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  • rainyday.js

    /**

     * Defines a new instance of the rainyday.js.

     * @param options options element with script parameters

     * @param canvas to be used (if not defined a new one will be created)

     */

     

    function RainyDay(options, canvas) {

     

    if (this === window) { //if *this* is the window object, start over with a *new* object

    return new RainyDay(options);

    }

     

    this.img = options.image;

    var defaults = {

    opacity: 1,

    blur: 10,

    crop: [0, 0, this.img.naturalWidth, this.img.naturalHeight],

    enableSizeChange: true,

    parentElement: document.getElementsByTagName('body')[0],

    fps: 30,

    fillStyle: '#8ED6FF',

    enableCollisions: true,

    gravityThreshold: 3,

    gravityAngle: Math.PI / 2,

    gravityAngleVariance: 0,

    reflectionScaledownFactor: 5,

    reflectionDropMappingWidth: 200,

    reflectionDropMappingHeight: 200,

    this.img.clientWidth,

    height: this.img.clientHeight,

    position: 'absolute',

    top: 0,

    left: 0

    };

     

    // add the defaults to options

    for (var option in defaults) {

    if (typeof options[option] === 'undefined') {

    options[option] = defaults[option];

    }

    }

    this.options = options;

     

    this.drops = [];

     

    // prepare canvas elements

    this.canvas = canvas || this.prepareCanvas();

    this.prepareBackground();

    this.prepareGlass();

     

    // assume defaults

    this.reflection = this.REFLECTION_MINIATURE;

    this.trail = this.TRAIL_DROPS;

    this.gravity = this.GRAVITY_NON_LINEAR;

    this.collision = this.COLLISION_SIMPLE;

     

    // set polyfill of requestAnimationFrame

    this.setRequestAnimFrame();

    }

     

    /**

     * Create the main canvas over a given element

     * @returns HTMLElement the canvas

     */

    RainyDay.prototype.prepareCanvas = function() {

    var canvas = document.createElement('canvas');

    canvas.style.position = this.options.position;

    canvas.style.top = this.options.top;

    canvas.style.left = this.options.left;

    canvas.width = this.options.width;

    canvas.height = this.options.height;

    this.options.parentElement.appendChild(canvas);

    if (this.options.enableSizeChange) {

    this.setResizeHandler();

    }

    return canvas;

    };

     

    RainyDay.prototype.setResizeHandler = function() {

    // use setInterval if oneresize event already use by other.

    if (window.onresize !== null) {

    window.setInterval(this.checkSize.bind(this), 100);

    } else {

    window.onresize = this.checkSize.bind(this);

    window.onorientationchange = this.checkSize.bind(this);

    }

    };

     

    /**

     * Periodically check the size of the underlying element

     */

    RainyDay.prototype.checkSize = function() {

    var clientWidth = this.img.clientWidth;

    var clientHeight = this.img.clientHeight;

    var clientOffsetLeft = this.img.offsetLeft;

    var clientOffsetTop = this.img.offsetTop;

    var canvasWidth = this.canvas.width;

    var canvasHeight = this.canvas.height;

    var canvasOffsetLeft = this.canvas.offsetLeft;

    var canvasOffsetTop = this.canvas.offsetTop;

     

    if (canvasWidth !== clientWidth || canvasHeight !== clientHeight) {

    this.canvas.width = clientWidth;

    this.canvas.height = clientHeight;

    this.prepareBackground();

    this.glass.width = this.canvas.width;

    this.glass.height = this.canvas.height;

    this.prepareReflections();

    }

    if (canvasOffsetLeft !== clientOffsetLeft || canvasOffsetTop !== clientOffsetTop) {

    this.canvas.offsetLeft = clientOffsetLeft;

    this.canvas.offsetTop = clientOffsetTop;

    }

    };

     

    /**

     * Start animation loop

     */

    RainyDay.prototype.animateDrops = function() {

    if (this.addDropCallback) {

    this.addDropCallback();

    }

    // |this.drops| array may be changed as we iterate over drops

    var dropsClone = this.drops.slice();

    var newDrops = [];

    for (var i = 0; i < dropsClone.length; ++i) {

    if (dropsClone[i].animate()) {

    newDrops.push(dropsClone[i]);

    }

    }

    this.drops = newDrops;

    window.requestAnimFrame(this.animateDrops.bind(this));

    };

     

    /**

     * Polyfill for requestAnimationFrame

     */

    RainyDay.prototype.setRequestAnimFrame = function() {

    var fps = this.options.fps;

    window.requestAnimFrame = (function() {

    return window.requestAnimationFrame ||

    window.webkitRequestAnimationFrame ||

    window.mozRequestAnimationFrame ||

    function(callback) {

    window.setTimeout(callback, 1000 / fps);

    };

    })();

    };

     

    /**

     * Create the helper canvas for rendering raindrop reflections.

     */

    RainyDay.prototype.prepareReflections = function() {

    this.reflected = document.createElement('canvas');

    this.reflected.width = this.canvas.width / this.options.reflectionScaledownFactor;

    this.reflected.height = this.canvas.height / this.options.reflectionScaledownFactor;

    var ctx = this.reflected.getContext('2d');

    ctx.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.reflected.width, this.reflected.height);

    };

     

    /**

     * Create the glass canvas.

     */

    RainyDay.prototype.prepareGlass = function() {

    this.glass = document.createElement('canvas');

    this.glass.width = this.canvas.width;

    this.glass.height = this.canvas.height;

    this.context = this.glass.getContext('2d');

    };

     

    /**

     * Main function for starting rain rendering.

     * @param presets list of presets to be applied

     * @param speed speed of the animation (if not provided or 0 static image will be generated)

     */

    RainyDay.prototype.rain = function(presets, speed) {

    // prepare canvas for drop reflections

    if (this.reflection !== this.REFLECTION_NONE) {

    this.prepareReflections();

    }

     

    this.animateDrops();

     

    // animation

    this.presets = presets;

     

    this.PRIVATE_GRAVITY_FORCE_FACTOR_Y = (this.options.fps * 0.001) / 25;

    this.PRIVATE_GRAVITY_FORCE_FACTOR_X = ((Math.PI / 2) - this.options.gravityAngle) * (this.options.fps * 0.001) / 50;

     

    // prepare gravity matrix

    if (this.options.enableCollisions) {

     

    // calculate max radius of a drop to establish gravity matrix resolution

    var maxDropRadius = 0;

    for (var i = 0; i < presets.length; i++) {

    if (presets[i][0] + presets[i][1] > maxDropRadius) {

    maxDropRadius = Math.floor(presets[i][0] + presets[i][1]);

    }

    }

     

    if (maxDropRadius > 0) {

    // initialize the gravity matrix

    var mwi = Math.ceil(this.canvas.width / maxDropRadius);

    var mhi = Math.ceil(this.canvas.height / maxDropRadius);

    this.matrix = new CollisionMatrix(mwi, mhi, maxDropRadius);

    } else {

    this.options.enableCollisions = false;

    }

    }

     

    for (var i = 0; i < presets.length; i++) {

    if (!presets[i][3]) {

    presets[i][3] = -1;

    }

    }

     

    var lastExecutionTime = 0;

    this.addDropCallback = function() {

    var timestamp = new Date().getTime();

    if (timestamp - lastExecutionTime < speed) {

    return;

    }

    lastExecutionTime = timestamp;

    var context = this.canvas.getContext('2d');

    context.clearRect(0, 0, this.canvas.width, this.canvas.height);

    context.drawImage(this.background, 0, 0, this.canvas.width, this.canvas.height);

    // select matching preset

    var preset;

    for (var i = 0; i < presets.length; i++) {

    if (presets[i][2] > 1 || presets[i][3] === -1) {

    if (presets[i][3] !== 0) {

    presets[i][3]--;

    for (var y = 0; y < presets[i][2]; ++y) {

    this.putDrop(new Drop(this, Math.random() * this.canvas.width, Math.random() * this.canvas.height, presets[i][0], presets[i][1]));

    }

    }

    } else if (Math.random() < presets[i][2]) {

    preset = presets[i];

    break;

    }

    }

    if (preset) {

    this.putDrop(new Drop(this, Math.random() * this.canvas.width, Math.random() * this.canvas.height, preset[0], preset[1]));

    }

    context.save();

    context.globalAlpha = this.options.opacity;

    context.drawImage(this.glass, 0, 0, this.canvas.width, this.canvas.height);

    context.restore();

    }

    .bind(this);

    };

     

    /**

     * Adds a new raindrop to the animation.

     * @param drop drop object to be added to the animation

     */

    RainyDay.prototype.putDrop = function(drop) {

    drop.draw();

    if (this.gravity && drop.r > this.options.gravityThreshold) {

    if (this.options.enableCollisions) {

    this.matrix.update(drop);

    }

    this.drops.push(drop);

    }

    };

     

    /**

     * Clear the drop and remove from the list if applicable.

     * @drop to be cleared

     * @force force removal from the list

     * result if true animation of this drop should be stopped

     */

    RainyDay.prototype.clearDrop = function(drop, force) {

    var result = drop.clear(force);

    if (result) {

    var index = this.drops.indexOf(drop);

    if (index >= 0) {

    this.drops.splice(index, 1);

    }

    }

    return result;

    };

     

    /**

     * Defines a new raindrop object.

     * @param rainyday reference to the parent object

     * @param centerX x position of the center of this drop

     * @param centerY y position of the center of this drop

     * @param min minimum size of a drop

     * @param base base value for randomizing drop size

     */

     

    function Drop(rainyday, centerX, centerY, min, base) {

    this.x = Math.floor(centerX);

    this.y = Math.floor(centerY);

    this.r = (Math.random() * base) + min;

    this.rainyday = rainyday;

    this.context = rainyday.context;

    this.reflection = rainyday.reflected;

    }

     

    /**

     * Draws a raindrop on canvas at the current position.

     */

    Drop.prototype.draw = function() {

    this.context.save();

    this.context.beginPath();

     

    var orgR = this.r;

    this.r = 0.95 * this.r;

    if (this.r < 3) {

    this.context.arc(this.x, this.y, this.r, 0, Math.PI * 2, true);

    this.context.closePath();

    } else if (this.colliding || this.yspeed > 2) {

    if (this.colliding) {

    var collider = this.colliding;

    this.r = 1.001 * (this.r > collider.r ? this.r : collider.r);

    this.x += (collider.x - this.x);

    this.colliding = null;

    }

     

    var yr = 1 + 0.1 * this.yspeed;

    this.context.moveTo(this.x - this.r / yr, this.y);

    this.context.bezierCurveTo(this.x - this.r, this.y - this.r * 2, this.x + this.r, this.y - this.r * 2, this.x + this.r / yr, this.y);

    this.context.bezierCurveTo(this.x + this.r, this.y + yr * this.r, this.x - this.r, this.y + yr * this.r, this.x - this.r / yr, this.y);

    } else {

    this.context.arc(this.x, this.y, this.r * 0.9, 0, Math.PI * 2, true);

    this.context.closePath();

    }

     

    this.context.clip();

     

    this.r = orgR;

     

    if (this.rainyday.reflection) {

    this.rainyday.reflection(this);

    }

     

    this.context.restore();

    };

     

    /**

     * Clears the raindrop region.

     * @param force force stop

     * @returns Boolean true if the animation is stopped

     */

    Drop.prototype.clear = function(force) {

    this.context.clearRect(this.x - this.r - 1, this.y - this.r - 2, 2 * this.r + 2, 2 * this.r + 2);

    if (force) {

    this.terminate = true;

    return true;

    }

    if ((this.y - this.r > this.rainyday.h) || (this.x - this.r > this.rainyday.w) || (this.x + this.r < 0)) {

    // over edge so stop this drop

    return true;

    }

    return false;

    };

     

    /**

     * Moves the raindrop to a new position according to the gravity.

     */

    Drop.prototype.animate = function() {

    if (this.terminate) {

    return false;

    }

    var stopped = this.rainyday.gravity(this);

    if (!stopped && this.rainyday.trail) {

    this.rainyday.trail(this);

    }

    if (this.rainyday.options.enableCollisions) {

    var collisions = this.rainyday.matrix.update(this, stopped);

    if (collisions) {

    this.rainyday.collision(this, collisions);

    }

    }

    return !stopped || this.terminate;

    };

     

    /**

     * TRAIL function: no trail at all

     */

    RainyDay.prototype.TRAIL_NONE = function() {

    // nothing going on here

    };

     

    /**

     * TRAIL function: trail of small drops (default)

     * @param drop raindrop object

     */

    RainyDay.prototype.TRAIL_DROPS = function(drop) {

    if (!drop.trailY || drop.y - drop.trailY >= Math.random() * 100 * drop.r) {

    drop.trailY = drop.y;

    this.putDrop(new Drop(this, drop.x + (Math.random() * 2 - 1) * Math.random(), drop.y - drop.r - 5, Math.ceil(drop.r / 5), 0));

    }

    };

     

    /**

     * TRAIL function: trail of unblurred image

     * @param drop raindrop object

     */

    RainyDay.prototype.TRAIL_SMUDGE = function(drop) {

    var y = drop.y - drop.r - 3;

    var x = drop.x - drop.r / 2 + (Math.random() * 2);

    if (y < 0 || x < 0) {

    return;

    }

    this.context.drawImage(this.clearbackground, x, y, drop.r, 2, x, y, drop.r, 2);

    };

     

    /**

     * GRAVITY function: no gravity at all

     * @returns Boolean true if the animation is stopped

     */

    RainyDay.prototype.GRAVITY_NONE = function() {

    return true;

    };

     

    /**

     * GRAVITY function: linear gravity

     * @param drop raindrop object

     * @returns Boolean true if the animation is stopped

     */

    RainyDay.prototype.GRAVITY_LINEAR = function(drop) {

    if (this.clearDrop(drop)) {

    return true;

    }

     

    if (drop.yspeed) {

    drop.yspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r);

    drop.xspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r);

    } else {

    drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;

    drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;

    }

     

    drop.y += drop.yspeed;

    drop.draw();

    return false;

    };

     

    /**

     * GRAVITY function: non-linear gravity (default)

     * @param drop raindrop object

     * @returns Boolean true if the animation is stopped

     */

    RainyDay.prototype.GRAVITY_NON_LINEAR = function(drop) {

    if (this.clearDrop(drop)) {

    return true;

    }

     

    if (drop.collided) {

    drop.collided = false;

    drop.seed = Math.floor(drop.r * Math.random() * this.options.fps);

    drop.skipping = false;

    drop.slowing = false;

    } else if (!drop.seed || drop.seed < 0) {

    drop.seed = Math.floor(drop.r * Math.random() * this.options.fps);

    drop.skipping = drop.skipping === false ? true : false;

    drop.slowing = true;

    }

     

    drop.seed--;

     

    if (drop.yspeed) {

    if (drop.slowing) {

    drop.yspeed /= 1.1;

    drop.xspeed /= 1.1;

    if (drop.yspeed < this.PRIVATE_GRAVITY_FORCE_FACTOR_Y) {

    drop.slowing = false;

    }

     

    } else if (drop.skipping) {

    drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;

    drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;

    } else {

    drop.yspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r);

    drop.xspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r);

    }

    } else {

    drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;

    drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;

    }

     

    if (this.options.gravityAngleVariance !== 0) {

    drop.xspeed += ((Math.random() * 2 - 1) * drop.yspeed * this.options.gravityAngleVariance);

    }

     

    drop.y += drop.yspeed;

    drop.x += drop.xspeed;

     

    drop.draw();

    return false;

    };

     

    /**

     * Utility function to return positive min value

     * @param val1 first number

     * @param val2 second number

     */

    RainyDay.prototype.positiveMin = function(val1, val2) {

    var result = 0;

    if (val1 < val2) {

    if (val1 <= 0) {

    result = val2;

    } else {

    result = val1;

    }

    } else {

    if (val2 <= 0) {

    result = val1;

    } else {

    result = val2;

    }

    }

    return result <= 0 ? 1 : result;

    };

     

    /**

     * REFLECTION function: no reflection at all

     */

    RainyDay.prototype.REFLECTION_NONE = function() {

    this.context.fillStyle = this.options.fillStyle;

    this.context.fill();

    };

     

    /**

     * REFLECTION function: miniature reflection (default)

     * @param drop raindrop object

     */

    RainyDay.prototype.REFLECTION_MINIATURE = function(drop) {

    var sx = Math.max((drop.x - this.options.reflectionDropMappingWidth) / this.options.reflectionScaledownFactor, 0);

    var sy = Math.max((drop.y - this.options.reflectionDropMappingHeight) / this.options.reflectionScaledownFactor, 0);

    var sw = this.positiveMin(this.options.reflectionDropMappingWidth * 2 / this.options.reflectionScaledownFactor, this.reflected.width - sx);

    var sh = this.positiveMin(this.options.reflectionDropMappingHeight * 2 / this.options.reflectionScaledownFactor, this.reflected.height - sy);

    var dx = Math.max(drop.x - 1.1 * drop.r, 0);

    var dy = Math.max(drop.y - 1.1 * drop.r, 0);

    this.context.drawImage(this.reflected, sx, sy, sw, sh, dx, dy, drop.r * 2, drop.r * 2);

    };

     

    /**

     * COLLISION function: default collision implementation

     * @param drop one of the drops colliding

     * @param collisions 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.r + p.r)) {

    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);

    this.matrix.remove(higher);

    lower.draw();

     

    lower.colliding = higher;

    lower.collided = true;

    };

     

    /**

     * Resizes canvas, draws original image and applies blurring algorithm.

     */

    RainyDay.prototype.prepareBackground = function() {

    this.background = document.createElement('canvas');

    this.background.width = this.canvas.width;

    this.background.height = this.canvas.height;

     

    this.clearbackground = document.createElement('canvas');

    this.clearbackground.width = this.canvas.width;

    this.clearbackground.height = this.canvas.height;

     

    var context = this.background.getContext('2d');

    context.clearRect(0, 0, this.canvas.width, this.canvas.height);

     

    context.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.canvas.width, this.canvas.height);

     

    context = this.clearbackground.getContext('2d');

    context.clearRect(0, 0, this.canvas.width, this.canvas.height);

    context.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.canvas.width, this.canvas.height);

     

    if (!isNaN(this.options.blur) && this.options.blur >= 1) {

    this.stackBlurCanvasRGB(this.canvas.width, this.canvas.height, this.options.blur);

    }

    };

     

    /**

     * Implements the Stack Blur Algorithm (@see http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html).

     * @param width width of the canvas

     * @param height height of the canvas

     * @param radius blur radius

     */

    RainyDay.prototype.stackBlurCanvasRGB = function(width, height, radius) {

     

    var shgTable = [

    [0, 9],

    [1, 11],

    [2, 12],

    [3, 13],

    [5, 14],

    [7, 15],

    [11, 16],

    [15, 17],

    [22, 18],

    [31, 19],

    [45, 20],

    [63, 21],

    [90, 22],

    [127, 23],

    [181, 24]

    ];

     

    var mulTable = [

    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

    ];

     

    radius |= 0;

     

    var context = this.background.getContext('2d');

    var imageData = context.getImageData(0, 0, width, height);

    var pixels = imageData.data;

    var x,

    y,

    i,

    p,

    yp,

    yi,

    yw,

    rSum,

    gSum,

    bSum,

    rOutSum,

    gOutSum,

    bOutSum,

    rInSum,

    gInSum,

    bInSum,

    pr,

    pg,

    pb,

    rbs;

    var radiusPlus1 = radius + 1;

    var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;

     

    var stackStart = new BlurStack();

    var stackEnd = new BlurStack();

    var stack = stackStart;

    for (i = 1; i < 2 * radius + 1; i++) {

    stack = stack.next = new BlurStack();

    if (i === radiusPlus1) {

    stackEnd = stack;

    }

    }

    stack.next = stackStart;

    var stackIn = null;

    var stackOut = null;

     

    yw = yi = 0;

     

    var mulSum = mulTable[radius];

    var shgSum;

    for (var ssi = 0; ssi < shgTable.length; ++ssi) {

    if (radius <= shgTable[ssi][0]) {

    shgSum = shgTable[ssi - 1][1];

    break;

    }

    }

     

    for (y = 0; y < height; y++) {

    rInSum = gInSum = bInSum = rSum = gSum = bSum = 0;

     

    rOutSum = radiusPlus1 * (pr = pixels[yi]);

    gOutSum = radiusPlus1 * (pg = pixels[yi + 1]);

    bOutSum = radiusPlus1 * (pb = pixels[yi + 2]);

     

    rSum += sumFactor * pr;

    gSum += sumFactor * pg;

    bSum += 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 + ((width - 1 < i ? width - 1 : i) << 2);

    rSum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);

    gSum += (stack.g = (pg = pixels[p + 1])) * rbs;

    bSum += (stack.b = (pb = pixels[p + 2])) * rbs;

     

    rInSum += pr;

    gInSum += pg;

    bInSum += pb;

     

    stack = stack.next;

    }

     

    stackIn = stackStart;

    stackOut = stackEnd;

    for (x = 0; x < width; x++) {

    pixels[yi] = (rSum * mulSum) >> shgSum;

    pixels[yi + 1] = (gSum * mulSum) >> shgSum;

    pixels[yi + 2] = (bSum * mulSum) >> shgSum;

     

    rSum -= rOutSum;

    gSum -= gOutSum;

    bSum -= bOutSum;

     

    rOutSum -= stackIn.r;

    gOutSum -= stackIn.g;

    bOutSum -= stackIn.b;

     

    p = (yw + ((p = x + radius + 1) < (width - 1) ? p : (width - 1))) << 2;

     

    rInSum += (stackIn.r = pixels[p]);

    gInSum += (stackIn.g = pixels[p + 1]);

    bInSum += (stackIn.b = pixels[p + 2]);

     

    rSum += rInSum;

    gSum += gInSum;

    bSum += bInSum;

     

    stackIn = stackIn.next;

     

    rOutSum += (pr = stackOut.r);

    gOutSum += (pg = stackOut.g);

    bOutSum += (pb = stackOut.b);

     

    rInSum -= pr;

    gInSum -= pg;

    bInSum -= pb;

     

    stackOut = stackOut.next;

     

    yi += 4;

    }

    yw += width;

    }

     

    for (x = 0; x < width; x++) {

    gInSum = bInSum = rInSum = gSum = bSum = rSum = 0;

     

    yi = x << 2;

    rOutSum = radiusPlus1 * (pr = pixels[yi]);

    gOutSum = radiusPlus1 * (pg = pixels[yi + 1]);

    bOutSum = radiusPlus1 * (pb = pixels[yi + 2]);

     

    rSum += sumFactor * pr;

    gSum += sumFactor * pg;

    bSum += 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 < radiusPlus1; i++) {

    yi = (yp + x) << 2;

     

    rSum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);

    gSum += (stack.g = (pg = pixels[yi + 1])) * rbs;

    bSum += (stack.b = (pb = pixels[yi + 2])) * rbs;

     

    rInSum += pr;

    gInSum += pg;

    bInSum += pb;

     

    stack = stack.next;

     

    if (i < (height - 1)) {

    yp += width;

    }

    }

     

    yi = x;

    stackIn = stackStart;

    stackOut = stackEnd;

    for (y = 0; y < height; y++) {

    p = yi << 2;

    pixels[p] = (rSum * mulSum) >> shgSum;

    pixels[p + 1] = (gSum * mulSum) >> shgSum;

    pixels[p + 2] = (bSum * mulSum) >> shgSum;

     

    rSum -= rOutSum;

    gSum -= gOutSum;

    bSum -= bOutSum;

     

    rOutSum -= stackIn.r;

    gOutSum -= stackIn.g;

    bOutSum -= stackIn.b;

     

    p = (x + (((p = y + radiusPlus1) < (height - 1) ? p : (height - 1)) * width)) << 2;

     

    rSum += (rInSum += (stackIn.r = pixels[p]));

    gSum += (gInSum += (stackIn.g = pixels[p + 1]));

    bSum += (bInSum += (stackIn.b = pixels[p + 2]));

     

    stackIn = stackIn.next;

     

    rOutSum += (pr = stackOut.r);

    gOutSum += (pg = stackOut.g);

    bOutSum += (pb = stackOut.b);

     

    rInSum -= pr;

    gInSum -= pg;

    bInSum -= pb;

     

    stackOut = stackOut.next;

     

    yi += width;

    }

    }

     

    context.putImageData(imageData, 0, 0);

     

    };

     

    /**

     * Defines a new helper object for Stack Blur Algorithm.

     */

    function BlurStack() {

    this.r = 0;

    this.g = 0;

    this.b = 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] = new 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

     * @param forceDelete if true the raindrop will be removed from the matrix

     * @returns collisions if any

     */

    CollisionMatrix.prototype.update = function(drop, forceDelete) {

    if (drop.gid) {

    if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {

    return null;

    }

    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);

    if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {

    return null;

    }

    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);

    if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {

    return null;

    }

     

    this.matrix[drop.gmx][drop.gmy].add(drop);

    }

    return null;

    };

     

    /**

     * Looks for collisions with the given raindrop.

     * @param drop raindrop to be checked

     * @returns DropItem 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;

    };

     

    /**

     * Removed the drop from its current position

     * @param drop to be removed

     */

    CollisionMatrix.prototype.remove = function(drop) {

    this.matrix[drop.gmx][drop.gmy].remove(drop);

    };

     

    /**

     * 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;

    }

    }

    };

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  • 原文地址:https://www.cnblogs.com/luckyXcc/p/5743596.html
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