wonderflでStage3DのCaptureを撮る
wonderflのCaptureはStageから撮っているようで、Stage3Dレイヤーは写されない。
なので一時的にdrawToBitmapData()でStage3DをStageに持ってくる必要がある。
1.
private var sc:BitmapData = new BitmapData(465, 465, false);
をインスタンス変数に追加。
2.
Wonderfl.disable_capture();
addChild(new Bitmap(sc));
を最初の最初に記述。
BitmapDataとBitmapはなければimportしておく。
3.
context3D.drawToBitmapData(sc);
をcontext3D.present()の直前に記述。
Context3Dのインスタンス名は適宜変更。
present()は消してもいいが、present()しないまま32,768回drawTriangles()をコールするとエラるので注意。
4.好きなところでCaptureボタンを押す。
5.後片付け。
Wonderfl.disable_capture();
以外を消す。必要なければimport文も。
コピペ用
import flash.display.Bitmap;
import flash.display.BitmapData;
/**
* Copyright 9balls ( http://wonderfl.net/user/9balls )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/wia8
*/
// forked from 9balls's Stage3Dでもキラキラ
package {
//////////////////////////////////import flash.display.Bitmap;
//////////////////////////////////import flash.display.BitmapData;
import com.adobe.utils.AGALMiniAssembler;
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.Event;
import flash.geom.Matrix3D;
import flash.geom.Vector3D;
import flash.text.TextField;
import flash.utils.ByteArray;
import net.hires.debug.Stats;
/**
* ...
* @author
*/
public class Main extends Sprite {
private var size:Number = 4;
private var num:uint = 2000;
private var angle:Number = 0;
//
private var stage3D:Stage3D;
private var context3D:Context3D;
//
private var program1:Program3D;
private var program2:Program3D;
private var program3:Program3D;
private var indexBuffer:IndexBuffer3D;
private var mtx:Matrix3D;
private var axis:Vector3D;
private var point:Vector3D;
private var texture:Texture;
private var screen:Texture;
private var screenIndexBuffer:IndexBuffer3D;
private var screenMtx:Matrix3D;
private var screenVertexBuffer:VertexBuffer3D;
private var vertexBuffer:VertexBuffer3D;
//////////////////////////////////private var sc:BitmapData = new BitmapData(465, 465, false);
//
public function Main():void {
Wonderfl.disable_capture();
//////////////////////////////////addChild(new Bitmap(sc));
addChild(new Stats());
stage.frameRate = 60;
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
//
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
var tf:TextField = new TextField();
tf.wordWrap = true;
tf.width = 400;
tf.text = context3D.driverInfo;
tf.y = 460;
addChild(tf);
//create
createShaders();
setConstant();
setBuffer();
texture = context3D.createTexture(32, 32, Context3DTextureFormat.BGRA, true);
screen = context3D.createTexture(512, 512, Context3DTextureFormat.BGRA, true);
//run
addEventListener(Event.ENTER_FRAME, onEnter);
}
private function onEnter(e:Event):void {
context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
mtx = new Matrix3D();
mtx.appendRotation(angle, axis, point);
angle++;
mtx.appendScale(1 / 256, 1 / 256, 1);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, mtx, false);
context3D.setProgram(program1);
context3D.setRenderToTexture(screen);
context3D.clear(0, 0, 0, 1);
context3D.drawTriangles(indexBuffer);
//
context3D.setVertexBufferAt(0, screenVertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_2);
context3D.setVertexBufferAt(1, screenVertexBuffer, 2, Context3DVertexBufferFormat.FLOAT_2);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, screenMtx, false);
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.drawToBitmapData(sc);
context3D.present();
//
context3D.setTextureAt(0, null);
context3D.setTextureAt(1, null);
}
//
private function createShaders():void {
//create shaders
var agalAssembler:AGALMiniAssembler = new AGALMiniAssembler();
//
//vertex
var vertexShader:ByteArray = agalAssembler.assemble(Context3DProgramType.VERTEX, "m44 op, va0, vc0 \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(vertexShader, 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(vertexShader, 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(vertexShader, fragmentShader);
}
private function setConstant():void {
//vc
mtx = new Matrix3D();
axis = new Vector3D(0, 0, 1);
point = new Vector3D(0, 0, 0);
screenMtx = new Matrix3D();
}
private function setBuffer():void {
//vertex buffer
vertexBuffer = context3D.createVertexBuffer(4 * num, 6);
var particles:Vector.<Number> = new Vector.<Number>();
var indices:Vector.<uint> = new Vector.<uint>();
for (var i:int = 0; i < num; i++){
particles = particles.concat(createParticle((Math.random() - 0.5) * 700, (Math.random() - 0.5) * 700, Math.random() * 0xFFFFFF));
var s:uint = 4 * i;
indices = indices.concat(Vector.<uint>([s, s + 1, s + 2, s + 1, s + 2, s + 3]));
}
vertexBuffer.uploadFromVector(particles, 0, 4 * num);
//index buffer
indexBuffer = context3D.createIndexBuffer(6 * num);
indexBuffer.uploadFromVector(indices, 0, 6 * num);
//
//
//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 createParticle(xPos:Number, yPos:Number, color:uint):Vector.<Number> {
var r:Number = (color >> 16) / 255;
var g:Number = (color >> 8 & 0xFF) / 255;
var b:Number = (color & 0xFF) / 255;
return Vector.<Number>([xPos - size, yPos - size, 0, r, g, b, xPos - size, yPos + size, 0, r, g, b, xPos + size, yPos - size, 0, r, g, b, xPos + size, yPos + size, 0, r, g, b]);
}
}
}