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HTML

              
                <canvas></canvas>
              
            
!

CSS

              
                body{
  margin: 0;
  height: 100%;
}
  
  canvas{
    background-color: #eee;
    width: 100%;
    height: 100%;
  }
              
            
!

JS

              
                function perlinNoise(x, y, z) {
  const getNoiseFloat = (x, y, z) => {
    var p = new Array(512)
    var permutation = [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] = permutation[i];

    var X = Math.floor(x) & 255,                  // FIND UNIT CUBE THAT
      Y = Math.floor(y) & 255,                  // CONTAINS POINT.
      Z = Math.floor(z) & 255;
    x -= Math.floor(x);                                // FIND RELATIVE X,Y,Z
    y -= Math.floor(y);                                // OF POINT IN CUBE.
    z -= Math.floor(z);
    var u = fade(x),                                // COMPUTE FADE CURVES
      v = fade(y),                                // FOR EACH OF X,Y,Z.
      w = fade(z);
    var A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z,      // HASH COORDINATES OF
      B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;      // THE 8 CUBE CORNERS,

    return scale(lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),  // AND ADD
      grad(p[BA], x - 1, y, z)), // BLENDED
      lerp(u, grad(p[AB], x, y - 1, z),  // RESULTS
        grad(p[BB], x - 1, y - 1, z))),// FROM  8
      lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1),  // CORNERS
        grad(p[BA + 1], x - 1, y, z - 1)), // OF CUBE
        lerp(u, grad(p[AB + 1], x, y - 1, z - 1),
          grad(p[BB + 1], x - 1, y - 1, z - 1)))));
  }
  const fade = (t) => { return t * t * t * (t * (t * 6 - 15) + 10); }
  const lerp = (t, a, b) => { return a + t * (b - a); }
  const grad = (hash, x, y, z) => {
    var h = hash & 15;                      // CONVERT LO 4 BITS OF HASH CODE
    var u = h < 8 ? x : y,                 // INTO 12 GRADIENT DIRECTIONS.
      v = h < 4 ? y : h == 12 || h == 14 ? x : z;
    return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
  }
  const scale = (n) => { return (1 + n) / 2; }
  return getNoiseFloat(x, y, z);
}

class Grid {
  constructor(ctx, space = 500, w = 200, h = 200, x = 0, y = 520, z = -200, perspective = 200) {
    this.ctx = ctx;
    this.cvs = ctx.canvas;
    this.h = h;
    this.w = w;
    this.x = x;
    this.y = y;
    this.z = z;
    this.perspective = perspective;
    this.space = space;
    this.vertices = [];
    window.ff = [];
    this.init();
  }

  init() {
    this.setFull();
    this.bindResizeEvent();
    this.initVertices();
    this.draw();
  }

  getSpace() {


  }
  setFull() {
    this.cvs.width = window.innerWidth;
    this.cvs.height = window.innerHeight;
  }

  initVertices() {
    for (let x = 0; x <= this.w; x++) {
      for (let y = 0; y <= this.h; y++) {
        this.vertices.push([
          -0.5 * this.w * this.space + x * this.space,
          y * this.space + this.z
        ]);
      }
    }
    this.vertices = this.vertices.map((o, i) => {
      let x = o[0];
      let y = this.y;
      let z = o[1];
      let perlin = perlinNoise(x * 0.01, y * 0.01, z * 0.1);
      return this.project(
        o[0], this.y + this.cvs.height * perlin * 3, o[1]
      )
    });
    

  }



  project(x, y, z) {
    const scaleProjected = this.perspective / (this.perspective + z);
    const xProjected = (x * scaleProjected) + this.cvs.width / 2;
    const yProjected = (y * scaleProjected) + this.cvs.height / 2;
    return [xProjected, yProjected];
  }

  refreshVertices() {
    this.vertices = [];
    this.initVertices();
  }

  drawLine(x0, y0, x1, y1, color = '#666', lineWidth = 0.25) {
    this.ctx.beginPath();
    this.ctx.moveTo(x0, y0);
    this.ctx.lineTo(x1, y1);
    this.ctx.lineWidth = lineWidth;
    this.ctx.strokeStyle = color;
    this.ctx.stroke();
    this.ctx.closePath();
  }

  draw() {
    for (let i = 0; i < this.vertices.length; i++) {
      if ((i + 1) % (this.w + 1) !== 0 || i === 0) {
        const x0 = this.vertices[i][0];
        const y0 = this.vertices[i][1];
        const x1 = this.vertices[i + 1][0];
        const y1 = this.vertices[i + 1][1];
        this.drawLine(x0, y0, x1, y1)

      }
      if (i / (this.w + 1) < this.h) {
        const x0 = this.vertices[i][0];
        const y0 = this.vertices[i][1];
        const x1 = this.vertices[i + this.w + 1][0];
        const y1 = this.vertices[i + this.w + 1][1];
        this.drawLine(x0, y0, x1, y1)
      }
    }
  }

  bindResizeEvent() {
    window.addEventListener('resize', () => {
      this.setFull();
      this.refreshVertices();
      this.draw();
    })
  }

}



(() => {
  const ctx = document.querySelector('canvas').getContext('2d');
  const instance = new Grid(ctx);
  console.log(instance);
})()
              
            
!
999px

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