黒タイツシェーダー
陰影処理を付けてみた
createTorusNormalMap追加
createLightingFilter追加
enterFrame中で光の方向の計算、法線マップとの掛け合わせ、テクスチャとの掛け合わせを追加
// forked from psyark's ShadedTorus
package {
import flash.display.*;
import flash.events.Event;
import flash.geom.*;
import flash.net.*;
import flash.utils.getTimer;
[SWF(width=465,height=465,frameRate=60,backgroundColor=0x000000)]
/**
* 陰影処理を付けてみた
* createTorusNormalMap追加
* createLightingFilter追加
* enterFrame中で光の方向の計算、法線マップとの掛け合わせ、テクスチャとの掛け合わせを追加
*/
public class ShadedTorus extends Sprite {
// 投影された頂点
private var projected:Vector.<Number> = new Vector.<Number>(0, false);
// 投影
private var projection:PerspectiveProjection = new PerspectiveProjection();
// ワールド変換マトリックス
private var world:Matrix3D = new Matrix3D();
// ビューポート(3D描画対象)
private var viewport:Shape = new Shape();
// メッシュデータ
private var mesh:GraphicsTrianglePath = createTorusMesh(200, 100, 32 * 2, 16 * 2);
// テクスチャ
private var texture:BitmapData = new BitmapData(512, 512, false);
// 法線マップ
private var normalMap:BitmapData = createTorusNormalMap(512, 512);
// 一時計算用ビットマップ
private var tmp1:BitmapData = new BitmapData(512, 512, false);
private var tmp2:BitmapData = new BitmapData(512, 512, false);
private var palette:Array;
private var pattern:BitmapData;
// 肌色をつけるかどうか
private const skinColor:Boolean = true;
// 黒タイツ具合
private const paletteFactor:int = 8;
// 布カバー率
private const clothLength:Number = 0.85;
// すべりどめ
private const band:Boolean = true;
// 模様を使うかどうか
private const applyPattern:Boolean = true;
// 背景に出す画像(空文字なら出さない)
private const backgroundURL:String = "http://assets.wonderfl.net/images/related_images/7/7a/7a01/7a01da75c51397f39cc7cc75382226d9c6060938";
/**
* コンストラクタ
*/
public function ShadedTorus() {
texture.perlinNoise(64, 64, 3, 0, true, true, 7, true);
if (skinColor) {
texture.colorTransform(texture.rect, new ColorTransform(-0.2, -0.2, -0.2, 1, 0xFF, 0xB8, 0x97));
}
viewport.x = viewport.y = 465 / 2;
addChild(viewport);
projection.fieldOfView = 60;
addEventListener(Event.ENTER_FRAME, enterFrame);
palette = [];
for (var i:int=0; i<0x100; i++) {
palette[i] = gs(Math.pow(i / 0xFF, paletteFactor) * 0xFF);
}
function gs(v:int):int {
return v << 16 | v << 8 | v;
}
var tile:BitmapData = new BitmapData(32, 32, false, 0xFFFFFF);
var s:Sprite = new Sprite();
s.graphics.lineStyle(3, 0x999999);
s.graphics.moveTo(-16, -16);
s.graphics.lineTo(48, 48);
s.graphics.moveTo(48, -16);
s.graphics.lineTo(-16, 48);
tile.draw(s);
s.graphics.clear();
s.graphics.beginBitmapFill(tile);
s.graphics.drawRect(0, 0, 512 * 2, 512);
pattern = new BitmapData(512, 512, false, 0x000000);
pattern.draw(s, new Matrix(0.5, 0, 0, 1));
if (backgroundURL) {
var loader:Loader = new Loader();
addChildAt(loader, 0);
loader.load(new URLRequest(backgroundURL));
}
}
/**
* フレームごとの処理
*/
private function enterFrame(event:Event):void {
var light:Vector3D = new Vector3D();
light.x = viewport.mouseX / (465 / 2) / Math.SQRT2;
light.y = viewport.mouseY / (465 / 2) / Math.SQRT2;
light.z = -Math.sqrt(1 - light.x * light.x - light.y * light.y);
world.identity();
world.appendRotation(getTimer() * 0.027, Vector3D.X_AXIS);
world.appendRotation(getTimer() * 0.061, Vector3D.Y_AXIS);
world.invert();
light = world.transformVector(new Vector3D(0, 0, -1));
world.invert();
world.appendTranslation(0, 0, 700);
world.append(projection.toMatrix3D());
// meshを投影してprojectedに頂点を格納。uvtDataも更新される
Utils3D.projectVectors(world, mesh.vertices, projected, mesh.uvtData);
// ライティング
tmp1.applyFilter(normalMap, normalMap.rect, normalMap.rect.topLeft, createLightingFilter(light));
var rect:Rectangle = new Rectangle(0, 0, 512 * clothLength, 512);
tmp1.paletteMap(tmp1, rect, tmp1.rect.topLeft, palette, [], []);
if (band) {
tmp1.colorTransform(new Rectangle(0, 0, 8, 512), new ColorTransform(0.2, 0.2, 0.2));
tmp1.colorTransform(new Rectangle(rect.width - 8, 0, 8, 512), new ColorTransform(0.2, 0.2, 0.2));
}
tmp2.copyPixels(texture, texture.rect, texture.rect.topLeft);
tmp2.draw(tmp1, null, null, BlendMode.MULTIPLY);
if (applyPattern) {
tmp2.draw(pattern, null, null, BlendMode.MULTIPLY, rect);
}
// テクスチャを利用して描画
viewport.graphics.clear();
viewport.graphics.beginBitmapFill(tmp2, null, false, true);
viewport.graphics.drawTriangles(projected, getSortedIndices(mesh), mesh.uvtData, mesh.culling);
}
}
}
import flash.display.*;
import flash.filters.ColorMatrixFilter;
import flash.geom.*;
/**
* GraphicsTrianglePathを元に、Zソートされたインデックスを返す
*/
function getSortedIndices(mesh:GraphicsTrianglePath):Vector.<int> {
var triangles:Array = [];
for (var i:uint=0; i<mesh.indices.length; i+=3) {
var i1:uint = mesh.indices[i+0], i2:uint = mesh.indices[i+1], i3:uint = mesh.indices[i+2];
var z:Number = Math.min(mesh.uvtData[i1 * 3 + 2], mesh.uvtData[i2 * 3 + 2], mesh.uvtData[i3 * 3 + 2]);
if (z > 0) { triangles.push({i1:i1, i2:i2, i3:i3, z:z}); }
}
triangles = triangles.sortOn("z", Array.NUMERIC);
var sortedIndices:Vector.<int> = new Vector.<int>(0, false);
for each (var triangle:Object in triangles) {
sortedIndices.push(triangle.i1, triangle.i2, triangle.i3);
}
return sortedIndices;
}
/**
* トーラスを作成
*/
function createTorusMesh(hRadius:Number, vRadius:Number, hDiv:uint, vDiv:uint):GraphicsTrianglePath {
var mesh:GraphicsTrianglePath = new GraphicsTrianglePath(new Vector.<Number>(0, false), new Vector.<int>(0, false), new Vector.<Number>(0, false), TriangleCulling.POSITIVE);
for (var i:uint=0; i<=hDiv; i++) {
var s1:Number = Math.PI * 2 * i / hDiv;
for (var j:uint=0; j<=vDiv; j++) {
var s2:Number = Math.PI * 2 * j / vDiv;
var r:Number = Math.cos(s2) * vRadius + hRadius;
mesh.vertices.push(Math.cos(s1) * r, Math.sin(s1) * r, Math.sin(s2) * vRadius);
mesh.uvtData.push(i / hDiv, j / vDiv, 1);
if (j < vDiv && i < hDiv) {
var a:uint = i * (vDiv + 1) + j;
var b:uint = (i + 1) * (vDiv + 1) + j;
mesh.indices.push(b, a + 1, a, a + 1, b, b + 1);
}
}
}
return mesh;
}
/**
* 法線マップの作成
*/
function createTorusNormalMap(w:uint, h:uint):BitmapData {
var normalMap:BitmapData = new BitmapData(w, h, false, 0);
var mtx:Matrix3D = new Matrix3D();
for (var x:uint=0; x<w; x++) {
for (var y:uint=0; y<h; y++) {
mtx.identity();
mtx.appendRotation(y / h * -360, Vector3D.Y_AXIS);
mtx.appendRotation(x / w * +360, Vector3D.Z_AXIS);
var normal:Vector3D = mtx.transformVector(Vector3D.X_AXIS);
var color:uint = (normal.x / 2 + 0.5) * 0xFF << 16 | (normal.y / 2 + 0.5) * 0xFF << 8 | (normal.z / 2 + 0.5) * 0xFF;
normalMap.setPixel(x, y, color);
}
}
return normalMap;
}
/**
* 光の方向ベクトルからライティング用フィルタを作成
*/
function createLightingFilter(light:Vector3D):ColorMatrixFilter {
return new ColorMatrixFilter([
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
2 * light.x, 2 * light.y, 2 * light.z, 0, (light.x + light.y + light.z) * -0xFF,
0, 0, 0, 1, 0
]);
}