/**
* Copyright lespleen ( http://wonderfl.net/user/lespleen )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/aFKJ
*/
package
{
import flash.display.*;
import flash.events.*;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.utils.*;
import flash.filters.*
import flash.events.*
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.net.URLLoaderDataFormat;
import flash.system.Security;
import flash.filters.ShaderFilter;
import flash.system.LoaderContext;
import net.hires.debug.Stats;
[SWF(width="400", height="400", frameRate="35", backgroundColor="#000000")]
final public class Julia extends Sprite
{
private var fx:VolumetricPointLight;
public var bmp:Bitmap;
public var bd:BitmapData;
public var COMPLEX_REAL:Number
public var threshold:Number
public var COMPLEX_IM:Number
public var r:Number
public var phase:Number
private var sinLUT:TrigLUT;
private var cosLUT:TrigLUT;
private var W:int = 0
private var H:int = 0
private var pixels:Vector.<uint>;
private var pjbLoader:URLLoader;
private var shader:Shader
private var filter:ShaderFilter;
private const ZERO_POINT:Point = new Point(0,0)
public function Julia()
{
super()
stage ? init() : addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true);
}
private function init():void
{
Security.loadPolicyFile("http://www.spleen.noo.name/crossdomain.xml");
pjbLoader = new URLLoader();
pjbLoader.dataFormat = URLLoaderDataFormat.BINARY;
pjbLoader.addEventListener(Event.COMPLETE,onLoadPjb,false,0,true);
pjbLoader.load(new URLRequest("http://www.spleen.noo.name/pbj/FocusingLinearBlur.pbj"))
}
private function onLoadPjb(e:Event):void
{
pjbLoader.removeEventListener(Event.COMPLETE, onLoadPjb)
W = stage.stageWidth
H = stage.stageHeight
stage.quality = "medium";
stage.align = "TL";
stage.scaleMode = "noScale";
sinLUT = new TrigLUT(3, Math.sin);
cosLUT = new TrigLUT(3, Math.cos);
shader= new Shader( pjbLoader.data );
//shader.data["amount"]["value"] = [0.2];
//shader.data["steps"]["value"] = [10];
filter = new ShaderFilter( shader )
pixels = new Vector.<uint>(W * H, true);
bd = new BitmapData( W, H, false, 0);
bmp = new Bitmap( bd);
fx = new VolumetricPointLight(800, 600, bmp, [0xc08040, 0x4080c0, 0], [1, 1, 1], [0, 20, 30]);
addChild( fx );
fx.srcX = W/2
fx.srcY = H/2
//fx.setViewportSize(W, H);
fx.startRendering();
// addChild( new Stats())
COMPLEX_REAL = 0;
COMPLEX_IM = 0;
threshold = 50;
r =100;
phase = Math.random() * 2 * Math.PI;
this.addEventListener(Event.ENTER_FRAME, run, false, 0, true);
}
private function run(e:Event) : void
{
//shader.data.center.value=[ mouseX, mouseY]
r = sinLUT.val(getTimer() / 9173 + phase);
COMPLEX_REAL = r * cosLUT.val( getTimer() / 2830) + (mouseX - 200) / 200;
COMPLEX_IM = r * sinLUT.val( getTimer() / 1297) + (mouseY - 200) / 200;;
draw();
}
private function draw() : void
{
var passion:Number,love:Number
var step:int = 0;
var we:Number,are:Number
bd.lock()
bd.fillRect( bd.rect, 0xa0000000);
var x:int = 0;
var y:int = 0;
while (x < W)
{
y= 0;
while (y < H)
{
passion = (x - W/2) / 200;
love = (y - H/2) / 200;
step = 0;
while (step< 80)
{
if (passion * passion + love * love > threshold)
{
pixels[y*H + x ] = 0xa0 << 24 | (255 * step / 20) << 16 | 0x0 << 8 | 0x0;
break;
}
we = passion * passion - love * love + COMPLEX_REAL;
are = ((passion * love)*2) + COMPLEX_IM;
passion = we
love = are
step += 4;
}
y++;
}
x++;
}
bd.setVector(bd.rect, pixels)
bd.applyFilter( bd, bd.rect, ZERO_POINT, filter)
bd.unlock()
}// end function
}
}
/**
* 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>
*/
import flash.display.*;
import flash.events.*;
import flash.filters.*;
import flash.geom.*;
class EffectContainer extends Sprite {
public var blur:Boolean = false;
public var colorIntegrity:Boolean = false;
public var intensity:Number = 4;
public var passes:uint = 6;
public var rasterQuality:String = null;
public var scale:Number = 2;
public var smoothing:Boolean = true;
public var srcX:Number;
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.*;
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);
}
}
/**
* A lookup table for trig values (e.g. sine, cosine) to improve on the
* performance of the static functions found in the Math class
* @author Jackson Dunstan
*/
class TrigLUT
{
/** 2 * PI, the number of radians in a circle*/
public static const TWO_PI:Number = 2.0 * Math.PI;
/** The static TWO_PI cached as a non-static field*/
private const TWO_PI:Number = TrigLUT.TWO_PI;
/** Table of trig function values*/
public var table:Vector.<Number>;
/** 10^decimals of precision*/
public var pow:Number;
/**
* Make the look up table
* @param numDigits Number of digits places of precision
* @param mathFunc Math function to call to generate stored values.
* Must be valid on [0,2pi).
* @throws Error If mathFunc is null or invalid on [0,2pi)
*/
public function TrigLUT(numDigits:uint, mathFunc:Function)
{
var pow:Number = this.pow = Math.pow(10, numDigits);
var round:Number = 1.0 / pow;
var len:uint = 1 + this.TWO_PI*pow;
var table:Vector.<Number> = this.table = new Vector.<Number>(len);
var theta:Number = 0;
for (var i:uint = 0; i < len; ++i)
{
table[i] = mathFunc(theta);
theta += round;
}
}
/**
* Look up the value of the given number of radians
* @param radians Radians to look up the value of
* @return The value of the given number of radians
*/
public function val(radians:Number): Number
{
return radians >= 0
? this.table[int((radians%this.TWO_PI)*this.pow)]
: this.table[int((TWO_PI+radians%this.TWO_PI)*this.pow)];
}
/**
* Look up the value of the given number of radians
* @param radians Radians to look up the value of. Must be positive.
* @return The sine of the given number of radians
* @throws RangeError If radians is not positive
*/
public function valPositive(radians:Number): Number
{
return this.table[int((radians%this.TWO_PI)*this.pow)];
}
/**
* Look up the value of the given number of radians
* @param radians Radians to look up the value of. Must be on (-2pi,2pi).
* @return The value of the given number of radians
* @throws RangeError If radians is not on (-2pi,2pi)
*/
public function valNormalized(radians:Number): Number
{
return radians >= 0
? this.table[int(radians*this.pow)]
: this.table[int((this.TWO_PI+radians)*this.pow)];
}
/**
* Look up the value of the given number of radians
* @param radians Radians to look up the value of. Must be on [0,2pi).
* @return The value of the given number of radians
* @throws RangeError If radians is not on [0,2pi)
*/
public function valNormalizedPositive(radians:Number): Number
{
return this.table[int(radians*this.pow)];
}
}