Add the legacy frontend themes, scripts, and plugin assets required by the main SPOTA interfaces.
1008 lines
26 KiB
JavaScript
1008 lines
26 KiB
JavaScript
/**
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* Defines a new instance of the rainyday.js.
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* @param canvasid DOM id of the canvas used for rendering
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* @param sourceid DOM id of the image element used as background image
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* @param width width of the rendering
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* @param height height of the rendering
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* @param opacity opacity attribute value of the glass canvas (default: 1)
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* @param blur blur radius (default: 20)
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*/
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function RainyDay(canvasid, sourceid, width, height, opacity, blur) {
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this.canvasid = canvasid;
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this.canvas = document.getElementById(canvasid);
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this.sourceid = sourceid;
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this.img = document.getElementById(sourceid);
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this.opacity = opacity ? opacity : 1;
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this.blurRadius = blur ? blur : 20;
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// draw and blur the background image
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this.prepareBackground(width, height);
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this.w = this.canvas.width;
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this.h = this.canvas.height;
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// create the glass canvas
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this.prepareGlass();
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this.drops = [];
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this.animateDrops();
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// assume default reflection mechanism
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this.reflection = this.REFLECTION_MINIATURE;
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// assume default trail mechanism
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this.trail = this.TRAIL_DROPS;
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// assume default gravity
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this.gravity = this.GRAVITY_NON_LINEAR;
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// drop size threshold for the gravity algorhitm
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this.VARIABLE_GRAVITY_THRESHOLD = 3;
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// gravity angle
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this.VARIABLE_GRAVITY_ANGLE = Math.PI / 2;
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// angle variance
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this.VARIABLE_GRAVITY_ANGLE_VARIANCE = 0;
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// frames per second animation speed
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this.VARIABLE_FPS = 15;
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// context fill style when no REFLECTION_NONE is used
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this.VARIABLE_FILL_STYLE = '#8ED6FF';
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// collisions enabled by default
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this.VARIABLE_COLLISIONS = true;
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this.REFLECTION_SCALEDOWN_FACTOR = 5;
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this.REFLECTION_DROP_MAPPING_WIDTH = 200;
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this.REFLECTION_DROP_MAPPING_HEIGHT = 200;
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// assume default collision algorhitm
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this.collision = this.COLLISION_SIMPLE;
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}
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RainyDay.prototype.animateDrops = function() {
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var raf = window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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function(callback) {
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window.setTimeout(callback, 1000 / this.rainyday.VARIABLE_FPS);
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};
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if (this.addDropCallback)
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this.addDropCallback();
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// |this.drops| array may be changed as we iterate over drops
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var dropsClone = this.drops.slice();
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var newDrops = [];
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for (var i = 0; i < dropsClone.length; ++i) {
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if (dropsClone[i].animate())
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newDrops.push(dropsClone[i]);
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}
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this.drops = newDrops;
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raf(this.animateDrops.bind(this));
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}
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/**
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* Create the helper canvas for rendering raindrop reflections.
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*/
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RainyDay.prototype.prepareReflections = function() {
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// new canvas
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this.reflected = document.createElement('canvas');
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this.reflected.width = this.canvas.width / this.REFLECTION_SCALEDOWN_FACTOR;
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this.reflected.height = this.canvas.height / this.REFLECTION_SCALEDOWN_FACTOR;
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var ctx = this.reflected.getContext('2d');
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ctx.drawImage(this.img, 0, 0, this.reflected.width, this.reflected.height);
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};
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/**
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* Create the glass canvas and position it directly over the main one.
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*/
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RainyDay.prototype.prepareGlass = function() {
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this.glass = document.createElement('canvas');
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this.glass.width = this.canvas.width;
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this.glass.height = this.canvas.height;
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this.context = this.glass.getContext('2d');
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};
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/**
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* Creates a new preset object with given attributes.
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* @param min minimum size of a drop
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* @param base base value for randomizing drop size
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* @param quan probability of selecting this preset (must be between 0 and 1)
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* @returns present object with given attributes
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*/
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RainyDay.prototype.preset = function(min, base, quan) {
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return {
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"min": min,
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"base": base,
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"quan": quan
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}
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};
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/**
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* Main function for starting rain rendering.
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* @param presets list of presets to be applied
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* @param speed speed of the animation (if not provided or 0 static image will be generated)
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*/
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RainyDay.prototype.rain = function(presets, speed) {
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// prepare canvas for drop reflections
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if (this.reflection != this.REFLECTION_NONE) {
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this.prepareReflections();
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}
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if (speed > 0) {
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// animation
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this.presets = presets;
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this.PRIVATE_GRAVITY_FORCE_FACTOR_Y = (this.VARIABLE_FPS * 0.005) / 25;
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this.PRIVATE_GRAVITY_FORCE_FACTOR_X = ((Math.PI / 2) - this.VARIABLE_GRAVITY_ANGLE) * (this.VARIABLE_FPS * 0.005) / 50;
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// prepare gravity matrix
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if (this.VARIABLE_COLLISIONS) {
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// calculate max radius of a drop to establish gravity matrix resolution
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var maxDropRadius = 0;
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for (var i = 0; i < presets.length; i++) {
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if (presets[i].base + presets[i].min > maxDropRadius) {
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maxDropRadius = Math.floor(presets[i].base + presets[i].min);
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}
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}
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if (maxDropRadius > 0) {
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// initialize the gravity matrix
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var mwi = Math.ceil(this.w / maxDropRadius);
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var mhi = Math.ceil(this.h / maxDropRadius);
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this.matrix = new CollisionMatrix(mwi, mhi, maxDropRadius);
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} else {
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this.VARIABLE_COLLISIONS = false;
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}
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}
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var lastExecutionTime = 0;
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this.addDropCallback = function() {
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var timestamp = new Date().getTime();
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if (timestamp - lastExecutionTime < speed)
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return;
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lastExecutionTime = timestamp;
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var context = this.canvas.getContext("2d");
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context.clearRect(0,0,this.canvas.width,this.canvas.height);
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context.drawImage(this.background, 0, 0, this.canvas.width, this.canvas.height);
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var random = Math.random();
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// select matching preset
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var preset;
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for (var i = 0; i < presets.length; i++) {
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if (random < presets[i].quan) {
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preset = presets[i];
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break;
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}
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}
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if (preset) {
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this.putDrop(new Drop(this, Math.random() * this.w, Math.random() * this.h, preset.min, preset.base));
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}
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context.save();
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context.globalAlpha = this.opacity;
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context.drawImage(this.glass, 0, 0, this.canvas.width, this.canvas.height);
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context.restore();
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}.bind(this);
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} else {
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// static picture
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for (var i = 0; i < presets.length; i++) {
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var preset = presets[i];
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for (var c = 0; c < preset.quan; ++c) {
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this.putDrop(new Drop(this, Math.random() * this.w, Math.random() * this.h, preset.min, preset.base));
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}
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}
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}
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};
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/**
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* Adds a new raindrop to the animation.
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* @param drop drop object to be added to the animation
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*/
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RainyDay.prototype.putDrop = function(drop) {
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drop.draw();
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if (this.gravity && drop.r1 > this.VARIABLE_GRAVITY_THRESHOLD) {
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if (this.VARIABLE_COLLISIONS) {
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// put on the gravity matrix
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this.matrix.update(drop);
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}
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this.drops.push(drop);
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}
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};
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RainyDay.prototype.clearDrop = function(drop, force) {
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var result = drop.clear(force);
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if (result) {
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var index = this.drops.indexOf(drop);
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if (index >= 0)
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this.drops.splice(index, 1);
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}
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return result;
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}
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/**
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* Imperfectly approximates shape of a circle.
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* @param iterations number of iterations applied to the size approximation algorithm
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* @returns list of points approximating a circle shape
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*/
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RainyDay.prototype.getLinepoints = function(iterations) {
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var pointList = {};
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pointList.first = {
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x: 0,
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y: 1
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};
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var lastPoint = {
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x: 1,
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y: 1
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}
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var minY = 1;
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var maxY = 1;
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var point;
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var nextPoint;
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var dx, newX, newY;
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pointList.first.next = lastPoint;
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for (var i = 0; i < iterations; i++) {
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point = pointList.first;
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while (point.next != null) {
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nextPoint = point.next;
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dx = nextPoint.x - point.x;
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newX = 0.5 * (point.x + nextPoint.x);
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newY = 0.5 * (point.y + nextPoint.y);
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newY += dx * (Math.random() * 2 - 1);
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var newPoint = {
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x: newX,
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y: newY
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};
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//min, max
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if (newY < minY) {
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minY = newY;
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} else if (newY > maxY) {
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maxY = newY;
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}
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//put between points
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newPoint.next = nextPoint;
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point.next = newPoint;
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point = nextPoint;
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}
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}
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//normalize to values between 0 and 1
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if (maxY != minY) {
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var normalizeRate = 1 / (maxY - minY);
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point = pointList.first;
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while (point != null) {
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point.y = normalizeRate * (point.y - minY);
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point = point.next;
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}
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} else {
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point = pointList.first;
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while (point != null) {
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point.y = 1;
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point = point.next;
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}
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}
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return pointList;
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};
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/**
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* Defines a new raindrop object.
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* @param rainyday reference to the parent object
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* @param centerX x position of the center of this drop
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* @param centerY y position of the center of this drop
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* @param min minimum size of a drop
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* @param base base value for randomizing drop size
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*/
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function Drop(rainyday, centerX, centerY, min, base) {
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this.x = Math.floor(centerX);
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this.y = Math.floor(centerY);
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this.r1 = (Math.random() * base) + min;
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this.rainyday = rainyday;
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var iterations = 4;
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this.r2 = 0.8 * this.r1;
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this.linepoints = rainyday.getLinepoints(iterations);
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this.context = rainyday.context;
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this.reflection = rainyday.reflected;
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}
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/**
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* Draws a raindrop on canvas at the current position.
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*/
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Drop.prototype.draw = function() {
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var phase = 0;
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var point;
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var rad, theta;
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var x0, y0;
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this.context.save();
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this.context.beginPath();
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point = this.linepoints.first;
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theta = phase;
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rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1);
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x0 = this.x + rad * Math.cos(theta);
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y0 = this.y + rad * Math.sin(theta);
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this.context.lineTo(x0, y0);
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while (point.next != null) {
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point = point.next;
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theta = (Math.PI * 2 * point.x) + phase;
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rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1);
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x0 = this.x + rad * Math.cos(theta);
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y0 = this.y + rad * Math.sin(theta);
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this.context.lineTo(x0, y0);
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}
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this.context.clip();
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if (this.rainyday.reflection) {
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this.rainyday.reflection(this);
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}
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this.context.restore();
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};
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/**
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* Clears the raindrop region.
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* @param force force stop
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* @returns true if the animation is stopped
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*/
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Drop.prototype.clear = function(force) {
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this.context.clearRect(this.x - this.r1 - 1, this.y - this.r1 - 1, 2 * this.r1 + 2, 2 * this.r1 + 2);
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if (force) {
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// forced
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this.terminate = true;
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return true;
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}
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if (this.y - this.r1 > this.rainyday.h) {
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// over the bottom edge, stop the thread
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return true;
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}
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if ((this.x - this.r1 > this.rainyday.w) || (this.x + this.r1 < 0)) {
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// over the right or left edge, stop the thread
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return true;
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}
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return false;
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};
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/**
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* Moves the raindrop to a new position according to the gravity.
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*/
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Drop.prototype.animate = function() {
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if (this.terminate) {
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return false;
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}
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var stopped = this.rainyday.gravity(this);
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if (!stopped && this.rainyday.trail) {
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this.rainyday.trail(this);
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}
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if (this.rainyday.VARIABLE_COLLISIONS) {
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var collisions = this.rainyday.matrix.update(this, stopped);
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if (collisions) {
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this.rainyday.collision(this, collisions);
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}
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}
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return !stopped || this.terminate
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};
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/**
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* Merge linepoints with another drop
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* @param drop the other drop
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*/
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Drop.prototype.merge = function(drop) {
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};
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/**
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* TRAIL function: no trail at all
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* @param drop raindrop object
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*/
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RainyDay.prototype.TRAIL_NONE = function(drop) {
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// nothing going on here
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};
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/**
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* TRAIL function: trail of small drops (default)
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* @param drop raindrop object
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*/
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RainyDay.prototype.TRAIL_DROPS = function(drop) {
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if (!drop.trail_y || drop.y - drop.trail_y >= Math.random() * 10 * drop.r1) {
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drop.trail_y = drop.y;
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this.putDrop(new Drop(this, drop.x, drop.y - drop.r1 - 5, 0, Math.ceil(drop.r1 / 5)));
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}
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};
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/**
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* TRAIL function: trail of unblurred image
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* @param drop raindrop object
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*/
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RainyDay.prototype.TRAIL_SMUDGE = function(drop) {
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var context = this.canvas.getContext('2d');
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var y = drop.y - drop.r1 - 2;
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var x = drop.x - drop.r2 + (Math.random() * 2);
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if (y < 0 || x < 0) {
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return;
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}
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var w = drop.r2;
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this.context.drawImage(this.img,
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// coordinates of source image
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(x * this.img.width) / this.w, (y * this.img.height) / this.h, w, 2,
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// destination
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x, y, w, 2);
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};
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/**
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* GRAVITY function: no gravity at all
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* @param drop raindrop object
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* @returns true if the animation is stopped
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*/
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RainyDay.prototype.GRAVITY_NONE = function(drop) {
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return true;
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};
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/**
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* GRAVITY function: linear gravity
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* @param drop raindrop object
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* @returns true if the animation is stopped
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*/
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RainyDay.prototype.GRAVITY_LINEAR = function(drop) {
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if (this.clearDrop(drop)) {
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return true;
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}
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if (drop.yspeed) {
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drop.yspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r1);
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drop.xspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r1);
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} else {
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drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
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drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
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}
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drop.y += drop.yspeed;
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drop.draw();
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return false;
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};
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/**
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* GRAVITY function: non-linear gravity (default)
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* @param drop raindrop object
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* @returns true if the animation is stopped
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*/
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RainyDay.prototype.GRAVITY_NON_LINEAR = function(drop) {
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if (this.clearDrop(drop)) {
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return true;
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}
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if (drop.collided) {
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drop.collided = false;
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drop.seed = Math.floor(drop.r1 * Math.random() * this.VARIABLE_FPS);
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drop.skipping = false;
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drop.slowing = false;
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} else if (!drop.seed || drop.seed < 0) {
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drop.seed = Math.floor(drop.r1 * Math.random() * this.VARIABLE_FPS);
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drop.skipping = drop.skipping == false ? true : false;
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drop.slowing = true;
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}
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drop.seed--;
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if (drop.yspeed) {
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if (drop.slowing) {
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drop.yspeed /= 1.1;
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drop.xspeed /= 1.1;
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if (drop.yspeed < this.PRIVATE_GRAVITY_FORCE_FACTOR_Y) {
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drop.slowing = false;
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}
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} else if (drop.skipping) {
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drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
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drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
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} else {
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drop.yspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r1);
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drop.xspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r1);
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}
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} else {
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drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
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drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
|
|
}
|
|
|
|
if (this.VARIABLE_GRAVITY_ANGLE_VARIANCE != 0) {
|
|
drop.xspeed += ((Math.random() * 2 - 1) * this.VARIABLE_GRAVITY_ANGLE_VARIANCE);
|
|
}
|
|
|
|
drop.y += drop.yspeed;
|
|
drop.x += drop.xspeed;
|
|
|
|
drop.draw();
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* REFLECTION function: no reflection at all
|
|
* @param drop raindrop object
|
|
*/
|
|
RainyDay.prototype.REFLECTION_NONE = function(drop) {
|
|
this.context.fillStyle = this.VARIABLE_FILL_STYLE;
|
|
this.context.fill();
|
|
};
|
|
|
|
/**
|
|
* REFLECTION function: miniature reflection (default)
|
|
* @param drop raindrop object
|
|
*/
|
|
RainyDay.prototype.REFLECTION_MINIATURE = function(drop) {
|
|
// this maps the area of size (REFLECTION_DROP_MAPPING_WIDTH * 2, REFLECTION_DROP_MAPPING_HEIGHT * 2)
|
|
// around point (drop.x, drop.y) into the drop area
|
|
var sx = Math.max((drop.x - this.REFLECTION_DROP_MAPPING_WIDTH) / this.REFLECTION_SCALEDOWN_FACTOR, 0);
|
|
var sy = Math.max((drop.y - this.REFLECTION_DROP_MAPPING_HEIGHT) / this.REFLECTION_SCALEDOWN_FACTOR, 0);
|
|
var sw = Math.min(this.REFLECTION_DROP_MAPPING_WIDTH * 2 / this.REFLECTION_SCALEDOWN_FACTOR, this.reflected.width - sx);
|
|
var sh = Math.min(this.REFLECTION_DROP_MAPPING_HEIGHT * 2 / this.REFLECTION_SCALEDOWN_FACTOR, this.reflected.height - sy);
|
|
this.context.drawImage(this.reflected,
|
|
// coordinates of source image
|
|
sx, sy, sw, sh,
|
|
// destination
|
|
drop.x - drop.r1,
|
|
drop.y - drop.r1,
|
|
drop.r1 * 2,
|
|
drop.r1 * 2);
|
|
};
|
|
|
|
/**
|
|
* COLLISION function: default collision implementation
|
|
* @param drop one of the drops colliding
|
|
* @param colllisions list of potential collisions
|
|
*/
|
|
RainyDay.prototype.COLLISION_SIMPLE = function(drop, collisions) {
|
|
var item = collisions;
|
|
var drop2;
|
|
while (item != null) {
|
|
var p = item.drop;
|
|
if (Math.sqrt(Math.pow(drop.x - p.x, 2) + Math.pow(drop.y - p.y, 2)) < (drop.r1 + p.r1)) {
|
|
drop2 = p;
|
|
break;
|
|
}
|
|
item = item.next;
|
|
}
|
|
|
|
if (!drop2) {
|
|
return;
|
|
}
|
|
|
|
// rename so that we're dealing with low/high drops
|
|
var higher, lower;
|
|
if (drop.y > drop2.y) {
|
|
higher = drop;
|
|
lower = drop2;
|
|
} else {
|
|
higher = drop2;
|
|
lower = drop;
|
|
}
|
|
|
|
this.clearDrop(lower);
|
|
// force stopping the second drop
|
|
this.clearDrop(higher, true);
|
|
lower.draw();
|
|
|
|
// combine linepoints
|
|
higher.merge(lower);
|
|
|
|
lower.r1 = 0.8 * Math.sqrt((lower.r1 * lower.r1) + (higher.r2 * higher.r2));
|
|
lower.r2 = 0.8 * lower.r1;
|
|
lower.collided = true;
|
|
};
|
|
|
|
var mul_table = [
|
|
512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292, 512,
|
|
454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292, 273, 512,
|
|
482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259, 496, 475, 456,
|
|
437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292, 282, 273, 265, 512,
|
|
497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373, 364, 354, 345, 337, 328,
|
|
320, 312, 305, 298, 291, 284, 278, 271, 265, 259, 507, 496, 485, 475, 465, 456,
|
|
446, 437, 428, 420, 412, 404, 396, 388, 381, 374, 367, 360, 354, 347, 341, 335,
|
|
329, 323, 318, 312, 307, 302, 297, 292, 287, 282, 278, 273, 269, 265, 261, 512,
|
|
505, 497, 489, 482, 475, 468, 461, 454, 447, 441, 435, 428, 422, 417, 411, 405,
|
|
399, 394, 389, 383, 378, 373, 368, 364, 359, 354, 350, 345, 341, 337, 332, 328,
|
|
324, 320, 316, 312, 309, 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271,
|
|
268, 265, 262, 259, 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456,
|
|
451, 446, 442, 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388,
|
|
385, 381, 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335,
|
|
332, 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292,
|
|
289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259
|
|
];
|
|
|
|
var shg_table = [
|
|
9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,
|
|
17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,
|
|
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,
|
|
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,
|
|
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,
|
|
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,
|
|
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,
|
|
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,
|
|
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
|
|
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
|
|
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
|
|
23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
|
|
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
|
|
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
|
|
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
|
|
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24
|
|
];
|
|
|
|
/**
|
|
* Resizes canvas, draws original image and applies bluring algorithm.
|
|
* @param width width of the canvas
|
|
* @param height height of the canvas
|
|
*/
|
|
RainyDay.prototype.prepareBackground = function(width, height) {
|
|
if (width && height) {
|
|
this.canvas.style.width = width + "px";
|
|
this.canvas.style.height = height + "px";
|
|
this.canvas.width = width;
|
|
this.canvas.height = height;
|
|
} else {
|
|
width = this.canvas.width;
|
|
height = this.canvas.height;
|
|
}
|
|
|
|
this.background = document.createElement('canvas');
|
|
this.background.width = this.canvas.width;
|
|
this.background.height = this.canvas.height;
|
|
|
|
var context = this.background.getContext("2d");
|
|
context.clearRect(0, 0, width, height);
|
|
context.drawImage(this.img, 0, 0, width, height);
|
|
|
|
if (isNaN(this.blurRadius) || this.blurRadius < 1) return;
|
|
|
|
this.stackBlurCanvasRGB(0, 0, width, height, this.blurRadius);
|
|
};
|
|
|
|
/**
|
|
* Implements the Stack Blur Algorithm (@see http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html).
|
|
* @param top_x x of top-left corner of the blurred rectangle
|
|
* @param top_y y of top-left corner of the blurred rectangle
|
|
* @param width width of the canvas
|
|
* @param height height of the canvas
|
|
* @param radius blur radius
|
|
*/
|
|
RainyDay.prototype.stackBlurCanvasRGB = function(top_x, top_y, width, height, radius) {
|
|
radius |= 0;
|
|
|
|
var context = this.background.getContext("2d");
|
|
var imageData = context.getImageData(top_x, top_y, width, height);
|
|
|
|
var pixels = imageData.data;
|
|
|
|
var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum,
|
|
r_out_sum, g_out_sum, b_out_sum,
|
|
r_in_sum, g_in_sum, b_in_sum,
|
|
pr, pg, pb, rbs;
|
|
|
|
var div = radius + radius + 1;
|
|
var w4 = width << 2;
|
|
var widthMinus1 = width - 1;
|
|
var heightMinus1 = height - 1;
|
|
var radiusPlus1 = radius + 1;
|
|
var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
|
|
|
|
var stackStart = new BlurStack();
|
|
var stack = stackStart;
|
|
for (i = 1; i < div; i++) {
|
|
stack = stack.next = new BlurStack();
|
|
if (i == radiusPlus1) var stackEnd = stack;
|
|
}
|
|
stack.next = stackStart;
|
|
var stackIn = null;
|
|
var stackOut = null;
|
|
|
|
yw = yi = 0;
|
|
|
|
var mul_sum = mul_table[radius];
|
|
var shg_sum = shg_table[radius];
|
|
|
|
for (y = 0; y < height; y++) {
|
|
r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0;
|
|
|
|
r_out_sum = radiusPlus1 * (pr = pixels[yi]);
|
|
g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]);
|
|
b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]);
|
|
|
|
r_sum += sumFactor * pr;
|
|
g_sum += sumFactor * pg;
|
|
b_sum += sumFactor * pb;
|
|
|
|
stack = stackStart;
|
|
|
|
for (i = 0; i < radiusPlus1; i++) {
|
|
stack.r = pr;
|
|
stack.g = pg;
|
|
stack.b = pb;
|
|
stack = stack.next;
|
|
}
|
|
|
|
for (i = 1; i < radiusPlus1; i++) {
|
|
p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
|
|
r_sum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);
|
|
g_sum += (stack.g = (pg = pixels[p + 1])) * rbs;
|
|
b_sum += (stack.b = (pb = pixels[p + 2])) * rbs;
|
|
|
|
r_in_sum += pr;
|
|
g_in_sum += pg;
|
|
b_in_sum += pb;
|
|
|
|
stack = stack.next;
|
|
}
|
|
|
|
stackIn = stackStart;
|
|
stackOut = stackEnd;
|
|
for (x = 0; x < width; x++) {
|
|
pixels[yi] = (r_sum * mul_sum) >> shg_sum;
|
|
pixels[yi + 1] = (g_sum * mul_sum) >> shg_sum;
|
|
pixels[yi + 2] = (b_sum * mul_sum) >> shg_sum;
|
|
|
|
r_sum -= r_out_sum;
|
|
g_sum -= g_out_sum;
|
|
b_sum -= b_out_sum;
|
|
|
|
r_out_sum -= stackIn.r;
|
|
g_out_sum -= stackIn.g;
|
|
b_out_sum -= stackIn.b;
|
|
|
|
p = (yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1)) << 2;
|
|
|
|
r_in_sum += (stackIn.r = pixels[p]);
|
|
g_in_sum += (stackIn.g = pixels[p + 1]);
|
|
b_in_sum += (stackIn.b = pixels[p + 2]);
|
|
|
|
r_sum += r_in_sum;
|
|
g_sum += g_in_sum;
|
|
b_sum += b_in_sum;
|
|
|
|
stackIn = stackIn.next;
|
|
|
|
r_out_sum += (pr = stackOut.r);
|
|
g_out_sum += (pg = stackOut.g);
|
|
b_out_sum += (pb = stackOut.b);
|
|
|
|
r_in_sum -= pr;
|
|
g_in_sum -= pg;
|
|
b_in_sum -= pb;
|
|
|
|
stackOut = stackOut.next;
|
|
|
|
yi += 4;
|
|
}
|
|
yw += width;
|
|
}
|
|
|
|
|
|
for (x = 0; x < width; x++) {
|
|
g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0;
|
|
|
|
yi = x << 2;
|
|
r_out_sum = radiusPlus1 * (pr = pixels[yi]);
|
|
g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]);
|
|
b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]);
|
|
|
|
r_sum += sumFactor * pr;
|
|
g_sum += sumFactor * pg;
|
|
b_sum += sumFactor * pb;
|
|
|
|
stack = stackStart;
|
|
|
|
for (i = 0; i < radiusPlus1; i++) {
|
|
stack.r = pr;
|
|
stack.g = pg;
|
|
stack.b = pb;
|
|
stack = stack.next;
|
|
}
|
|
|
|
yp = width;
|
|
|
|
for (i = 1; i <= radius; i++) {
|
|
yi = (yp + x) << 2;
|
|
|
|
r_sum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);
|
|
g_sum += (stack.g = (pg = pixels[yi + 1])) * rbs;
|
|
b_sum += (stack.b = (pb = pixels[yi + 2])) * rbs;
|
|
|
|
r_in_sum += pr;
|
|
g_in_sum += pg;
|
|
b_in_sum += pb;
|
|
|
|
stack = stack.next;
|
|
|
|
if (i < heightMinus1) {
|
|
yp += width;
|
|
}
|
|
}
|
|
|
|
yi = x;
|
|
stackIn = stackStart;
|
|
stackOut = stackEnd;
|
|
for (y = 0; y < height; y++) {
|
|
p = yi << 2;
|
|
pixels[p] = (r_sum * mul_sum) >> shg_sum;
|
|
pixels[p + 1] = (g_sum * mul_sum) >> shg_sum;
|
|
pixels[p + 2] = (b_sum * mul_sum) >> shg_sum;
|
|
|
|
r_sum -= r_out_sum;
|
|
g_sum -= g_out_sum;
|
|
b_sum -= b_out_sum;
|
|
|
|
r_out_sum -= stackIn.r;
|
|
g_out_sum -= stackIn.g;
|
|
b_out_sum -= stackIn.b;
|
|
|
|
p = (x + (((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width)) << 2;
|
|
|
|
r_sum += (r_in_sum += (stackIn.r = pixels[p]));
|
|
g_sum += (g_in_sum += (stackIn.g = pixels[p + 1]));
|
|
b_sum += (b_in_sum += (stackIn.b = pixels[p + 2]));
|
|
|
|
stackIn = stackIn.next;
|
|
|
|
r_out_sum += (pr = stackOut.r);
|
|
g_out_sum += (pg = stackOut.g);
|
|
b_out_sum += (pb = stackOut.b);
|
|
|
|
r_in_sum -= pr;
|
|
g_in_sum -= pg;
|
|
b_in_sum -= pb;
|
|
|
|
stackOut = stackOut.next;
|
|
|
|
yi += width;
|
|
}
|
|
}
|
|
|
|
context.putImageData(imageData, top_x, top_y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Defines a new helper object for Stack Blur Algorithm.
|
|
*/
|
|
|
|
function BlurStack() {
|
|
this.r = 0;
|
|
this.g = 0;
|
|
this.b = 0;
|
|
this.a = 0;
|
|
this.next = null;
|
|
}
|
|
|
|
/**
|
|
* Defines a gravity matrix object which handles collision detection.
|
|
* @param x number of columns in the matrix
|
|
* @param y number of rows in the matrix
|
|
* @param r grid size
|
|
*/
|
|
|
|
function CollisionMatrix(x, y, r) {
|
|
this.resolution = r;
|
|
this.xc = x;
|
|
this.yc = y;
|
|
this.matrix = new Array(x);
|
|
for (var i = 0; i <= (x + 5); i++) {
|
|
this.matrix[i] = Array(y);
|
|
for (var j = 0; j <= (y + 5); ++j) {
|
|
this.matrix[i][j] = new DropItem(null);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Updates position of the given drop on the collision matrix.
|
|
* @param drop raindrop to be positioned/repositioned
|
|
* @forceDelete if true the raindrop will be removed from the matrix
|
|
* @returns collisions if any
|
|
*/
|
|
CollisionMatrix.prototype.update = function(drop, forceDelete) {
|
|
if (drop.gid) {
|
|
this.matrix[drop.gmx][drop.gmy].remove(drop);
|
|
if (forceDelete) {
|
|
return null;
|
|
}
|
|
|
|
drop.gmx = Math.floor(drop.x / this.resolution);
|
|
drop.gmy = Math.floor(drop.y / this.resolution);
|
|
this.matrix[drop.gmx][drop.gmy].add(drop);
|
|
|
|
var collisions = this.collisions(drop);
|
|
if (collisions && collisions.next != null) {
|
|
return collisions.next;
|
|
}
|
|
} else {
|
|
drop.gid = Math.random().toString(36).substr(2, 9);
|
|
drop.gmx = Math.floor(drop.x / this.resolution);
|
|
drop.gmy = Math.floor(drop.y / this.resolution);
|
|
this.matrix[drop.gmx][drop.gmy].add(drop);
|
|
}
|
|
return null;
|
|
};
|
|
|
|
/**
|
|
* Looks for collisions with the given raindrop.
|
|
* @param drop raindrop to be checked
|
|
* @returns list of drops that collide with it
|
|
*/
|
|
CollisionMatrix.prototype.collisions = function(drop) {
|
|
var item = new DropItem(null);
|
|
var first = item;
|
|
|
|
item = this.addAll(item, drop.gmx - 1, drop.gmy + 1);
|
|
item = this.addAll(item, drop.gmx, drop.gmy + 1);
|
|
item = this.addAll(item, drop.gmx + 1, drop.gmy + 1);
|
|
|
|
return first;
|
|
};
|
|
|
|
/**
|
|
* Appends all found drop at a given location to the given item.
|
|
* @param to item to which the results will be appended to
|
|
* @param x x position in the matrix
|
|
* @param y y position in the matrix
|
|
* @returns last discovered item on the list
|
|
*/
|
|
CollisionMatrix.prototype.addAll = function(to, x, y) {
|
|
if (x > 0 && y > 0 && x < this.xc && y < this.yc) {
|
|
var items = this.matrix[x][y];
|
|
while (items.next != null) {
|
|
items = items.next;
|
|
to.next = new DropItem(items.drop);
|
|
to = to.next;
|
|
}
|
|
}
|
|
return to;
|
|
};
|
|
|
|
/**
|
|
* Defines a linked list item.
|
|
*/
|
|
|
|
function DropItem(drop) {
|
|
this.drop = drop;
|
|
this.next = null;
|
|
}
|
|
|
|
/**
|
|
* Adds the raindrop to the end of the list.
|
|
* @param drop raindrop to be added
|
|
*/
|
|
DropItem.prototype.add = function(drop) {
|
|
var item = this;
|
|
while (item.next != null) {
|
|
item = item.next;
|
|
}
|
|
item.next = new DropItem(drop);
|
|
};
|
|
|
|
/**
|
|
* Removes the raindrop from the list.
|
|
* @param drop raindrop to be removed
|
|
*/
|
|
DropItem.prototype.remove = function(drop) {
|
|
var item = this;
|
|
var prevItem = null;
|
|
while (item.next != null) {
|
|
prevItem = item;
|
|
item = item.next;
|
|
if (item.drop.gid == drop.gid) {
|
|
prevItem.next = item.next;
|
|
}
|
|
}
|
|
}; |