Pon De Ring
○○○
○ ・ω・ ○ そんな事言われても
○○○ ウチ ポン・デ・ライオンやし
.c(,_uuノ
ふつうの--------------------ポン・デ・リング------------フレンチクルーラー
0←---------------------------------8---------------------------------→12
/**
* Copyright 9balls ( http://wonderfl.net/user/9balls )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/eaV2
*/
package {
import com.adobe.utils.AGALMiniAssembler;
import com.bit101.components.NumericStepper;
import com.bit101.components.PushButton;
import flash.display.Sprite;
import flash.display.Stage3D;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.display3D.Context3DRenderMode;
import flash.display3D.Context3DTriangleFace;
import flash.display3D.Context3DVertexBufferFormat;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.VertexBuffer3D;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.utils.ByteArray;
import frocessing.color.ColorHSV;
import net.hires.debug.Stats;
/**
* ...
* @author
*/
public class Main extends Sprite {
private const NUM_PARTICLES:uint = 21845;
private const MAX_BUFFERS:uint = 500;
private const P_SIZE:Number = 0.5 * 0.015;
private const R3_P_1_SIZE:Number = P_SIZE / Math.sqrt(3);
private const R3_P_2_SIZE:Number = R3_P_1_SIZE * 2;
private const WIDTH:uint = 466;
private const HEIGHT:uint = 466;
private const RAD:Number = Math.PI / 180;
//
private const CIRCLE_SCALE:Number = 1000;
private const CIRCLE_WIDTH:Number = 0.4;
private const CIRCLE_SIZE:Number = 360;
private const CIRCLE_T:Number = 8;
private const CONST_SIZE:Vector.<Number> = Vector.<Number>([CIRCLE_SCALE, CIRCLE_SIZE * (1 - CIRCLE_WIDTH / 2), CIRCLE_SIZE * CIRCLE_WIDTH / 2, CIRCLE_T]);
//
private var stage3D:Stage3D;
private var context3D:Context3D;
//
private var camera:SimpleCamera3D;
private var particleProgram:Program3D;
private var vBufferHS:VertexBuffer3D;
private var vBufferOffset:VertexBuffer3D;
private var iBuffer:IndexBuffer3D;
//
private var constRad:Vector.<Number>;
private var theta:Number = 0;
private var filter:TwinkleFilter3D;
private var isFilter:Boolean = false;
//
private var tfP:TextField;
public function Main():void {
Wonderfl.disable_capture();
stage.frameRate = 60;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
addChild(new Stats());
//
//set ui
var tfB:TextField = new TextField();
tfB.autoSize = TextFieldAutoSize.LEFT;
tfB.textColor = 0xffffff;
tfB.text = "MotiMoti : ";
tfB.x = 100;
addChild(tfB);
var stepper:NumericStepper = new NumericStepper(this, 170, 0, onStepper);
stepper.value = 8;
stepper.minimum = 0;
stepper.maximum = 12;
stepper.width = 60;
tfP = new TextField();
tfP.autoSize = TextFieldAutoSize.LEFT;
tfP.textColor = 0xffffff;
tfP.text = "Particle : " + NUM_PARTICLES;
tfP.x = 250;
addChild(tfP);
var pushButton:PushButton = new PushButton(this, 350, 0, "Twinkle", onPush);
pushButton.toggle = true;
//
stage3D = stage.stage3Ds[0];
stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContextCreate);
stage3D.requestContext3D(Context3DRenderMode.AUTO);
}
private function onStepper(e:Event):void {
CONST_SIZE[3] = (e.currentTarget as NumericStepper).value;
context3D.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 5, CONST_SIZE); //radius
}
private function onPush(e:MouseEvent):void {
isFilter = !isFilter;
}
private function onContextCreate(e:Event):void {
context3D = stage3D.context3D;
//context3D.enableErrorChecking = true;
context3D.configureBackBuffer(WIDTH, HEIGHT, 0, true);
context3D.setCulling(Context3DTriangleFace.BACK);
//
filter = new TwinkleFilter3D(context3D, WIDTH, HEIGHT, 3);
camera = new SimpleCamera3D(45 * RAD, 1, 0.1, 3000);
new RoundCameraController(camera, stage);
createBuffer();
createShader();
constRad = Vector.<Number>([0, 0, 0, 0]);
context3D.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 4, Vector.<Number>([0, 0, 0, 1])); //initial coord
context3D.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 5, CONST_SIZE); //radius
context3D.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 7, AGALUtil.CONST_RADIAN_TO_HSV);
//
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(e:Event):void {
theta += 0.005;
constRad[0] = Math.sin(theta) * Math.PI;
if (isFilter){
filter.setRenderToTexture();
}
context3D.clear();
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, camera.cameraMtx, true);
context3D.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 6, constRad);
context3D.drawTriangles(iBuffer);
if (isFilter){
context3D.setVertexBufferAt(0, null, 0, Context3DVertexBufferFormat.FLOAT_2);
context3D.setVertexBufferAt(1, null, 0, Context3DVertexBufferFormat.FLOAT_3);
filter.applyFilter();
context3D.setProgram(particleProgram);
context3D.setVertexBufferAt(0, vBufferHS, 0, Context3DVertexBufferFormat.FLOAT_2);
context3D.setVertexBufferAt(1, vBufferOffset, 0, Context3DVertexBufferFormat.FLOAT_2);
}
context3D.present();
}
private function createShader():void {
var agalAssembler:AGALMiniAssembler = new AGALMiniAssembler();
var code:String = "";
//base vec
code += "mov vt0, vc4\n"; //vt0=(0,0,0,1)
code += "cos vt0.x, va0.x\n"; //vt0.x=cos(hue)
code += "sin vt0.z, va0.x\n"; //vt0.z=sin(hue)
//tangent
code += "mov vt2, vc4\n"; //vt2=(0,0,0,1)
code += "neg vt2.x, vt0.z\n"; //vt2.x=-sin(hue)
code += "mov vt2.z, vt0.x\n"; //vt2.y=cos(hue)
//vertical vec
code += "crs vt3.xyz, vt2.xyz, vt0.xyz\n";
code += "nrm vt3.xyz, vt3.xyz\n"; //X vector
code += "crs vt2.xyz, vt2.xyz, vt3.xyz\n"; //Y vector
//offset vec
code += "add vt1.z, va0.y, vc6.x\n"; //vt1.x=theta+alpha
code += "cos vt1.x, vt1.z\n"; //vt1.x=cos(theta+alpha)
code += "sin vt1.y, vt1.z\n"; //vt1.y=sin(theta+alpha)
code += "mul vt3.xyz, vt3.xyz, vt1.x\n"; //vt3=cos(theta+alpha)*vt3
code += "mul vt2.xyz, vt2.xyz, vt1.y\n"; //vt2=sin(theta+alpha)*vt2
code += "add vt1.xyz, vt2.xyz, vt3.xyz\n"; //vt1=vt2+vt3
//scale
code += "add vt2.x, va0.x, vc6.y\n"; //vt1.x=hue+alpha
code += "mul vt2.x, vt2.x, vc5.w\n"; //vt2.x=hue*n
code += "cos vt2.x, vt2.x\n"; //vt2.x=cos(n*hue)
code += "mul vt2.x, vt2.x, vc5.z\n"; //vt2.x=cos(n*hue)*vc5.z
code += "add vt2.x, vt2.x, vc5.y\n"; //vt2.x=cos(n*hue)*vc5.z+vc5.y
code += "mul vt1.xyz, vt1.xyz, vt2.x\n"; //vt1*=vt2.x
//base+offset
code += "mul vt0.xyz, vt0.xyz, vc5.x\n"; //vt0.xyz*=r
code += "add vt0.xyz, vt0.xyz, vt1.xyz\n"; //vt0+=vt1
//projection
code += "m44 vt0, vt0, vc0\n";
code += "mul vt1, vt0.w, va1\n";
code += "add vt0, vt0, vt1\n";
code += "mov op, vt0\n";
//color HSV
code += AGALUtil.radianToHSV("va0.x", 0, 7, 0); //radian to H
//
var vertexShader:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, code);
var fragmentShader:ByteArray = agalAssembler.assemble(Context3DProgramType.FRAGMENT, "mov oc v0\n");
particleProgram = context3D.createProgram();
particleProgram.upload(vertexShader, fragmentShader);
context3D.setProgram(particleProgram);
}
private function createBuffer():void {
////Particle
var numVertices:uint = NUM_PARTICLES * 3;
var numIndices:uint = NUM_PARTICLES * 3;
//hs,rgb
var index:uint = 0;
var pos:Vector.<Number> = new Vector.<Number>(numVertices * 2);
var h:Number;
var s:Number;
var v:Number;
var hsv:ColorHSV = new ColorHSV();
var theta:Number;
vBufferHS = context3D.createVertexBuffer(numVertices, 2);
for (var i:int = 0; i < NUM_PARTICLES; i++){
v = Math.sqrt(Math.random());
do {
s = Math.random();
} while (v < s);
h = Math.random() * 360;
hsv.hsv(h, s, v);
h *= RAD;
theta = Math.random() * 360 * RAD;
pos[index++] = h;
pos[index++] = theta;
pos[index++] = h;
pos[index++] = theta;
pos[index++] = h;
pos[index++] = theta;
}
vBufferHS.uploadFromVector(pos, 0, numVertices);
context3D.setVertexBufferAt(0, vBufferHS, 0, Context3DVertexBufferFormat.FLOAT_2);
//offset
vBufferOffset = context3D.createVertexBuffer(numVertices, 2);
var offsetVec:Vector.<Number> = new Vector.<Number>(numVertices * 2);
index = 0;
for (i = 0; i < NUM_PARTICLES; i++){
offsetVec[index++] = -P_SIZE;
offsetVec[index++] = -R3_P_1_SIZE;
offsetVec[index++] = 0;
offsetVec[index++] = R3_P_2_SIZE;
offsetVec[index++] = P_SIZE;
offsetVec[index++] = -R3_P_1_SIZE;
}
vBufferOffset.uploadFromVector(offsetVec, 0, numVertices);
context3D.setVertexBufferAt(1, vBufferOffset, 0, Context3DVertexBufferFormat.FLOAT_2);
//index buffer
iBuffer = context3D.createIndexBuffer(numIndices);
var iVec:Vector.<uint> = new Vector.<uint>(numIndices);
index = 0;
var p:uint;
for (i = 0; i < NUM_PARTICLES; i++){
p = i * 3;
iVec[index++] = p;
iVec[index++] = p + 1;
iVec[index++] = p + 2;
}
iBuffer.uploadFromVector(iVec, 0, numIndices);
}
}
}
import com.adobe.utils.AGALMiniAssembler;
import com.adobe.utils.PerspectiveMatrix3D;
import flash.display.InteractiveObject;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.display3D.Context3DTextureFormat;
import flash.display3D.Context3DVertexBufferFormat;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.textures.Texture;
import flash.display3D.VertexBuffer3D;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
import flash.utils.ByteArray;
//////////////////////////////////////////////////
// SimpleCamera3D
//////////////////////////////////////////////////
class SimpleCamera3D extends Object {
private const RAD:Number = Math.random() / 180;
private const DIRECTION:Vector3D = new Vector3D(0, 0, 1);
//
private var _cameraUP:Vector3D = new Vector3D(0, 1, 0);
private var _direction:Vector3D = DIRECTION.clone();
//
private var _projectionMtx:PerspectiveMatrix3D = new PerspectiveMatrix3D();
private var _cameraMtx:Matrix3D = new Matrix3D();
private var _rotationMtx:Matrix3D = new Matrix3D();
//
public var x:Number = 0;
public var y:Number = 0;
public var z:Number = 0;
public function SimpleCamera3D(fov:Number, aspect:Number, zNear:Number, zFar:Number):void {
_projectionMtx.perspectiveFieldOfViewLH(fov, aspect, zNear, zFar);
}
public function get cameraMtx():Matrix3D {
var forwardX:Number = _direction.x;
var forwardY:Number = _direction.y;
var forwardZ:Number = _direction.z;
var rightX:Number = _cameraUP.y * forwardZ - _cameraUP.z * forwardY;
var rightY:Number = _cameraUP.z * forwardX - _cameraUP.x * forwardZ;
var rightZ:Number = _cameraUP.x * forwardY - _cameraUP.y * forwardX;
var distance:Number = Math.sqrt(rightX * rightX + rightY * rightY + rightZ * rightZ);
rightX /= distance;
rightY /= distance;
rightZ /= distance;
var upX:Number = forwardY * rightZ - forwardZ * rightY;
var upY:Number = forwardZ * rightX - forwardX * rightZ;
var upZ:Number = forwardX * rightY - forwardY * rightX;
var right:Number = rightX * x + rightY * y + rightZ * z;
var up:Number = upX * x + upY * y + upZ * z;
var forward:Number = forwardX * x + forwardY * y + forwardZ * z;
_cameraMtx.rawData = Vector.<Number>([rightX, upX, forwardX, 0, rightY, upY, forwardY, 0, rightZ, upZ, forwardZ, 0, -right, -up, -forward, 1]);
_cameraMtx.append(_projectionMtx);
return _cameraMtx;
}
public function lookAt(point:Vector3D):void {
_direction.x = point.x - x;
_direction.y = point.y - y;
_direction.z = point.z - z;
_direction.normalize();
}
}
//////////////////////////////////////////////////
// RoundCameraController
//////////////////////////////////////////////////
class RoundCameraController extends Object {
private var _camera:SimpleCamera3D;
private var _stage:InteractiveObject;
private var _target:Vector3D;
public var radiusOffset:Number = 40;
//
private const RAD:Number = Math.PI / 180;
//
public var isMouseDown:Boolean;
private var _radius:Number = 2000;
private var _theta:Number = 0;
private var _oldX:Number = 0;
private var _phi:Number = 90;
private var _oldY:Number = 0;
public function RoundCameraController(camera:SimpleCamera3D, stage:InteractiveObject){
_camera = camera;
_stage = stage;
_target = new Vector3D();
enable();
_upDateCamera();
}
public function enable():void {
_stage.stage.addEventListener(KeyboardEvent.KEY_DOWN, _keyHandler);
_stage.stage.addEventListener(MouseEvent.MOUSE_UP, _upHandler);
_stage.addEventListener(MouseEvent.MOUSE_DOWN, _downHandler);
_stage.addEventListener(MouseEvent.MOUSE_MOVE, _moveHandler);
_stage.addEventListener(MouseEvent.MOUSE_WHEEL, _wheelHandler);
}
//
private function _keyHandler(e:KeyboardEvent):void {
switch (e.keyCode){
case Keyboard.UP:
_radius -= radiusOffset;
if (_radius < 10){
_radius = 10;
}
_upDateCamera();
break;
case Keyboard.DOWN:
_radius += radiusOffset;
_upDateCamera();
break;
default:
break;
}
}
private function _upHandler(e:MouseEvent):void {
isMouseDown = false;
}
private function _downHandler(e:MouseEvent):void {
isMouseDown = true;
_oldX = _stage.mouseX;
_oldY = _stage.mouseY;
}
private function _wheelHandler(e:MouseEvent):void {
if (e.delta > 0){
_radius -= radiusOffset;
if (_radius < 10){
_radius = 10;
}
} else {
_radius += radiusOffset;
}
_upDateCamera();
}
private function _moveHandler(e:MouseEvent):void {
if (isMouseDown){
_theta += (e.stageX - _oldX) >> 2;
_oldX = e.stageX;
_phi -= (e.stageY - _oldY) >> 2;
_oldY = e.stageY;
//
if (_theta < 0){
_theta += 360;
} else if (_theta > 360){
_theta -= 360;
}
if (_phi < 20){
_phi = 20;
} else if (_phi > 160){
_phi = 160;
}
_upDateCamera();
}
}
private function _upDateCamera():void {
var t:Number = _theta * RAD;
var p:Number = _phi * RAD;
var rsin:Number = _radius * Math.sin(p);
_camera.x = rsin * Math.sin(t) + _target.x;
_camera.z = rsin * Math.cos(t) + _target.z;
_camera.y = _radius * Math.cos(p) + _target.y;
_camera.lookAt(_target)
}
}
//////////////////////////////////////////////////
// TwinkleFilter3D
//////////////////////////////////////////////////
class TwinkleFilter3D extends Object {
private var _context3D:Context3D;
private var _width:Number;
private var _height:Number;
//twinkle
private var _canvasTexture:Texture;
private var _shrinkTexture:Texture;
private var _vertexBuffer:VertexBuffer3D;
private var _indexBuffer:IndexBuffer3D;
private var _shrinkProgram:Program3D;
private var _compositeProgram:Program3D;
public function TwinkleFilter3D(context3D:Context3D, width:uint, height:uint, twinkleStrength:uint = 4){
_context3D = context3D;
_width = _toPowerOfTwo(width);
_height = _toPowerOfTwo(height);
twinkleStrength = twinkleStrength < 2 ? 2 : twinkleStrength;
var sW:uint = _width >> twinkleStrength;
var sH:uint = _height >> twinkleStrength;
sW = sW < 1 ? 1 : sW;
sH = sH < 1 ? 1 : sH;
////texture
_canvasTexture = _context3D.createTexture(_width, _height, Context3DTextureFormat.BGRA, true);
_shrinkTexture = _context3D.createTexture(sW, sH, Context3DTextureFormat.BGRA, true);
////buffer
//vertex buffer
_vertexBuffer = _context3D.createVertexBuffer(4, 4);
_vertexBuffer.uploadFromVector(Vector.<Number>([-1, -1, 0, 1, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]), 0, 4);
//index buffer
_indexBuffer = _context3D.createIndexBuffer(6);
_indexBuffer.uploadFromVector(Vector.<uint>([0, 1, 2, 1, 3, 2]), 0, 6);
////shader
//shrink
var agal:AGALMiniAssembler = new AGALMiniAssembler();
var vertexShader:ByteArray = agal.assemble(Context3DProgramType.VERTEX, "mov op, va0 \n" + "mov v0, va1\n");
var code:String = "";
code += "mov ft0 v0\n";
code += "tex ft0, ft0, fs0<2d,repeat,linear>\n";
code += "mov oc, ft0\n";
var fragmentShader:ByteArray = agal.assemble(Context3DProgramType.FRAGMENT, code);
_shrinkProgram = _context3D.createProgram();
_shrinkProgram.upload(vertexShader, fragmentShader);
//composite
code = "";
code += "mov ft0 v0\n";
code += "tex ft1, ft0, fs0<2d,repeat,linear>\n";
code += "tex ft0, ft0, fs1<2d,repeat,linear>\n";
code += "add ft0, ft0, ft1\n";
code += "mov oc, ft0\n";
fragmentShader = agal.assemble(Context3DProgramType.FRAGMENT, code);
_compositeProgram = _context3D.createProgram();
_compositeProgram.upload(vertexShader, fragmentShader);
}
public function setRenderToTexture():void {
_context3D.setRenderToTexture(_canvasTexture, true);
}
public function applyFilter():void {
_context3D.setVertexBufferAt(0, _vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
_context3D.setVertexBufferAt(1, _vertexBuffer, 2, Context3DVertexBufferFormat.FLOAT_2);
//shrink
_context3D.setProgram(_shrinkProgram);
_context3D.setRenderToTexture(_shrinkTexture);
_context3D.clear();
_context3D.setTextureAt(0, _canvasTexture);
_context3D.drawTriangles(_indexBuffer);
//composite
_context3D.setRenderToBackBuffer();
_context3D.setProgram(_compositeProgram);
_context3D.setTextureAt(0, _canvasTexture);
_context3D.setTextureAt(1, _shrinkTexture);
_context3D.clear();
_context3D.drawTriangles(_indexBuffer);
//
_context3D.setTextureAt(0, null);
_context3D.setTextureAt(1, null);
_context3D.setVertexBufferAt(0, null, 0, Context3DVertexBufferFormat.FLOAT_2);
_context3D.setVertexBufferAt(1, null, 2, Context3DVertexBufferFormat.FLOAT_2);
}
//
private function _toPowerOfTwo(x:uint):uint {
if ((x & (x - 1))){
var i:uint = 1;
while (i < x){
i <<= 1;
}
x = i;
}
return x;
}
}
//////////////////////////////////////////////////
// AGALUtil
//////////////////////////////////////////////////
class AGALUtil extends Object {
public static const RAD:Number = Math.PI / 180;
public static const CONST_RADIAN_TO_HSV:Vector.<Number> = Vector.<Number>([1, 0.5, 120 * RAD, 0]);
public function AGALUtil(){
}
public static function radianToHSV(radianResister:String, temporary:uint, constant:uint, varying:uint):String {
var code:String = "";
code += "mov vt" + temporary + ".xyz, " + radianResister + "\n";
code += "add vt" + temporary + ".y, vt" + temporary + ".y, vc" + constant + ".z\n";
code += "sub vt" + temporary + ".z, vt" + temporary + ".z, vc" + constant + ".z\n";
code += "cos vt" + temporary + ".xyz, vt" + temporary + ".xyz\n";
code += "add vt" + temporary + ".xyz, vt" + temporary + ".xyz, vc" + constant + ".x\n";
code += "mul vt" + temporary + ".xyz, vt" + temporary + ".xyz, vc" + constant + ".y\n";
code += "mov v" + varying + ", vt" + temporary + "\n";
return code;
}
}