/**
* Copyright mutantleg ( http://wonderfl.net/user/mutantleg )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/rSIO
*/
package {
import flash.geom.*;
import flash.display.*;
import flash.utils.ByteArray;
import flash.events.*;
import flash.text.TextField;
import com.adobe.utils.AGALMiniAssembler;
import flash.display3D.*;
import flash.display3D.textures.Texture;
public class FlashTest extends Sprite {
public static var deb:TextField;
public function FlashTest() {
deb = new TextField();
addChild(deb);
deb.width = 400;
deb.text = " debug ";
deb.y = 250;
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}//ctor
public function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
//if (stage == null) { deb.text = "stage null"; }
// else { deb.text = "stage exist"; }
//deb.text = "stage > " + stage.stage3Ds[0];
stage.stage3Ds[0].addEventListener(Event.CONTEXT3D_CREATE, contReady);
stage.stage3Ds[0].addEventListener(ErrorEvent.ERROR, onError);
stage.stage3Ds[0].requestContext3D(Context3DRenderMode.AUTO);
// deb.text = " reach ";
}//init
private var context:Context3D;
public function onError(e:ErrorEvent):void
{
deb.text = e.text;
deb.textColor = 0xFF0000FF;
}//onerror
public function contReady(e:Event):void
{
deb.text = "context ready ";
context = stage.stage3Ds[0].context3D;
deb.text = context.driverInfo;
//deb.textColor = 0xFFffFFff;
context.addEventListener(ErrorEvent.ERROR, onError);
context.configureBackBuffer(200, 200, 2, true);
initProgram(context);
myTex = new wTex();
myTex.genTex(myTex.getXor(64,64), context);
cubeTex = new wCubeTex();
var cuw:int = 64;
cubeTex.genTex(
myTex.getXor(cuw,cuw,true,false,false),
myTex.getXor(cuw,cuw,true,true,false),
myTex.getXor(cuw,cuw,true,false,true),
myTex.getXor(cuw,cuw,true,true,true),
myTex.getXor(cuw,cuw,false,false,true),
myTex.getXor(cuw,cuw,true,false,false), context);
geo = new wGeo();
// geo.makeSprite();
geo.makeCube();
geo.upload(context);
var pic:Bitmap;
pic = new Bitmap(new BitmapData(200,200,false,0));
context.clear();
draw(context);
context.drawToBitmapData(pic.bitmapData);
//context.present();
addChild(pic);
pic.x = 200;
pic.y =100;
stage.addEventListener(Event.ENTER_FRAME, onEnter);
}//contready
public var prog:Program3D;
public var myTex:wTex;
public var cubeTex:wCubeTex;
public var geo:wGeo;
public function initProgram(c:Context3D):void
{
prog = c.createProgram();
var vert:ByteArray;
var frag:ByteArray;
var assembler:AGALMiniAssembler = new AGALMiniAssembler();
var code:String;
code = "";
code += "m44 op, va0, vc0\n";
// code += "m44 v0, va1, vc4\n";
// code += "move v0, va0\n";
// code += "move v0, va1\n";
// code += "m44 v0, va1, vc4\n"
code += "m44 v0, va1, vc0\n"
code += "m44 v1, va2, vc4\n"
// code += "move v1, va2\n";
vert = assembler.assemble(Context3DProgramType.VERTEX, code);
code = "";
//code += "tex ft0 v1, fs0 <2d, linear, miplinear, wrap>\n";z
code += "tex ft0 v1, fs0 < cube, linear, mipnear >\n"; //note: only clamp is valid for cube (?)
//code += "move oc, v0\n";
code += "mov oc, ft0\n";
//code += "mul oc, ft0, v0\n";
//code += "mul oc, v0, fc0\n";
//code += "move oc, fc0\n";
frag = assembler.assemble(Context3DProgramType.FRAGMENT, code);
prog.upload(vert, frag);
}//initprogram;
public function onEnter(e:Event):void
{
context.clear();
draw(context);
context.present();
}//onenter
public var projmat:Matrix3D = new Matrix3D();
public var cammat:Matrix3D = new Matrix3D();
public var mat:Matrix3D = new Matrix3D();
public var texMat:Matrix3D = new Matrix3D();
public var ang:Number = 0;
public var spin:Number = 0;
public function draw(c:Context3D):void
{
var color:Vector.<Number> = Vector.<Number>([1.0,1.0,1.0,1.0]);
c.setCulling(Context3DTriangleFace.BACK);
c.setProgram(prog);
spin += 5;
mat.identity();
mat.appendTranslation(0,0,0);
mat.appendRotation(spin, Vector3D.Y_AXIS);
mat.appendRotation(spin, Vector3D.X_AXIS);
mat.appendRotation(spin, Vector3D.Z_AXIS);
cammat.identity();
cammat.appendTranslation(0,0,-2 + Math.cos(ang)-1);
//cammat.appendRotation(Math.cos(ang)*30, Vector3D.Z_AXIS);
setProjectionMatrix(projmat,90,1,0.1,1000);
mat.append(cammat);
mat.append(projmat);
ang += 0.03;
var vec:Vector.<Number>;
var s:Number;
texMat.identity();
texMat.appendTranslation(-0.5,-0.5,0);
texMat.appendRotation(Math.cos(ang)*180.0, Vector3D.Z_AXIS);
s = Math.sin(ang)+2;
//texMat.appendScale(s,s,s);
texMat.appendTranslation(0.5,0.5,0);
//c.setTextureAt(0, myTex.tex);
c.setTextureAt(0, cubeTex.tex);
c.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, mat, true);
c.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 4, texMat, true);
c.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, color);
c.setVertexBufferAt(0, geo.bufVert, 0, Context3DVertexBufferFormat.FLOAT_3);
c.setVertexBufferAt(1, geo.bufUv, 0, Context3DVertexBufferFormat.FLOAT_2);
c.setVertexBufferAt(2, geo.bufNorm, 0, Context3DVertexBufferFormat.FLOAT_3);
c.drawTriangles(geo.bufFace, 0, geo.numFace);
}//draw
public function setProjectionMatrix(m:Matrix3D,
fovdeg:Number = 90.0, aspect:Number=1.0, nearp:Number = 0.1, farp:Number=1000.0):void
{
var vec:Vector.<Number> = m.rawData;
var f:Number;
var i:int;
for (i = 0; i < 16; i++) { vec[i] = 0.0; }
f = 1.0 / Math.tan( (fovdeg * (3.1415 / 180.0)) * 0.5 );
if (nearp == 0) { nearp = 0.0001; }
if (farp == 0) { farp = 0.0001; }
vec[0] = f / aspect;
vec[5] = f;
vec[10] = (farp + nearp) / (nearp - farp);
vec[14] = (2.0 * farp * nearp) / (nearp - farp);
vec[11] = -1.0;
vec[15] = 0.0;
m.rawData = vec;
}//projmatrix
}//classend
}
import flash.events.ErrorEvent;
import flash.geom.Matrix;
import flash.display.BitmapData;
import flash.display3D.textures.*;
import flash.display3D.*;
internal class wCubeTex
{
public var tex:CubeTexture = null;
public function wCubeTex() {}
//x+ x- y+ y- z+ y-
public function genTex(xp:BitmapData, xn:BitmapData,
yp:BitmapData, yn:BitmapData, zp:BitmapData, zn:BitmapData
, c:Context3D):void
{
//note not checking if size is right for this one
//xp.fillRect(xp.rect, 0xFF0000);
//xn.fillRect(xp.rect, 0xFF0000);
//yp.fillRect(xp.rect, 0xFF0000);
//yn.fillRect(xp.rect, 0xFF0000);
//zp.fillRect(xp.rect, 0xFF0000); //only z+ is sampled ??
//zn.fillRect(xp.rect, 0xFF0000);
tex = c.createCubeTexture(xp.width, Context3DTextureFormat.BGRA, false);
genSide(xp, 0, c);
genSide(xn, 1, c);
genSide(yp, 2, c);
genSide(yn, 3, c);
genSide(zp, 4, c);
genSide(zn, 5, c);
}//gentex
private function genSide(bm:BitmapData, side:uint, c:Context3D):void
{
var s:int; //scale
var m:int; //miplevel
tex.uploadFromBitmapData(bm , side, 0);
m = 1;
s = bm.width*0.5;
while (s > 0)
{
tex.uploadFromBitmapData(getResized(bm, s, s), side, m);
m += 1;
s *= 0.5;
}//wend
}//genside
private var tempMat:Matrix = new Matrix();
private function getResized(bm:BitmapData, w:int, h:int):BitmapData
{
var ret:BitmapData;
var mat:Matrix;
mat = tempMat;
//mat.identity();
mat.a = w / bm.width;
mat.d = h / bm.height;
ret = new BitmapData(w, h, bm.transparent, 0);
ret.draw(bm, mat, null, null, null, true);
return ret;
}//getresized
};//classend
internal class wTex
{
public var tex:Texture = null;
public function wTex() {}
public function getXor(w:int, h:int, red:Boolean=true,green:Boolean=true,blue:Boolean=true):BitmapData
{
var bm:BitmapData;
var k:int;
var i:int;
bm = new BitmapData(w,h,false,0);
for (i = 0; i < h; i++)
{
for (k = 0; k < w; k++)
{
bm.setPixel(k,i, (red ? ((i^k)<<16):0) | (green ? ((i ^ k) << 8):0) | (blue ? (i^k):0));
}//nextk
}//nexti
return bm;
}//getxor
public function genTex(bm:BitmapData, c:Context3D):void
{
var s:int; //scale
var m:int; //miplevel
if (bm.width % 2 != 0 || bm.height %2 != 0 || bm.width != bm.height)
{
bm = getResized(bm, 64, 64);
}//endif
tex = c.createTexture(bm.width, bm.height, Context3DTextureFormat.BGRA, false);
tex.uploadFromBitmapData( bm , 0);
m = 1;
s = bm.width*0.5;
while (s > 0)
{
tex.uploadFromBitmapData(getResized(bm, s, s), m);
m += 1;
s *= 0.5;
}//wend
}//gentex
private var tempMat:Matrix = new Matrix();
private function getResized(bm:BitmapData, w:int, h:int):BitmapData
{
var ret:BitmapData;
var mat:Matrix;
mat = tempMat;
//mat.identity();
mat.a = w / bm.width;
mat.d = h / bm.height;
ret = new BitmapData(w, h, bm.transparent, 0);
ret.draw(bm, mat, null, null, null, true);
return ret;
}//getresized
};//classend
internal class wGeo
{
public var vecVert:Vector.<Number> ;
public var vecUv:Vector.<Number> ;
public var vecFace:Vector.<uint> ;
public var vecNorm:Vector.<Number>;
public var bufVert:VertexBuffer3D;
public var bufUv:VertexBuffer3D;
public var bufFace:IndexBuffer3D;
public var bufNorm:VertexBuffer3D;
public var numFace:int = 0;
public function wGeo()
{}//ctor
public function upload(c:Context3D):void
{
if (bufVert != null) { bufVert.dispose(); }
if (bufUv != null) { bufUv.dispose(); }
if (bufFace != null) { bufFace.dispose(); }
var numVert:int;
// var numFace:int;
numVert = Math.floor( vecVert.length / 3);
numFace = Math.floor( vecFace.length / 3);
bufNorm = c.createVertexBuffer(numVert, 3);
bufVert = c.createVertexBuffer(numVert, 3);
bufUv = c.createVertexBuffer(numVert, 2);
bufFace = c.createIndexBuffer(numFace*3);
bufVert.uploadFromVector(vecVert, 0, numVert);
bufFace.uploadFromVector(vecFace, 0, numFace * 3);
bufUv.uploadFromVector(vecUv, 0, numVert);
bufNorm.uploadFromVector(vecNorm, 0, numVert);
}//upload
//make quad (2 tris)
public function makeSprite():void
{
var p:Number;
var n:Number;
var scale:Number;
scale = 1.0;
p = 0.5 * scale;
n = -0.5 * scale;
vecNorm = Vector.<Number>([
0,0,1,
0,0,1,
0,0,1,
0,0,1 ]);
vecFace = Vector.<uint>([1, 0, 2, 1, 2, 3]);
vecVert = Vector.<Number>([
n, n, 0.0,
p, n, 0.0,
n, p, 0.0,
p, p, 0.0 ]);
vecUv = Vector.<Number>([
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0 ]);
}//makesprite
public function makeCube():void
{
vecFace = new Vector.<uint>;
vecVert = new Vector.<Number>;
vecUv = new Vector.<Number>;
vecNorm = new Vector.<Number>;
var n:Number;
var p:Number;
n = -0.5;
p = 0.5;
addQuad([n,n,n, 0,0],[p,n,n, 1,0], [n,p,n, 0,1], [p,p,n, 1,1], [0,0,-1] );
addQuad( [n,n,p, 0,0], [n,p,p, 1,0], [p,n,p, 0,1], [p,p,p, 1,1],[0,0,1]);
addQuad( [n,n,n, 0,0], [n,n,p, 1,0], [p,n,n, 0,1], [p,n,p, 1,1],[0,-1,0]);
addQuad( [n,p,n, 0,0], [p,p,n, 1,0], [n,p,p, 0,1], [p,p,p, 1,1],[0,1,0]);
addQuad( [n,n,n, 0,0], [n,p,n, 1,0], [n,n,p, 0,1], [n,p,p, 1,1],[-1,0,0]);
addQuad( [p,n,n, 0,0], [p,n,p, 1,0], [p,p,n, 0,1], [p,p,p, 1,1],[1,0,0]);
}//makecube
public function addTri(v1:Array, v2:Array, v3:Array):void
{
if (v1.length < 5) { return; }
if (v2.length < 5) { return; }
if (v3.length < 5) { return; }
// var numFace:int;
// numFace = vecFace.length;
var numVert:int;
numVert = vecVert.length / 3;
vecVert.push(v1[0]); vecVert.push(v1[1]); vecVert.push(v1[2]);
vecUv.push(v1[3]); vecUv.push(v1[4]);
vecVert.push(v2[0]); vecVert.push(v2[1]); vecVert.push(v2[2]);
vecUv.push(v2[3]); vecUv.push(v2[4]);
vecVert.push(v3[0]); vecVert.push(v3[1]); vecVert.push(v3[2]);
vecUv.push(v3[3]); vecUv.push(v3[4]);
vecFace.push(numVert+0); vecFace.push(numVert+1); vecFace.push(numVert+2);
//normals are not correct, based on position and for testing only
normalise(v1);
normalise(v2);
normalise(v3);
vecNorm.push(v1[0]); vecNorm.push(v1[1]); vecNorm.push(v1[2]);
vecNorm.push(v2[0]); vecNorm.push(v2[1]); vecNorm.push(v2[2]);
vecNorm.push(v3[0]); vecNorm.push(v3[1]); vecNorm.push(v3[2]);
}//addface
public function normalise(v:Array):void
{
var mag:Number;
mag = Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (mag == 0) { mag =0.00000000001;}
v[0] /= mag;
v[1] /= mag;
v[2] /= mag;
}//norm
public function add(v:Array, a:Array):void
{
v[0] += a[0];
v[1] += a[1];
v[2] += a[2];
}
public function addQuad(v1:Array, v2:Array, v3:Array, v4:Array, norm:Array=null):void
{
if (v1.length < 5) { return; }
if (v2.length < 5) { return; }
if (v3.length < 5) { return; }
if (v4.length < 5) { return; }
//var numFace:int;
//numFace = vecFace.length;
var numVert:int;
numVert = vecVert.length / 3;
vecVert.push(v1[0]); vecVert.push(v1[1]); vecVert.push(v1[2]);
vecUv.push(v1[3]); vecUv.push(v1[4]);
vecVert.push(v2[0]); vecVert.push(v2[1]); vecVert.push(v2[2]);
vecUv.push(v2[3]); vecUv.push(v2[4]);
vecVert.push(v3[0]); vecVert.push(v3[1]); vecVert.push(v3[2]);
vecUv.push(v3[3]); vecUv.push(v3[4]);
vecVert.push(v4[0]); vecVert.push(v4[1]); vecVert.push(v4[2]);
vecUv.push(v4[3]); vecUv.push(v4[4]);
vecFace.push(numVert+0); vecFace.push(numVert+1); vecFace.push(numVert+2);
vecFace.push(numVert+1); vecFace.push(numVert+3); vecFace.push(numVert+2);
{
if(norm!=null)
{
add(v1, norm);
add(v2, norm);
add(v3, norm);
add(v4, norm);
}
normalise(v1);
normalise(v2);
normalise(v3);
normalise(v4);
vecNorm.push(v1[0]); vecNorm.push(v1[1]); vecNorm.push(v1[2]);
vecNorm.push(v2[0]); vecNorm.push(v2[1]); vecNorm.push(v2[2]);
vecNorm.push(v3[0]); vecNorm.push(v3[1]); vecNorm.push(v3[2]);
vecNorm.push(v4[0]); vecNorm.push(v4[1]); vecNorm.push(v4[2]);
}
/*
else
{
normalise(norm);
vecNorm.push(norm[0], norm[1], norm[2]);
vecNorm.push(norm[0], norm[1], norm[2]);
vecNorm.push(norm[0], norm[1], norm[2]);
vecNorm.push(norm[0], norm[1], norm[2]);
}
*/
}//addquad
};//classend