• Flash3D学习计划(四)——学习纹理相关知识,载入一张纹理,并应用于前面的矩形;并学习多层纹理映射相关知识,尝试dark map, glow map


    实现效果

     

    主要代码

      1 package
      2 {
      3     import com.adobe.utils.AGALMiniAssembler;
      4     import com.adobe.utils.PerspectiveMatrix3D;
      5     
      6     import flash.display.Bitmap;
      7     import flash.display.BitmapData;
      8     import flash.display.Sprite;
      9     import flash.display.Stage3D;
     10     import flash.display3D.Context3D;
     11     import flash.display3D.Context3DProgramType;
     12     import flash.display3D.Context3DTextureFormat;
     13     import flash.display3D.Context3DVertexBufferFormat;
     14     import flash.display3D.IndexBuffer3D;
     15     import flash.display3D.Program3D;
     16     import flash.display3D.VertexBuffer3D;
     17     import flash.display3D.textures.Texture;
     18     import flash.events.Event;
     19     import flash.geom.Matrix;
     20     import flash.geom.Matrix3D;
     21     import flash.geom.Vector3D;
     22     
     23     /**
     24      * @author smartqi
     25      * @E-mail: [email=408176274@qq.com]408176274@qq.com[/email]
     26      * 创建时间:2013-6-29 上午9:36:36
     27      * 
     28      */
     29     public class TextureTest extends Sprite
     30     {
     31         
     32         private var context:Context3D;
     33         private var vertexBuff:VertexBuffer3D;
     34         private var indexBuff:IndexBuffer3D;
     35         private var vertexData:Vector.<Number>;
     36         private var indexData:Vector.<uint>;
     37         private var shaderProgram:Program3D;
     38         private var perspectiveMatrix:PerspectiveMatrix3D;
     39         private var i:int;
     40         private var sign:int = 1;
     41         private const angleGap:Number = 20;
     42         private var angle:Number = 0;
     43         private var modelMatrix:Matrix3D;
     44         private var viewMatrix:Matrix3D;
     45         private var finalMatrix:Matrix3D;
     46         private var texture:Texture;
     47         [Embed (source = "texture.jpg")]
     48         private var textureClass:Class;
     49         
     50         
     51         public function TextureTest()
     52         {
     53             var stage3d:Stage3D = stage.stage3Ds[0];
     54             stage3d.addEventListener(Event.CONTEXT3D_CREATE,onContextCreate);
     55             stage3d.requestContext3D();
     56         }
     57         
     58         private function onContextCreate(e:Event):void{
     59             context = (e.target as Stage3D).context3D;
     60             if(context == null) return;
     61             context.enableErrorChecking = true; //允许进行错误检测,release版本应设置
     62             context.configureBackBuffer(500,500,0); //设置显示区域的大小
     63             setupVertexBuff(); //设置顶点缓冲
     64             setupTexture(); //设置纹理缓冲
     65             setupShaderProgram(); //设置shander
     66             setupPerspectiveMatrix(); //设置投影矩阵
     67             initMatrix();
     68             addEventListener(Event.ENTER_FRAME,onEnterFrame);
     69         }
     70         
     71         private function setupVertexBuff():void{
     72             vertexData = Vector.<Number>([
     73                 // x    y     z     r     g     b        u    v
     74                 40,        40,        -40,    1,    0,    0, 0, 0,
     75                 40,        -40,    -40,    0,    1,    0, 0, 1,
     76                 -40,    -40,    -40,    0,    0,    1, 1, 1,
     77                 -40,    40,        -40,    1,    1,    1, 1, 0
     78             ]);
     79             
     80             indexData = Vector.<uint>([0,1,2,0,2,3]);
     81             vertexBuff = context.createVertexBuffer(4,vertexData.length/4);
     82             vertexBuff.uploadFromVector(vertexData,0,4);
     83             indexBuff = context.createIndexBuffer(6);
     84             indexBuff.uploadFromVector(indexData,0,6);
     85             context.setVertexBufferAt(0,vertexBuff,0,Context3DVertexBufferFormat.FLOAT_3);
     86             context.setVertexBufferAt(1,vertexBuff,3,Context3DVertexBufferFormat.FLOAT_3);
     87             context.setVertexBufferAt(2,vertexBuff,6,Context3DVertexBufferFormat.FLOAT_2);
     88         }
     89         
     90         private function setupTexture():void{
     91             var bitmap:Bitmap = new textureClass();
     92             texture = context.createTexture(512,512,Context3DTextureFormat.BGRA,true);
     93             uploadTextureWithMipmaps(texture,bitmap.bitmapData);
     94             context.setTextureAt(0,texture);
     95         }
     96         
     97         public function uploadTextureWithMipmaps(dest:Texture, src:BitmapData):void
     98         {
     99             var ws:int = src.width;
    100             var hs:int = src.height;
    101             var level:int = 0;
    102             var tmp:BitmapData;
    103             var transform:Matrix = new Matrix();
    104             tmp = new BitmapData(src.width, src.height, true, 0x00000000);
    105             while ( ws >= 1 && hs >= 1 )
    106             { 
    107                 tmp.draw(src, transform, null, null, null, true); 
    108                 dest.uploadFromBitmapData(tmp, level);  //上传不同层次的纹理,满足miplinear映射的需要
    109                 transform.scale(0.5, 0.5);
    110                 level++;
    111                 ws >>= 1;
    112                 hs >>= 1;
    113                 if (hs && ws) 
    114                 {
    115                     tmp.dispose();
    116                     tmp = new BitmapData(ws, hs, true, 0x00000000);
    117                 }
    118             }
    119             tmp.dispose();
    120         }
    121         
    122         private function setupShaderProgram():void{
    123             var vertexProgram:AGALMiniAssembler =  new AGALMiniAssembler();
    124             vertexProgram.assemble(Context3DProgramType.VERTEX,
    125                 "m44 op,va0,vc0
    " +
    126                 "mov v1,va1
    " +
    127                 "mov v2,va2
    ");
    128             var fragmentProgram:AGALMiniAssembler = new AGALMiniAssembler();
    129             fragmentProgram.assemble(Context3DProgramType.FRAGMENT,
    130                 "tex ft0, v2, fs0 <2d,repeat,miplinear>
    " +    
    131                 "mov oc,ft0
    ");
    132             shaderProgram = context.createProgram();
    133             shaderProgram.upload(vertexProgram.agalcode,fragmentProgram.agalcode);
    134             context.setProgram(shaderProgram);
    135         }
    136         
    137         private function setupPerspectiveMatrix():void{
    138             perspectiveMatrix = new PerspectiveMatrix3D();
    139             perspectiveMatrix.perspectiveFieldOfViewRH(Math.PI*90/180,1,1,1000);  //注意这里的角度使用的是弧度
    140         }
    141         
    142         private function initMatrix():void{
    143             modelMatrix = new Matrix3D();
    144             viewMatrix = new Matrix3D();
    145             finalMatrix = new Matrix3D();
    146         }
    147         
    148         private function onEnterFrame(e:Event):void{
    149             context.clear(0,0,0);
    150             angle += angleGap;
    151             modelMatrix.identity();
    152             modelMatrix.prependRotation(angle,Vector3D.Z_AXIS);  //绕着Z轴旋转物体,注意这里的角度使用的是角度
    153             if(i>40){
    154                 sign = -1;
    155             }
    156             if(i<0){
    157                 sign = 1;
    158             }
    159             i += sign;
    160             viewMatrix.identity();
    161             viewMatrix.prependTranslation(0,0,-50 + i); //将相机向后移,使物体看起来变小了,将相机向前移,使物体看起来变大
    162             finalMatrix.identity();
    163             finalMatrix.append(modelMatrix);
    164             finalMatrix.append(viewMatrix);
    165             finalMatrix.append(perspectiveMatrix);
    166             context.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX,0,finalMatrix,true); //上传最终的顶点转换矩阵,注意这里最后一个参数为true
    167             context.drawTriangles(indexBuff,0,2);
    168             context.present();
    169         }
    170     }
    171 }

    参考:http://www.baidu.com/s?wd=%E5%A4%9A%E5%B1%82%E7%BA%B9%E7%90%86%E6%98%A0%E5%B0%84&pn=40&tn=baiduhome_pg&ie=utf-8&rsv_page=1

    image

    image

    Glow Map (发光纹理)

    Dark Map(暗纹理)

    Decal Map(贴花纹理)

    Detail Map(细节纹理)

    Gloss Map(高光纹理)

    Bump Map(凹凸纹理)

    Normal Map(法线纹理)

    Parallax Map(四叉纹理)

    Shader Map(着色纹理)

    http://www.cnblogs.com/arun/articles/1966255.html

    参考文献

    http://wenku.baidu.com/view/b27454d7360cba1aa811da02.html

    http://shiba.hpe.sh.cn/jiaoyanzu/WULI/showArticle.aspx?articleId=376&classId=4

    http://blog.csdn.net/huangzhipeng/article/details/7957233

  • 相关阅读:
    linux用户与组管理
    历史轨迹
    win10右击菜单在左边
    uwp使用资源限定符Devicefamily不同设备使用不同布局
    uwp通用应用重写列表面板控件
    uwp通用应用布局触发器AdaptiveTrigger
    ci的一些基础内容
    ci的控制器视图模型
    ci的url操作
    baidupcs-go命令
  • 原文地址:https://www.cnblogs.com/hisiqi/p/3163801.html
Copyright © 2020-2023  润新知