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Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: More fast! FP11、Molehill particles

mapping (Z/Z)^2 -> (S^1)^2
using vertex shader

online version:
http://level0.kayac.com/2011/03/07/S1_x_S1_Render_Test.php

maybe gpu barner.
Get Adobe Flash player
by 9re 07 Mar 2011
/**
 * Copyright 9re ( http://wonderfl.net/user/9re )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/sXBM
 */

// forked from clockmaker's BitmapDataで配列に格納すると高速化するよ
// forked from clockmaker's 3D Flow Simulation with Field of Blur
// forked from clockmaker's 3D Flow Simulation
// forked from clockmaker's Interactive Liquid 10000
// forked from clockmaker's Liquid110000 By Vector
// forked from munegon's forked from: forked from: forked from: forked from: Liquid10000
// forked from Saqoosha's forked from: forked from: forked from: Liquid10000
// forked from nutsu's forked from: forked from: Liquid10000
// forked from nutsu's forked from: Liquid10000
// forked from zin0086's Liquid10000
package 
{
/*

    import com.adobe.utils.PerspectiveMatrix3D;
    import com.bit101.components.ComboBox;
    import com.bit101.components.HSlider;
    import flash.text.TextField;
    import flash.display.Sprite;
    
    public class Main extends Sprite
    {
        function Main()
        {
            graphics.clear();
            var txt : TextField = new TextField();
            txt.text = "see http://escargot.la.coocan.jp/molehill_fast/index.html";
            txt.width = stage.stageWidth;
            addChild(txt);          
        }
    }
}
*/
    /**
     * FP11でのテスト。5000パーティクル.速くはなるけど汎用性なし
     */

    import com.adobe.utils.PerspectiveMatrix3D;
    import flash.display.*;
    import flash.display3D.Context3D;
    import flash.display3D.Context3DBlendFactor;
    import flash.display3D.Context3DCompareMode;
    import flash.display3D.Context3DProgramType;
    import flash.display3D.Context3DRenderMode;
    import flash.display3D.Context3DTextureFormat;
    import flash.display3D.Context3DVertexBufferFormat;
    import flash.display3D.IndexBuffer3D;
    import flash.display3D.textures.Texture;
    import flash.display3D.VertexBuffer3D;
    import flash.geom.*;
    import flash.events.*;
    import flash.text.TextField;
    import flash.utils.*;
    import flash.geom.*;
    import net.hires.debug.Stats;
    import com.bit101.components.ComboBox;
    import com.bit101.components.HSlider;
    
    [SWF(width="465", height="465", backgroundColor="0xFFFFFF")]
    public class c0Gi extends Sprite {
        private var r0:Number = 5;
        private var r1:Number = 1.5;
        private const TEXTURE_WIDTH:int = 2048;
        private const NUM_PARTICLE:uint = 16380; // パーティクル上限
        private var ROT_STEPS:int = 0;
        
        private var num_limit:uint = 5000; // レンダリングする数
        
        private var forceMap:BitmapData = new BitmapData( 233, 233, false, 0x000000 );
        private var randomSeed:uint = Math.floor( Math.random() * 0xFFFF );
        private var particleList:Vector.<Arrow> = new Vector.<Arrow>(NUM_PARTICLE, true);
        private var rect:Rectangle;
        private var seed:Number = Math.floor( Math.random() * 0xFFFF );
        private var offset:Array = [new Point(), new Point()];
        private var timer:Timer;
        private var world:Sprite = new Sprite();
        private var rotBmp: BitmapData;
        private var text : TextField;
        
        private var combobox : ComboBox;

        
        private var context : Context3D;
        private var program : ShaderProgram;
        private var iBuffer : IndexBuffer3D;
        private var vBuffer : VertexBuffer3D;
        private var uvBuffer : VertexBuffer3D;
        private var texture : Texture;
        private var r_rot_steps : Vector.<Number> = Vector.<Number>([0,0,0,0]);
        
        private var vb : Vector.<Number> = new Vector.<Number>();
        private var uvb : Vector.<Number> = new Vector.<Number>();
        private var ib : Vector.<uint> = new Vector.<uint>();
        private const vunit : int = 4;
        private const uvunit : int = 2;
        private var w:int;
        private var h:int;
        private var projection:PerspectiveMatrix3D;
        private var model:Matrix3D;
        private var view:Matrix3D;
        private var xRotation:Number = 0;
        private var yRotation:Number = 0;
        
        private var uirect : Sprite = new Sprite;
        private var r0slider:HSlider;
        private var r1slider:HSlider;
        
        public function c0Gi() {
            
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.frameRate = 120;
            
            addChild(world);
            
            //w = h = 465;
            w = stage.stageWidth;
            h = stage.stageHeight;
            rect = new Rectangle(0, 0, w, h);
            // フォースマップの初期化をおこないます
            resetFunc();
            
            // ループ処理
            //addEventListener( Event.ENTER_FRAME, loop );
            
            // 時間差でフォースマップと色変化の具合を変更しています
            var timer:Timer = new Timer(1000)
            timer.addEventListener(TimerEvent.TIMER, resetFunc);
            timer.start();
            
            // 矢印をプレレンダリング
            var dummy:Sprite = new Sprite();
            dummy.graphics.beginFill(0xFFFFFF, 1);
            dummy.graphics.lineStyle(1, 0x0, 1);
            
            dummy.graphics.moveTo(2, 4);
            dummy.graphics.lineTo(8, 4);
            dummy.graphics.lineTo(8, 0);
            dummy.graphics.lineTo(20, 7);
            dummy.graphics.lineTo(8, 14);
            dummy.graphics.lineTo(8, 10);
            dummy.graphics.lineTo(2, 10);
            dummy.graphics.lineTo(2, 4);
            
            var bmpw : int = TEXTURE_WIDTH;
            ROT_STEPS = bmpw / 16; 
            var matrix:Matrix;
            rotBmp = new BitmapData(bmpw, 16, true, 0x0);
            var i:int = ROT_STEPS;
            while (i--)
            {
                matrix = new Matrix();
                matrix.translate( -11, -7);
                matrix.rotate( ( 360 / ROT_STEPS * i )* Math.PI / 180);
                matrix.scale(0.75, 0.75); // ちょっと縮小
                matrix.translate( 8+i*16, 8);
                rotBmp.draw(dummy, matrix);
            }
            
            // パーティクルを生成します
            for (i = 0; i < NUM_PARTICLE; i++) {
                var px:Number = Math.random() * w;
                var py:Number = Math.random() * h;
                particleList[i] = new Arrow(px, py);
                //world.addChild(particleList[i]);
            }
            
            // ui
            uirect.graphics.clear();
            uirect.graphics.beginFill(0x000000, 0.8);
            uirect.graphics.drawRoundRect(0, 0, 200, 100, 16, 16);
            uirect.graphics.endFill();
            
            combobox = new ComboBox(uirect, 80, 8, "5000", new Array(500, 1000, 5000, 10000, 16380));
            combobox.selectedIndex = 2;
            num_limit = 5000;
            
            addChild(uirect);
            
            // デバッグ用のスタッツを表示しています
            addChild(new Stats);
            
            //
            stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, createContext3D);
            stage.stage3Ds[0].requestContext3D();
            stage.stage3Ds[0].viewPort = new Rectangle(0, 0, rect.width, rect.height);
            
        }
        
        private function onRadiusChange(event:Event):void {
            switch(event.currentTarget) {
            case r0slider:
                r0 = r0slider.value;
                break;
            case r1slider:
                r1 = r1slider.value;
                break;
            }
            setRadius();
        }
        
        private function createContext3D(e:Event):void 
        {
            context = (e.target as Stage3D).context3D;
            context.configureBackBuffer(w, h, 2, true);
            context.setDepthTest(true, Context3DCompareMode.LESS);
            context.setRenderToBackBuffer();
            context.setBlendFactors(Context3DBlendFactor.SOURCE_ALPHA, Context3DBlendFactor.ONE_MINUS_SOURCE_ALPHA);
            context.enableErrorChecking = true;

            text = new TextField();
            text.textColor = 0xffffff;
            text.text = context.driverInfo;
            text.width = text.textWidth + 4;
            text.y = h - text.textHeight - 4;
            addChild(text);
            
            program = new ShaderProgram(context, new VertexShader(), new FragmentShader());
            r_rot_steps[0] = 1/ROT_STEPS;

            for (var i : int = 0; i < NUM_PARTICLE; i++) {
                // ためしに静的なポリゴン情報と、毎フレーム更新する位置情報を別のvertexBufferにしてみたけど、速度的には変化なし
                vb.push( -8, -8,  0, 0);
                vb.push(  8, -8,  0 ,0);
                vb.push(  8,  8,  0 ,0);
                vb.push( -8,  8,  0, 0);
                
                uvb.push( 0,          0);
                uvb.push( 1/ROT_STEPS,0);
                uvb.push( 1/ROT_STEPS,1);
                uvb.push( 0,          1);
                
                
                ib.push( i*4+0, i*4+1, i*4+2, i*4+0, i*4+2, i*4+3 );
            }
            vBuffer = context.createVertexBuffer(vb.length / vunit, vunit);
            vBuffer.uploadFromVector(vb, 0, vb.length / vunit);
            
            uvBuffer = context.createVertexBuffer(uvb.length / uvunit, uvunit);
            uvBuffer.uploadFromVector(uvb, 0, uvb.length / uvunit);
            
            iBuffer = context.createIndexBuffer(ib.length);
            iBuffer.uploadFromVector(ib,0,ib.length);
            
            try {
            texture = context.createTexture(TEXTURE_WIDTH, 16, Context3DTextureFormat.BGRA, false);
            texture.uploadFromBitmapData(rotBmp);
            context.setTextureAt( 1, texture );
            } catch (e:Error) {
                text.text = e.message;
            }
            
            var eye:Vector3D = new Vector3D(0, 0, 40);
            var at:Vector3D = new Vector3D(0, 0, -10, 1);
            var up:Vector3D = new Vector3D(0, 1);
            model = new Matrix3D;
            view = new Matrix3D;
            projection = new PerspectiveMatrix3D();
            projection.lookAtRH(eye, at, up);
            projection.perspectiveFieldOfViewRH(45.0, w / h, 5.0, 100.0);
            context.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 4, r_rot_steps);
            setRadius();
            context.setProgram(program.program);
            
            r0slider = new HSlider(uirect, 80, 48, onRadiusChange);
            r0slider.minimum = 2;
            r0slider.value = 5;
            r0slider.maximum = 10;
            r1slider = new HSlider(uirect, 80, 78, onRadiusChange);
            r1slider.minimum = 0.5;
            r1slider.value = 1.5;
            r1slider.maximum = 3;
            
            
            addEventListener(Event.ENTER_FRAME, loop);
        }
        
        private function setRadius():void {
            context.setProgramConstantsFromVector(Context3DProgramType.VERTEX, 5, Vector.<Number>([
                r0, r1, (Math.PI / w * 2), (Math.PI / h * 2)
            ]));
        }
        
        private function loop( e:Event ):void {
            
            context.clear(0.4, 0.4, 0.5, 1); // この位置にclearがないとテクスチャが消える
            
            num_limit = parseInt(combobox.items[combobox.selectedIndex]);
            
            var len:uint = num_limit < particleList.length ? num_limit : particleList.length ;
            var col:Number;
            var index : int = 0;
            for (var i:uint = 0; i < len; i++) {
                var arrow:Arrow = particleList[i];
                
                var oldX:Number = arrow.x;
                var oldY:Number = arrow.y;
                
                col = forceMap.getPixel( arrow.x >> 1, arrow.y >> 1);
                arrow.ax += ( (col      & 0xff) - 0x80 ) * .0004;
                arrow.ay += ( (col >> 8 & 0xff) - 0x80 ) * .0004;
                arrow.vx += arrow.ax;
                arrow.vy += arrow.ay;
                arrow.x += arrow.vx;
                arrow.y += arrow.vy;
                
                var _posX:Number = arrow.x;
                var _posY:Number = arrow.y;
                var rot:Number = - Math.atan2((_posX - oldX), (_posY - oldY)) * 180 / Math.PI + 90;
                var angle:int = rot / 360 * ROT_STEPS | 0;
                 //Math.absの高速化ね
                angle = (angle ^ (angle >> 31)) - (angle >> 31);
                //arrow.rot += (angle - arrow.rot) * 0.2;
                //arrow.bitmapData = rotBmp;
                    
                arrow.ax *= .96;
                arrow.ay *= .96;
                arrow.vx *= .92;
                arrow.vy *= .92;
                
                // あと配置座標を整数化しておきます
                //arrow.x = arrow.x | 0;
                //arrow.y = arrow.y | 0;
                
                ( _posX > w ) ? arrow.x = 0 :
                    ( _posX < 0 ) ? arrow.x = w : 0;
                ( _posY > h ) ? arrow.y = 0 :
                    ( _posY < 0 ) ? arrow.y = h : 0;

                vb[index++] = (_posX - w/2)-8;
                vb[index++] = (_posY - h/2)-8;
                vb[index++] = angle >> 0;
                index++;
                
                vb[index++] = (_posX - w/2)+8;
                vb[index++] = (_posY - h/2)-8;
                vb[index++] = angle >> 0;
                index++;
                
                vb[index++] = (_posX - w/2)+8;
                vb[index++] = (_posY - h/2)+8;
                vb[index++] = angle >> 0;
                index++;
                
                vb[index++] = (_posX - w/2)-8;
                vb[index++] = (_posY - h/2)+8;
                vb[index++] = angle >> 0;
                index++;
            }
            vBuffer.uploadFromVector(vb, 0, num_limit*4); 
            
            model.identity();
            model.appendRotation(xRotation += 0.1, Vector3D.X_AXIS);
            model.appendRotation(yRotation += 0.2, Vector3D.Y_AXIS);
            model.appendTranslation(0, 0, -14);
            
            view.identity();
            view.append(model);
            view.append(projection);

            context.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, view, true);
            
            context.setVertexBufferAt(0, vBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
            context.setVertexBufferAt(1, vBuffer, 2, Context3DVertexBufferFormat.FLOAT_2);
            context.setVertexBufferAt(2, uvBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
            
            context.drawTriangles(iBuffer, 0, 2*num_limit);
            context.present();
        }
        
        private function resetFunc(e:Event = null):void{
            forceMap.perlinNoise(117, 117, 3, seed, false, true, 6, false, offset);
            
            offset[0].x += 1.5;
            offset[1].y += 1;
            seed = Math.floor( Math.random() * 0xFFFFFF );
        }
    }
}

import com.adobe.utils.AGALMiniAssembler;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.display3D.Program3D;
import flash.geom.Matrix3D;

import flash.display.*;

class Arrow// extends Bitmap
{
    public var rot:int = 0;
    public var vx:Number = 0;
    public var vy:Number = 0;
    public var ax:Number = 0;
    public var ay:Number = 0;
    public var x:Number = 0;
    public var y:Number = 0;

    function Arrow( x:Number, y:Number) {
        this.x = x;
        this.y = y;
    }
}

class ShaderProgram
{
    public var program : Program3D = null;
    
    public function ShaderProgram(context : Context3D, vsh : AGALMiniAssembler, fsh : AGALMiniAssembler)
    {
        program = context.createProgram();
        program.upload(vsh.agalcode, fsh.agalcode);
    }
}

class VertexShader  extends AGALMiniAssembler
{
//
// <geometry inputs>
//  vBuffer0(x,y)     --> attribute(0) : va0.xy
//  vBuffer1(rot,rsv) --> attribute(1) : va1.x, va1.y
//  uvBuffer2(u,v)    --> attribute(2) : va2.xy
//
// <constants/parameters>
//  projmatrix(transposed)   --> | vc0.x  vc1.x  vc2.x  vc3.x |
//                               | vc0.y  vc1.y  vc2.y  vc3.y |
//                               | vc0.z  vc1.z  vc2.z  vc3.z |
//                               | vc0.w  vc1.w  vc2.w  vc3.w |
//
//  texture coord step       --> vc4.x   (1/rotation steps)
//
// <outputs>
//  position                 --> op.xyzw
//
// <varying/vertex shader to fragment shader>
//  texture coord            --> v0.uv
//
//  m44 op, va0, vc0             position = (x,y) * projmatrix
//  mov v0, va2                  uv = (u,v)
//  mul vt0.x, va1.x, vc4.x      
//  add v0.x, va2.x, vt0.x       u = u + (rot*texture_coord_step)
//
    private var src : String = <>
mul vt0.x va0.x vc5.z
mul vt0.y va0.y vc5.w
cos vt1.x vt0.x
cos vt1.y vt0.y
sin vt1.z vt0.x
sin vt1.w vt0.y
mul vt0.x vt1.y vc5.y
mul vt2.z vt1.w vc5.y
add vt0.y vt0.x vc5.x
mul vt2.x vt0.y vt1.x
mul vt2.y vt0.y vt1.z
mov vt2.w va0.w
m44 op vt2 vc0
mov v0 va2
mul vt0.x va1.x vc4.x
add v0.x, va2.x, vt0.x
        </>; 
        
    public function VertexShader()
    {
        assemble(Context3DProgramType.VERTEX, src);
    }
}

class FragmentShader  extends AGALMiniAssembler
{
    private var src : String = <>
<![CDATA[
tex oc, v0.xy, fs1 <2d,repeat,nearest>
]]></>;
    
    public function FragmentShader()
    {
        assemble(Context3DProgramType.FRAGMENT, src);
    }
}