/**
* Copyright 9re ( http://wonderfl.net/user/9re )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/5wO8
*/
// forked from yonatan's VolumetricPointLight demo
// forked from k3lab's Grid
package {
import flash.display.*;
import flash.events.*;
[SWF(width="465", height="465", backgroundColor="0", frameRate="30")]
public class PointLightDemo extends Sprite {
private var fx:VolumetricPointLight;
private var julia:JuliaSet = new JuliaSet;
private var sun:SunIcon = new SunIcon;
private var _t:Number = 0;
private var _halfWidth:int;
private var _halfHeight:int;
public function PointLightDemo():void {
addEventListener(Event.ADDED_TO_STAGE, init);
if(null != stage) init();
}
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.quality = "medium";
stage.align = "TL";
stage.scaleMode = "noScale";
// Create a VolumetricPointLight object, use the grid as the occlusion object.
fx = new VolumetricPointLight(800, 600, julia, [0xc08040, 0x4080c0, 0], [1, 1, 1], [0, 20, 30]);
// You can also specify a single color instead of gradient params, for example:
// fx = new VolumetricPointLight(800, 600, grid, 0xc08040);
// is equivalent to:
// fx = new VolumetricPointLight(800, 600, grid, [0xc08040, 0], [1, 1], [0, 255]);
addChild(fx);
// Render on every frame.
fx.startRendering();
stage.addEventListener(Event.RESIZE, onResize);
stage.dispatchEvent(new Event(Event.RESIZE));
// Sun icon used to control light source position
//addChild(sun);
sun.buttonMode = true;
sun.addEventListener(MouseEvent.MOUSE_DOWN, function(e:Event):void { sun.startDrag(); });
sun.addEventListener(MouseEvent.MOUSE_UP, function(e:Event):void { sun.stopDrag(); });
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void {
_t += 0.01 * Math.random();
var px:Number = _halfWidth * (1 + Math.cos(4 * _t));
var py:Number = _halfHeight * (1 + Math.sin(5 * _t));
fx.srcX = px; fx.srcY = py;
//sun.x = px; sun.y = py;
}
private function onResize(e:Event):void {
var w:int = stage.stageWidth;
var h:int = stage.stageHeight;
_halfWidth = w >> 1;
_halfHeight = h >> 1;
fx.setViewportSize(w, h);
sun.x = fx.srcX = _halfWidth;
sun.y = fx.srcY = _halfHeight;
}
}
}
import flash.display.*;
import flash.filters.*;
class SunIcon extends Sprite {
public function SunIcon() {
buttonMode = true;
graphics.beginFill(0, 0);
graphics.drawCircle(0, 0, 14);
graphics.endFill();
graphics.lineStyle(1, 0xffc040);
graphics.drawCircle(0, 0, 4);
filters = [new GlowFilter(0, 1, 4, 4, 8)];
for(var i:int = 0; i < 10; i++) {
var sin:Number = Math.sin(Math.PI*2*i/10);
var cos:Number = Math.cos(Math.PI*2*i/10);
graphics.moveTo(sin*7, cos*7);
graphics.lineTo(sin*12, cos*12);
}
}
}
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
/**
* The EffectContainer class creates a volumetric light effect (also known as crepuscular or "god" rays).
* This is done in 2D with some bitmap processing of an emission object, and optionally an occlusion object.
*/
class EffectContainer extends Sprite {
/**
* When true a blur filter is applied to the final effect bitmap (can help when colorIntegrity == true).
*/
public var blur:Boolean = false;
/**
* Selects rendering method; when set to true colors won't be distorted and performance will be
* a little worse. Also, this might make the final output appear grainier.
*/
public var colorIntegrity:Boolean = false;
/**
* Light intensity.
*/
public var intensity:Number = 4;
/**
* Number of passes applied to buffer. Lower numbers mean lower quality but better performance,
* anything above 8 is probably overkill.
*/
public var passes:uint = 6;
/**
* Set this to one of the StageQuality constants to use this quality level when drawing bitmaps, or to
* null to use the current stage quality. Mileage may vary on different platforms and player versions.
* I think it should only be used when stage.quality is LOW (set this to BEST to get reasonable results).
*/
public var rasterQuality:String = null;
/**
* Final scale of emission. Should always be more than 1.
*/
public var scale:Number = 2;
/**
* Smooth scaling of the effect's final output bitmap.
*/
public var smoothing:Boolean = true;
/**
* Light source x.
* @default viewport center (set in constructor).
*/
public var srcX:Number;
/**
* Light source y.
* @default viewport center (set in constructor).
*/
public var srcY:Number;
protected var _blurFilter:BlurFilter = new BlurFilter(2, 2);
protected var _emission:DisplayObject;
protected var _occlusion:DisplayObject;
protected var _ct:ColorTransform = new ColorTransform;
protected var _halve:ColorTransform = new ColorTransform(0.5, 0.5, 0.5);
protected var _occlusionLoResBmd:BitmapData;
protected var _occlusionLoResBmp:Bitmap;
protected var _baseBmd:BitmapData;
protected var _bufferBmd:BitmapData;
protected var _lightBmp:Bitmap = new Bitmap;
protected var _bufferSize:uint = 0x8000;
protected var _bufferWidth:uint;
protected var _bufferHeight:uint;
protected var _viewportWidth:uint;
protected var _viewportHeight:uint;
protected var _mtx:Matrix = new Matrix;
/**
* Creates a new effect container.
*
* @param width Viewport width in pixels.
* @param height Viewport height in pixels.
* @param emission A DisplayObject to which the effect will be applied. This object will be
* added as a child of the container. When applying the effect the object's filters and color
* matrix is ignored, if you want to use filters or a color matrix put your content in another
* object and addChild it to this one instead.
* @param occlusion An optional occlusion object, handled the same way as the emission object.
*/
public function EffectContainer(width:uint, height:uint, emission:DisplayObject, occlusion:DisplayObject = null) {
if(!emission) throw(new Error("emission DisplayObject must not be null."));
addChild(_emission = emission);
if(occlusion) addChild(_occlusion = occlusion);
setViewportSize(width, height);
_lightBmp.blendMode = BlendMode.ADD;
addChild(_lightBmp);
srcX = width / 2;
srcY = height / 2;
}
/**
* Sets the container's size. This method recreates internal buffers (slow), do not call this on
* every frame.
*
* @param width Viewport width in pixels
* @param height Viewport height in pixels
*/
public function setViewportSize(width:uint, height:uint):void {
_viewportWidth = width;
_viewportHeight = height;
scrollRect = new Rectangle(0, 0, width, height);
_updateBuffers();
}
/**
* Sets the approximate size (in pixels) of the effect's internal buffers. Smaller number means lower
* quality and better performance. This method recreates internal buffers (slow), do not call this on
* every frame.
*
* @param size Buffer size in pixels
*/
public function setBufferSize(size:uint):void {
_bufferSize = size;
_updateBuffers();
}
protected function _updateBuffers():void {
var aspect:Number = _viewportWidth / _viewportHeight;
_bufferHeight = Math.max(1, Math.sqrt(_bufferSize / aspect));
_bufferWidth = Math.max(1, _bufferHeight * aspect);
dispose();
_baseBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_bufferBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_occlusionLoResBmd = new BitmapData(_bufferWidth, _bufferHeight, true, 0);
_occlusionLoResBmp = new Bitmap(_occlusionLoResBmd);
}
/**
* Render a single frame.
*
* @param e In case you want to make this an event listener.
*/
public function render(e:Event = null):void {
var savedQuality:String = stage.quality;
if(rasterQuality) stage.quality = rasterQuality;
var mul:Number = colorIntegrity ? intensity : intensity/(1<<passes);
_ct.redMultiplier = _ct.greenMultiplier = _ct.blueMultiplier = mul;
_drawLoResEmission();
if(_occlusion) _eraseLoResOcclusion();
if(rasterQuality) stage.quality = savedQuality;
var s:Number = 1 + (scale-1) / (1 << passes);
var tx:Number = srcX/_viewportWidth*_bufferWidth;
var ty:Number = srcY/_viewportHeight*_bufferHeight;
_mtx.identity();
_mtx.translate(-tx, -ty);
_mtx.scale(s, s);
_mtx.translate(tx, ty);
_lightBmp.bitmapData = _applyEffect(_baseBmd, _bufferBmd, _mtx, passes);
_lightBmp.width = _viewportWidth;
_lightBmp.height = _viewportHeight;
_lightBmp.smoothing = smoothing;
}
/**
* Draws a scaled-down emission on _baseBmd.
*/
protected function _drawLoResEmission():void {
_copyMatrix(_emission.transform.matrix, _mtx);
_mtx.scale(_bufferWidth / _viewportWidth, _bufferHeight / _viewportHeight);
_baseBmd.fillRect(_baseBmd.rect, 0);
_baseBmd.draw(_emission, _mtx, colorIntegrity ? null : _ct);
}
/**
* Draws a scaled-down occlusion on _occlusionLoResBmd and erases it from _baseBmd.
*/
protected function _eraseLoResOcclusion():void {
_occlusionLoResBmd.fillRect(_occlusionLoResBmd.rect, 0);
_copyMatrix(_occlusion.transform.matrix, _mtx);
_mtx.scale(_bufferWidth / _viewportWidth, _bufferHeight / _viewportHeight);
_occlusionLoResBmd.draw(_occlusion, _mtx);
_baseBmd.draw(_occlusionLoResBmp, null, null, BlendMode.ERASE);
}
/**
* Render the effect on every frame until stopRendering is called.
*/
public function startRendering():void {
addEventListener(Event.ENTER_FRAME, render);
}
/**
* Stop rendering on every frame.
*/
public function stopRendering():void {
removeEventListener(Event.ENTER_FRAME, render);
}
/**
* Low-level workhorse, applies the lighting effect to a bitmap. This function modifies the src and buffer
* bitmaps and it's mtx argument.
*
* @param src The BitmapData to apply the effect on.
* @param buffer Another BitmapData object for temporary storage. Must be the same size as src.
* @param mtx Effect matrix.
* @param passes Number of passes to make.
* @return A processed BitmapData object (supllied in either src or buffer) with final effect output.
*/
protected function _applyEffect(src:BitmapData, buffer:BitmapData, mtx:Matrix, passes:uint):BitmapData {
var tmp:BitmapData;
while(passes--) {
if(colorIntegrity) src.colorTransform(src.rect, _halve);
buffer.copyPixels(src, src.rect, src.rect.topLeft);
buffer.draw(src, mtx, null, BlendMode.ADD, null, true);
mtx.concat(mtx);
tmp = src; src = buffer; buffer = tmp;
}
if(colorIntegrity) src.colorTransform(src.rect, _ct);
if(blur) src.applyFilter(src, src.rect, src.rect.topLeft, _blurFilter);
return src;
}
/**
* Dispose of all intermediate buffers. After calling this the EffectContainer object will be unusable.
*/
public function dispose():void {
if(_baseBmd) _baseBmd.dispose();
if(_occlusionLoResBmd) _occlusionLoResBmd.dispose();
if(_bufferBmd) _bufferBmd.dispose();
_baseBmd = _occlusionLoResBmd = _bufferBmd = _lightBmp.bitmapData = null;
}
protected function _copyMatrix(src:Matrix, dst:Matrix):void {
dst.a = src.a;
dst.b = src.b;
dst.c = src.c;
dst.d = src.d;
dst.tx = src.tx;
dst.ty = src.ty;
}
}
import flash.display.*;
import flash.events.*;
import flash.geom.*;
/**
* VolumetricPointLight creates a simple effect container with a gradient emission pattern.
* The gradient's center is automatically moved to the (srcX, srcY) coordinates
* and it's radius is adjusted to the length of the viewport's diagonal, so if you
* set srcX and srcY to the viewport's center then only half of the gradient colors
* will be used.
*
* <p>This should also perform a little better than EffectContainer.</p>
*/
class VolumetricPointLight extends EffectContainer {
protected var _colors:Array;
protected var _alphas:Array;
protected var _ratios:Array;
protected var _gradient:Shape = new Shape;
protected var _gradientMtx:Matrix = new Matrix;
protected var _gradientBmp:Bitmap = new Bitmap;
protected var _lastSrcX:Number;
protected var _lastSrcY:Number;
protected var _lastIntensity:Number;
protected var _lastColorIntegrity:Boolean = false;
protected var _gradientLoResBmd:BitmapData;
protected var _gradientLoResDirty:Boolean = true;
/**
* Creates a new effect container, with an emission created from the supplied color or gradient.
* The constructor lets you use a shortcut syntax for creating simple single-color gradients.
* @example The shortcut syntax:
* <listing>new VolumetricPointLight(800, 600, occlusion, 0xc08040);</listing>
* @example is equivalent to:
* <listing>new VolumetricPointLight(800, 600, occlusion, [0xc08040, 0], [1, 1], [0, 255]);</listing>
*
* @param width Viewport width in pixels.
* @param height Viewport height in pixels.
* @param occlusion An occlusion object, will be overlayed above the lighting gradient and under the light effect bitmap.
* @param colorOrGradient Either a gradient colors array, or a uint color value.
* @param alphas Will only be used if colorOrGradient is an array. This will be passed to beginGradientFill.
* If not provided alphas will all be 1.
* @param ratios Will only be used if colorOrGradient is an array. This will be passed to
* beginGradientFill. If colorOrGradient is an Array and ratios aren't provided default
* ones will be created automatically.
*/
public function VolumetricPointLight(width:uint, height:uint, occlusion:DisplayObject, colorOrGradient:*, alphas:Array = null, ratios:Array = null) {
if(colorOrGradient is Array) {
_colors = colorOrGradient.concat();
if(!ratios) _ratios = colorOrGradient.map(function(item:*, i:int, arr:Array):int { return 0x100*i/(colorOrGradient.length+i-1) });
if(!alphas) _alphas = _colors.map(function(..._):Number { return 1 });
} else {
_colors = [colorOrGradient, 0];
_ratios = [0, 255];
}
super(width, height, _gradientBmp, occlusion);
if(!occlusion) throw(new Error("An occlusion DisplayObject must be provided."));
if(!(colorOrGradient is Array || colorOrGradient is uint)) throw(new Error("colorOrGradient must be either an Array or a uint."));
}
protected function _drawGradient():void {
var size:Number = 2 * Math.sqrt(_viewportWidth*_viewportWidth + _viewportHeight*_viewportHeight);
_gradientMtx.createGradientBox(size, size, 0, -size/2 + srcX, -size/2 + srcY);
_gradient.graphics.clear();
_gradient.graphics.beginGradientFill(GradientType.RADIAL, _colors, _alphas, _ratios, _gradientMtx);
_gradient.graphics.drawRect(0, 0, _viewportWidth, _viewportHeight);
_gradient.graphics.endFill();
if(_gradientBmp.bitmapData) _gradientBmp.bitmapData.dispose();
_gradientBmp.bitmapData = new BitmapData(_viewportWidth, _viewportHeight, true, 0);
_gradientBmp.bitmapData.draw(_gradient);
}
/**
* Updates the lo-res gradient bitmap if neccesary and copies it to _baseBmd.
*/
override protected function _drawLoResEmission():void {
if(_gradientLoResDirty) {
super._drawLoResEmission();
_gradientLoResBmd.copyPixels(_baseBmd, _baseBmd.rect, _baseBmd.rect.topLeft);
_gradientLoResDirty = false;
} else {
_baseBmd.copyPixels(_gradientLoResBmd, _baseBmd.rect, _baseBmd.rect.topLeft);
}
}
/** @inheritDoc */
override protected function _updateBuffers():void {
super._updateBuffers();
_gradientLoResBmd = new BitmapData(_bufferWidth, _bufferHeight, false, 0);
_gradientLoResDirty = true;
}
/** @inheritDoc */
override public function setViewportSize(width:uint, height:uint):void {
super.setViewportSize(width, height);
_drawGradient();
_gradientLoResDirty = true;
}
/** @inheritDoc */
override public function render(e:Event = null):void {
var srcChanged:Boolean = _lastSrcX != srcX || _lastSrcY != srcY;
if(srcChanged) _drawGradient();
_gradientLoResDirty ||= srcChanged;
_gradientLoResDirty ||= (!colorIntegrity && (_lastIntensity != intensity));
_gradientLoResDirty ||= (_lastColorIntegrity != colorIntegrity);
_lastSrcX = srcX;
_lastSrcY = srcY;
_lastIntensity = intensity;
_lastColorIntegrity = colorIntegrity;
super.render(e);
}
}
import flash.utils.getTimer;
import flash.display.Bitmap;
import flash.events.Event;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.display.Sprite;
class JuliaSet extends Sprite {
private static const MAX_ITER:int = 10;
private var _bm:Bitmap;
private var _canvas:BitmapData;
private var _left:Number;
private var _right:Number;
private var _top:Number;
private var _bottom:Number;
private var _angle:Number = 0.0;
private var _scaleFactor:Number = 2.0;
private var _width:Number;
private var _height:Number;
public function JuliaSet() {
stage ?
init() :
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void {
if (e) removeEventListener(Event.ADDED_TO_STAGE, init);
_bm = new Bitmap;
_bm.scaleX = _bm.scaleY = _scaleFactor;
addChild(_bm);
// _left = -1.7; _right = 1.7;
_top = 1.0; _bottom = -1.0;
stage.addEventListener(Event.RESIZE, onResize);
stage.dispatchEvent(new Event(Event.RESIZE));
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(event:Event):void {
_angle += 0.003;
update();
}
private function onResize(e:Event):void {
_width = stage.stageWidth / _scaleFactor;
_height = stage.stageHeight / _scaleFactor;
var r:Number = _width / _height;
_left = r * _bottom;
_right = r * _top;
_canvas = new BitmapData(_width, _height, true);
_bm.bitmapData = _canvas;
update();
}
private function update():void {
var i:int, j:int, px:Number, py:Number;
var k:int, sqx:Number, sqy:Number;
var tx:Number, cx:Number, cy:Number;
var abs:Number, c:int, zx:Number, zy:Number;
cx = 1.7 * Math.cos(_angle * 7);
cy = 1.7 * Math.sin(_angle * 5);
i = _width;
_canvas.lock();
_canvas.fillRect(_canvas.rect, 0xa0000000);
while (i--) {
j = _height;
px = i / _width;
px = px * _right + (1 - px) * _left;
while (j--) {
py = j / _height;
py = py * _bottom + (1 - py) * _top;
k = MAX_ITER;
zx = px;
zy = py;
while (k--) {
sqx = zx * zx; sqy = zy * zy;
tx = sqx - sqy + cx;
zy = 2 * zx * zy + cy;
zx = tx;
if (sqx + sqy > 3.4) {
break;
}
}
k = k == MAX_ITER ? 0 : k;
c = ((( k / MAX_ITER) * 0xff) << 24);
_canvas.setPixel32(i >> 0, j >> 0, c);
}
}
_canvas.unlock();
}
}