/**

* 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,

width: 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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