;
  14.     void main(void) {
  15.       gl_Position = mat * vec4(vec, 1.);
  16.       gl_PointSize = ${pointSize}.;
  17.     }
  18.   `
  19.  
  20.   const frag = `
  21.     #ifdef GL_ES
  22.     precision highp float;
  23.     #endif
  24.     void main(void) {
  25.       vec2 uv = gl_FragCoord.xy  / vec2(500., 500.);
  26.       gl_FragColor = vec4(uv.x, 0., cos(uv.y * 60.), .4);
  27.     }
  28.   `
  29.  
  30.   document.body.style.background = '#333'
  31.   const gl = document.body
  32.     .appendChild(document.createElement('canvas'))
  33.     .getContext('webgl')
  34.  
  35.   Object.assign(gl.canvas.style, {
  36.     position: 'absolute',
  37.     left: '50%',
  38.     top: '50%',
  39.     transform: 'translate(-50%, -50%)',
  40.     outline: '1px solid gray'
  41.   })
  42.  
  43.   with (gl) {
  44.     const NUM = 3
  45.     const s = .5;
  46.     const verts = [
  47.       -s, -s, 0,
  48.        s, -s, 0,
  49.       -s,  s, 0,
  50.        s,  s, 0,
  51.     ]
  52.  
  53.     //  1.0,  1.0,
  54.     // -1.0,  1.0,
  55.     //  1.0, -1.0,
  56.     // -1.0, -1.0,
  57.  
  58.     // for (let i = 0; i < NUM; i++) {
  59.     //   verts.push(
  60.     //     Math.random() * 1 - 0.5,
  61.     //     Math.random() * 1 - 0.5,
  62.     //     Math.random() * 1 - 0.5
  63.     //   )
  64.     // }
  65.  
  66.     const leng = verts.length / 3
  67.     bindBuffer(ARRAY_BUFFER, createBuffer())
  68.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  69.  
  70.     const vs = createShader(VERTEX_SHADER)
  71.     shaderSource(vs, vert)
  72.     compileShader(vs)
  73.  
  74.     const fs = createShader(FRAGMENT_SHADER)
  75.     const sp = createProgram()
  76.  
  77.     shaderSource(fs, frag)
  78.     compileShader(fs)
  79.     attachShader(sp, vs)
  80.     attachShader(sp, fs)
  81.     linkProgram(sp)
  82.     useProgram(sp)
  83.  
  84.     const vec = getAttribLocation(sp, 'vec')
  85.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  86.     enableVertexAttribArray(vec)
  87.  
  88.     const matLoc = getUniformLocation(sp, 'mat')
  89.  
  90.     function rot(x, y, z) {
  91.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  92.  
  93.       const sinA = Math.sin(x)
  94.       const cosA = Math.cos(x)
  95.       const sinB = Math.sin(y)
  96.       const cosB = Math.cos(y)
  97.       const sinY = Math.sin(z)
  98.       const cosY = Math.cos(z)
  99.  
  100.       m[0] = cosA * cosB
  101.       m[1] = cosA * sinB * sinY - sinA * cosY
  102.       m[2] = cosA * sinB * cosY + sinA * sinY
  103.       m[3] = 0
  104.  
  105.       m[4] = sinA * cosB
  106.       m[5] = sinA * sinB * sinY + cosA * cosY
  107.       m[6] = sinA * sinB * cosY - cosA * sinY
  108.       m[7] = 0
  109.  
  110.       m[8] = -sinB
  111.       m[9] = cosB * sinY
  112.       m[10] = cosB * cosY
  113.       m[11] = m[12] = m[13] = 0
  114.       m[15] = 1
  115.  
  116.       uniformMatrix4fv(matLoc, false, m)
  117.     }
  118.  
  119.     onresize = () => {
  120.       const { canvas } = gl
  121.       const size = Math.min(innerWidth, innerHeight) - 20
  122.       canvas.width = canvas.height = size
  123.       viewport(0, 0, size, size)
  124.     }
  125.  
  126.     onresize()
  127.  
  128.     let rx = 0, ry = 0
  129.  
  130.     disable(DEPTH_TEST)
  131.     enable(BLEND)
  132.     blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  133.  
  134.     function loop() {
  135.       rot(rx += .01, ry += .01, 0)
  136.  
  137.       clearColor(0, 0, 0, 1)
  138.       clear(COLOR_BUFFER_BIT)
  139.       drawArrays(TRIANGLE_STRIP, 0, leng)
  140.       window.requestAnimationFrame(loop)
  141.     }
  142.     loop()
  143.   }
  144. })()

Forked from a previous example – toying with the idea of doing some kind of complex low level webgl… not sure, might end up using THREE… Please excuse some of the dead code here…

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