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VVVVVV/mobile_version/src/starling/filters/DisplacementMapFilter.as

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// =================================================================================================
//
// Starling Framework
// Copyright Gamua GmbH. All Rights Reserved.
//
// This program is free software. You can redistribute and/or modify it
// in accordance with the terms of the accompanying license agreement.
//
// =================================================================================================
package starling.filters
{
import flash.geom.Rectangle;
import starling.display.Stage;
import starling.rendering.FilterEffect;
import starling.rendering.Painter;
import starling.textures.Texture;
/** The DisplacementMapFilter class uses the pixel values from the specified texture (called
* the map texture) to perform a displacement of an object. You can use this filter
* to apply a warped or mottled effect to any object that inherits from the DisplayObject
* class.
*
* <p>The filter uses the following formula:</p>
* <listing>dstPixel[x, y] = srcPixel[x + ((componentX(x, y) - 128) &#42; scaleX) / 256,
* y + ((componentY(x, y) - 128) &#42; scaleY) / 256]
* </listing>
*
* <p>Where <code>componentX(x, y)</code> gets the componentX property color value from the
* map texture at <code>(x - mapPoint.x, y - mapPoint.y)</code>.</p>
*/
public class DisplacementMapFilter extends FragmentFilter
{
private var _mapX:Number;
private var _mapY:Number;
// helpers
private static var sBounds:Rectangle = new Rectangle();
/** Creates a new displacement map filter that uses the provided map texture. */
public function DisplacementMapFilter(mapTexture:Texture,
componentX:uint=0, componentY:uint=0,
scaleX:Number=0.0, scaleY:Number=0.0)
{
_mapX = _mapY = 0;
this.mapTexture = mapTexture;
this.componentX = componentX;
this.componentY = componentY;
this.scaleX = scaleX;
this.scaleY = scaleY;
}
/** @private */
override public function process(painter:Painter, pool:IFilterHelper,
input0:Texture = null, input1:Texture = null,
input2:Texture = null, input3:Texture = null):Texture
{
var offsetX:Number = 0.0, offsetY:Number = 0.0;
var targetBounds:Rectangle = pool.targetBounds;
var stage:Stage = pool.target.stage;
if (stage && (targetBounds.x < 0 || targetBounds.y < 0))
{
// 'targetBounds' is actually already intersected with the stage bounds.
// If the target is partially outside the stage at the left or top, we need
// to adjust the map coordinates accordingly. That's what 'offsetX/Y' is for.
pool.target.getBounds(stage, sBounds);
sBounds.inflate(padding.left, padding.top);
offsetX = sBounds.x - pool.targetBounds.x;
offsetY = sBounds.y - pool.targetBounds.y;
}
updateVertexData(input0, mapTexture, offsetX, offsetY);
return super.process(painter, pool, input0);
}
/** @private */
override protected function createEffect():FilterEffect
{
return new DisplacementMapEffect();
}
private function updateVertexData(inputTexture:Texture, mapTexture:Texture,
mapOffsetX:Number=0.0, mapOffsetY:Number=0.0):void
{
// The size of input texture and map texture may be different. We need to calculate
// the right values for the texture coordinates at the filter vertices.
var mapX:Number = (_mapX + mapOffsetX + padding.left) / mapTexture.width;
var mapY:Number = (_mapY + mapOffsetY + padding.top) / mapTexture.height;
var maxU:Number = inputTexture.width / mapTexture.width;
var maxV:Number = inputTexture.height / mapTexture.height;
mapTexture.setTexCoords(vertexData, 0, "mapTexCoords", -mapX, -mapY);
mapTexture.setTexCoords(vertexData, 1, "mapTexCoords", -mapX + maxU, -mapY);
mapTexture.setTexCoords(vertexData, 2, "mapTexCoords", -mapX, -mapY + maxV);
mapTexture.setTexCoords(vertexData, 3, "mapTexCoords", -mapX + maxU, -mapY + maxV);
}
private function updatePadding():void
{
var paddingX:Number = Math.ceil(Math.abs(dispEffect.scaleX) / 2);
var paddingY:Number = Math.ceil(Math.abs(dispEffect.scaleY) / 2);
padding.setTo(paddingX, paddingX, paddingY, paddingY);
}
// properties
/** Describes which color channel to use in the map image to displace the x result.
* Possible values are constants from the BitmapDataChannel class. */
public function get componentX():uint { return dispEffect.componentX; }
public function set componentX(value:uint):void
{
if (dispEffect.componentX != value)
{
dispEffect.componentX = value;
setRequiresRedraw();
}
}
/** Describes which color channel to use in the map image to displace the y result.
* Possible values are constants from the BitmapDataChannel class. */
public function get componentY():uint { return dispEffect.componentY; }
public function set componentY(value:uint):void
{
if (dispEffect.componentY != value)
{
dispEffect.componentY = value;
setRequiresRedraw();
}
}
/** The multiplier used to scale the x displacement result from the map calculation. */
public function get scaleX():Number { return dispEffect.scaleX; }
public function set scaleX(value:Number):void
{
if (dispEffect.scaleX != value)
{
dispEffect.scaleX = value;
updatePadding();
}
}
/** The multiplier used to scale the y displacement result from the map calculation. */
public function get scaleY():Number { return dispEffect.scaleY; }
public function set scaleY(value:Number):void
{
if (dispEffect.scaleY != value)
{
dispEffect.scaleY = value;
updatePadding();
}
}
/** The horizontal offset of the map texture relative to the origin. @default 0 */
public function get mapX():Number { return _mapX; }
public function set mapX(value:Number):void { _mapX = value; setRequiresRedraw(); }
/** The vertical offset of the map texture relative to the origin. @default 0 */
public function get mapY():Number { return _mapY; }
public function set mapY(value:Number):void { _mapY = value; setRequiresRedraw(); }
/** The texture that will be used to calculate displacement. */
public function get mapTexture():Texture { return dispEffect.mapTexture; }
public function set mapTexture(value:Texture):void
{
if (dispEffect.mapTexture != value)
{
dispEffect.mapTexture = value;
setRequiresRedraw();
}
}
/** Indicates how the pixels of the map texture will be wrapped at the edge. */
public function get mapRepeat():Boolean { return dispEffect.mapRepeat; }
public function set mapRepeat(value:Boolean):void
{
if (dispEffect.mapRepeat != value)
{
dispEffect.mapRepeat = value;
setRequiresRedraw();
}
}
private function get dispEffect():DisplacementMapEffect
{
return this.effect as DisplacementMapEffect;
}
}
}
import flash.display.BitmapDataChannel;
import flash.display3D.Context3D;
import flash.display3D.Context3DProgramType;
import flash.geom.Matrix3D;
import starling.core.Starling;
import starling.rendering.FilterEffect;
import starling.rendering.Program;
import starling.rendering.VertexDataFormat;
import starling.textures.Texture;
import starling.utils.RenderUtil;
class DisplacementMapEffect extends FilterEffect
{
public static const VERTEX_FORMAT:VertexDataFormat =
FilterEffect.VERTEX_FORMAT.extend("mapTexCoords:float2");
private var _mapTexture:Texture;
private var _mapRepeat:Boolean;
private var _componentX:uint;
private var _componentY:uint;
private var _scaleX:Number;
private var _scaleY:Number;
// helper objects
private static var sOffset:Vector.<Number> = new <Number>[0.5, 0.5, 0.0, 0.0];
private static var sMatrix:Matrix3D = new Matrix3D();
private static var sMatrixData:Vector.<Number> =
new <Number>[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
public function DisplacementMapEffect()
{
_componentX = _componentY = 0;
_scaleX = _scaleY = 0;
}
override protected function createProgram():Program
{
if (_mapTexture)
{
// vc0-3: mvpMatrix
// va0: vertex position
// va1: input texture coords
// va2: map texture coords
var vertexShader:String = [
"m44 op, va0, vc0", // 4x4 matrix transform to output space
"mov v0, va1", // pass input texture coordinates to fragment program
"mov v1, va2" // pass map texture coordinates to fragment program
].join("\n");
// v0: input texCoords
// v1: map texCoords
// fc0: offset (0.5, 0.5)
// fc1-4: matrix
var fragmentShader:String = [
tex("ft0", "v1", 1, _mapTexture, false), // read map texture
"sub ft1, ft0, fc0", // subtract 0.5 -> range [-0.5, 0.5]
"mul ft1.xy, ft1.xy, ft0.ww", // zero displacement when alpha == 0
"m44 ft2, ft1, fc1", // multiply matrix with displacement values
"add ft3, v0, ft2", // add displacement values to texture coords
tex("oc", "ft3", 0, texture) // read input texture at displaced coords
].join("\n");
return Program.fromSource(vertexShader, fragmentShader);
}
else return super.createProgram();
}
override protected function beforeDraw(context:Context3D):void
{
super.beforeDraw(context);
if (_mapTexture)
{
// already set by super class:
//
// vertex constants 0-3: mvpMatrix (3D)
// vertex attribute 0: vertex position (FLOAT_2)
// vertex attribute 1: texture coordinates (FLOAT_2)
// texture 0: input texture
getMapMatrix(sMatrix);
vertexFormat.setVertexBufferAt(2, vertexBuffer, "mapTexCoords");
context.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, sOffset);
context.setProgramConstantsFromMatrix(Context3DProgramType.FRAGMENT, 1, sMatrix, true);
RenderUtil.setSamplerStateAt(1, _mapTexture.mipMapping, textureSmoothing, _mapRepeat);
context.setTextureAt(1, _mapTexture.base);
}
}
override protected function afterDraw(context:Context3D):void
{
if (_mapTexture)
{
context.setVertexBufferAt(2, null);
context.setTextureAt(1, null);
}
super.afterDraw(context);
}
override public function get vertexFormat():VertexDataFormat
{
return VERTEX_FORMAT;
}
/** This matrix maps RGBA values of the map texture to UV-offsets in the input texture. */
private function getMapMatrix(out:Matrix3D):Matrix3D
{
if (out == null) out = new Matrix3D();
var columnX:int, columnY:int;
var scale:Number = Starling.contentScaleFactor;
var textureWidth:Number = texture.root.nativeWidth;
var textureHeight:Number = texture.root.nativeHeight;
for (var i:int=0; i<16; ++i)
sMatrixData[i] = 0;
if (_componentX == BitmapDataChannel.RED) columnX = 0;
else if (_componentX == BitmapDataChannel.GREEN) columnX = 1;
else if (_componentX == BitmapDataChannel.BLUE) columnX = 2;
else columnX = 3;
if (_componentY == BitmapDataChannel.RED) columnY = 0;
else if (_componentY == BitmapDataChannel.GREEN) columnY = 1;
else if (_componentY == BitmapDataChannel.BLUE) columnY = 2;
else columnY = 3;
sMatrixData[int(columnX * 4 )] = _scaleX * scale / textureWidth;
sMatrixData[int(columnY * 4 + 1)] = _scaleY * scale / textureHeight;
out.copyRawDataFrom(sMatrixData);
return out;
}
// properties
public function get componentX():uint { return _componentX; }
public function set componentX(value:uint):void { _componentX = value; }
public function get componentY():uint { return _componentY; }
public function set componentY(value:uint):void { _componentY = value; }
public function get scaleX():Number { return _scaleX; }
public function set scaleX(value:Number):void { _scaleX = value; }
public function get scaleY():Number { return _scaleY; }
public function set scaleY(value:Number):void { _scaleY = value; }
public function get mapTexture():Texture { return _mapTexture; }
public function set mapTexture(value:Texture):void { _mapTexture = value; }
public function get mapRepeat():Boolean { return _mapRepeat; }
public function set mapRepeat(value:Boolean):void { _mapRepeat = value; }
}