ff: AGAL zoom blur filter
/**
* Copyright makc3d ( http://wonderfl.net/user/makc3d )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/hcYs
*/
// forked from makc3d's AGAL zoom blur filter
package {
import flash.display.*;
import com.bit101.components.*;
import flash.display3D.textures.Texture;
import flash.display3D.*;
import flash.events.Event;
import com.adobe.utils.AGALMiniAssembler;
import flash.geom.Matrix3D;
import flash.net.URLRequest;
import flash.system.LoaderContext;
/**
* This uses linear compression and causes even worse aliasing;
* however, this also means there might be some other compression
* method that improves aliasing...
*/
public class Filter extends Sprite {
private var image : BitmapData ;
private var strength : HSlider ;
private var stage3d : Stage3D ;
private var texture : Texture ;
private var quadIndices : IndexBuffer3D ;
private var quadVertices : VertexBuffer3D ;
public function Filter( ){
var loader : Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onImage);
loader.load(new URLRequest("http://farm3.static.flickr.com/2784/4272833528_33ab1e208c.jpg"), new LoaderContext(true));
}
private function onImage ( e : Event ) : void {
var info : LoaderInfo = e.target as LoaderInfo;
info.removeEventListener(Event.COMPLETE, onImage);
image = (info.content as Bitmap).bitmapData;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage3d = stage.stage3Ds[0];
stage3d.addEventListener(Event.CONTEXT3D_CREATE, onContext);
stage3d.requestContext3D();
}
private function onContext ( e : Event ) : void {
stage3d.removeEventListener(Event.CONTEXT3D_CREATE, onContext);
quadIndices = stage3d.context3D.createIndexBuffer(6);
quadIndices.uploadFromVector(Vector.<uint>([0, 2, 1, 1, 2, 3]), 0, 6);
quadVertices = stage3d.context3D.createVertexBuffer(4, 4);
quadVertices.uploadFromVector(Vector.<Number>([-1, -1, 0, 1, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]), 0, 4);
stage3d.context3D.setVertexBufferAt(0, quadVertices, 0, Context3DVertexBufferFormat.FLOAT_2);
stage3d.context3D.setVertexBufferAt(1, quadVertices, 2, Context3DVertexBufferFormat.FLOAT_2);
texture = stage3d.context3D.createTexture(512, 512, Context3DTextureFormat.BGRA, false);
texture.uploadFromBitmapData(image);
stage3d.context3D.setTextureAt(0, texture);
strength = new HSlider(this, 10, 150);
strength.minimum = 1;
strength.maximum = 23;
strength.tick = 0.1;
strength.value = 10;
new PushButton(this, 10, 180, "apply", applyFilter);
new Label(this, int(0.4 * 512) - 2, int(0.6 * 512) - 10, "x Center");
}
private function applyFilter ( e : * = null ) : void {
while ( numChildren > 0 ) {
removeChildAt(0);
}
var vshader : AGALMiniAssembler = new AGALMiniAssembler();
vshader.assemble(Context3DProgramType.VERTEX, "m44 op, va0, vc0\nmov v0, va1\n");
var fconstants : Vector.<Number> = new <Number> [
0.4 /* center x (u) */,
0.6 /* center y (v) */,
0.4 /* radius of the circle fully inside 1x1 uv quad */,
strength.value /* p > 1, to compress image radially */,
1, 0, 0, 0
];
var fshader : AGALMiniAssembler = new AGALMiniAssembler();
fshader.assemble(Context3DProgramType.FRAGMENT,
"sub ft0, v0, fc0\n" +
"sub ft0.zw, ft0.zw, ft0.zw\n" /* ft0 = radius vector */ +
"dp3 ft1, ft0, ft0\n" /* ft1 = radius, squared */ +
"sqt ft1, ft1\n" /* ft1 = radius */ +
"div ft1.xy, ft1.xy, fc0.zz\n" /* ft1.xy = normalized radius */ +
"sub ft1.x, ft1.x, fc1.x\n" /* ft1.x = normalized radius - 1 */ +
"mul ft1.x, ft1.x, fc0.w\n" +
"add ft1.x, ft1.x, fc1.x\n" /* ft1.x = radius scaled relative to 1 */ +
"mul ft0.xy, ft0.xy, ft1.xx\n" +
"div ft0.xy, ft0.xy, ft1.yy\n" /* ft0 = scaled radius vector */ +
"add ft0.xy, ft0.xy, fc0.xy\n" /* ft0 = corresponding uv */ +
"tex oc, ft0, fs0<2d,clamp,linear>\n"
);
var program : Program3D = stage3d.context3D.createProgram();
program.upload(vshader.agalcode, fshader.agalcode);
stage3d.context3D.setProgram(program);
stage3d.context3D.configureBackBuffer(512, 512, 0);
var tmp:Texture = stage3d.context3D.createTexture (512, 512, Context3DTextureFormat.BGRA, true);
stage3d.context3D.setRenderToTexture (tmp);
stage3d.context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, new Matrix3D());
stage3d.context3D.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, fconstants, fconstants.length / 4);
stage3d.context3D.clear(0, 0, 0, 1);
stage3d.context3D.drawTriangles(quadIndices);
// now apply inverse transform
fconstants [3] = 1 / fconstants [3];
stage3d.context3D.setRenderToBackBuffer();
stage3d.context3D.setTextureAt (0, tmp);
stage3d.context3D.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, fconstants, fconstants.length / 4);
stage3d.context3D.clear(0, 0, 0, 1);
stage3d.context3D.drawTriangles(quadIndices);
stage3d.context3D.present();
}
}
}