flash on 2013-1-16

by mutantleg
Attempt at Cube Mapping
No idea if i did it right
♥0 | Line 396 | Modified 2013-01-16 18:41:34 | MIT License
play

ActionScript3 source code

/**
 * 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