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

Stage3Dで花火

これまたStage3Dである必要はないけど。
ポストエフェクト+α。
水面に写る感じ?


あ、右クリックでStatsが消せます。
/**
 * Copyright 9balls ( http://wonderfl.net/user/9balls )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/wfyu
 */

package {
    import com.adobe.utils.AGALMiniAssembler;
    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.Context3DVertexBufferFormat;
    import flash.display3D.IndexBuffer3D;
    import flash.display3D.Program3D;
    import flash.display3D.textures.Texture;
    import flash.display3D.VertexBuffer3D;
    import flash.events.ContextMenuEvent;
    import flash.events.Event;
    import flash.geom.Matrix3D;
    import flash.text.TextField;
    import flash.ui.ContextMenu;
    import flash.ui.ContextMenuItem;
    import flash.utils.ByteArray;
    import frocessing.color.ColorHSV;
    import net.hires.debug.Stats;

    /**
     * ...
     * @author
     */
    public class Main extends Sprite {

        private var driverText:TextField;
        private var stats:Stats;
        private var isShowDriver:Boolean = false;
        private var isShowStats:Boolean = true;
        //
        private var size:Number = 1;
        private var maxNum:uint = 3000;
        private var num:uint = 0;
        private var count:uint = 0;
        private var next:uint = 0;
        //
        private var stage3D:Stage3D;
        private var context3D:Context3D;
        //
        private var program1:Program3D;
        private var program2:Program3D;
        private var program3:Program3D;
        private var program4:Program3D;
        private var indexBuffer:IndexBuffer3D;
        private var vertexBuffer:VertexBuffer3D;
        private var texture:Texture;
        private var screen:Texture;
        private var screenIndexBuffer:IndexBuffer3D;
        private var screenVertexBuffer:VertexBuffer3D;
        private var waterIndexBuffer:IndexBuffer3D;
        private var waterVertexBuffer:VertexBuffer3D;
        private var vertices:Vector.<Number>;
        private var particles:Vector.<Particle>;
        private var particlesFree:Vector.<Particle>;
        private var mtx:Matrix3D;
        private var waterMtx:Matrix3D;
        private var testTexture:Texture;

        //
        public function Main():void {
            Wonderfl.disable_capture();
            if (stage)
                init();
            else
                addEventListener(Event.ADDED_TO_STAGE, init);
        }

        private function init(e:Event = null):void {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            // entry point
            stats = new Stats();
            addChild(stats);
            stage.frameRate = 60;
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            //
            particles = new Vector.<Particle>();
            particlesFree = new Vector.<Particle>(maxNum);
            for (var i:int = 0; i < maxNum; i++){
                particlesFree[i] = new Particle();
            }
            //
            stage3D = stage.stage3Ds[0];
            stage3D.x = 0;
            stage3D.y = 0;
            stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContextCreate);
            stage3D.requestContext3D(Context3DRenderMode.AUTO);
        }

        private function onContextCreate(e:Event):void {
            context3D = stage3D.context3D;
            //context3D.enableErrorChecking = true;
            context3D.configureBackBuffer(466, 466, 0, false);
            //text
            driverText = new TextField();
            driverText.textColor = 0xffffff;
            driverText.wordWrap = true;
            driverText.width = 400;
            driverText.text = context3D.driverInfo;
            driverText.y = 440;
            var item1:ContextMenuItem = new ContextMenuItem("show driverInfo", false);
            item1.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, showDriver);
            var item2:ContextMenuItem = new ContextMenuItem("hide Stats", false);
            item2.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT, showStats);
            var contextMenu:ContextMenu = new ContextMenu();
            contextMenu.customItems = [item1, item2]; // カスタムメニューに登録
            this.contextMenu = contextMenu;
            //create
            createShaders();
            setConstant();
            setBuffer();
            texture = context3D.createTexture(32, 32, Context3DTextureFormat.BGRA, true);
            screen = context3D.createTexture(512, 512, Context3DTextureFormat.BGRA, true);
            testTexture = context3D.createTexture(32, 32, Context3DTextureFormat.BGRA, false);
            testTexture.uploadFromBitmapData(new BitmapData(32, 32, false, 0xff0000));
            //run
            addEventListener(Event.ENTER_FRAME, onEnter);
        }

        private function showDriver(e:ContextMenuEvent):void {
            if (isShowDriver){
                removeChild(driverText);
                (e.currentTarget as ContextMenuItem).caption = "show driverInfo";
            } else {
                addChild(driverText);
                (e.currentTarget as ContextMenuItem).caption = "hide driverInfo";
            }
            isShowDriver = !isShowDriver;
        }

        private function showStats(e:ContextMenuEvent):void {
            if (isShowStats){
                removeChild(stats);
                (e.currentTarget as ContextMenuItem).caption = "show Stats";
            } else {
                addChild(stats);
                (e.currentTarget as ContextMenuItem).caption = "hide Stats";
            }
            isShowStats = !isShowStats;
        }

        private function onEnter(e:Event):void {
            if (count == next){
                createFire((Math.random() - 0.5) * 500, Math.random() * 100 + 150, 6 + 10 * Math.random(), 1000);
                count = 0;
                next = 50 + 30 * Math.random() >> 0;
            }
            count++;
            var par:Particle;
            var n:uint;
            for (var i:int = 0; i < num; i++){
                par = particles[i];
                n = 15 * i;
                if (par.life == par.death){
                    particlesFree.push(particles.splice(i, 1)[0]);
                    i--;
                    num--;
                    vertices.splice(n, 15);
                    continue;
                }
                var posX:Number = par.x;
                var posY:Number = par.y;
                vertices[n] = posX - size;
                vertices[uint(n + 1)] = posY - size;
                vertices[uint(n + 5)] = posX - size;
                vertices[uint(n + 6)] = posY + size;
                vertices[uint(n + 10)] = posX + size;
                vertices[uint(n + 11)] = posY - size;
                //
                par.update();
            }
            //
            vertexBuffer.uploadFromVector(vertices, 0, 3 * num);
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, mtx, false);
            context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
            context3D.setVertexBufferAt(1, vertexBuffer, 2, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setProgram(program1);
            context3D.setRenderToTexture(screen);
            context3D.clear(0, 0, 0, 1);
            context3D.drawTriangles(indexBuffer, 0, num);
            //
            context3D.setVertexBufferAt(0, screenVertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
            context3D.setVertexBufferAt(1, screenVertexBuffer, 2, Context3DVertexBufferFormat.FLOAT_2);
            context3D.setProgram(program2);
            context3D.setRenderToTexture(texture);
            context3D.setTextureAt(0, screen);
            context3D.clear(0, 0, 0, 1);
            context3D.drawTriangles(screenIndexBuffer);
            //
            context3D.setProgram(program3);
            context3D.setRenderToBackBuffer();
            context3D.setTextureAt(0, screen);
            context3D.setTextureAt(1, texture);
            context3D.clear(0, 0, 0, 1);
            context3D.drawTriangles(screenIndexBuffer);
            //
            context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, waterMtx, true);
            context3D.setVertexBufferAt(0, waterVertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
            context3D.setVertexBufferAt(1, waterVertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_2);
            context3D.setProgram(program4);
            context3D.setTextureAt(0, texture);
            context3D.setTextureAt(1, null);
            context3D.drawTriangles(screenIndexBuffer);
            //
            context3D.present();
            //
            context3D.setTextureAt(0, null);
        }

        private function createShaders():void {
            //create shaders
            var agalAssembler:AGALMiniAssembler = new AGALMiniAssembler();
            //
            //vertex
            var vertexShaderOpMtx:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, "m44 op, va0, vc0 \n" + "mov v0, va1\n");
            var vertexShaderOpNone:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, "mov op, va0\n" + "mov v0, va1\n");
            //
            //fragment
            var code:String = "";
            code += "mov ft0 v0\n";
            code += "mov oc, ft0\n";
            var fragmentShader:ByteArray = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
            program1 = context3D.createProgram();
            program1.upload(vertexShaderOpMtx, fragmentShader);
            //
            code = "";
            code += "mov ft0 v0\n";
            code += "tex ft0, ft0, fs0<2d,repeat,linear>\n";
            code += "mov oc, ft0\n";
            fragmentShader = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
            program2 = context3D.createProgram();
            program2.upload(vertexShaderOpNone, fragmentShader);
            //
            program4 = context3D.createProgram();
            program4.upload(vertexShaderOpMtx, fragmentShader);
            //
            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 = agalAssembler.assemble(Context3DProgramType.FRAGMENT, code);
            program3 = context3D.createProgram();
            program3.upload(vertexShaderOpNone, fragmentShader);
        }

        private function setConstant():void {
            //vc
            mtx = new Matrix3D();
            mtx.appendScale(1 / 256, 1 / 256, 1);
            waterMtx = new Matrix3D();
            waterMtx.appendTranslation(0, 2.5, 0);
            waterMtx.appendScale(1, -0.3, 1);
        }

        private function setBuffer():void {
            //particle
            var length:uint = 3 * maxNum;
            var length2:uint = 15 * maxNum;
            //vertex buffer
            vertices = new Vector.<Number>(length2);
            for (var i:int = 0; i < length2; i++){
                vertices[i] = 0;
            }
            vertexBuffer = context3D.createVertexBuffer(length, 5);
            vertexBuffer.uploadFromVector(vertices, 0, length);
            //index buffer
            var indices:Vector.<uint> = new Vector.<uint>(length);
            for (i = 0; i < length; i++){
                indices[i] = i;
            }
            indexBuffer = context3D.createIndexBuffer(length);
            indexBuffer.uploadFromVector(indices, 0, length);
            //
            //water
            //vertex buffer
            waterVertexBuffer = context3D.createVertexBuffer(4, 5);
            waterVertexBuffer.uploadFromVector(Vector.<Number>([-1, -1, 0, 0, 1, -1, 1, 0, 0, 0, 1, -1, 0, 1, 1, 1, 1, 0, 1, 0]), 0, 4);
            //index buffer
            waterIndexBuffer = context3D.createIndexBuffer(6);
            waterIndexBuffer.uploadFromVector(Vector.<uint>([0, 1, 2, 1, 2, 3]), 0, 6);
            //
            //screen
            //vertex buffer
            screenVertexBuffer = context3D.createVertexBuffer(4, 4);
            screenVertexBuffer.uploadFromVector(Vector.<Number>([-1, -1, 0, 1, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]), 0, 4);
            //index buffer
            screenIndexBuffer = context3D.createIndexBuffer(6);
            screenIndexBuffer.uploadFromVector(Vector.<uint>([0, 1, 2, 1, 2, 3]), 0, 6);
        }

        private function createFire(xPos:Number, yPos:Number, radius:Number, numP:uint):void {
            var r:Number;
            var g:Number;
            var b:Number;
            var buf:Vector.<Number> = new Vector.<Number>(numP * 15);
            var par:Vector.<Particle> = particlesFree.splice(0, numP);
            var n:uint;
            var color:ColorHSV = new ColorHSV(360 * Math.random());
            for (var i:int = 0; i < numP; i++){
                par[i].init(xPos, yPos, Math.random() * radius + 0.5, Math.random() * 2 * Math.PI)
                color.s = 0.2 + Math.random() * 0.8;
                color.v = 0.2 + Math.random() * 0.8;
                r = color.r / 255;
                g = color.g / 255;
                b = color.b / 255;
                n = i * 15;
                buf[uint(n + 2)] = r;
                buf[uint(n + 3)] = g;
                buf[uint(n + 4)] = b;
                buf[uint(n + 7)] = r;
                buf[uint(n + 8)] = g;
                buf[uint(n + 9)] = b;
                buf[uint(n + 12)] = r;
                buf[uint(n + 13)] = g;
                buf[uint(n + 14)] = b;
            }
            particles = particles.concat(par);
            vertices = vertices.concat(buf);
            num += numP;
        }

    }
}

class Particle extends Object {
    public var life:uint;
    public var death:uint;
    public var x:Number;
    public var y:Number;
    public var vx:Number;
    public var vy:Number;

    public function Particle():void {
    }

    public function init(xPos:Number, yPos:Number, r:Number, theta:Number):void {
        x = xPos;
        y = yPos;
        vx = r * Math.cos(theta);
        vy = r * Math.sin(theta) - 0.1;
        death = (Math.random() * 60 >> 0) + 30;
        life = 0;
    }

    public function update():void {
        x += vx;
        y += vy;
        vx *= 0.92;
        vy -= 0.1;
        vy *= 0.92;
        life++;
    }
}