Clear Water with caustics
forked from Clear Water with refraction rendering forked from: 3D水面 / Water 3D (diff: 70)
Set Refraction=1.0 and Reflection=0.0 to check the caustics. ちょっとだけリアルになったかな.でも負荷がかなりきびしい.
♥38 |
Line 299 |
Modified 2011-08-27 01:28:37 |
MIT License
archived:2017-03-08 17:40:05
| (replaced)
ActionScript3 source code
/**
* Copyright keim_at_Si ( http://wonderfl.net/user/keim_at_Si )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/cqJr
*/
// forked from keim_at_Si's Clear Water with refraction rendering forked from: 3D水面 / Water 3D
// forked from saharan's 3D水面 / Water 3D
package {
import flash.system.LoaderContext;
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.net.*;
import com.bit101.components.*;
import net.hires.debug.*;
[SWF(frameRate = "30", width="465", height="465")]
public class main extends Sprite {
private const NUM_DETAILS:int = 48;
private const INV_NUM_DETAILS:Number = 1 / NUM_DETAILS;
private const MESH_SIZE:Number = 100;
private var count:uint;
private var bmd:BitmapData, bmd2:BitmapData, bmd3:BitmapData, tmp2:BitmapData;
private var loader:Loader, loader2:Loader;
private var vertices:Vector.<Vector3D>;
private var causticVertices:Vector.<Number>;
private var causticIndices:Vector.<int>;
private var transformedVertices:Vector.<Number>;
private var indices:Vector.<int>;
private var uvt:Vector.<Number>, uvt2:Vector.<Number>, uvt3:Vector.<Number>;
private var width2:Number;
private var height2:Number;
private var heights:Vector.<Vector.<Number>>;
private var velocity:Vector.<Vector.<Number>>;
/* // for local
private var refractionTexture:String = "_env1.png";
private var reflectionTexture:String = "_env2.png";
/*/ // for wonderfl
private var refractionTexture:String = "http://assets.wonderfl.net/images/related_images/b/b2/b217/b2177f87d979a28b9bcbb6e0b89370e77ce22337";
private var reflectionTexture:String = "http://assets.wonderfl.net/images/related_images/b/bb/bbf1/bbf12c60cf84e5ab43e059920783d036da25df48";
//*/
private var viewedAngleH:Number = 0;
private var viewedAngleV:Number = -20 * 0.017453292519943295;
private var cameraDistance:Number = MESH_SIZE;
private var focalLength:Number = MESH_SIZE * 4;
private var boxHeight:Number = MESH_SIZE*0.75;
private var refractiveIndex:Number = 1.4;
private var enableCaustic:Boolean = true;
private var causticLayer:Shape;
private var reflectionLayer:Shape;
private var refractionLayer:Shape;
private var cameraPosition:Vector3D = new Vector3D();
private var m00:Number, m01:Number, m02:Number, m10:Number, m11:Number, m12:Number, m20:Number, m21:Number, m22:Number;
function main() : void {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
//-------------------------------------------------- initialize
private function init(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.quality = StageQuality.LOW;
width2 = 465 / 2;
height2 = 465 / 2;
// var s:Stats = new Stats();
// s.alpha = 0.8;
// addChild(s);
count = 0;
loader = new Loader();
loader.load(new URLRequest(refractionTexture), new LoaderContext(true));
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
loader2 = new Loader();
loader2.load(new URLRequest(reflectionTexture), new LoaderContext(true));
loader2.contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
vertices = new Vector.<Vector3D>(NUM_DETAILS * NUM_DETAILS, true);
transformedVertices = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
indices = new Vector.<int>();
uvt = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
uvt2 = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
uvt3 = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
var i:int;
var j:int;
// 頂点初期化。外側2つ分は表示しないので無駄な処理&メモリに・・・
// [modification] change surface from x-z plane to x-y plane in order to fit together with normal calculation.
for (i = 2; i < NUM_DETAILS - 2; i++) {
for (j = 2; j < NUM_DETAILS - 2; j++) {
vertices[getIndex(j, i)] = new Vector3D(
(j - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE,
(i - (NUM_DETAILS - 1) * 0.5) / NUM_DETAILS * MESH_SIZE, 0);
if (i != 2 && j != 2) {
indices.push(getIndex(i - 1, j - 1), getIndex(i, j - 1), getIndex(i, j));
indices.push(getIndex(i - 1, j - 1), getIndex(i, j), getIndex(i - 1, j));
}
}
}
function getIndex(x:int, y:int):int { return y * NUM_DETAILS + x; }
// 水面関係初期化
heights = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
velocity = new Vector.<Vector.<Number>>(NUM_DETAILS, true);
causticVertices = new Vector.<Number>(NUM_DETAILS * NUM_DETAILS * 2, true);
causticIndices = new Vector.<int>();
for (i = 0; i < NUM_DETAILS; i++) {
heights[i] = new Vector.<Number>(NUM_DETAILS, true);
velocity[i] = new Vector.<Number>(NUM_DETAILS, true);
for (j = 0; j < NUM_DETAILS; j++) {
heights[i][j] = 0;
velocity[i][j] = 0;
causticVertices[(i*NUM_DETAILS+j)*2] = (j - 2) / (NUM_DETAILS - 5) * 512;
causticVertices[(i*NUM_DETAILS+j)*2+1] = (i - 2) / (NUM_DETAILS - 5) * 512;
}
}
for (i = 1; i < NUM_DETAILS; i++) {
for (j = 1; j < NUM_DETAILS; j++) {
causticIndices.push((i-1)*NUM_DETAILS+j-1, (i-1)*NUM_DETAILS+j, i*NUM_DETAILS+j-1);
causticIndices.push((i-1)*NUM_DETAILS+j, i*NUM_DETAILS+j, i*NUM_DETAILS+j-1);
}
}
// [modification] Rendering layers
addChild(refractionLayer = new Shape());
addChild(reflectionLayer = new Shape());
causticLayer = new Shape();
reflectionLayer.alpha = 0.3;
// [modification] controlers
new HUISlider(this, 0, 0, "Angle", function(e:Event):void { viewedAngleV = -e.target.value* 0.017453292519943295;}).setSliderParams(0, 80, 20);
new HUISlider(this, 0, 20, "Refraction", function(e:Event):void { refractiveIndex = e.target.value;}).setSliderParams(1, 3, 1.4);
new HUISlider(this, 0, 40, "Reflection", function(e:Event):void { reflectionLayer.alpha = e.target.value;}).setSliderParams(0, 1, 0.3);
new CheckBox(this, 10, 64, "Caustics", function(e:Event):void { enableCaustic = e.target.selected;}).selected = enableCaustic;
}
//-------------------------------------------------- events
private function loaded(e:Event) : void {
e.target.removeEventListener(e.type, arguments.callee);
if (loader.content && loader2.content) {
bmd = Bitmap(loader.content).bitmapData;
bmd2 = Bitmap(loader2.content).bitmapData;
createCausticTexture();
addEventListener(Event.ENTER_FRAME, frame);
}
}
private function createCausticTexture() : void {
tmp2 = new BitmapData(bmd2.width, bmd2.height, false, 0);
bmd3 = new BitmapData(128, 128, false, 0x404040);
var shape:Shape = new Shape(), g:Graphics = shape.graphics, m:Matrix=new Matrix();
m.createGradientBox(96, 96);
g.beginGradientFill("radial", [0xd0d0d0,0x808080,0x404040], [1,1,1], [0,48,255], m);
g.drawRect(0, 0, 96, 96);
g.endFill();
bmd3.draw(shape, new Matrix(1,0,0,1,16,48));
}
private function mouseDown(e:MouseEvent) : void {
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseDrag);
ripple((mouseY -232.5)/ 465 * MESH_SIZE, (mouseX -232.5)/ 465 * MESH_SIZE, 16);
}
private function mouseUp(e:MouseEvent) : void {
stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUp);
stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseDrag);
}
private function mouseDrag(e:MouseEvent) : void {
ripple((mouseY -232.5)/ 465 * MESH_SIZE, (mouseX -232.5)/ 465 * MESH_SIZE, 4);
}
private function ripple(mx:Number, my:Number, intensity:Number) : void {
var i:int, j:int, dx:Number, dy:Number, acc:Number, imin:int, jmin:int, imax:int, jmax:int;
mx = (mx / MESH_SIZE + 0.5) * NUM_DETAILS;
my = (my / MESH_SIZE + 0.5) * NUM_DETAILS;
imin = (mx > 5) ? int(mx - 3) : 2;
jmin = (my > 5) ? int(my - 3) : 2;
imax = (mx < NUM_DETAILS-5) ? int(mx + 4) : (NUM_DETAILS - 1);
jmax = (my < NUM_DETAILS-5) ? int(my + 4) : (NUM_DETAILS - 1);
for (i=imin; i<imax; i++) for (j=jmin; j<jmax; j++) {
dx = mx - i;
dy = my - j;
acc = 3 - Math.sqrt(dx * dx + dy * dy);
if (acc > 0) velocity[i][j] += acc*intensity;
}
}
//-------------------------------------------------- on each frame
private function frame(e:Event = null):void {
count++;
move();
setMesh();
transformVertices();
draw();
}
private function move():void {
// ---Water simulation---
var i:int;
var j:int;
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
heights[i][j] += velocity[i][j];
if (heights[i][j] > 100) heights[i][j] = 100;
else if (heights[i][j] < -100) heights[i][j] = -100;
}
}
for (i = 1; i < NUM_DETAILS - 1; i++) {
for (j = 1; j < NUM_DETAILS - 1; j++) {
velocity[i][j] = (velocity[i][j] +
(heights[i - 1][j] + heights[i][j - 1] + heights[i + 1][j] +
heights[i][j + 1] - heights[i][j] * 4) * 0.5) * 0.95;
}
}
// why dont I use Matrix3D !?
// var viewedAngleH:Number = (mouseX -232.5) / 465 * 40 * 0.017453292519943295,
// viewedAngleV:Number = -((mouseY -232.5) / 465 * 40 + 40) * 0.017453292519943295;
var sx:Number = Math.sin(viewedAngleV), sy:Number = Math.sin(viewedAngleH),
cx:Number = Math.cos(viewedAngleV), cy:Number = Math.cos(viewedAngleH);
m00 = cy;
m01 = 0;
m02 = -sy;
m10 = sy*sx;
m11 = cx;
m12 = cy*sx;
m20 = sy*cx;
m21 = -sx;
m22 = cy*cx;
cameraPosition.x = -cameraDistance * m02;
cameraPosition.y = -cameraDistance * m12;
cameraPosition.z = -cameraDistance * m22;
}
private function setMesh():void {
// calclate constants
var rimo:Number = refractiveIndex - 1,
xymax:Number = MESH_SIZE * 0.45, //MESH_SIZE * 0.5,
ixymax:Number = 1 / xymax;
for (var i:int = 2; i < NUM_DETAILS - 2; i++) {
for (var j:int = 2; j < NUM_DETAILS - 2; j++) {
var index:int = i * NUM_DETAILS + j, idx2:int = index*2, idx21:int = index*2+1;
var v:Vector3D = vertices[index];
v.z = heights[i][j] * 0.15;
// ---Sphere map---
var nx:Number, ny:Number, nz:Number;
nx = (heights[i][j] - heights[i - 1][j]) * 0.15;
ny = (heights[i][j] - heights[i][j - 1]) * 0.15;
var len:Number = 1 / Math.sqrt(nx * nx + ny * ny + 1);
nx *= len;
ny *= len;
nz = len;
// ちょっと式を変更して平面でもテクスチャが見えるように
uvt3[idx2] = nx * 0.5 + 0.5;
uvt3[idx21] = ny * 0.5 + 0.5;
uvt[idx2] = uvt3[idx2] + ((i - NUM_DETAILS * 0.5) * INV_NUM_DETAILS * 0.25);
uvt[idx21] = uvt3[idx21] + ((NUM_DETAILS * 0.5 - j) * INV_NUM_DETAILS * 0.25);
// [modification] Refraction map
// incident vector (you can calculate them in the setup if you want faster)
var dx:Number = v.x - cameraPosition.x, dy:Number = v.y - cameraPosition.y, dz:Number = v.z - cameraPosition.z;
len = 1 / Math.sqrt(dx * dx + dy * dy + dz * dz);
dx *= len;
dy *= len;
dz *= len;
// output vector
t = (dx * nx + dy * ny + dz) * rimo;
dx += nx * t;
dy += ny * t;
dz += nz * t;
// in this calculation, we can omit normalization of output vector !
//len = 1 / Math.sqrt(dx * dx + dy * dy + dz * dz);
//dx *= len;
//dy *= len;
//dz *= len;
// uv coordinate
var t:Number, s:Number, r:Number, hitz:Number, sign:Number;
if (dx == 0) {
if (dy == 0) {
uvt2[idx2] = uvt2[idx21] = 0.5;
sign = 0;
} else sign = (dy < 0) ? -1 : 1;
} else {
sign = (dx < 0) ? -1 : 1;
t = (sign * xymax - v.x) / dx;
s = t * dy + v.y;
if (-xymax < s && s < xymax) {
hitz = t * dz + v.z;
if (hitz > boxHeight) {
r = (boxHeight-v.z) / dz;
uvt2[idx2] = (dx * r + v.x) * ixymax * 0.25 + 0.5;
uvt2[idx21] = (dy * r + v.y) * ixymax * 0.25 + 0.5;
} else {
r = boxHeight / (hitz + boxHeight);
uvt2[idx2] = sign * r * 0.5 + 0.5;
uvt2[idx21] = s * ixymax * r * 0.5 + 0.5;
}
sign = 0;
} else sign = (s < 0) ? -1 : 1;
}
if (sign != 0) {
t = (sign * xymax - v.y) / dy;
s = t * dx + v.x;
hitz = t * dz + v.z;
if (hitz > boxHeight) {
r = (boxHeight-v.z) / dz;
uvt2[idx2] = (dx * r + v.x) * ixymax * 0.25 + 0.5;
uvt2[idx21] = (dy * r + v.y) * ixymax * 0.25 + 0.5;
} else {
r = boxHeight / (hitz + boxHeight);
uvt2[idx2] = s * ixymax * r * 0.5 + 0.5;
uvt2[idx21] = sign * r * 0.5 + 0.5;
}
}
//trace(v.x,v.y,dx,dy,uvt2[index * 2],uvt2[index * 2+1]);
}
}
//throw new Error("STOPPER!!");
}
private function transformVertices():void {
var iz:Number, v:Vector3D, i:int, imax:int = vertices.length;
for (i = 0; i < imax; i++) {
v = vertices[i];
if (v != null) {
iz = focalLength / (v.x * m02 + v.y * m12 + v.z * m22 + cameraDistance);
transformedVertices[i*2] = (v.x * m00 + v.y * m10 + v.z * m20) * iz + 232.5;
transformedVertices[i*2+1] = (v.x * m01 + v.y * m11 + v.z * m21) * iz + 232.5;
}
}
}
private function draw():void {
var refractionGraphics:Graphics = refractionLayer.graphics,
reflectionGraphics:Graphics = reflectionLayer.graphics,
causticGraphics:Graphics = causticLayer.graphics;
graphics.clear();
graphics.beginFill(0x202020);
graphics.drawRect(0, 0, 465, 465);
graphics.endFill();
tmp2.copyPixels(bmd2, bmd2.rect, bmd2.rect.topLeft);
if (enableCaustic) {
causticGraphics.clear();
causticGraphics.beginBitmapFill(bmd3);
causticGraphics.drawTriangles(causticVertices, causticIndices, uvt3);
causticGraphics.endFill();
tmp2.draw(causticLayer, null, null, "hardlight");
}
// [modification] compose all layers
refractionGraphics.clear();
refractionGraphics.beginBitmapFill(tmp2);
refractionGraphics.drawTriangles(transformedVertices, indices, uvt2, TriangleCulling.NEGATIVE);
refractionGraphics.endFill();
reflectionGraphics.clear();
reflectionGraphics.beginBitmapFill(bmd);
reflectionGraphics.drawTriangles(transformedVertices, indices, uvt, TriangleCulling.NEGATIVE);
reflectionGraphics.endFill();
}
}
}