wonderflで3D 【Phong shading】
forked from wonderflで3D 【Flat shading】 高速化 (diff: 42)
高速化,マウスで光源移動,クリックで材質変更 --------------------------------------------------
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/fYF5
*/
// forked from keim_at_Si's wonderflで3D 【Flat shading】 高速化
// forked from keim_at_Si's wonderflで3D 【Flat shading】
// 高速化,マウスで光源移動,クリックで材質変更
//--------------------------------------------------
package {
import flash.display.*;
import flash.text.*;
import flash.geom.*;
import flash.events.*;
import flash.utils.*;
import net.hires.debug.Stats;
[SWF(width="465", height="465", backgroundColor="0x000000", frameRate="30")]
public class main extends Sprite {
private var _matrix:Matrix3D = new Matrix3D();
private var _engine:EngineFaceBasedRender = new EngineFaceBasedRender();
// material setting (color, alpha, amb, dif, spc, phong, emi, doubleSided)
private var _materials:Vector.<Material> = Vector.<Material>([
(new Material()).setColor(0x8080c0, 1, 64, 128, 128, 12, 0, false), // standard
(new Material()).setColor(0x8080c0, 1, 64, 192, 0, 0, 0, false), // matte
(new Material()).setColor(0x8080c0, 1, 16, 64, 192, 18, 0, false), // speculer
(new Material()).setColor(0x8080c0, 1, 16, 32, 256, 24, 0, false), // more speculer
(new Material()).setColor(0x8080c0, 1, 0, 255, 0, 0, 0, false), // diffusion only
(new Material()).setColor(0x8080c0, 1, 0, 0, 255, 12, 0, false), // speculer only
(new Material()).setColor(0x8080c0, 1,128, 128, 0, 0, 0, false), // one color
(new Material()).setColor(0x8080c0, 1, 0, 0, 0, 0, 255, false), // one color (same)
]);
private var _light:Light = new Light();
private var _model:Model = new Model();
private var _boxVertex:Vector.<Number> = new Vector.<Number>();
private var _sphVertex:Vector.<Number> = new Vector.<Number>();
private var _vertexNormal:Vector.<Vector3D> = new Vector.<Vector3D>();
private var _t:Number, _dt:Number, _rot:Number, _matIndex:int;
private var _timeSum:int, _timeCount:int;
private var _textField:TextField = new TextField();
function main() {
_engine.x = 232;
_engine.y = 232;
addChild(_engine);
addEventListener("enterFrame", _onEnterFrame);
stage.addEventListener("click", function(e:Event):void{ _matIndex=(_matIndex+1)&7; });
// create shape
for (var x:Number=-14; x<16; x+=4) {
for (var y:Number=-14; y<16; y+=4) {
_vertex( x, y, 16);
_vertex( x,-y,-16);
_vertex( y, 16, x);
_vertex(-y,-16, x);
_vertex( 16, x, y);
_vertex(-16, x,-y);
}
}
for (var i:int=0; i<7; i++) {
for (var j:int=0; j<7; j++) {
for (var k:int=0; k<6; k++) {
var i0:int = (i*8+j)*6+k;
_model.face(i0, i0+6, i0+48).face(i0+54, i0+48, i0+6);
}
}
}
_model.vertices.length = _boxVertex.length;
_model.texCoord.length = _boxVertex.length;
_vertexNormal.length = _boxVertex.length/3;
for (i=0; i<_vertexNormal.length; i++) _vertexNormal[i] = new Vector3D();
// initialize parameters
_matIndex = 0;
_rot = 0;
_t = 0;
_dt = 0.01;
_timeSum = 0;
_timeCount = 0;
_textField.autoSize = "left";
_textField.background = true;
_textField.backgroundColor = 0x80f080;
addChild(_textField);
var status:Stats = new Stats();
status.x = 400;
addChild(status);
function _vertex(x:Number, y:Number, z:Number) : void {
_boxVertex.push( x, y, z);
var ilen:Number = 20/Math.sqrt(x*x+y*y+z*z);
_sphVertex.push( x*ilen, y*ilen, z*ilen);
}
}
private function _onEnterFrame(e:Event) : void {
var i:int, t:int;
// update paremters
_rot += 1;
_t += _dt;
if (_t>3 || _t<-3) { _dt = -_dt; _t += _dt; }
for (i=0; i<_model.vertices.length; i++) {
_model.vertices[i] = _boxVertex[i]*_t + _sphVertex[i]*(1-_t);
}
// light position
_light.setPosition(mouseX-232, mouseY-232, -100);
t = getTimer();
_engine.pushMatrix();
_matrix.identity();
_matrix.appendRotation(_rot*0.3, Vector3D.X_AXIS);
_matrix.appendRotation(_rot, Vector3D.Y_AXIS);
_matrix.appendTranslation(0, 0, 100);
_engine.matrix.append(_matrix);
_engine.project(_model);
_calculateVertexNormal();
_engine.render(_model, _light, _materials[_matIndex]);
_engine.popMatrix();
_timeSum += getTimer() - t;
if (++_timeCount == 30) {
_textField.text = "Redering time: " + String(_timeSum) + "[ms/30frames]";
_timeSum = 0;
_timeCount = 0;
}
}
private var uv:Point = new Point();
private function _calculateVertexNormal() : void {
var i:int, face:Face, normal:Vector3D;
for each (face in _model.faces) {
_vertexNormal[face.i0].x += face.normal.x;
_vertexNormal[face.i0].y += face.normal.y;
_vertexNormal[face.i0].z += face.normal.z;
_vertexNormal[face.i0].w += 1;
_vertexNormal[face.i1].x += face.normal.x;
_vertexNormal[face.i1].y += face.normal.y;
_vertexNormal[face.i1].z += face.normal.z;
_vertexNormal[face.i1].w += 1;
_vertexNormal[face.i2].x += face.normal.x;
_vertexNormal[face.i2].y += face.normal.y;
_vertexNormal[face.i2].z += face.normal.z;
_vertexNormal[face.i2].w += 1;
}
i = 0;
for each (normal in _vertexNormal) {
normal.project();
Material.calculateTexCoord(uv, _light, normal);
_model.texCoord[i] = uv.x; i++;
_model.texCoord[i] = uv.y; i+=2;
normal.x = 0;
normal.y = 0;
normal.z = 0;
normal.w = 0;
}
}
}
}
import flash.display.*;
import flash.geom.*;
class EngineFaceBasedRender extends Shape {
public var matrix:Matrix3D;
private var _vertexOnWorld:Vector.<Number> = new Vector.<Number>();
private var _vout:Vector.<Number> = new Vector.<Number>();
private var _projector:PerspectiveProjection;
private var _projectionMatrix:Matrix3D;
private var _matrixStac:Vector.<Matrix3D>;
function EngineFaceBasedRender(focus:Number=300) {
_projector = new PerspectiveProjection();
_matrixStac = new Vector.<Matrix3D>();
initialize(focus);
}
public function initialize(focus:Number) : EngineFaceBasedRender {
_projector.focalLength = focus;
_projectionMatrix = _projector.toMatrix3D();
matrix = new Matrix3D();
_matrixStac.length = 1;
_matrixStac[0] = matrix;
return this;
}
public function clearMatrix() : EngineFaceBasedRender {
matrix = _matrixStac[0];
_matrixStac.length = 1;
return this;
}
public function pushMatrix() : EngineFaceBasedRender {
_matrixStac.push(matrix.clone());
return this;
}
public function popMatrix() : EngineFaceBasedRender {
if (_matrixStac.length == 1) return this;
matrix = _matrixStac.pop();
return this;
}
public function project(model:Model) : EngineFaceBasedRender {
var i0x3:int, i1x3:int, i2x3:int, x01:Number, x02:Number, y01:Number, y02:Number, z01:Number, z02:Number;
matrix.transformVectors(model.vertices, _vertexOnWorld);
var vertices:Vector.<Number> = _vertexOnWorld;
for each (var face:Face in model.faces) {
i0x3 = (face.i0<<1) + face.i0;
i1x3 = (face.i1<<1) + face.i1;
i2x3 = (face.i2<<1) + face.i2;
x01 = vertices[i1x3] - vertices[i0x3];
x02 = vertices[i2x3] - vertices[i0x3];
i0x3++; i1x3++; i2x3++;
y01 = vertices[i1x3] - vertices[i0x3];
y02 = vertices[i2x3] - vertices[i0x3];
i0x3++; i1x3++; i2x3++;
z01 = vertices[i1x3] - vertices[i0x3];
z02 = vertices[i2x3] - vertices[i0x3];
face.z = vertices[i0x3] + vertices[i1x3] + vertices[i2x3];
face.normal.x = y01*z02 - y02*z01;
face.normal.y = z01*x02 - z02*x01;
face.normal.z = x01*y02 - x02*y01;
face.normal.normalize();
}
model.faces.sort(function(f1:Face, f2:Face) : Number { return f2.z - f1.z; });
return this;
}
public function render(model:Model, light:Light, material:Material) : EngineFaceBasedRender {
Utils3D.projectVectors(_projectionMatrix, _vertexOnWorld, _vout, model.texCoord);
/*
graphics.clear();
for each (var face:Face in model.faces) {
graphics.beginFill(material.getColor(light, face.normal), material.alpha);
graphics.moveTo(_vout[face.i0<<1], _vout[(face.i0<<1)+1]);
graphics.lineTo(_vout[face.i1<<1], _vout[(face.i1<<1)+1]);
graphics.lineTo(_vout[face.i2<<1], _vout[(face.i2<<1)+1]);
graphics.endFill();
}
//*/
//*
graphics.clear();
graphics.beginBitmapFill(material.colorTable, null, false, true);
graphics.drawTriangles(_vout, model.indices, model.texCoord);
graphics.endFill();
//*/
return this;
}
}
class Face {
public var i0:int, i1:int, i2:int, z:Number, normal:Vector3D = new Vector3D();
// Factory
static private var _freeList:Vector.<Face> = new Vector.<Face>();
static public function alloc() : Face { return _freeList.pop() || new Face(); }
static public function free(face:Face) : void { _freeList.push(face); }
}
class Model {
public var vertices:Vector.<Number>;
public var texCoord:Vector.<Number>;
public var faces:Vector.<Face> = new Vector.<Face>();
private var _indices:Vector.<int> = new Vector.<int>();
function Model(vertices:Vector.<Number>=null, texCoord:Vector.<Number>=null) {
this.vertices = vertices || new Vector.<Number>();
this.texCoord = texCoord || new Vector.<Number>();
}
public function clear() : Model {
for each (var face:Face in faces) Face.free(face);
faces.length = 0;
return this;
}
public function face(i0:int, i1:int, i2:int) : Model {
var face:Face = Face.alloc();
face.i0 = i0;
face.i1 = i1;
face.i2 = i2;
faces.push(face);
return this;
}
public function get indices() : Vector.<int> {
_indices.length = 0;
for each (var face:Face in faces) _indices.push(face.i0, face.i1, face.i2);
return _indices;
}
}
class Light {
private var _direction:Vector3D = new Vector3D();
private var _halfVector:Vector3D = new Vector3D();
public function get direction() : Vector3D { return _direction; }
public function get halfVector() : Vector3D { return _halfVector; }
function Light(x:Number=1, y:Number=1, z:Number=1) { setPosition(x, y, z); }
public function setPosition(x:Number, y:Number, z:Number) : void {
_direction.x = -x;
_direction.y = -y;
_direction.z = -z;
_direction.normalize();
_halfVector.x = _direction.x;
_halfVector.y = _direction.y;
_halfVector.z = _direction.z + 1;
_halfVector.normalize();
}
}
class Material {
public var colorTable:BitmapData = new BitmapData(256,256,false);
public var alpha:Number = 1;
private var _nega_filter:int = 0;
function Material() { setColor(0xc0c0c0, 1); }
public function setColor(color:uint, alpha_:Number= 1.0,
amb:int=64, dif:int=192, spc:int=0, pow:Number=8, emi:int=0, doubleSided:Boolean=false) : Material
{
var i:int, r:int, c:int,
lightTable:BitmapData = new BitmapData(256, 256, false),
rct:Rectangle = new Rectangle();
// base color
alpha = alpha_;
colorTable.fillRect(colorTable.rect, color);
// ambient/diffusion/emittance
var ea:Number = (256-emi)*0.00390625,
eb:Number = emi*0.5;
r = dif - amb;
rct.width=1; rct.height=256; rct.y=0;
for (i=0; i<256; ++i) {
rct.x = i;
lightTable.fillRect(rct, (((i*r)>>8)+amb)*0x10101);
}
colorTable.draw(lightTable, null, new ColorTransform(ea,ea,ea,1,eb,eb,eb,0), BlendMode.HARDLIGHT);
// specular/power
if (spc > 0) {
rct.width=256; rct.height=1; rct.x=0;
for (i=0; i<256; ++i) {
rct.y = i;
c = int(Math.pow(i*0.0039215686, pow)*spc);
lightTable.fillRect(rct, ((c<255)?c:255)*0x10101);
}
colorTable.draw(lightTable, null, null, BlendMode.ADD);
}
lightTable.dispose();
// double sided
_nega_filter = (doubleSided) ? -1 : 0;
return this;
}
public function getColor(light:Light, normal:Vector3D) : uint
{
var v:Vector3D, ln:int, hn:int, sign:int;
// ambient
v = light.direction;
ln = int((v.x * normal.x + v.y * normal.y + v.z * normal.z)*255);
sign = ((ln & 0x80000000)>>31);
ln = (ln ^ sign) & ((~sign) | _nega_filter);
// specular
v = light.halfVector;
hn = int((v.x * normal.x + v.y * normal.y + v.z * normal.z)*255);
sign = ((hn & 0x80000000)>>31);
hn = (hn ^ sign) & ((~sign) | _nega_filter);
return colorTable.getPixel(ln, hn);
}
static public function calculateTexCoord(texCoord:Point, light:Light, normal:Vector3D, doubleSided:Boolean=false) : void {
var v:Vector3D = light.direction;
texCoord.x = v.x * normal.x + v.y * normal.y + v.z * normal.z;
if (texCoord.x < 0) texCoord.x = (doubleSided) ? -texCoord.x : 0;
v = light.halfVector;
texCoord.y = v.x * normal.x + v.y * normal.y + v.z * normal.z;
if (texCoord.y < 0) texCoord.y = (doubleSided) ? -texCoord.y : 0;
}
}