forked from: [実験]Lightfield Camera
< lightfield test >
lightfieldカメラのリフォーカス処理がどうやってるのかピンとこなかったので実験
サブレンズが少ない場合(10x10)と、多い場合(320x320)の違いも実験してみた
実カメラ用の処理のシミュレートなので、Flash3D向けにはあまり役にたたない。
画素ごとのdepthを使ってblurかけたほうが手っ取り速いはず
/**
* Copyright double ( http://wonderfl.net/user/double )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/wg1F
*/
// forked from zendenmushi's [実験]Lightfield Camera
// < lightfield test >
//
// lightfieldカメラのリフォーカス処理がどうやってるのかピンとこなかったので実験
//
// サブレンズが少ない場合(10x10)と、多い場合(320x320)の違いも実験してみた
//
// 実カメラ用の処理のシミュレートなので、Flash3D向けにはあまり役にたたない。
// 画素ごとのdepthを使ってblurかけたほうが手っ取り速いはず
package {
import alternativ7.engine3d.containers.ConflictContainer;
import alternativ7.engine3d.core.Camera3D;
import alternativ7.engine3d.core.Clipping;
import alternativ7.engine3d.core.MipMapping;
import alternativ7.engine3d.core.MouseEvent3D;
import alternativ7.engine3d.core.Object3D;
import alternativ7.engine3d.core.Sorting;
import alternativ7.engine3d.core.View;
import alternativ7.engine3d.loaders.Parser3DS;
import alternativ7.engine3d.materials.FillMaterial;
import alternativ7.engine3d.materials.TextureMaterial;
import alternativ7.engine3d.objects.Mesh;
import alternativ7.engine3d.objects.Sprite3D;
import alternativ7.engine3d.primitives.Plane;
import com.bit101.components.Label;
import com.bit101.components.RadioButton;
import com.bit101.components.Slider;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.filters.BlurFilter;
import flash.filters.ShaderFilter;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.net.URLLoader;
import flash.net.URLLoaderDataFormat;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.system.Security;
import flash.utils.ByteArray;
import flash.utils.Timer;
[SWF(backgroundColor="#e0e0e0", frameRate="60", width="465", height="465")]
public class Gata_lightfield extends Sprite {
private const renderWidth : int = 1600*2;
private const renderHeight : int = 1600*2;
private var camera : Camera3D;
private var gataShader : GataShader = new GataShader();
private var gataShaderFilter : ShaderFilter = new ShaderFilter(gataShader);
private var gataTexSrc : BitmapData;
private var gataTex : BitmapData;
// private var gataModel : Object = new Object;
private var gataModel : Parser3DS = new Parser3DS();
private var debugBmp : Bitmap;
private var lightFieldBmpd : BitmapData = new BitmapData(renderWidth, renderHeight);
private var lightField : Bitmap = new Bitmap(lightFieldBmpd);
private var refocusedBmpd : BitmapData = new BitmapData(320, 320);
private var refocused : Bitmap = new Bitmap(refocusedBmpd);
private var zeroPoint : Point = new Point(0, 0);
private var eye : Vector3D = new Vector3D();
private var light : Vector3D = new Vector3D();
private var halfv : Vector3D = new Vector3D();
private var kuwagata : Mesh;
private var kuwagata2 : Mesh;
private var shadow : Mesh;
private var shadow2 : Mesh;
private var wire : FillMaterial = new FillMaterial(0xffffff, 1, 1, 0);
private var morpho : TextureMaterial = new TextureMaterial();
private var simple : TextureMaterial = new TextureMaterial();
private var shadowBitmapData : BitmapData = new BitmapData(475, 475, false, 0xffc0c0c0);
private var shadowBlur : BlurFilter = new BlurFilter(4, 4, 1);
private const plane_size : Number = 1000;
private var downPoint : Point = new Point();
private var camPos : Polar = new Polar();
private var camDistance : Number = 1000;
private var mouseIsDown : Boolean = false;
private var lightPos : Polar = new Polar();
private var light_camera:Camera3D;
private var light_dummy : Sprite3D;
private var stopCameraAnime : Boolean = false;
private var startAnimeTimer : Timer = new Timer(5000);
private var lightPath : MotionPath = new MotionPath(400, 400, 0, 300, 500, 500);
private var cameraPath : MotionPath = new MotionPath(400, 400, 0, 200, 1000, 500);
private var morphoShader : Number = 1.0;
private var mtx_stack : MatrixStack = new MatrixStack();
private var divide : int = 10;
private var befDraw : Boolean = false;
private var computeProgress : int = 0;
private var viewchangeProgress : int = 0;
private var subWidth : int = 0;
private var befSlider : Number = 0;
private var first : Boolean = true;
private var shader_on : int = 1;
private var sliderIsDragging : Boolean = false;
// UI
private var uirect : Sprite = new Sprite();
private var rgpLenz10x10 : RadioButton;
private var rgpLenz320x320 : RadioButton;
private var info : TextInfo;
private var sliderRect : Sprite = new Sprite();
private var sliderFocus : Slider;
private var progressRect : Sprite = new Sprite();
private var progressMeter : Sprite;
private var controlMessage : Label;
// temporary
private var temp0 : Vector3D = new Vector3D();
private var temp1 : Vector3D = new Vector3D();
private var temp2 : Vector3D = new Vector3D();
private var loaders : Array;
private const url:Array = [
// "b", "http://escargot.la.coocan.jp/jsdoit/Nijiiro.3ds",//"./Nijiiro.3ds",
"b", "http://escargot.la.coocan.jp/jsdoit/Nijiiro_low.3ds",//"./Nijiiro_low.3ds",
// "b", "C:/MaeGame/FlashDevelop/Wonderfl/bin/NewObject.dae",
"b", "http://escargot.la.coocan.jp/jsdoit/Nijiiro_shadow.3ds",//"./Nijiiro_shadow.3ds",
"c", "http://assets.wonderfl.net/images/related_images/c/c1/c131/c13116ea291321da1e2ca090edccd38fd0be9f35"// "./map_gata_low.png"
// "b", "http://escargot.la.coocan.jp/jsdoit/Nijiiro.3ds",//"./Nijiiro.3ds",
// "c", "./map_gata_low196.png"
];
public function Gata_lightfield() {
Security.loadPolicyFile("http://escargot.la.coocan.jp/jsdoit/crossdomain.xml");
loaders = new Array();
for (var i : int = 0; i < url.length>>1; i++) {
if (url[i*2] == "b") {
loaders[i] = new URLLoader();
loaders[i].addEventListener(Event.COMPLETE, loaded);
loaders[i].dataFormat = URLLoaderDataFormat.BINARY;
loaders[i].load(new URLRequest(url[i * 2 + 1]));
} else {
loaders[i] = new Loader();
loaders[i].contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
loaders[i].load(new URLRequest(url[i * 2 + 1]), new LoaderContext(true));
}
}
}
private var loaded_count : int = 0;
private function loaded(e : Event = null) : void
{
loaded_count++;
if (loaded_count < (url.length>>1)) return;
gataModel.parse(ByteArray(loaders[0].data), "./", 5);
//var collada:ParserCollada = new ParserCollada();
//collada.parse(XML(loaders[0].data), "./");
//gataModel["objects"] = collada.objects;
gataTexSrc = Bitmap(loaders[2].content).bitmapData;
gataTex = gataTexSrc.clone();
morpho.texture = gataTex;
kuwagata = gataModel.objects[0] as Mesh;
kuwagata.setMaterialToAllFaces(morpho);
var shadow_parse : Parser3DS = new Parser3DS();
shadow_parse.parse(ByteArray(loaders[1].data), "./", 5);
shadow = shadow_parse.objects[0] as Mesh;
//kuwagata.sorting = Sorting.AVERAGE_Z;
//gataModel2.parse(ByteArray(loaders[3].data), "./", 5);
simple.texture = gataTexSrc;
kuwagata2 = gataModel.objects[0].clone() as Mesh;
kuwagata2.setMaterialToAllFaces(simple);
shadow2 = shadow_parse.objects[0].clone() as Mesh;
uirect.graphics.clear();
uirect.graphics.beginFill(0xffffff, 0.8);
uirect.graphics.drawRoundRect(0, 0, 465, 32, 16, 16);
uirect.graphics.endFill();
rgpLenz10x10 = new RadioButton(uirect, 48, 10, "sublenz 10x10", true, changeRadioButton);
rgpLenz320x320 = new RadioButton(uirect, 240, 10, "sublenz 320x320(very slow)", false, changeRadioButton);
sliderRect.graphics.clear();
sliderRect.graphics.beginFill(0xffffff, 0.8);
sliderRect.graphics.drawRoundRect(0, 0, 400, 32, 16, 16);
sliderRect.graphics.endFill();
new Label(sliderRect, 200-16, 0, "FOCUS");
new Label(sliderRect, 48, 10, "FAR");
new Label(sliderRect, 400-64, 10, "NEAR");
sliderFocus = new Slider("horizontal", sliderRect, 100, 16);
sliderFocus.width = 200;
sliderFocus.maximum = 1000;
sliderFocus.minimum = 0;
sliderFocus.value = 500;
sliderRect.x = (465 - sliderRect.width) / 2;
sliderRect.y = 465 - 64;
sliderRect.visible = false;
progressRect.graphics.clear();
progressRect.graphics.beginFill(0xffffff, 0.8);
progressRect.graphics.drawRoundRect(0, 0, 400, 32, 16, 16);
progressRect.graphics.endFill();
progressRect.x = (465 - progressRect.width) / 2;
progressRect.y = (465 - progressRect.height) / 2;
progressMeter = new Sprite();
progressRect.addChild(progressMeter);
progressMeter.x = 100;
progressMeter.y = 10;
progressRect.visible = false;
//kuwagata = (gataModel.objects[0] as Mesh);
var mat : Matrix3D = new Matrix3D();
mat.appendTranslation(300, 0, 5);
kuwagata.matrix = mat;
shadow.matrix = mat;
var mat2 : Matrix3D = new Matrix3D();
mat2.appendRotation(180, new Vector3D(0, 0, 1));
mat2.appendTranslation(-300, 0, 5);
kuwagata2.matrix = mat2;
shadow2.matrix = mat2;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.quality = StageQuality.HIGH;
light_camera = new Camera3D();
light_camera.view = new View(465, 465);
var shadow_container : ConflictContainer = new ConflictContainer();
shadow_container.addChild(light_camera);
shadow_container.addChild(shadow);
shadow_container.addChild(shadow2);
light_camera.view.filters = [ shadowBlur ];
// 可視化ライト
var lightspr : Sprite = new Sprite();
lightspr.graphics.clear();
lightspr.graphics.beginFill(0xf0f000, 0.5);
lightspr.graphics.drawCircle(16, 16, 16);
lightspr.graphics.endFill();
lightspr.graphics.beginFill(0xffffff, 1);
lightspr.graphics.drawCircle(16, 16, 8);
lightspr.graphics.endFill();
var bmpd : BitmapData = new BitmapData(32, 32, true, 0);
bmpd.draw( lightspr );
var light_material : TextureMaterial = new TextureMaterial(bmpd);
light_dummy = new Sprite3D(32,32, light_material);
// floor
var material2:TextureMaterial = new TextureMaterial(shadowBitmapData);
material2.mipMapping = MipMapping.PER_PIXEL;
var plane:Plane = new Plane(plane_size, plane_size, 20, 20);
plane.setMaterialToAllFaces(material2);
plane.sorting = Sorting.NONE;
plane.clipping = Clipping.FACE_CULLING;
plane.z = 0;
// camera
camera = new Camera3D();
camera.view = new View(400, 400);
addChild(camera.view);
camera.fov = 60 * Math.PI / 180;
camPos.r = camDistance;
camPos.thi = -10;
camPos.phi = 30;
camPos.applyPosition( camera );
// ライトとカメラの動作パス。鷹匠からの流用なのでいまいちの出来
lightPath = new MotionPath(400, 400, 0, 300, 500, 500);
cameraPath = new MotionPath(camera.x, camera.y, camera.z, 300, 1000, 500);
computeCameraPos();
// Root object
var container : ConflictContainer = new ConflictContainer();
container.resolveByAABB = true;
container.resolveByOOBB = true;
// Adding
container.addChild(camera);
container.addChild(plane);
container.addChild(kuwagata);
container.addChild(kuwagata2);
container.addChild(light_dummy);
//camera.debug = false;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
// stage.addEventListener(Event.RESIZE, onResize);
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
addChild(lightField);
lightField.scaleX = 465 / renderWidth;
lightField.scaleY = 465 / renderHeight;
addChild(refocused);
refocused.x = (465-refocused.width)/2;
refocused.y = (465-refocused.height)/2;
addChild(sliderRect);
addChild(progressRect);
controlMessage = new Label(stage, 124, 432, "DRAG : Camera Control");
controlMessage.scaleX = 2;
controlMessage.scaleY = 2;
addChild(uirect);
addChild(camera.diagram);
stopCameraAnime = true;
//startAnimeTimer.addEventListener(TimerEvent.TIMER, onTimer);
//startAnimeTimer.start();
}
private function onTimer(e:TimerEvent) : void
{
startAnimeTimer.stop();
startAnimeTimer.removeEventListener(TimerEvent.TIMER, onTimer);
stopCameraAnime = false;
}
private function computeCameraPos() : void
{
//cameraPath.computeD();
cameraPath.getPositionAsAlt3D( temp1 );
camPos.r = temp1.length;
camPos.thi = Math.atan2(temp1.z, temp1.length) * 180 / Math.PI;;
camPos.phi = Math.atan2(temp1.y, temp1.x) * 180 / Math.PI;
camPos.applyPosition( camera );
}
public function onEnterFrame(e:Event = null):void
{
var tx : int, ty : int;
var div2 : Number = (divide-1) / 2;
var scale : Number = 1.0/divide;
var crect : Rectangle = new Rectangle();
var step : Number;
if (befSlider != sliderFocus.value) befDraw = true;
if (mouseIsDown || first) {
lightPath.computeD();
lightPath.getPositionAsAlt3D( temp0 );
light_dummy.x = temp0.x;
light_dummy.y = temp0.y;
light_dummy.z = temp0.z;
var light_thi : Number = Math.atan2(light_dummy.z, temp0.length) * 180 / Math.PI;
if (light_thi < 30) light_thi = 30;
// computeCameraPos();
camPos.applyPosition( camera );
camera.fov = 60 * Math.PI / 180;
// 影をレンダリング。かなり無理やりなので汎用性なし ------------------------------------------------------------------------
// 影レンダリング用カメラの位置設定
// 任意座標から、オブジェクト中心にカメラを向けるようにしたかったが、fovを小さくしてcameraのrotationYを変えるとアスペクトが狂うので
// 極座標形式にして、rotationYをさわらないようにした。
light_camera.fov = 0.1 * Math.PI / 180;//平行投影がなさそうなのでfovを小さくして代用
var len : Number = (plane_size + plane_size * 0.4) / (2 * Math.tan(light_camera.fov / 2.0)); // magic number=0.4?
lightPos.r = len;
lightPos.thi = light_thi;
lightPos.phi = Math.atan2(light_dummy.y, light_dummy.x)*180/Math.PI;
lightPos.applyPosition(light_camera);
lightPos.r = 400;
//lightPos.changePosition(light_dummy); // ライト可視化
shadow.matrix = kuwagata.matrix;
light_camera.render();
shadowBitmapData.fillRect(shadowBitmapData.rect, 0xffe0e0e0);
mtx_stack.push();
mtx_stack.translate( 4, 4 ) ; // なぜか影が原点方向に4画素ほどずれるので補正
mtx_stack.translate( light_camera.view.width / 2, light_camera.view.height /2) ;
mtx_stack.rotate( (-lightPos.phi-90 ) * Math.PI / 180 );
mtx_stack.translate( -light_camera.view.width / 2, -light_camera.view.height / 2 + light_camera.view.height / 2 * (1-Math.abs(1 / (Math.cos((90 - lightPos.thi) * Math.PI / 180)))) ) ;
//matstk.translate(0, -light_camera.view.height/2*(Math.abs(1 / (Math.cos((90-lightPos.thi)*Math.PI/180)))));
mtx_stack.scale(1, 1 / (Math.cos((90-lightPos.thi)*Math.PI/180)));
var shadowMatrix : Matrix = mtx_stack.raw.clone();
mtx_stack.pop();
shadowBitmapData.draw( light_camera.view, shadowMatrix );
// ニジイロクワガタレンダリング -------------------------------------------------------
gataShader.SetModelMatrix( kuwagata.matrix);
eye.x = camera.x;
eye.y = camera.y;
eye.z = camera.z;
eye.normalize();
light.x = light_camera.x;
light.y = light_camera.y;
light.z = light_camera.z;
light.normalize();
halfv.x = light.x + eye.x;
halfv.y = light.y + eye.y;
halfv.z = light.z + eye.z;
halfv.normalize();
gataShader.data.shader.value = [morphoShader];
gataShader.data.eye.value = [ eye.x, eye.y, eye.z ];
gataShader.data.light.value = [ light.x, light.y, light.z ];
gataShader.data.halfv.value = [ halfv.x, halfv.y, halfv.z ];
gataTex.applyFilter(gataTexSrc, gataTex.rect, zeroPoint, gataShaderFilter);
//debugBmp.visible = cbxDebugTex.selected;
if (shader_on) {
morphoShader += (1.0 - morphoShader) / 8;
} else {
morphoShader += (0.0 - morphoShader) / 8;
}
camera.render();
lightField.visible = false;
refocused.visible = false;
sliderRect.visible = false;
progressRect.visible = false;
// lightFieldBmpd.fillRect(new Rectangle(0, 0, 465, 465), 0);
// lightFieldBmpd.draw(camera.view);
computeProgress = divide * divide;
} else if (computeProgress > 0) {
// 多視点からレンダリング
refocused.visible = false;
sliderRect.visible = false;
lightField.visible = true;
progressRect.visible = true;
var mtx3d : Matrix3D = new Matrix3D();
mtx3d = camera.matrix.clone();
progressMeter.graphics.clear();
if (divide <= 10) {// 視点数が少ない場合は、そのままのfovで位置を少しずつずらしながら
camera.fov = 60 * Math.PI / 180;
step = 10 / divide;
} else {//視点数が多い場合は、fovをしぼって狭い範囲をレンダリング
camera.fov = 8*60 / divide * Math.PI / 180;
step = 320 / divide;
}
if (computeProgress == divide * divide) lightFieldBmpd.fillRect(new Rectangle(0, 0, renderWidth, renderHeight), 0xffe0e0e0);
subWidth = scale * renderWidth;
var mtx : Matrix = new Matrix(subWidth / camera.view.width, 0, 0, scale*renderHeight/camera.view.height, 0, 0);
/*
lightFieldBmpd.draw(camera.view, mtx);
mtx3d.prependTranslation(500, 500, 100);
trace("--");
trace(camera.x, camera.y, camera.z);
trace(mtx3d.rawData[0]*10>>0,mtx3d.rawData[1]*10>>0,mtx3d.rawData[2]*10>>0,mtx3d.rawData[3]*10>>0);
trace(mtx3d.rawData[4]*10>>0,mtx3d.rawData[5]*10>>0,mtx3d.rawData[6]*10>>0,mtx3d.rawData[7]*10>>0);
trace(mtx3d.rawData[8]*10>>0,mtx3d.rawData[9]*10>>0,mtx3d.rawData[10]*10>>0,mtx3d.rawData[11]*10>>0);
trace(mtx3d.rawData[12]*10>>0,mtx3d.rawData[13]*10>>0,mtx3d.rawData[2]*10>>0,mtx3d.rawData[3]*10>>0);
*/
camPos.applyPosition( camera );
var basex : Number = camera.x;
var basey : Number = camera.y;
var basez : Number = camera.z;
for (var i : int = 0; i < 10 && computeProgress > 0; i++) {
ty = (divide * divide - computeProgress) / divide;
tx = (divide * divide - computeProgress) % divide;
trace(computeProgress, tx, ty);
// 視点が多く、fovを絞る場合はカメラの向きも変更すべきと思うが、手抜きで並行移動のみ。よって見た目の画角が変わってしまうけどご愛嬌
camera.x = basex + mtx3d.rawData[4]*step*(ty-div2) + mtx3d.rawData[0]*step*(tx-div2);
camera.y = basey + mtx3d.rawData[5]*step*(ty-div2) + mtx3d.rawData[1]*step*(tx-div2);
camera.z = basez + mtx3d.rawData[6]*step*(ty-div2) + mtx3d.rawData[2]*step*(tx-div2);
camera.render();
mtx.tx = tx * renderWidth * scale;
mtx.ty = ty * renderHeight * scale;
crect.left = mtx.tx;
crect.top = mtx.ty;
crect.width = renderWidth * scale;
crect.height = renderHeight * scale;
lightFieldBmpd.draw(camera.view, mtx, null, null, crect);
computeProgress--;
progressMeter.graphics.beginFill(0x808080, 1);
progressMeter.graphics.drawRect(0, 0, (divide * divide - computeProgress) * 200 / (divide * divide), 12);
progressMeter.graphics.endFill();
progressMeter.graphics.lineStyle(1, 0xe0e0e0);
progressMeter.graphics.drawRect(0, 0, 200, 12);
befDraw = true;
}
} else if (befDraw || sliderIsDragging) {
refocused.visible = true;
sliderRect.visible = true;
befDraw = sliderIsDragging;
progressRect.visible = false;
var msx : int = stage.mouseX;
var msy : int = stage.mouseY;
if (msx > 400) msx = 400;
if (msy > 400) msy = 400;
var offx : Number = ((subWidth - 1) * msx / 400) - subWidth / 2;
var offy : Number = ((subWidth - 1) * msy / 400) - subWidth / 2;
var x : int = 0;
var y : int = 0;
var istep : int = 400 / divide;
var jstep : int = istep * 2;
var xx : int;
var yy : int;
var focus : Number = sliderFocus.value/sliderFocus.maximum;
trace(focus);
var r : int = 0, g : int = 0, b : int = 0;
var d32 : uint, s32 : uint;
if (divide <= 10) { // 視点数が少ない場合
offx = ((divide - 1) * msx / 400)>>0;
offy = ((divide - 1) * msy / 400) >> 0;
offx = Math.random()*divide >> 0 ;// (viewchangeProgress / divide) >> 0;
offy = Math.random()*divide >> 0 ;//(viewchangeProgress % divide) >> 0;
for (ty = divide; ty < subWidth-divide; ty++) {
for (tx = divide; tx < subWidth-divide; tx++) {
if (!sliderIsDragging) { // 最終ぼけ画像
for (var jj : int = 0; jj < divide; jj++) {
for (var kk : int = 0; kk < divide; kk++) {
d32 = lightFieldBmpd.getPixel32(subWidth * kk + tx - kk * focus, subWidth * jj + ty - jj * focus);
b += d32 & 0xff;
g += (d32 & 0xff00) >> 8;
r += (d32 & 0xff0000) >> 16;
}
}
r /= divide * divide; if (r > 255) r = 255;
g /= divide * divide; if (g > 255) g = 255;
b /= divide * divide; if (b > 255) b = 255;
refocusedBmpd.setPixel32(tx, ty, 0xff000000 | b | (g << 8) | (r << 16));
} else { // スライダードラッグ中は、ぼけ画像プレビュー
d32 = refocusedBmpd.getPixel32(tx, ty);
b = d32 & 0xff;
g = (d32 & 0xff00) >> 8;
r = (d32 & 0xff0000) >> 16;
s32 = lightFieldBmpd.getPixel32(subWidth * offx + tx - offx * focus, subWidth * offy + ty - offy * focus);
b += s32 & 0xff;
g += (s32 & 0xff00) >> 8;
r += (s32 & 0xff0000) >> 16;
r /= 2; if (r > 255) r = 255;
g /= 2; if (g > 255) g = 255;
b /= 2; if (b > 255) b = 255;
refocusedBmpd.setPixel32(tx, ty , 0xff000000 | b | (g << 8) | (r << 16));
}
}
}
viewchangeProgress++;
if (viewchangeProgress > divide * divide) viewchangeProgress = 0;
} else { // 視点数が多い場合
focus = (1 - focus) * 2; // カメラの向きを正しく合わせてないので、画角があってないために、ここの値は現物合わせで決めている
offx = Math.random()*subWidth >> 0 ;// (viewchangeProgress / divide) >> 0;
offy = Math.random() * subWidth >> 0 ;//(viewchangeProgress % divide) >> 0;
if (offx > subWidth) offx = subWidth - 1;
if (offy > subWidth) offy = subWidth - 1;
for (ty = subWidth; ty < divide-subWidth; ty++) {
for (tx = subWidth; tx < divide-subWidth; tx++) {
r = 0; g = 0; b = 0;
if (!sliderIsDragging) { // 最終ぼけ画像
for (jj = 0; jj < subWidth; jj++) {
for (kk = 0; kk < subWidth; kk++) {
d32 = lightFieldBmpd.getPixel32(subWidth * (tx - kk*focus>>0) + kk, subWidth * (ty - jj*focus>>0) + jj);
b += d32 & 0xff;
g += (d32 & 0xff00) >> 8;
r += (d32 & 0xff0000) >> 16;
}
}
r /= subWidth * subWidth; if (r > 255) r = 255;
g /= subWidth * subWidth; if (g > 255) g = 255;
b /= subWidth * subWidth; if (b > 255) b = 255;
refocusedBmpd.setPixel32(tx, ty, 0xff000000 | b | (g << 8) | (r << 16));
} else { // スライダードラッグ中は、ぼけ画像プレビュー
d32 = refocusedBmpd.getPixel32(tx, ty);
b = d32 & 0xff;
g = (d32 & 0xff00) >> 8;
r = (d32 & 0xff0000) >> 16;
//s32 = lightFieldBmpd.getPixel32(subWidth * tx + kk*focus, subWidth * ty + jj*focus);
s32 = lightFieldBmpd.getPixel32(subWidth * (tx-offx*focus>>0) +offx, subWidth * (ty-offy*focus>>0)+offy);
b += s32 & 0xff;
g += (s32 & 0xff00) >> 8;
r += (s32 & 0xff0000) >> 16;
r /= 2; if (r > 255) r = 255;
g /= 2; if (g > 255) g = 255;
b /= 2; if (b > 255) b = 255;
refocusedBmpd.setPixel32(tx, ty , 0xff000000 | b | (g << 8) | (r << 16));
}
}
}
}
}
befSlider = sliderFocus.value;
first = false;
}
private function onMouseDown(e:MouseEvent) : void
{
if ((e.target == stage) || (e.target == camera.view)) {
stopCameraAnime = true;
downPoint.x = e.stageX;
downPoint.y = e.stageY;
mouseIsDown = true;
}
if (e.target.parent == sliderFocus) {
sliderIsDragging = true;
}
}
private function onMouseUp(e:MouseEvent) : void
{
sliderIsDragging = false;
mouseIsDown = false;
//startAnimeTimer.addEventListener(TimerEvent.TIMER, onTimer);
//startAnimeTimer.start();
}
private function onMouseMove(e:MouseEvent) : void
{
if (mouseIsDown) {
camPos.phi += 1 * (downPoint.x - e.stageX) ;// * Math.PI / 180;
camPos.thi -= 1 * (downPoint.y - e.stageY) ;// * Math.PI / 180;
if (camPos.thi < 10) camPos.thi = 10;
if (camPos.thi > 90) camPos.thi = 90;
camPos.applyPosition( camera );
}
downPoint.x = e.stageX;
downPoint.y = e.stageY;
}
private function onMouseWheel(e:MouseEvent3D):void {
if (e.target is Sprite3D) {
(e.target as Sprite3D).rotation += e.delta/20;
} else {
(e.target as Object3D).rotationZ += e.delta/20;
}
}
private function changeRadioButton(e:Event = null) : void
{
first = true;
if (rgpLenz10x10.selected) {
divide = 10;
} else {
divide = 320;
}
}
}
}
import alternativ7.engine3d.core.Object3D;
import flash.display.Shader;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.geom.Point;
import flash.geom.Vector3D;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import mx.utils.Base64Decoder;
class TextInfo extends TextField {
public function TextInfo() {
autoSize = TextFieldAutoSize.LEFT;
selectable = false;
defaultTextFormat = new TextFormat("Tahoma", 10, 0x7F7F7F);
}
public function write(value:String):void {
appendText(value + "\n");
}
public function clear():void {
text = "";
}
}
class Polar
{
public var thi : Number;
public var phi : Number;
public var r : Number;
public function Polar(thi : Number = 0, phi : Number = 0, r : Number = 1)
{
this.thi = thi;
this.phi = phi;
this.r = r;
}
public function applyPosition( obj3D : Object3D) : void
{
obj3D.x = r * Math.cos(phi* Math.PI / 180) * Math.cos(thi* Math.PI / 180);
obj3D.y = r * Math.sin(phi* Math.PI / 180) * Math.cos(thi* Math.PI / 180);
obj3D.z = r * Math.sin(thi* Math.PI / 180);
obj3D.rotationX = (-thi- 90) * Math.PI / 180;
// obj3D.rotationY = 90 * Math.PI / 180;
obj3D.rotationZ = (phi + 90) * Math.PI / 180;
}
public function getMatrix(/*out*/matrix : Matrix3D) : void
{
var cp : Number = Math.cos(phi);
var ct : Number = Math.cos(thi);
var sp : Number = Math.sin(phi);
var st : Number = Math.sin(phi);
matrix.identity();
matrix.appendRotation( -thi, new Vector3D(1, 0, 0));
matrix.appendRotation( phi, new Vector3D(0, 0, 1));
matrix.appendTranslation(r, 0.0, 0.0);
/*
camera.x = camDistance * Math.cos(camPos.x) * Math.cos(camPos.y);
camera.y = camDistance * Math.sin(camPos.x) * Math.cos(camPos.y);
camera.z = camDistance * Math.sin(camPos.y);
camera.rotationX = -camPos.y - 90 * Math.PI / 180;
// camera.rotationY = 90 * Math.PI / 180;
camera.rotationZ = camPos.x + 90 * Math.PI / 180;
*/
}
}
class GataShader extends Shader
{
//[Embed(source = 'GataShader.pbj', mimeType = 'application/octet-stream')]
//private var pbj : Class;
private var bcode : String =
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"EgDiDQAYAB0HAOISABgA";
/*
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"AMAAHRMAgAkAwAAyBwAQAAAAAB0TAEAHAMAAMgcAEL5MzM0dEwAgBwDAAB0UAOITABgAAxQA4gUA" +
"/AAdEQDiFAAYADITAIA/gAAAMhMAQD+AAAAyEwAgP4AAAB0UAOITABgAAxQA4gQA/AAdEgDiFAAY" +
"ADYAAAAAAAAANgAAAAAAAAA2AAAAAAAAADYAAAAAAAAAMgcAED+AAAAqAAAgBwDAAB0BgCAAgAAA" +
"NAAAAAGAgAAyEwCAP4AAADITAEA/gAAAMhMAID+AAAAdFADiEwAYAAMUAOIBAPwAMgcAED+AAAAd" +
"CQAQBwDAAAIJABAAAIAAHRMA4hQAGAADEwDiCQD8AB0UAOIPABgAAxQA4gAAqAAdFQDiEwAYAAEV" +
"AOIUABgAHQ8A4hUAGAAyEwCAAAAAADITAEAAAAAAMhMAIAAAAAAyBwAQP4AAAB0JABAHAMAAAgkA" +
"EAAAgAAdFADiEwAYAAMUAOIJAPwAHRMA4hAAGAADEwDiAACoAB0VAOIUABgAARUA4hMAGAAdEADi" +
"FQAYADITAIAAAAAAMhMAQAAAAAAyEwAgAAAAADIHABA/gAAAHQkAEAcAwAACCQAQAACAAB0UAOIT" +
"ABgAAxQA4gkA/AAdEwDiEQAYAAMTAOIAAKgAHRUA4hQAGAABFQDiEwAYAB0RAOIVABgAMhMAgD+A" +
"AAAyEwBAP4AAADITACA/gAAAHRQA4gQA/AADFADiEwAYADIHABA/gAAAHQkAEAcAwAACCQAQAACA" +
"AB0TAOIUABgAAxMA4gkA/AAdFADiEgAYAAMUAOIAAKgAHRUA4hMAGAABFQDiFAAYAB0SAOIVABgA" +
"NgAAAAAAAAA2AAAAAAAAAB0TAOIPABgAARMA4hAAGAAdFADiEwAYADIHABAAAAAAHRMA4g4AGAAD" +
"EwDiFAAYAB0VAOITABgAARUA4hIAGAAdEwDiFQAYAAETAOIRABgAHQYA4hMAGAA=" ;
*/
public function GataShader()
{
/*
var code : ByteArray = (new pbj()) as ByteArray;
super( code );
*/
var dec : Base64Decoder = new Base64Decoder();
dec.decode( bcode );
super(dec.toByteArray());
}
public function SetModelMatrix(mat : Matrix3D) : void
{
var x0 : Number = mat.rawData[0], y0 : Number = mat.rawData[4], z0 : Number = mat.rawData[8];
var x1 : Number = mat.rawData[1], y1 : Number = mat.rawData[5], z1 : Number = mat.rawData[9];
var x2 : Number = mat.rawData[2], y2 : Number = mat.rawData[6], z2 : Number = mat.rawData[10];
// data.matrix.value = [ x0, x1, x2, y0, y1, y2, z0, z1, z2 ];
data.matrix.value = [ x0, y0, z0, x1, y1, z1, x2, y2, z2 ];
}
}
class MatrixWrap
{
public var matrix : Matrix;
public var index : int;
public var used : Boolean;
}
class MatrixPool
{
// matrixは頻繁に作成されるので、そのたびにnewするのは精神衛生上悪いからPoolする。でもまあ殆ど影響ないと思う
private var mats : Vector.<MatrixWrap> = new Vector.<MatrixWrap>;
private var freep : int = -1;
private const itemlimit : int = 5000;
public function newItem(a : Number = 1, b : Number = 0, c : Number = 0, d : Number = 1, tx : Number = 0, ty : Number = 0 ) : MatrixWrap
{
var cnt : int = mats.length;
if (((itemlimit > 0) && cnt >= itemlimit) && (freep >= cnt - 1))
{
trace("MatrixPool overflow!"+cnt.toString());
return null;
}
freep++;
if (freep == cnt) {
mats[cnt] = new MatrixWrap();
mats[cnt].matrix = new Matrix(a, b, c, d, tx, ty);
} else {
var m : Matrix = mats[freep].matrix;
m.a = a;
m.b = b;
m.c = c;
m.d = d;
m.tx = tx;
m.ty = ty;
}
mats[freep].index = freep;
mats[freep].used = true;
return mats[freep];
}
public function remove(item : MatrixWrap) : void
{
var cnt : int = mats.length;
var lastp : int = freep;
item.used = false;
if (lastp != item.index) {
mats[item.index] = mats[lastp];
mats[item.index].index = item.index;
mats[lastp] = item;
}
freep = lastp - 1;
}
private static var pool : MatrixPool = null;
public static function get instance() : MatrixPool
{
if (!MatrixPool.pool) MatrixPool.pool = new MatrixPool();
return MatrixPool.pool;
}
}
// matrixの適用順をfrocessing互換にするためのMatrixStackクラス。
// 互換性うんぬんよりも、個人的にこちらのほうが使いやすいためという理由のほうが大きい
class MatrixStack
{
private var stack : Vector.<MatrixWrap> = new Vector.<MatrixWrap>;
private var current : MatrixWrap = new MatrixWrap();
public function MatrixStack()
{
}
public function push() : MatrixStack
{
stack.push(current);
current = MatrixPool.instance.newItem(1,0,0,1,0,0);
return this;
}
public function pop() : MatrixStack
{
MatrixPool.instance.remove(current);
current = stack.pop();
return this;
}
public function translate(x : Number, y : Number) : MatrixStack
{
var mat : MatrixWrap = MatrixPool.instance.newItem(1, 0, 0, 1, x, y);
mat.matrix.concat(current.matrix);
MatrixPool.instance.remove(current);
current = mat;
return this;
}
public function rotate(rad : Number) : MatrixStack
{
var mat : MatrixWrap = MatrixPool.instance.newItem(Math.cos(rad), Math.sin(rad), -Math.sin(rad), Math.cos(rad), 0, 0);
mat.matrix.concat(current.matrix);
MatrixPool.instance.remove(current);
current = mat;
return this;
}
public function scale(x : Number, y : Number) : MatrixStack
{
var mat : MatrixWrap = MatrixPool.instance.newItem(x, 0, 0, y, 0, 0);
mat.matrix.concat(current.matrix);
MatrixPool.instance.remove(current);
current = mat;
return this;
}
public function identity() : MatrixStack
{
var m : Matrix = current.matrix;
m.a = 1.0;
m.b = 0.0;
m.c = 0.0;
m.d = 1.0;
m.tx = 0.0;
m.ty = 0.0;
return this;
}
public function transform(/*inout*/ pos : Point) : void
{
var m : Matrix = current.matrix;
var tmpx : Number = m.a * pos.x + m.c * pos.y + m.tx * 1;
var tmpy : Number = m.b * pos.x + m.d * pos.y + m.ty * 1;
pos.x = tmpx;
pos.y = tmpy;
}
public function copyTo(/* out */dest : Matrix) : void
{
var m : Matrix = current.matrix;
dest.a = m.a;
dest.b = m.b;
dest.c = m.c;
dest.d = m.d;
dest.tx = m.tx;
dest.ty = m.ty;
}
/*
public function copyFromFMatrix2D( src : FMatrix2D ) : void
{
var mat : Matrix = current.matrix;
mat.a = src.a;
mat.b = src.b;
mat.c = src.c;
mat.d = src.d;
mat.tx = src.tx;
mat.ty = src.ty;
}
*/
public function get raw() : Matrix { return current.matrix; } // このプロパティで取り出されるmatrixの寿命は短いので要注意
}
// 鷹匠のソースから抜出。汎用化しないと...
function crossProduct(v0 : Vector3D, v1 : Vector3D, vo : Vector3D) : void
{
var x : Number = v0.y * v1.z - v0.z * v1.y;
var y : Number = v0.z * v1.x - v0.x * v1.z;
var z : Number = v0.x * v1.y - v0.y * v1.x;
vo.x = x;
vo.y = y;
vo.z = z;
}
class MotionPath
{
private var speed : Number;
private var half : Number;
private var t : Number;
private var start : Vector3D = new Vector3D();
private var position : Vector3D = new Vector3D();
private var prim_seg : Vector3D = new Vector3D();
private var second_seg : Vector3D = new Vector3D();
private var temp0 : Vector3D = new Vector3D();
private var temp1 : Vector3D = new Vector3D();
private var temp2 : Vector3D = new Vector3D();
private var temp3 : Vector3D = new Vector3D();
private var d : Vector3D = new Vector3D();
private var limit_dist : Number;
private var limit_height : Number;
private var dir_h : Number;
private var dir_v : Number;
private var descent : Boolean;
public function MotionPath(x : Number, y : Number, z : Number, speed : Number = 10, limit_dist : Number = 100, limit_height : Number = 500)
{
t = -1.0;
start.x = x;
start.y = y;
start.z = z;
this.limit_dist = limit_dist;
this.limit_height = limit_height;
this.speed = speed;
this.half = speed / 2;
dir_h = -45*Math.PI/180;
dir_v = 0.2;
prim_seg.x = Math.sin( dir_h) * 1;
prim_seg.z = Math.cos( dir_h) * 1;
prim_seg.y = Math.sin( dir_v) * 1;
second_seg.x = Math.sin( dir_h) * 1;
second_seg.z = Math.cos( dir_h) * 1;
second_seg.y = Math.sin( dir_v-0.2) * 1;
position.x = start.x;
position.y = start.y;
position.z = start.z;
}
private function nextPath() : void
{
var ah : Number = (Math.random()*10 - 5)*Math.PI/180;
var av : Number = (Math.random()*40 - 10 )*Math.PI / 180;
temp1.x = position.x - 0;
temp1.y = position.y - 0;
temp1.z = position.z - (-limit_dist);
var dist : Number = Math.sqrt(temp1.x * temp1.x + temp1.z * temp1.z);
if (dist > limit_dist) { // 0,0,-1000から水平方向に2000以上離れたら0,0,-1000方向に軌道修正
temp0.x = d.x;
temp0.y = d.y;
temp0.z = d.z;
temp0.normalize();
temp1.normalize();
crossProduct(temp0, temp1, temp0);
ah = (temp0.y > 0 ? -1:1) * (Math.random()+0.5) * Math.PI / 2;
}
if (position.y > limit_height) {
av = -dir_v -Math.PI / 2;
}
second_seg.x = Math.sin(dir_h + ah);
second_seg.z = Math.cos(dir_h + ah);
second_seg.y = Math.sin(dir_v + av);
}
// モーションパスから移動量算出。
public function computeD() : void
{
// tが1になったら次のパスを生成
if (t >= 1.0) {
t -= 1.0;
// パス決定用セグメントをシフト
start.x = start.x + prim_seg.x * speed;
start.y = start.y + prim_seg.y * speed;
start.z = start.z + prim_seg.z * speed;
prim_seg.x = second_seg.x;
prim_seg.y = second_seg.y;
prim_seg.z = second_seg.z;
// 新しいパスを生成
nextPath();
// 水面につっこみそうになる場合は向きを↑に反転
if (second_seg.y * speed + position.y < 0) {
descent = false;
second_seg.y *= -1;
}
}
// 2直線で指定されるモーションパス上の位置を計算。tは0から1.0まで。ただし初期は-1から始まる。(制御点は各直線の真ん中と、ジョイント部の3点。2次ベジェ)
if (t < 0) {
temp3.x = start.x + (prim_seg.x * half)*(1+t);
temp3.y = start.y + (prim_seg.y * half)*(1+t);
temp3.z = start.z + (prim_seg.z * half)*(1+t);
} else {
temp0.x = start.x + prim_seg.x * half;
temp0.y = start.y + prim_seg.y * half;
temp0.z = start.z + prim_seg.z * half;
temp1.x = start.x + prim_seg.x * speed;
temp1.y = start.y + prim_seg.y * speed;
temp1.z = start.z + prim_seg.z * speed;
temp2.x = temp1.x + second_seg.x * half;
temp2.y = temp1.y + second_seg.y * half;
temp2.z = temp1.z + second_seg.z * half;
temp3.x = (1 - t) * (1 - t) * temp0.x + 2 * t * (1 - t) * temp1.x + t * t * temp2.x;
temp3.y = (1 - t) * (1 - t) * temp0.y + 2 * t * (1 - t) * temp1.y + t * t * temp2.y;
temp3.z = (1 - t) * (1 - t) * temp0.z + 2 * t * (1 - t) * temp1.z + t * t * temp2.z;
}
if (temp3.y < 0) temp3.y = 0;
d.x = temp3.x - position.x;
d.y = temp3.y - position.y;
d.z = temp3.z - position.z;
dir_h = Math.atan2(d.x, d.z);
var a : Number = Math.sqrt(d.x * d.x + d.z * d.z);
dir_v = Math.atan2(d.y, a);
position.x = temp3.x;
position.y = temp3.y;
position.z = temp3.z;
t += 0.05
}
public function getPositionAsAlt3D(/*out*/ p : Vector3D) : void
{
p.x = position.x;
p.y = position.z;
p.z = position.y;
}
}
/*<languageVersion : 1.0;>
kernel MetaNV
< namespace : "jp.limacon";
vendor : "ESV";
version : 1;
description : "GataShader"; >
{
parameter float3x3 matrix
<
defaultValue : float3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
>;
parameter float3 light
<
defaultValue : float3(0.2, -1.0, 1.0);
>;
parameter float3 eye
<
defaultValue : float3(0.0, -1.0, 0.0);
>;
#if AIF_FLASH_TARGET
parameter float3 halfv;
#endif
parameter float shader
<
defaultValue : float(1.0);
>;
input image4 tex;
output pixel4 dest;
void evaluatePixel()
{
#if !AIF_FLASH_TARGET
float3 halfv = normalize( light+eye );
#endif
//float3 light2 = normalize( halfv-eye );
//float3 light3 = normalize( halfv+eye );
float2 curPos = outCoord();
pixel4 f0 = sampleNearest(tex, curPos);
//pixel4 f1 = sampleNearest(tex, curPos+float2(1.0, 0.0));
//pixel4 f2 = sampleNearest(tex, curPos+float2(0.0, 1.0));
//pixel4 f3 = sampleNearest(tex, curPos+float2(1.0, 1.0));
pixel4 orig = f0;
int flg = int(f0.x*255.0);
float3 color_a, color_b, color_c, color_d;
//f0 = (f0 + f1 + f2 + f3) / 4.0;
dest.a = 1.0;//f0.a;
f0.yz = (f0.zy-1.0/2.0)*2.00;
f0.y = -f0.y;
if (1.0-f0.y*f0.y <= 0.0) f0.z = 0.0;
float a = 1.0 - f0.y*f0.y - f0.z*f0.z;
f0.x = sqrt(a);
if ((f0.x >= -1.0) && (f0.x <= 1.0)) {
if (flg >= 128) { f0.x = -f0.x; };
// if (orig.x >= 128.0/255.0) { f0.x = -f0.x; };
//f0.x = f0.x;
} else {
f0.x = 0.0;
}
if (flg >= 128) flg -= 128;
//orig.x = f0.x/2.0+0.5;
float3 v;
v.x = dot(matrix[0], f0.xyz);
v.y = dot(matrix[1], f0.xyz);
v.z = dot(matrix[2], f0.xyz);
float3 sky;
sky = float3(1.0, 1.0, 1.1);//*(v.z/2.0+0.5);
float doth = dot( halfv.xyz, v.xyz );
float dotdi = clamp(dot( light, v ), 1.0, 0.0);
float dota = dot( eye.xyz, v.xyz );
float dotspec = 0.0;
//float dotspec2 = 0.0;
//dotspec2 = max(pow(dota,40.0), 0.0);
dotspec = max(pow(doth,80.0), 0.0);
if (shader > 0.0) {
if ( flg == 1 ) {
color_a.rgb = float3(0.0, 0.0, 0.0)*dotdi*f0.z;
color_b.rgb = float3(0.0, 0.0, 0.0)*(1.0-dotdi)*f0.z;;
dotspec = max(pow(doth,50.0), 0.0);
//color_c.rgb = float3(0.0, 0.0, 0.0);//float3(1.0, 1.0, 1.0)*dotspec2;
color_d.rgb = float3(1.0, 1.0, 1.0)*dotspec;
} else if ( flg == 2 ) {
color_a.rgb = float3(0.1, 0.7, 0.2)*dotdi*f0.z;
color_b.rgb = float3(0.1, 0.7, 0.2)*(1.0-dotdi)*f0.z;;
//color_c.rgb = float3(0.5, 0.0, -0.2)*dotspec2;
color_d.rgb = dotspec*float3(1.0, 1.0, 1.0);
} else if ( flg == 3 ) {
float dot_green = sin(dota*8.0*dot( f0.xyz, float3(0.0, 0.0, 1.0))*3.141592);
color_a.rgb = float3(0.9, 0.1, 0.2)*dotdi*dot_green;// + float3(0.2, 0.2, 0.0)*(1.0-dotr);
color_b.rgb = float3(0.1, 0.7, 0.2)*(1.0-dota)*(1.0-dot_green);
//color_c.rgb = float3(0.1, 0.7, 0.3)*dotspec2;
color_d.rgb = dotspec*float3(2.0, 2.0, 2.0);
// orig.x = 1.0;
} else if ( flg == 4 ) {
color_a.rgb = float3(0.1, f0.z*0.8, 0.2)*dotdi*(1.0-f0.z);
color_b.rgb = float3(0.2, f0.z*0.2, 0.0)*dotdi*(f0.z);
//color_c.rgb = float3(f0.z*-0.5, 0.0, -0.2)*dotspec2;
color_d.rgb = float3(1.0, 1.0, 1.0)*dotspec;
} else {
color_a.rgb = float3(0.1, f0.z*0.7, 0.2)*dotdi*f0.z;
color_b.rgb = float3(0.2, f0.z*0.2, 0.0)*dotdi*(1.0-f0.z);
//color_c.rgb = float3(f0.z*-0.5, 0.0, -0.2)*dotspec2;
color_d.rgb = float3(1.0, 1.0, 1.0)*dotspec;
// orig.x = 0.0;
}
if (shader < 1.0) {
color_a.rgb = float3(1.0, 1.0, 1.0)*doth*(1.0-shader)+color_a.rgb*shader ;
color_b.rgb = float3(0.0, 0.0, 0.0)*(1.0-shader)+color_b.rgb*shader ;
//color_c.rgb = float3(0.0, 0.0, 0.0)*(1.0-shader)+color_c.rgb*shader ;
color_d.rgb = dotspec*float3(1.0, 1.0, 1.0)*(1.0-shader)+color_d.rgb*shader ;
}
} else {
color_a.rgb = float3(1.0, 1.0, 1.0)*doth;
color_b.rgb = float3(0.0, 0.0, 0.0);
//color_c.rgb = float3(0.0, 0.0, 0.0);
color_d.rgb = dotspec*float3(1.0, 1.0, 1.0);
}
float3 diffuse = color_a + color_b;
dest.rgb = sky*(diffuse)+color_d;//+color_c;
// f0.z = sqrt( 1.0 - f0.x*f0.x - f0.y*f0.y);
// dest.rgb = float3(v.x/2.0+0.5, v.y/2.0+0.5, v.z/2.0+0.5);//float3(density,density,density);// density);
}
}
*/