
// forked from keim_at_Si's wonderflで3D 【Phong shading】 // 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(); private var _material:Material = (new Material()).setColor(0xc08040, 1, 64, 192, 0, 0, 0, false) private var _light:Light = new Light(); private var _model:Model = new Model(); private var _vertexNormal:Vector.<Vector3D> = new Vector.<Vector3D>(); private var _rot:Number; 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); // create shape var slices:int = 72*2, sides:int = 4; var u:Number = 0, uStep:Number = Math.PI*2/slices; var v:Number = Math.PI/4, vStep:Number = Math.PI*2/slices/sides*-3; var i:int = slices*sides; while (i--) { var p:Vector3D = calc(u, v); _model.vertices.push(p.x, p.y, p.z); u+=uStep; v+=vStep; } for (i=0; i<slices; i+=2) { var vis:Array = []; for(var side:int=0; side<sides; side++) { vis.push(i+side*slices); vis.push(i+side*slices+1); } var len:int = vis.length; for(var vii:int=0; vii<len; vii+=2) { _model.face(vis[vii], vis[vii+1], vis[(vii+2)%len]); _model.face(vis[vii+1], vis[(vii+3)%len], vis[(vii+2)%len]); } } _model.texCoord.length = _model.vertices.length; _vertexNormal.length = _model.vertices.length/3; for (i=0; i<_vertexNormal.length; i++) _vertexNormal[i] = new Vector3D(); // initialize parameters _rot = 0; _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); } private function curvePoint(t:Number):Vector3D { var p:int = 2; var q:int = 3; return new Vector3D( 2 * Math.sin(t*p) - Math.sin(t), -(2 * Math.cos(t*p) + Math.cos(t)), Math.sin(t*q) ); } private function calc(uu:Number, vv:Number):Vector3D { var p:Vector3D = curvePoint(uu); var pn:Vector3D = curvePoint(uu+0.0001); var t:Vector3D = pn.subtract(p); var n:Vector3D = pn.add(p); var b:Vector3D = t.crossProduct(n); n = b.crossProduct(t); n.normalize(); b.normalize(); var sc:Number = 5; var cx:Number = 0.7 * sc * Math.sin(vv); var cy:Number = 0.7 * sc * -Math.cos(vv); return new Vector3D( p.x*sc + cx*n.x + cy*b.x, p.y*sc + cx*n.y + cy*b.y, p.z*sc + cx*n.z + cy*b.z ); } private function _onEnterFrame(e:Event) : void { var i:int, t:int; // update paremters _rot += 1; // 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, _material); _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=1000) { _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; } }