Radial Blur
radial blur by stage3d
/**
* Copyright boycy815 ( http://wonderfl.net/user/boycy815 )
* GNU General Public License, v3 ( http://www.gnu.org/licenses/quick-guide-gplv3.html )
* Downloaded from: http://wonderfl.net/c/Hkzg
*/
package
{
import com.adobe.utils.AGALMiniAssembler;
import com.bit101.components.HSlider;
import com.bit101.components.PushButton;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Stage3D;
import flash.display3D.Context3D;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.textures.Texture;
import flash.display3D.VertexBuffer3D;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.net.FileFilter;
import flash.net.FileReference;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
/**
* http://www.cnblogs.com/flash3d
* @author boycy815
*/
public class Main extends Sprite
{
private const WIDTH:Number = 512;
private const HEIGHT:Number = 512;
//stage3d五巨头
private var _stage3d:Stage3D;
private var _context3d:Context3D;
private var _program3d:Program3D;
private var _index:IndexBuffer3D;
private var _vertex:VertexBuffer3D;
private var _texture:Texture;
//顶点着色程序
//输出坐标后对坐标进行变换使坐标与纹理图像坐标对应
//这是由于纹理的坐标原点是左上角,y轴向下,最大值为1最小值为0
//而顶点的坐标原点则是在舞台中央,而且y轴向上,最大值为1最小值为-1
private var _vertexProgram:String = "mov op, va0\n" +
"mov vt0, va0\n" +
"neg vt0.y, vt0.y\n" +
"add vt0, vt0, vc0.y\n" +
"div vt0, vt0, vc0.z\n" +
"mov v0, vt0";
//将变换矩阵拷到临时寄存器
//进行采样
private var _fragmentProgram_0:String = "mov ft3, fc1\n" +
"mov ft4, fc2\n" +
"mov ft5, fc3\n" +
"mov ft6, fc4\n" +
"mov ft0, v0\n" +
"tex ft1, ft0, fs0<2d,linear,nomip>\n";
//对矩阵按中心等比缩小固定值
//对采样点应用矩阵变换以向中心移动位置
//对变换后的采样点进行采样,并将颜色值累计到中间变量
private var _fragmentProgram_1:String = "sub ft3.x, ft3.x, fc0.z\n" +
"sub ft4.y, ft4.y, fc0.z\n" +
"add ft3.w, ft3.w, fc0.y\n" +
"add ft4.w, ft4.w, fc0.y\n" +
"m44 ft0, v0, ft3\n" +
"tex ft2, ft0, fs0<2d,linear,nomip>\n" +
"add ft1, ft1, ft2\n";
//对累计的颜色值除以采样次数得到采样平均值,输出颜色值
private var _fragmentProgram_2:String = "div ft1, ft1, fc0.w\n" +
"mov oc, ft1";
private const STEP:Number = 28;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
_stage3d = stage.stage3Ds[0];
_stage3d.addEventListener(Event.CONTEXT3D_CREATE, onCreate);
_stage3d.requestContext3D();
addChild(new Stats());
}
private function onCreate(e:Event):void
{
e.target.removeEventListener(Event.CONTEXT3D_CREATE, onCreate);
_context3d = _stage3d.context3D;
//_context3d.enableErrorChecking = true;
var agal:AGALMiniAssembler = new AGALMiniAssembler();
var fragmentProgram:String = _fragmentProgram_0;
//在agal中累计STEP - 1次采样,注意不要超过程序最大长度
//这个方法有点土,不知各路大大有没高招
for (var i:int = 1; i < STEP; i++)
{
fragmentProgram = fragmentProgram + _fragmentProgram_1;
}
fragmentProgram = fragmentProgram + _fragmentProgram_2;
var vp:ByteArray = agal.assemble("vertex", _vertexProgram);
var fp:ByteArray = agal.assemble("fragment", fragmentProgram);
_program3d = _context3d.createProgram();
_program3d.upload(vp, fp);
_context3d.setProgram(_program3d);
_context3d.configureBackBuffer(WIDTH, HEIGHT, 0, false);
_context3d.setBlendFactors("one", "zero");
_context3d.setCulling("back");
//两个三角形拼成平面
_index = _context3d.createIndexBuffer(6);
_index.uploadFromVector(new<uint>[0, 1, 2, 0, 2, 3], 0, 6);
_vertex = _context3d.createVertexBuffer(4, 2);
_vertex.uploadFromVector(new<Number>[-1, -1,
-1, 1,
1, 1,
1, -1], 0, 4);
_context3d.setVertexBufferAt(0, _vertex, 0, "float2");
//上传纹理
_texture = _context3d.createTexture(WIDTH, HEIGHT, "bgra", false);
_context3d.setTextureAt(0, _texture);
_context3d.setProgramConstantsFromVector("vertex", 0, new<Number>[0, 1, 2, 3]);
//0.0025为一次缩放步长,0.005为一次缩放步长两倍
_context3d.setProgramConstantsFromVector("fragment", 0, new<Number>[0, 0.0025, 0.005, STEP]);
//单位矩阵,采用时候用
_context3d.setProgramConstantsFromMatrix("fragment", 1, new Matrix3D());
start();
}
private var _hs:HSlider;
private function start():void
{
new PushButton(this, 82, 7, "open", onUpload);
_hs = new HSlider(this, 192, 12, onBar);
_hs.setSliderParams(0, 100, 50);
_hs.enabled = false;
}
private function onBar(e:Event):void
{
var v:Number = e.currentTarget.value * 0.00005;
_context3d.setProgramConstantsFromVector("fragment", 0, new<Number>[0, v, v * 2, STEP]);
_context3d.clear(0, 0, 0, 0);
_context3d.drawTriangles(_index);
_context3d.present();
}
private function onUpload(e:Event):void
{
var fr:FileReference = new FileReference();
fr.addEventListener(Event.SELECT, onSelect);
fr.browse([new FileFilter("图片", "*.jpg;*.png")]);
}
private function onSelect(e:Event):void
{
e.currentTarget.removeEventListener(Event.SELECT, onSelect);
e.currentTarget.addEventListener(Event.COMPLETE, onComplete);
e.currentTarget.addEventListener(Event.OPEN, function(e:Event):void { } );
e.currentTarget.load();
}
private function onComplete(e:Event):void
{
e.currentTarget.removeEventListener(Event.COMPLETE, onComplete);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderOnComplete);
loader.loadBytes(e.currentTarget.data);
}
private function loaderOnComplete(e:Event):void
{
e.currentTarget.removeEventListener(Event.COMPLETE, loaderOnComplete);
var btmap:BitmapData = new BitmapData(WIDTH, HEIGHT);
btmap.draw(e.currentTarget.loader, new Matrix(1, 0, 0, 1, (WIDTH - e.currentTarget.loader.width) / 2, (HEIGHT - e.currentTarget.loader.height) / 2));
_texture.uploadFromBitmapData(btmap);
_context3d.clear(0, 0, 0, 0);
_context3d.drawTriangles(_index);
_context3d.present();
_hs.enabled = true;
}
}
}