this.context.drawImage(this.reflected, drop.x - drop.r1, drop.y - drop.r1, drop.r1 * 2, drop.r1 * 2);
};

/**
* COLLISION function: default collision implementation
* @param drop1 one of the drops colliding
* @param drop2 the other one
*/
RainyDay.prototype.COLLISION_SIMPLE = function(drop1, drop2) {
drop1.clear();
// force stopping the second drop
drop2.clear(true);

drop1.x = (drop1.x + drop2.x) / 2;
drop1.y = (drop1.y + drop2.y) / 2;
};

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 radius blur radius to be applied
* @param width width of the canvas
* @param height height of the canvas
*/
RainyDay.prototype.prepareBackground = function(radius, 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;
}

var context = this.canvas.getContext("2d");
context.clearRect(0, 0, width, height);
context.drawImage(this.img, 0, 0, width, height);

if (isNaN(radius) || radius < 1) return;

this.stackBlurCanvasRGB(0, 0, width, height, radius);
};

/**
* 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.canvas.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]);

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