Template:SBS SH 112144/js/waterpipe.js

/*

*  waterpipe.js - v1.0
*  jQuery plugin. Smoky backgrounds generator
*  http://www.dragdropsite.com
*
*  Made by dragdropsite.com
*
*  Under MIT License
*
*  Credits: rectangleworld.com
*/
(function ( $, window, document, undefined ) {
   var pluginName = "waterpipe",
       defaults = {
           //Smoke
           gradientStart: '#000000',
           gradientEnd: '#222222',
           smokeOpacity: 0.1,
           numCircles: 1,
           maxMaxRad: 'auto',
           minMaxRad: 'auto',
           minRadFactor: 0,
           iterations: 8,
           drawsPerFrame: 10,
           lineWidth: 2,
           speed: 1,
           //Background
           bgColorInner: "#ffffff",
           bgColorOuter: "#666666",
       };
   var TWO_PI = 2*Math.PI;
   var timer;
   var inst;
   function Smoke ( element, options ) {
       this.element = element;
       this.$element = $(element);
       inst = this;
       this.settings = $.extend( {}, defaults, options );
       this._defaults = defaults;
       this._name = pluginName;
       this.init();
   }
   Smoke.prototype = {
       init: function () {
           this.initSettings();
           this.initCanvas();
           this.generate();
       },
       initSettings: function () {
           var radius = this.$element.height()*0.8/2;
           if(this.settings.maxMaxRad==='auto') this.settings.maxMaxRad = radius;
           if(this.settings.minMaxRad==='auto') this.settings.minMaxRad = radius;
       },
       initCanvas: function () {
           this.displayCanvas = this.$element.find('canvas');
           this.displayWidth = this.$element[0].clientWidth;
           this.displayHeight = this.$element[0].clientHeight;
           this.displayCanvas[0].width = this.displayWidth;
           this.displayCanvas[0].height = this.displayHeight;
           this.context = this.displayCanvas[0].getContext("2d");
           //off screen canvas used only when exporting image
           this.exportCanvas = document.createElement('canvas');
           this.exportCanvas.width = this.displayWidth;
           this.exportCanvas.height = this.displayHeight;
           this.exportContext = this.exportCanvas.getContext("2d");
       },
       generate: function () {
           this.drawCount = 0;
           this.context.setTransform(1,0,0,1,0,0);
           this.context.clearRect(0,0,this.displayWidth,this.displayHeight);
           this.fillBackground();
           
           this.setCircles();
           
           if(timer) {clearInterval(timer);}
           timer = setInterval(function(){inst.onTimer()},inst.settings.speed);
           
       },
       fillBackground: function () {
           var outerRad = Math.sqrt(this.displayWidth*this.displayWidth + this.displayHeight*this.displayHeight)/2;
           this.niceGradient = new SmokeNiceBG(this.displayWidth*0.75,this.displayHeight/2*0.75,0,this.displayWidth/2,this.displayHeight/4,outerRad);
           var hex = this.settings.bgColorInner.replace('#',);
           var r0 = parseInt(hex.substring(0,2), 16), 
               g0 = parseInt(hex.substring(2,4), 16), 
               b0 = parseInt(hex.substring(4,6), 16);
           hex = this.settings.bgColorOuter.replace('#',);
           var r1 = parseInt(hex.substring(0,2), 16), 
               g1 = parseInt(hex.substring(2,4), 16), 
               b1 = parseInt(hex.substring(4,6), 16);
           this.niceGradient.addColorStop(0,r0,g0,b0);
           this.niceGradient.addColorStop(1,r1,g1,b1);     
           this.niceGradient.fillRect(this.context,0,0,this.displayWidth,this.displayHeight);
       },
       setCircles: function () {
           var i;
           var r,g,b,a;
           var maxR, minR;
           var grad;
           
           this.circles = [];
           
           for (i = 0; i < this.settings.numCircles; i++) {
               maxR = this.settings.minMaxRad+Math.random()*(this.settings.maxMaxRad-this.settings.minMaxRad);
               minR = this.settings.minRadFactor*maxR;
               
               //define gradient
               grad = this.context.createRadialGradient(0,0,minR,0,0,maxR);
               var gradientStart = this.hexToRGBA(this.settings.gradientStart, this.settings.smokeOpacity),
                   gradientEnd = this.hexToRGBA(this.settings.gradientEnd, this.settings.smokeOpacity);
               grad.addColorStop(1,gradientStart);
               grad.addColorStop(0,gradientEnd);
               
               var newCircle = {
                   centerX: -maxR,
                   centerY: this.displayHeight/2-50,
                   maxRad : maxR,
                   minRad : minR,
                   color: grad, //can set a gradient or solid color here.
                   //fillColor: "rgba(0,0,0,1)",
                   param : 0,
                   changeSpeed : 1/250,
                   phase : Math.random()*TWO_PI, //the phase to use for a single fractal curve.
                   globalPhase: Math.random()*TWO_PI //the curve as a whole will rise and fall by a sinusoid.
                   };
               this.circles.push(newCircle);
               newCircle.pointList1 = this.setLinePoints(this.settings.iterations);
               newCircle.pointList2 = this.setLinePoints(this.settings.iterations);
           }
       },
       onTimer: function () {
           var i,j;
           var c;
           var rad;
           var point1,point2;
           var x0,y0;
           var cosParam;
           
           var xSqueeze = 0.75; //cheap 3D effect by shortening in x direction.
           
           var yOffset;
           
           //draw circles
           for (j = 0; j < this.settings.drawsPerFrame; j++) {
               
               this.drawCount++;
               
               for (i = 0; i < this.settings.numCircles; i++) {
                   c = this.circles[i];
                   c.param += c.changeSpeed;
                   if (c.param >= 1) {
                       c.param = 0;
                       
                       c.pointList1 = c.pointList2;
                       c.pointList2 = this.setLinePoints(this.settings.iterations);
                   }
                   cosParam = 0.5-0.5*Math.cos(Math.PI*c.param);
                   
                   this.context.strokeStyle = c.color;
                   this.context.lineWidth = this.settings.lineWidth;
                   //context.fillStyle = c.fillColor;
                   this.context.beginPath();
                   point1 = c.pointList1.first;
                   point2 = c.pointList2.first;
                   
                   //slowly rotate
                   c.phase += 0.0002;
                   
                   theta = c.phase;
                   rad = c.minRad + (point1.y + cosParam*(point2.y-point1.y))*(c.maxRad - c.minRad);
                   
                   //move center
                   c.centerX += 0.5;
                   c.centerY += 0.04;
                   yOffset = 40*Math.sin(c.globalPhase + this.drawCount/1000*TWO_PI);
                   //stop when off screen
                   if (c.centerX > this.displayWidth + this.settings.maxMaxRad) {
                       clearInterval(timer);
                       timer = null;
                   }           
                   
                   //we are drawing in new position by applying a transform. We are doing this so the gradient will move with the drawing.
                   this.context.setTransform(xSqueeze,0,0,1,c.centerX,c.centerY+yOffset)
                   
                   //Drawing the curve involves stepping through a linked list of points defined by a fractal subdivision process.
                   //It is like drawing a circle, except with varying radius.
                   x0 = xSqueeze*rad*Math.cos(theta);
                   y0 = rad*Math.sin(theta);
                   this.context.lineTo(x0, y0);
                   while (point1.next != null) {
                       point1 = point1.next;
                       point2 = point2.next;
                       theta = TWO_PI*(point1.x + cosParam*(point2.x-point1.x)) + c.phase;
                       rad = c.minRad + (point1.y + cosParam*(point2.y-point1.y))*(c.maxRad - c.minRad);
                       x0 = xSqueeze*rad*Math.cos(theta);
                       y0 = rad*Math.sin(theta);
                       this.context.lineTo(x0, y0);
                   }
                   this.context.closePath();
                   this.context.stroke();
                   //context.fill();       
                       
               }
           }
       },
       setLinePoints: function (iterations) {
           var pointList = {};
           pointList.first = {x:0, y:1};
           var lastPoint = {x:1, y:1}
           var minY = 1;
           var maxY = 1;
           var point;
           var nextPoint;
           var dx, newX, newY;
           var ratio;
           
           var minRatio = 0.5;
                   
           pointList.first.next = lastPoint;
           for (var i = 0; i < iterations; i++) {
               point = pointList.first;
               while (point.next != null) {
                   nextPoint = point.next;
                   
                   dx = nextPoint.x - point.x;
                   newX = 0.5*(point.x + nextPoint.x);
                   newY = 0.5*(point.y + nextPoint.y);
                   newY += dx*(Math.random()*2 - 1);
                   
                   var newPoint = {x:newX, y:newY};
                   
                   //min, max
                   if (newY < minY) {
                       minY = newY;
                   }
                   else if (newY > maxY) {
                       maxY = newY;
                   }
                   
                   //put between points
                   newPoint.next = nextPoint;
                   point.next = newPoint;
                   
                   point = nextPoint;
               }
           }
           
           //normalize to values between 0 and 1
           if (maxY != minY) {
               var normalizeRate = 1/(maxY - minY);
               point = pointList.first;
               while (point != null) {
                   point.y = normalizeRate*(point.y - minY);
                   point = point.next;
               }
           }
           //unlikely that max = min, but could happen if using zero iterations. In this case, set all points equal to 1.
           else {
               point = pointList.first;
               while (point != null) {
                   point.y = 1;
                   point = point.next;
               }
           }
           
           return pointList;       
       },
       setOption: function (optionName, optionValue) {
           this.settings[optionName] = optionValue;
       },
       hexToRGBA: function (hex, opacity) {
           hex = hex.replace('#',);
           r = parseInt(hex.substring(0,2), 16);
           g = parseInt(hex.substring(2,4), 16);
           b = parseInt(hex.substring(4,6), 16);
           result = 'rgba('+r+','+g+','+b+','+opacity+')';
           return result;
       },
       download: function(width, height){
           this.exportContext.drawImage(this.displayCanvas[0], 0, 0, width, height, 0, 0, width, height);
           //we will open a new window with the image contained within:        
           //retrieve canvas image as data URL:
           var dataURL = this.exportCanvas.toDataURL("image/png");
           //open a new window of appropriate size to hold the image:
           var imageWindow = window.open("", "fractalLineImage", "left=0,top=0,width="+width+",height="+height+",toolbar=0,resizable=0");
           //write some html into the new window, creating an empty image:
           imageWindow.document.write("<title>Export Image</title>")
           imageWindow.document.write("<img id='exportImage'"
                                       + " alt="
                                       + " height='" + height + "'"
                                       + " width='"  + width  + "'"
                                       + " style='position:absolute;left:0;top:0'/>");
           imageWindow.document.close();
           //copy the image into the empty img in the newly opened window:
           var exportImage = imageWindow.document.getElementById("exportImage");
           exportImage.src = dataURL;
       }
   };
   function SmokeNiceBG(_x0,_y0,_rad0,_x1,_y1,_rad1) {
       this.x0 = _x0;
       this.y0 = _y0;
       this.x1 = _x1;
       this.y1 = _y1;
       this.rad0 = _rad0;
       this.rad1 = _rad1;
       this.colorStops = [];
   }
   SmokeNiceBG.prototype.addColorStop = function(ratio,r,g,b) {
       if ((ratio < 0) || (ratio > 1)) {
           return;
       }
       var n;
       var newStop = {ratio:ratio, r:r, g:g, b:b};
       if ((ratio >= 0) && (ratio <= 1)) {
           if (this.colorStops.length == 0) {
               this.colorStops.push(newStop);
           }
           else {
               var i = 0;
               var found = false;
               var len = this.colorStops.length;
               //search for proper place to put stop in order.
               while ((!found) && (i<len)) {
                   found = (ratio <= this.colorStops[i].ratio);
                   if (!found) {
                       i++;
                   }
               }
               //add stop - remove next one if duplicate ratio
               if (!found) {
                   //place at end
                   this.colorStops.push(newStop);
               }
               else {
                   if (ratio == this.colorStops[i].ratio) {
                       //replace
                       this.colorStops.splice(i, 1, newStop);
                   }
                   else {
                       this.colorStops.splice(i, 0, newStop);
                   }
               }
           }
       }
   }


   SmokeNiceBG.prototype.fillRect = function(ctx, rectX0, rectY0, rectW, rectH) {
       
       if (this.colorStops.length == 0) {
           return;
       }
       
       var image = ctx.getImageData(rectX0, rectY0, rectW, rectH);
       var pixelData = image.data;
       var len = pixelData.length;
       var oldpixel, newpixel, nearestValue;
       var quantError;
       var x;
       var y;
       
       var vx = this.x1 - this.x0;
       var vy = this.y1 - this.y0;
       var vMagSquareRecip = 1/(vx*vx+vy*vy);
       var ratio;
       
       var r,g,b;
       var r0,g0,b0,r1,g1,b1;
       var ratio0,ratio1;
       var f;
       var stopNumber;
       var found;
       var q;
       
       var rBuffer = [];
       var gBuffer = [];
       var bBuffer = [];
       var aBuffer = [];
       
       var a,b,c,discrim;
       var dx,dy;
       
       var xDiff = this.x1 - this.x0;
       var yDiff = this.y1 - this.y0;
       var rDiff = this.rad1 - this.rad0;
       a = rDiff*rDiff - xDiff*xDiff - yDiff*yDiff;
       var rConst1 = 2*this.rad0*(this.rad1-this.rad0);
       var r0Square = this.rad0*this.rad0;
       //first complete color stops with 0 and 1 ratios if not already present
       if (this.colorStops[0].ratio != 0) {
           var newStop = { ratio:0,
                           r: this.colorStops[0].r,
                           g: this.colorStops[0].g,
                           b: this.colorStops[0].b}
           this.colorStops.splice(0,0,newStop);
       }
       if (this.colorStops[this.colorStops.length-1].ratio != 1) {
           var newStop = { ratio:1,
                           r: this.colorStops[this.colorStops.length-1].r,
                           g: this.colorStops[this.colorStops.length-1].g,
                           b: this.colorStops[this.colorStops.length-1].b}
           this.colorStops.push(newStop);
       }
       //create float valued gradient
       for (i = 0; i<len/4; i++) {
           
           x = rectX0 + (i % rectW);
           y = rectY0 + Math.floor(i/rectW);
           
           dx = x - this.x0;
           dy = y - this.y0;
           b = rConst1 + 2*(dx*xDiff + dy*yDiff);
           c = r0Square - dx*dx - dy*dy;
           discrim = b*b-4*a*c;
           
           if (discrim >= 0) {
               ratio = (-b + Math.sqrt(discrim))/(2*a);
           
               if (ratio < 0) {
                   ratio = 0;
               }
               else if (ratio > 1) {
                   ratio = 1;
               }
               
               //find out what two stops this is between
               if (ratio == 1) {
                   stopNumber = this.colorStops.length-1;
               }
               else {
                   stopNumber = 0;
                   found = false;
                   while (!found) {
                       found = (ratio < this.colorStops[stopNumber].ratio);
                       if (!found) {
                           stopNumber++;
                       }
                   }
               }
               
               //calculate color.
               r0 = this.colorStops[stopNumber-1].r;
               g0 = this.colorStops[stopNumber-1].g;
               b0 = this.colorStops[stopNumber-1].b;
               r1 = this.colorStops[stopNumber].r;
               g1 = this.colorStops[stopNumber].g;
               b1 = this.colorStops[stopNumber].b;
               ratio0 = this.colorStops[stopNumber-1].ratio;
               ratio1 = this.colorStops[stopNumber].ratio;
                   
               f = (ratio-ratio0)/(ratio1-ratio0);
               r = r0 + (r1 - r0)*f;
               g = g0 + (g1 - g0)*f;
               b = b0 + (b1 - b0)*f;
           }
           
           else {
               r = r0;
               g = g0;
               b = b0;
           }
           
           //set color as float values in buffer arrays
           rBuffer.push(r);
           gBuffer.push(g);
           bBuffer.push(b);
       }
       
       //While converting floats to integer valued color values, apply Floyd-Steinberg dither.
       for (i = 0; i<len/4; i++) {
           nearestValue = ~~(rBuffer[i]);
           quantError =rBuffer[i] - nearestValue;
           rBuffer[i+1] += 7/16*quantError;
           rBuffer[i-1+rectW] += 3/16*quantError;
           rBuffer[i + rectW] += 5/16*quantError;
           rBuffer[i+1 + rectW] += 1/16*quantError;
           
           nearestValue = ~~(gBuffer[i]);
           quantError =gBuffer[i] - nearestValue;
           gBuffer[i+1] += 7/16*quantError;
           gBuffer[i-1+rectW] += 3/16*quantError;
           gBuffer[i + rectW] += 5/16*quantError;
           gBuffer[i+1 + rectW] += 1/16*quantError;
           
           nearestValue = ~~(bBuffer[i]);
           quantError =bBuffer[i] - nearestValue;
           bBuffer[i+1] += 7/16*quantError;
           bBuffer[i-1+rectW] += 3/16*quantError;
           bBuffer[i + rectW] += 5/16*quantError;
           bBuffer[i+1 + rectW] += 1/16*quantError;
       }
           
       //copy to pixel data
       for (i=0; i<len; i += 4) {
           q = i/4;
           pixelData[i] = ~~rBuffer[q];
           pixelData[i+1] = ~~gBuffer[q];
           pixelData[i+2] = ~~bBuffer[q];
           pixelData[i+3] = 255;       
       }
       
       ctx.putImageData(image,rectX0,rectY0);
       
   }
   // A really lightweight plugin wrapper around the constructor,
   // preventing against multiple instantiations
   $.fn[ pluginName ] = function ( options ) {
       this.each(function() {
           if ( !$.data( this, pluginName ) ) {
               $.data( this, pluginName, new Smoke( this, options ) );
           }
       });
       // chain jQuery functions
       return this;
   };

})( jQuery, window, document );