package
{
import com.adobe.utils.*;
import flash.display.*;
import flash.display3D.*;
import flash.display3D.textures.Texture;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
import flash.ui.Keyboard;
import mx.utils.StringUtil;
public class Main extends Sprite
{
private const viewWidth:int = 800;
private const viewHeight:int = 600;
[Embed(source = "earthmap1k.jpg")]
private const EarthMap:Class;
private var texture:Texture;
private var context3D:Context3D;
private var vertexBuffer:VertexBuffer3D;
private var indexBuffer:IndexBuffer3D;
private var model:Matrix3D = new Matrix3D;
private var view:Matrix3D = new Matrix3D;
private var projection:PerspectiveMatrix3D = new PerspectiveMatrix3D;
private var keyDown:Array = new Array;
private var tf:TextField = new TextField;
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
var stage3D:Stage3D = stage.stage3Ds[0];
stage3D.addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage3D.requestContext3D();
stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void{
keyDown[e.keyCode] = true;
});
stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void{
keyDown[e.keyCode] = false;
});
stage.addEventListener(Event.DEACTIVATE, function(e:Event):void{
keyDown = new Array;
});
tf.defaultTextFormat = new TextFormat(null, 20, 0xffffff);
tf.autoSize = TextFieldAutoSize.LEFT;
addChild(tf);
}
private function onContext3DCreate(e:Event):void
{
context3D = (e.target as Stage3D).context3D;
context3D.configureBackBuffer(viewWidth, viewHeight, 2);
context3D.setCulling(Context3DTriangleFace.BACK);
// vertexBuffer
const stackNum:int = 32; // 輪切りの数。2の倍数。最小2。
var vertices:Vector.<Number> = new Vector.<Number>;
vertices.push(0, 1, 0, 0.5, 0); // x, y, z, u, v
for (var stack:int = 1; stack < stackNum; stack++)
{
var v:Number = stack / stackNum;
var rad:Number = ((stackNum - 2 * stack) / stackNum) * Math.PI / 2;
var y:Number = Math.sin(rad);
var r:Number = Math.cos(rad);
var sliceNum:int = 4 * Math.min(stack, stackNum - stack); // 放射頂点の数
for (var slice:int = 0; slice <= sliceNum; slice++)
{
rad = (slice / sliceNum) * Math.PI * 2;
var x:Number = Math.cos(rad) * r;
var z:Number = Math.sin(rad) * r;
vertices.push(x, y, z, 1 - slice / sliceNum, v);
}
}
vertices.push(0, -1, 0, 0.5, 1);
const perVertex:int = 5;
const numVertices:int = vertices.length / perVertex;
vertexBuffer = context3D.createVertexBuffer(numVertices, perVertex);
vertexBuffer.uploadFromVector(vertices, 0, numVertices);
// indexBuffer
var indices:Vector.<uint> = new Vector.<uint>;
var prevHead:int = 0; // 前の先頭頂点番号
var prevVert:int = 1; // 前の頂点数
for (stack = 0; stack < stackNum / 2; stack++)
{
var currHead:int = prevHead + prevVert; // 現在の先頭頂点番号
var currVert:int = 4 * (stack + 1) + 1; // 現在の頂点数
for (var quad:int = 0; quad < 4; quad++) // 4象限
{
var prevQuad:int = quad * stack; // 前の象限オフセット
var currQuad:int = quad * (stack + 1); // 現在の象限オフセット
for (var n:int = 0; ; n++)
{
indices.push(prevHead + prevQuad + n);
indices.push(currHead + currQuad + n);
indices.push(currHead + currQuad + n + 1);
if (stack <= n) break;
indices.push(prevHead + prevQuad + n);
indices.push(currHead + currQuad + n + 1);
indices.push(prevHead + prevQuad + n + 1);
}
}
prevHead = currHead;
prevVert = currVert;
}
for (stack = stackNum / 2 - 1; 0 <= stack; stack--)
{
currHead = prevHead + prevVert;
currVert = 4 * stack + 1;
for (quad = 0; quad < 4; quad++) // 4象限
{
prevQuad = quad * (stack + 1);
currQuad = quad * stack;
for (n = 0; ; n++)
{
indices.push(currHead + currQuad + n);
indices.push(prevHead + prevQuad + n + 1);
indices.push(prevHead + prevQuad + n);
if (stack <= n) break;
indices.push(currHead + currQuad + n);
indices.push(currHead + currQuad + n + 1);
indices.push(prevHead + prevQuad + n + 1);
}
}
prevHead = currHead;
prevVert = currVert;
}
indexBuffer = context3D.createIndexBuffer(indices.length);
indexBuffer.uploadFromVector(indices, 0, indices.length);
// texture
var bitmap:Bitmap = new EarthMap;
var bitmapData:BitmapData = new BitmapData(1024, 512, false);
bitmapData.draw(bitmap.bitmapData,
new Matrix(1024 / 1000, 0, 0, 512 / 500), null, null, null, true);
texture = context3D.createTexture(
bitmapData.width, bitmapData.height, Context3DTextureFormat.BGRA, false);
texture.uploadFromBitmapData(bitmapData);
// program
var vertexProgram:AGALMiniAssembler = new AGALMiniAssembler;
vertexProgram.assemble(Context3DProgramType.VERTEX,
"m44 op va0 vc0\n" +
"mov v0 va1"
);
var fragmentProgram:AGALMiniAssembler = new AGALMiniAssembler;
fragmentProgram.assemble(Context3DProgramType.FRAGMENT,
"tex ft0 v0 fs0 <2d,linear>\n" +
"mov oc ft0"
);
var program:Program3D = context3D.createProgram();
program.upload(vertexProgram.agalcode, fragmentProgram.agalcode);
context3D.setVertexBufferAt(0, vertexBuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
context3D.setVertexBufferAt(1, vertexBuffer, 3, Context3DVertexBufferFormat.FLOAT_2);
context3D.setTextureAt(0, texture);
context3D.setProgram(program);
view.appendTranslation(0, 0, -2);
projection.perspectiveFieldOfViewRH(45, viewWidth / viewHeight, 0.1, 100);
stage.addEventListener(Event.ENTER_FRAME, render);
}
private function render(e:Event):void
{
if (IsKeyDown(Keyboard.DOWN)) view.appendTranslation(0, 0, -0.1);
if (IsKeyDown(Keyboard.UP)) view.appendTranslation(0, 0, 0.1);
if (IsKeyDown(Keyboard.W)) model.appendRotation(2, Vector3D.X_AXIS);
if (IsKeyDown(Keyboard.S)) model.appendRotation(-2, Vector3D.X_AXIS);
if (IsKeyDown(Keyboard.A)) model.appendRotation(2, Vector3D.Y_AXIS);
if (IsKeyDown(Keyboard.D)) model.appendRotation(-2, Vector3D.Y_AXIS);
if (IsKeyDown(Keyboard.E)) model.appendRotation(-2, Vector3D.Z_AXIS);
if (IsKeyDown(Keyboard.Q)) model.appendRotation(2, Vector3D.Z_AXIS);
var v:Vector.<Vector3D> = model.decompose();
tf.text = StringUtil.substitute("driverInfo: {0}\nmodel: x={1} y={2} z={3}\nview: z={4}",
context3D.driverInfo,
degrees(v[1].x), degrees(v[1].y), degrees(v[1].z),
view.position.z.toFixed(1));
//
context3D.clear(.3, .3, .3);
var matrix:Matrix3D = new Matrix3D;
matrix.identity();
matrix.append(model);
matrix.append(view);
matrix.append(projection);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, matrix, true);
context3D.drawTriangles(indexBuffer);
context3D.present();
}
private function IsKeyDown(keyCode:uint):Boolean
{
return (keyDown[keyCode]) ? true : false;
}
private function degrees(x:Number):int
{
return x * 180 / Math.PI;
}
}
}