canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
/**
* 3D Software ocean effect with Canvas2D
* You can change properties under comment "Effect properties"
*/
// Init Context
let c = document.createElement('canvas').getContext('2d')
let postctx = document.body.appendChild(document.createElement('canvas')).getContext('2d')
let canvas = c.canvas
let vertices = []
// Effect Properties
let vertexCount = 7000
let vertexSize = 3
let oceanWidth = 180
let oceanHeight = -80
let gridSize = 20;
let waveSize = 40;
let perspective = 300;
// Common variables
let depth = (vertexCount / oceanWidth * gridSize)
let frame = 0
let { sin, cos, tan, PI } = Math
// Render loop
let loop = () => {
let rad = sin(frame / 100) * PI / 20
let rad2 = sin(frame / 50) * PI / 10
frame++
if (postctx.canvas.width !== postctx.canvas.offsetWidth || postctx.canvas.height !== postctx.canvas.offsetHeight) {
postctx.canvas.width = canvas.width = postctx.canvas.offsetWidth
postctx.canvas.height = canvas.height = postctx.canvas.offsetHeight
}
c.fillStyle = `hsl(0deg, 0%, 8%)`
c.fillRect(0, 0, canvas.width, canvas.height)
c.save()
c.translate(canvas.width / 3, canvas.height / 3)
c.beginPath()
vertices.forEach((vertex, i) => {
let ni = i + oceanWidth
let x = vertex[0] - frame % (gridSize * 2)
let z = vertex[2] - frame * 2 % gridSize + (i % 2 === 0 ? gridSize / 2 : 0)
let wave = (cos(frame / 45 + x / 50) - sin(frame / 20 + z / 50) + sin(frame / 30 + z*x / 10000))
let y = vertex[1] + wave * waveSize
let a = Math.max(0, 1 - (Math.sqrt(x ** 2 + z ** 2)) / depth)
let tx, ty, tz
y -= oceanHeight
// Transformation variables
tx = x
ty = y
tz = z
// Rotation Y
tx = x * cos(rad) + z * sin(rad)
tz = -x * sin(rad) + z * cos(rad)
x = tx
y = ty
z = tz
// Rotation Z
tx = x * cos(rad) - y * sin(rad)
ty = x * sin(rad) + y * cos(rad)
x = tx;
y = ty;
z = tz;
// Rotation X
ty = y * cos(rad2) - z * sin(rad2)
tz = y * sin(rad2) + z * cos(rad2)
x = tx;
y = ty;
z = tz;
x /= z / perspective
y /= z / perspective
if (a < 0.01) return
if (z < 0) return
c.globalAlpha = a
c.fillStyle = `hsl(${175 + wave * 5}deg, 66%, 50%)`
c.fillRect(x - a * vertexSize / 2, y - a * vertexSize / 2, a * vertexSize, a * vertexSize)
c.globalAlpha = 1
})
c.restore()
// Post-processing
postctx.drawImage(canvas, 0, 0)
//postctx.globalCompositeOperation = "screen"
postctx.filter = 'blur(0px)'
//postctx.drawImage(canvas, 0, 0)
//postctx.filter = 'blur(0)'
//postctx.globalCompositeOperation = "source-over"
requestAnimationFrame(loop)
}
// Generating dots
for (let i = 0; i < vertexCount; i++) {
let x = i % oceanWidth
let y = 0
let z = i / oceanWidth >> 0
let offset = oceanWidth / 2
vertices.push([(-offset + x) * gridSize, y * gridSize, z * gridSize])
}
loop()
This Pen doesn't use any external CSS resources.
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