text: /*
    Q Light Controller Plus
    blinder.js
  
    Copyright (c) Hans-Jürgen Tappe
  
    Licensed under the Apache License, Version 2.0 (the "License");
    you may not use this file except in compliance with the License.
    You may obtain a copy of the License at
  
        http://www.apache.org/licenses/LICENSE-2.0.txt
  
    Unless required by applicable law or agreed to in writing, software
    distributed under the License is distributed on an "AS IS" BASIS,
    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    See the License for the specific language governing permissions and
    limitations under the License.
  */
  
  // Development tool access
  var testAlgo;
  
  (
    function()
    {
      var algo = new Object;
      algo.apiVersion = 2;
      algo.name = "Blinder";
      algo.author = "Hans-Jürgen Tappe";
      algo.acceptColors = 2;
      algo.properties = new Array();
  
      algo.divisor = 1;
      algo.properties.push("name:divisor|type:range|display:Divisor|values:1,30|write:setDivisor|read:getDivisor");
      
      // Prepare internal properties
      algo.size = 0;
      algo.width = 0;
      algo.height = 0;
      algo.numX = 0;
      algo.numY = 0;
      
      var util = new Object;
      algo.initialized = false;
  
      algo.setDivisor = function(_divisor)
      {
        algo.divisor = _divisor;
        algo.initialized = false;
      };
  
      algo.getDivisor = function()
      {
        return algo.divisor;
      };
  
      // Combine RGB color from color channels
      function mergeRgb(r, g, b) {
        r = Math.min(255, Math.round(r));
        g = Math.min(255, Math.round(g));
        b = Math.min(255, Math.round(b));
        return ((r << 16) + (g << 8) + b);
      }
      
      function getColor(r, g, b, mRgb) {
        // split rgb in to components
        var pointr = (mRgb >> 16) & 0x00FF;
        var pointg = (mRgb >> 8) & 0x00FF;
        var pointb = mRgb & 0x00FF;
        // add the color to the mapped location
        pointr += r;
        pointg += g;
        pointb += b;
        // set mapped point
        return mergeRgb(pointr, pointg, pointb);
      }
  
      util.initialize = function(width, height)
      {
        algo.width = width;
        algo.height = height;
        if (width <= height) {
          algo.size = width / algo.divisor;
          algo.numX = algo.divisor;
          algo.numY = Math.floor(height / algo.size);
        } else {
          algo.size = height / algo.divisor;
          algo.numX = Math.floor(width / algo.size);
          algo.numY = algo.divisor;
        }
        
        algo.bulb = new Array();
  
        var count = 0;
        for (var w = 0; w < algo.numX; w++) {
          for (var h = 0; h < algo.numY; h++) {
            algo.bulb[count] = {
              // width / algo.numX * w + width / algo.numX / 2
              x: (2 * w + 1 ) * width / 2 / algo.numX - 0.5,
              y: (2 * h + 1 ) * height / 2 / algo.numY - 0.5,
            };
            algo.bulb[count].xMin = Math.floor(algo.bulb[count].x - algo.size / 2) - 1;
            algo.bulb[count].xMax = Math.ceil(algo.bulb[count].x + algo.size / 2) - 1;
            algo.bulb[count].yMin = Math.floor(algo.bulb[count].y - algo.size / 2) - 1;
            algo.bulb[count].yMax = Math.ceil(algo.bulb[count].y + algo.size / 2) - 1;
            count ++;
          }
        }
  
        algo.initialized = true;
        return;
      };
  
      algo.rgbMap = function(width, height, rgb, progstep)
      {
        if (algo.initialized === false || width !== algo.width || height !== algo.height) {
          util.initialize(width, height);
        }
  
        // Clear map data
        var map = new Array(height);
        for (var y = 0; y < height; y++) {
          map[y] = new Array();
          for (var x = 0; x < width; x++) {
            map[y][x] = 0;
          }
        }
  
        var r = (rgb >> 16) & 0x00FF;
        var g = (rgb >> 8) & 0x00FF;
        var b = rgb & 0x00FF;
        
        var stepPercent =  progstep / (algo.rgbMapStepCount(width, height) - 1);
  
        var bgPower = Math.pow(stepPercent + 0.1, 2);
        var bgFactor = Math.min(1, bgPower);
  
        // Calculate color pixel related to their positions
        var bgPointr = r * bgFactor;
        var bgPointg = g * bgFactor;
        var bgPointb = b * bgFactor;
  
        // for each bulb displayed
        for (var i = 0; i < algo.bulb.length; i++) {
  
          for (var ry = algo.bulb[i].yMin; ry <= algo.bulb[i].yMax; ry++) {
            for (var rx = algo.bulb[i].xMin; rx <= algo.bulb[i].xMax; rx++) {
              // Draw only if edges are on the map
              if (rx >= 0 && rx < width && ry >= 0 && ry < height) {
                // Draw the box for debugging.
                //map[ry][rx] = getColor(40, 40, 40, map[ry][rx]);
  
                // calculate the offset difference of map location to the float
                // location of the tree
                var offx = Math.abs((rx - algo.bulb[i].x) / (algo.size / 2));
                var offy = Math.abs((ry - algo.bulb[i].y) / (algo.size / 2));
  
                // Try at: www.geogebra.org/3d
                // f(x,y) = 4 sin(π/2 * sqrt(1 - x^2 - y^2)) 
                //        + 6 cos(π/2 * sqrt(1 - x^2 - y^2)) 
                //        - sqrt((4 * x)^2 + (4 * y)^2)
                //        - 3
                // + relative step
  
                var s = 1 - offx * offx - offy * offy;
                if (s > 0) {
                  var aFactor = 4 * Math.sin(Math.PI / 2 * Math.sqrt(1 - offx * offx - offy * offy));
                  var bFactor = 6 * Math.cos(Math.PI / 2 * Math.sqrt(1 - offx * offx - offy * offy));
                  var cFactor = Math.sqrt(4 * offx * 4 * offx + 4 * offy * 4 * offy);
    
                  var factor = aFactor
                    + bFactor
                    - cFactor
                    - 3
                    + stepPercent;
                
                  if (factor < 0) {
                    factor = 0;
                  }
  
                  // Calculate color pixel related to their positions
                  var pointr = r * factor;
                  var pointg = g * factor;
                  var pointb = b * factor;
    
                  // add the bulb color to the mapped location
                  map[ry][rx] = getColor(pointr, pointg, pointb, map[ry][rx]);
                }
              }
            }
          }
        }
        // Apply the backgruond color.
        for (var ry = 0; ry < height; ry++) {
          for (var rx = 0; rx < width; rx++) {
            r = Math.max(bgPointr, (map[ry][rx] >> 16) & 0x00FF);
            g = Math.max(bgPointg, (map[ry][rx] >> 8) & 0x00FF);
            b = Math.max(bgPointb, map[ry][rx] & 0x00FF);
            map[ry][rx] = getColor(r, g, b, 0);
          }
        }
  
        return map;
      };
  
      algo.rgbMapStepCount = function(width, height)
      {
        return 32;
      };
  
      // Development tool access
      testAlgo = algo;
  
      return algo;
    }
  )();
  