mipmap test
tex oc, v0, fs0 <2d,repeat,linear,[mip]>
/**
* Copyright 9balls ( http://wonderfl.net/user/9balls )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/tlCS
*/
package {
import com.adobe.utils.AGALMiniAssembler;
import com.bit101.components.ComboBox;
import flash.display.BitmapData;
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.Context3DTextureFormat;
import flash.display3D.Context3DTriangleFace;
import flash.display3D.Context3DVertexBufferFormat;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.textures.Texture;
import flash.display3D.VertexBuffer3D;
import flash.events.Event;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
/**
* ...
* @author
*/
public class Main extends Sprite {
private const WIDTH:uint = 466;
private const HEIGHT:uint = 466;
private const RAD:Number = Math.PI / 180;
//
private var stage3D:Stage3D;
private var context3D:Context3D;
//
private var camera:SimpleCamera3D;
private var program:Program3D;
private var mipLinear:Program3D;
private var mipNearest:Program3D;
private var mipNone:Program3D;
private var vBuffer:VertexBuffer3D;
private var iBuffer:IndexBuffer3D;
public function Main():void {
stage.frameRate = 60;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
addChild(new Stats());
//ui
var combo:ComboBox = new ComboBox(this, 350, 0, "miplinear", ["miplinear", "mipnearest", "mipnone"]);
combo.numVisibleItems = 3;
combo.addEventListener(Event.SELECT, onSelect);
//
stage3D = stage.stage3Ds[0];
stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContextCreate);
stage3D.requestContext3D(Context3DRenderMode.AUTO);
}
private function onSelect(e:Event):void {
switch (ComboBox(e.currentTarget).selectedIndex){
case 0:
program = mipLinear;
break;
case 1:
program = mipNearest;
break;
case 2:
program = mipNone;
break;
default:
break;
}
}
private function onContextCreate(e:Event):void {
context3D = stage3D.context3D;
context3D.enableErrorChecking = true;
context3D.configureBackBuffer(WIDTH, HEIGHT, 0, true);
context3D.setCulling(Context3DTriangleFace.BACK);
//
camera = new SimpleCamera3D(45 * RAD, 1, 0.1, 30000);
new RoundCameraController(camera, stage);
createBuffer();
createShader();
var texture:Texture = context3D.createTexture(256, 256, Context3DTextureFormat.BGRA, false);
var bd:BitmapData = new BitmapData(256, 256, false, 0xff0000);
texture.uploadFromBitmapData(bd, 0);
bd = new BitmapData(128, 128, false, 0x00ff00);
texture.uploadFromBitmapData(bd, 1);
bd = new BitmapData(64, 64, false, 0x0000ff);
texture.uploadFromBitmapData(bd, 2);
bd = new BitmapData(32, 32, false, 0xffff00);
texture.uploadFromBitmapData(bd, 3);
bd = new BitmapData(16, 16, false, 0x00ffff);
texture.uploadFromBitmapData(bd, 4);
bd = new BitmapData(8, 8, false, 0xff00ff);
texture.uploadFromBitmapData(bd, 5);
bd = new BitmapData(4, 4, false, 0xffffff);
texture.uploadFromBitmapData(bd, 6);
bd = new BitmapData(2, 2, false, 0xffffff);
texture.uploadFromBitmapData(bd, 7);
bd = new BitmapData(1, 1, false, 0xffffff);
texture.uploadFromBitmapData(bd, 8);
context3D.setTextureAt(0, texture);
//
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(e:Event):void {
context3D.clear();
context3D.setProgram(program);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, camera.cameraMtx, true);
context3D.drawTriangles(iBuffer);
context3D.present();
}
private function createShader():void {
var agalAssembler:AGALMiniAssembler = new AGALMiniAssembler();
var code:String = "";
code += "m44 op, va0, vc0\n";
code += "mov v0, va1\n";
var vertexShader:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, code);
//
code = "tex oc, v0, fs0 <2d,repeat,linear,miplinear>\n";
var fragmentShader:ByteArray = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
mipLinear = context3D.createProgram();
mipLinear.upload(vertexShader, fragmentShader);
code = "tex oc, v0, fs0 <2d,repeat,linear,mipnearest>\n"
fragmentShader = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
mipNearest = context3D.createProgram();
mipNearest.upload(vertexShader, fragmentShader);
code = "tex oc, v0, fs0 <2d,repeat,linear,mipnone>\n"
fragmentShader = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
mipNone = context3D.createProgram();
mipNone.upload(vertexShader, fragmentShader);
program = mipLinear;
}
private function createBuffer():void {
//vertex buffer
vBuffer = context3D.createVertexBuffer(4, 5);
vBuffer.uploadFromVector(Vector.<Number>([-100, 100, 0, 0, 0, -100, -100, 0, 0, 1, 100, 100, 0, 1, 0, 100, -100, 0, 1, 1]), 0, 4);
context3D.setVertexBufferAt(0, vBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vBuffer, 3, Context3DVertexBufferFormat.FLOAT_2);
//index buffer
iBuffer = context3D.createIndexBuffer(6);
iBuffer.uploadFromVector(Vector.<uint>([0, 1, 2, 2, 1, 3]), 0, 6);
}
}
}
import com.adobe.utils.PerspectiveMatrix3D;
import flash.display.InteractiveObject;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
//////////////////////////////////////////////////
// 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)
}
}