block by tophtucker c28b93d34fd7c05c9b00

Streaky Text III

Full Screen

Crappy ripoff of FizzyText (seen here, source here, my attempted explanation here).

Improvements:

index.html

<!doctype html>
<html>
<head>

<style>
  canvas {
    position: absolute;
    top: 0;
    left: 0;
  }
</style>

<title>StreakyText</title>

<script src='d3.min.js'></script>
<script src='improvedNoise.js'></script>
<script src='main.js'></script>

<script>
  window.onload = function() {
    var streakyText = new StreakyText('Streaky Text!');
  };
</script>

</head>

<body>

<div id='streakytext'></div>

</body>
</html>

improvedNoise.js

// http://mrl.nyu.edu/~perlin/noise/

var ImprovedNoise = 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 );

    }

    return {

        noise: function ( x, y, z ) {

            var floorX = Math.floor( x ), floorY = Math.floor( y ), floorZ = Math.floor( 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 ) ) ) );

        }
    }
}

var currentRandom = Math.random;

// Pseudo-random generator
function Marsaglia(i1, i2) {
  // from http://www.math.uni-bielefeld.de/~sillke/ALGORITHMS/random/marsaglia-c
  var z=i1 || 362436069, w= i2 || 521288629;
  var nextInt = function() {
    z=(36969*(z&65535)+(z>>>16)) & 0xFFFFFFFF;
    w=(18000*(w&65535)+(w>>>16)) & 0xFFFFFFFF;
    return (((z&0xFFFF)<<16) | (w&0xFFFF)) & 0xFFFFFFFF;
  };
 
  this.nextDouble = function() {
    var i = nextInt() / 4294967296;
    return i < 0 ? 1 + i : i;
  };
  this.nextInt = nextInt;
}
Marsaglia.createRandomized = function() {
  var now = new Date();
  return new Marsaglia((now / 60000) & 0xFFFFFFFF, now & 0xFFFFFFFF);
};      

// Noise functions and helpers
function PerlinNoise(seed) {
  var rnd = seed !== undefined ? new Marsaglia(seed) : Marsaglia.createRandomized();
  var i, j;
  // http://www.noisemachine.com/talk1/17b.html
  // http://mrl.nyu.edu/~perlin/noise/
  // generate permutation
  var p = new Array(512); 
  for(i=0;i<256;++i) { p[i] = i; }
  for(i=0;i<256;++i) { var t = p[j = rnd.nextInt() & 0xFF]; p[j] = p[i]; p[i] = t; }
  // copy to avoid taking mod in p[0];
  for(i=0;i<256;++i) { p[i + 256] = p[i]; } 
  
  function grad3d(i,x,y,z) {        
    var h = i & 15; // convert into 12 gradient directions
    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);
  }

  function grad2d(i,x,y) { 
    var v = (i & 1) === 0 ? x : y;
    return (i&2) === 0 ? -v : v;
  }
  
  function grad1d(i,x) { 
    return (i&1) === 0 ? -x : x;
  }
  
  function lerp(t,a,b) { return a + t * (b - a); }
    
  this.noise3d = function(x, y, z) {
    var X = Math.floor(x)&255, Y = Math.floor(y)&255, Z = Math.floor(z)&255;
    x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
    var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y, fz = (3-2*z)*z*z;
    var p0 = p[X]+Y, p00 = p[p0] + Z, p01 = p[p0 + 1] + Z, p1  = p[X + 1] + Y, p10 = p[p1] + Z, p11 = p[p1 + 1] + Z;
    return lerp(fz, 
      lerp(fy, lerp(fx, grad3d(p[p00], x, y, z), grad3d(p[p10], x-1, y, z)),
               lerp(fx, grad3d(p[p01], x, y-1, z), grad3d(p[p11], x-1, y-1,z))),
      lerp(fy, lerp(fx, grad3d(p[p00 + 1], x, y, z-1), grad3d(p[p10 + 1], x-1, y, z-1)),
               lerp(fx, grad3d(p[p01 + 1], x, y-1, z-1), grad3d(p[p11 + 1], x-1, y-1,z-1))));
  };
  
  this.noise2d = function(x, y) {
    var X = Math.floor(x)&255, Y = Math.floor(y)&255;
    x -= Math.floor(x); y -= Math.floor(y);
    var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y;
    var p0 = p[X]+Y, p1  = p[X + 1] + Y;
    return lerp(fy, 
      lerp(fx, grad2d(p[p0], x, y), grad2d(p[p1], x-1, y)),
      lerp(fx, grad2d(p[p0 + 1], x, y-1), grad2d(p[p1 + 1], x-1, y-1)));
  };

  this.noise1d = function(x) {
    var X = Math.floor(x)&255;
    x -= Math.floor(x);
    var fx = (3-2*x)*x*x;
    return lerp(fx, grad1d(p[X], x), grad1d(p[X+1], x-1));
  };
}

function noiser(oct, fall) {

  //  these are lifted from Processing.js
  // processing defaults
  var noiseProfile = { 
    generator: undefined, 
    octaves: oct || 4, 
    fallout: fall || .8, 
    seed: undefined
  };

  function noise(x, y, z) {
    if(noiseProfile.generator === undefined) {
      // caching
      noiseProfile.generator = new PerlinNoise(noiseProfile.seed);
    }
    var generator = noiseProfile.generator;
    var effect = 1, k = 1, sum = 0;
    for(var i=0; i<noiseProfile.octaves; ++i) {
      effect *= noiseProfile.fallout;        
      switch (arguments.length) {
      case 1:
        sum += effect * (1 + generator.noise1d(k*x))/2; break;
      case 2:
        sum += effect * (1 + generator.noise2d(k*x, k*y))/2; break;
      case 3:
        sum += effect * (1 + generator.noise3d(k*x, k*y, k*z))/2; break;
      }
      k *= 2;
    }
    return sum;
  };

  return noise;

}

main.js

// TOTAL RIPOFF OF FIZZYTEXT
// https://github.com/dataarts/dat.gui/blob/gh-pages/docs/demo.js
// (still has a ton of vestigial elements thereof)

function StreakyText(message) {

  var that = this;

  // These are the variables that we manipulate with gui-dat.
  // Notice they're all defined with "this". That makes them public.
  // Otherwise, gui-dat can't see them.

  this.growthSpeed = 0.01;       // how fast do particles change size?
  this.minR = 0;
  this.maxR = 1.5;
  this.minV = .4;
  this.maxV = 2;          // how big can they get?
  this.noiseStrength = 10;      // how turbulent is the flow?
  this.speed = 0.4;             // how fast do particles move?
  this.displayOutline = false;  // should we draw the message as a stroke?
  this.framesRendered = 0;

  ////////////////////////////////////////////////////////////////

  var _this = this;

  var width = 800;
  var height = 200;
  var textAscent = 101;
  var textOffsetLeft = 20;
  var noiseScale = 300;
  var frameTime = 30;

  // var colors = ["#00aeff", "#0fa954", "#54396e", "#e61d5f"];
  var colors = ["#000000"];

  var noise1 = noiser(4,.8);
  var noise2 = noiser(4,1.2);

  // This is the context we use to get a bitmap of text using
  // the getImageData function.
  var r = document.createElement('canvas');
  var s = r.getContext('2d');

  // This is the context we actually use to draw.
  var c = document.createElement('canvas');
  var g = c.getContext('2d');

  r.setAttribute('width', width);
  c.setAttribute('width', width);
  r.setAttribute('height', height);
  c.setAttribute('height', height);

  // Add our demo to the HTML
  // document.getElementById('streakytext').appendChild(r);
  document.getElementById('streakytext').appendChild(c);

  var grd = s.createLinearGradient(0.000, 150.000, 300.000, 150.000);
  grd.addColorStop(0.000, 'rgba(10, 0, 178, 1.000)');
  grd.addColorStop(0.500, 'rgba(255, 0, 0, 1.000)');
  grd.addColorStop(1.000, 'rgba(255, 0, 255, 1.000)');

  // Stores bitmap image
  var pixels = [];

  // Stores a list of particles
  var particles = [];

  // Set g.font to the same font as the bitmap canvas, incase we
  // want to draw some outlines.
  s.font = g.font = "800 82px 'Times New Roman', times, serif";

  g.globalAlpha = 1;

  // Instantiate some particles
  for (var i = 0; i < 1000; i++) {
    particles.push(new Particle(Math.random() * width, Math.random() * height));
  }

  // This function creates a bitmap of pixels based on your message
  // It's called every time we change the message property.
  var createBitmap = function (msg) {

    s.fillStyle = "#fff";
    s.fillRect(0, 0, width, height);

    s.fillStyle = grd;
    s.fillText(msg, textOffsetLeft, textAscent);

    // Pull reference
    var imageData = s.getImageData(0, 0, width, height);
    pixels = imageData.data;

  };

  // Called once per frame, updates the animation.
  var render = function (t) {

    that.framesRendered ++;

    // g.clearRect(0, 0, width, height);

    if (_this.displayOutline) {
      g.globalCompositeOperation = "source-over";
      g.strokeStyle = "#000";
      g.lineWidth = .5;
      g.strokeText(message, textOffsetLeft, textAscent);
      g.fillText(message, textOffsetLeft, textAscent);
    }

    g.globalCompositeOperation = "darker";

    for (var i = 0; i < particles.length; i++) {
      g.fillStyle = colors[i % colors.length];
      particles[i].render(t);
    }

  };

  // Returns x, y coordinates for a given index in the pixel array.
  var getPosition = function (i) {
    return {
      x: (i - (width * 4) * Math.floor(i / (width * 4))) / 4,
      y: Math.floor(i / (width * 4))
    };
  };

  // Returns a color for a given pixel in the pixel array.
  var getColor = function (x, y) {
    var base = (Math.floor(y) * width + Math.floor(x)) * 4;
    var c = {
      r: pixels[base + 0],
      g: pixels[base + 1],
      b: pixels[base + 2],
      a: pixels[base + 3]
    };

    return "rgb(" + c.r + "," + c.g + "," + c.b + ")";
  };

  createBitmap(message);
  d3.timer(render);

  // This class is responsible for drawing and moving those little
  // colored dots.
  function Particle(x, y, c) {

    // Position
    this.x = x;
    this.y = y;

    // Size of particle
    this.r = .5;

    this.v = 0.1;

    this.baseC = "rgb(255,255,255)";

    this.constrain = function (v, o1, o2) {
      if (v < o1) v = o1;
      else if (v > o2) v = o2;
      return v;
    };

    // Called every frame
    this.render = function (t) {

      // What color is the pixel we're sitting on top of?
      var c = getColor(this.x, this.y);

      // Where should we move?
      var angle1 = noise1(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;
      var angle2 = noise2(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;

      var noiseInterpolate = d3.scale.linear()
        .domain([0,10000])
        .range([angle1,angle2])

      var angle = noiseInterpolate(t);
      angle = angle1;

      // Are we within the boundaries of the image?
      var onScreen = this.x > 0 && this.x < width &&
          this.y > 0 && this.y < height;

      var isBlack = c != "rgb(255,255,255)" && onScreen;

      // If we're on top of a black pixel, slow.
      // If not, speed up.
      if (isBlack) {
        // this.v -= _this.growthSpeed;
        this.r += 7 * _this.growthSpeed;
        this.baseC = c;
      } else {
        // this.v += _this.growthSpeed;
        this.r -= _this.growthSpeed;
      }

      this.r = this.constrain(this.r, _this.minR, _this.maxR);
      this.v = this.constrain(this.v, _this.minV, _this.maxV);
      
      // Gives the whole thing a downward bias
      // this.y += this.v;

      // Change our position based on the flow field and our
      // explode velocity.
      this.x += Math.cos(angle) * this.v;
      this.y += -Math.sin(angle) * this.v;

      // Once we fall off the bottom, respawn at random x-coord along top
      // if(this.y > height) {
      //   this.x = Math.random() * width;
      //   this.y = 0;
      // }

      // If we're off the screen, go over to other side
      if(this.x < 0) this.x = width;
      if(this.x > width) this.x = 0;
      if(this.y < 0) this.y = height;
      if(this.y > height) this.y = 0;

      // If we're tiny, keep moving around until we find a black
      // pixel.
      if (this.r <= _this.minR) {
        this.x = Math.random() * width;
        this.y = Math.random() * height;
        return; // Don't draw!
      }

      // Draw the streak.
      g.fillStyle = this.baseC;
      g.beginPath();
      g.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
      g.fill();

    }

  }

}