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package org.papervision3d.materials.shaders |
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{ |
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import flash.display.BitmapData; |
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import flash.display.BitmapDataChannel; |
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import flash.display.Graphics; |
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import flash.display.Sprite; |
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import flash.filters.DisplacementMapFilter; |
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import flash.filters.DisplacementMapFilterMode; |
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import flash.geom.Matrix; |
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import flash.geom.Point; |
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import flash.geom.Rectangle; |
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import org.papervision3d.core.geom.renderables.Triangle3D; |
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import org.papervision3d.core.geom.renderables.Vertex3DInstance; |
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import org.papervision3d.core.math.Matrix3D; |
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import org.papervision3d.core.math.Number3D; |
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import org.papervision3d.core.proto.LightObject3D; |
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import org.papervision3d.core.render.data.RenderSessionData; |
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import org.papervision3d.core.render.shader.ShaderObjectData; |
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import org.papervision3d.materials.utils.BumpmapGenerator; |
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/** |
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* @Author Ralph Hauwert |
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*/ |
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public class EnvMapShader extends LightShader implements IShader |
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{ |
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protected var lightmapHalfwidth:Number; |
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protected var lightmapHalfheight:Number; |
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private var dFilter:DisplacementMapFilter; |
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private var _envMap:BitmapData; |
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private var _backEnvMap:BitmapData; |
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private var _specularMap:BitmapData; |
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private var _bumpMap:BitmapData; |
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private var _ambientColor:int; |
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private static var mapOrigin:Point = new Point(0,0); |
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private static var origin:Point = new Point(0,0); |
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private static var triMatrix:Matrix = new Matrix(); |
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private static var transformMatrix:Matrix = new Matrix(); |
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private static var light:Number3D; |
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private static var p0:Number; |
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private static var q0:Number; |
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private static var p1:Number; |
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private static var q1:Number; |
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private static var p2:Number; |
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private static var q2:Number; |
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private static var v0:Vertex3DInstance; |
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private static var v1:Vertex3DInstance; |
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private static var v2:Vertex3DInstance; |
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private static var currentGraphics:Graphics; |
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private static var v0x:Number; |
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private static var v0y:Number; |
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private static var v0z:Number; |
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private static var v1x:Number; |
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private static var v1y:Number; |
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private static var v1z:Number; |
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private static var v2x:Number; |
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private static var v2y:Number; |
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private static var v2z:Number; |
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private static var sod:ShaderObjectData; |
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private static var n0:Number3D; |
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private static var n1:Number3D; |
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private static var n2:Number3D; |
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private static var r:Rectangle; |
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private static var lm:Matrix3D; |
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public function EnvMapShader(light:LightObject3D, envmap:BitmapData, backenvmap:BitmapData = null, ambientColor:int=0x000000, bumpMap:BitmapData = null, specularMap:BitmapData = null) |
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{ |
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super(); |
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this.light = light; |
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this.envMap = envmap; |
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if(!backenvmap){ |
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this.backenvmap = this.envMap.clone(); |
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this.backenvmap.fillRect(this.backenvmap.rect, ambientColor); |
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}else{ |
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this.backenvmap = backenvmap; |
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} |
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this.specularMap = specularMap; |
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this.bumpmap = bumpMap; |
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this.ambientColor = ambientColor; |
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} |
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|
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/** |
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* Localized stuff. |
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*/ |
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private static var useMap:BitmapData; |
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override public function renderLayer(triangle:Triangle3D, renderSessionData:RenderSessionData, sod:ShaderObjectData):void |
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{ |
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lm = Matrix3D(sod.lightMatrices[this]); |
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/* |
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v0 = triangle.v0.vertex3DInstance; |
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v1 = triangle.v1.vertex3DInstance; |
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v2 = triangle.v2.vertex3DInstance; |
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triangle.v0.normal.copyTo(v0.normal); |
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triangle.v1.normal.copyTo(v1.normal); |
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triangle.v2.normal.copyTo(v2.normal); |
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Matrix3D.multiplyVector3x3(lm, v0.normal); |
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Matrix3D.multiplyVector3x3(lm, v1.normal); |
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Matrix3D.multiplyVector3x3(lm, v2.normal); |
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*/ |
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p0 = lightmapHalfwidth*(triangle.v0.normal.x * lm.n11 + triangle.v0.normal.y * lm.n12 + triangle.v0.normal.z * lm.n13)+lightmapHalfwidth; |
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q0 = lightmapHalfheight*(triangle.v0.normal.x * lm.n21 + triangle.v0.normal.y * lm.n22 + triangle.v0.normal.z * lm.n23)+lightmapHalfheight; |
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p1 = lightmapHalfwidth*(triangle.v1.normal.x * lm.n11 + triangle.v1.normal.y * lm.n12 + triangle.v1.normal.z * lm.n13)+lightmapHalfwidth; |
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q1 = lightmapHalfheight*(triangle.v1.normal.x * lm.n21 + triangle.v1.normal.y * lm.n22 + triangle.v1.normal.z * lm.n23)+lightmapHalfheight; |
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p2 = lightmapHalfwidth*(triangle.v2.normal.x * lm.n11 + triangle.v2.normal.y * lm.n12 + triangle.v2.normal.z * lm.n13)+lightmapHalfwidth; |
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q2 = lightmapHalfheight*(triangle.v2.normal.x * lm.n21 + triangle.v2.normal.y * lm.n22 + triangle.v2.normal.z * lm.n23)+lightmapHalfheight; |
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triMatrix = sod.uvMatrices[triangle] ? sod.uvMatrices[triangle] : sod.getUVMatrixForTriangle(triangle); |
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transformMatrix.tx = p0; |
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transformMatrix.ty = q0; |
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transformMatrix.a = p1 - p0; |
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transformMatrix.b = q1 - q0; |
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transformMatrix.c = p2 - p0; |
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transformMatrix.d = q2 - q0; |
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transformMatrix.invert(); |
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transformMatrix.concat(triMatrix); |
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if(triangle.faceNormal.x * lm.n31 + triangle.faceNormal.y * lm.n32 + triangle.faceNormal.z * lm.n33 > 0){ |
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useMap = _envMap; |
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}else{ |
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useMap = backenvmap; |
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} |
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currentGraphics = Sprite(layers[sod.object]).graphics; |
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currentGraphics.beginBitmapFill(useMap, transformMatrix,false,false); |
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currentGraphics.moveTo(triMatrix.tx, triMatrix.ty); |
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currentGraphics.lineTo(triMatrix.a+triMatrix.tx, triMatrix.b+triMatrix.ty); |
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currentGraphics.lineTo(triMatrix.c+triMatrix.tx, triMatrix.d+triMatrix.ty); |
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currentGraphics.lineTo(triMatrix.tx, triMatrix.ty); |
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currentGraphics.endFill(); |
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currentGraphics.lineStyle(); |
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} |
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private static var ts:Sprite = new Sprite(); |
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override public function renderTri(triangle:Triangle3D, renderSessionData:RenderSessionData, sod:ShaderObjectData,bmp:BitmapData):void |
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{ |
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lm = Matrix3D(sod.lightMatrices[this]); |
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/* |
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v0 = triangle.v0.vertex3DInstance; |
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v1 = triangle.v1.vertex3DInstance; |
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v2 = triangle.v2.vertex3DInstance; |
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triangle.v0.normal.copyTo(v0.normal); |
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triangle.v1.normal.copyTo(v1.normal); |
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triangle.v2.normal.copyTo(v2.normal); |
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Matrix3D.multiplyVector3x3(lm, v0.normal); |
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Matrix3D.multiplyVector3x3(lm, v1.normal); |
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Matrix3D.multiplyVector3x3(lm, v2.normal); |
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*/ |
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p0 = lightmapHalfwidth*(triangle.v0.normal.x * lm.n11 + triangle.v0.normal.y * lm.n12 + triangle.v0.normal.z * lm.n13)+lightmapHalfwidth; |
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q0 = lightmapHalfheight*(triangle.v0.normal.x * lm.n21 + triangle.v0.normal.y * lm.n22 + triangle.v0.normal.z * lm.n23)+lightmapHalfheight; |
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p1 = lightmapHalfwidth*(triangle.v1.normal.x * lm.n11 + triangle.v1.normal.y * lm.n12 + triangle.v1.normal.z * lm.n13)+lightmapHalfwidth; |
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q1 = lightmapHalfheight*(triangle.v1.normal.x * lm.n21 + triangle.v1.normal.y * lm.n22 + triangle.v1.normal.z * lm.n23)+lightmapHalfheight; |
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p2 = lightmapHalfwidth*(triangle.v2.normal.x * lm.n11 + triangle.v2.normal.y * lm.n12 + triangle.v2.normal.z * lm.n13)+lightmapHalfwidth; |
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q2 = lightmapHalfheight*(triangle.v2.normal.x * lm.n21 + triangle.v2.normal.y * lm.n22 + triangle.v2.normal.z * lm.n23)+lightmapHalfheight; |
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triMatrix = sod.renderTriangleUVS[triangle] ? sod.renderTriangleUVS[triangle] : sod.getPerTriUVForShader(triangle); |
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transformMatrix.tx = p0; |
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transformMatrix.ty = q0; |
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transformMatrix.a = p1 - p0; |
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transformMatrix.b = q1 - q0; |
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transformMatrix.c = p2 - p0; |
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transformMatrix.d = q2 - q0; |
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transformMatrix.invert(); |
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transformMatrix.concat(triMatrix); |
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if(triangle.faceNormal.x * lm.n31 + triangle.faceNormal.y * lm.n32 + triangle.faceNormal.z * lm.n33 > 0){ |
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useMap = _envMap; |
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}else{ |
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useMap = backenvmap; |
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} |
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/*WORK AROUND FOR FAILING DRAWS...TAKE THIS OUT ASAP*/ |
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ts.graphics.clear(); |
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ts.graphics.beginBitmapFill(useMap, transformMatrix, false,false); |
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ts.graphics.drawRect(0, 0, bmp.rect.width, bmp.rect.height); |
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ts.graphics.endFill(); |
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bmp.draw(ts, null,null,layerBlendMode, null,false); |
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} |
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override public function updateAfterRender(renderSessionData:RenderSessionData, sod:ShaderObjectData):void |
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{ |
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if(dFilter){ |
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var s:Sprite = Sprite(layers[sod.object]); |
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s.filters = [dFilter]; |
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} |
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} |
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public function set bumpmap(bumpmap:BitmapData):void |
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{ |
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if(_bumpMap){ |
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dFilter = null; |
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} |
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if(bumpmap){ |
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var map:BitmapData = BumpmapGenerator.generateBumpmapFrom(bumpmap); |
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dFilter = new DisplacementMapFilter(map,mapOrigin,BitmapDataChannel.RED,BitmapDataChannel.GREEN,-127,-127,DisplacementMapFilterMode.WRAP,ambientColor,0); |
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}else{ |
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filter = null; |
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} |
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_bumpMap = bumpmap; |
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} |
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public function get bumpmap():BitmapData |
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{ |
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return _bumpMap; |
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} |
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public function set envMap(lightMap:BitmapData):void |
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{ |
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if(lightMap){ |
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lightmapHalfwidth = lightMap.width/2; |
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lightmapHalfheight = lightMap.height/2; |
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} |
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_envMap = lightMap; |
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} |
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public function get envMap():BitmapData |
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{ |
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return _envMap; |
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} |
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public function set specularMap(specularMap:BitmapData):void |
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{ |
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_specularMap = specularMap; |
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} |
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public function get specularMap():BitmapData |
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{ |
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return _specularMap; |
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} |
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public function set ambientColor(ambient:int):void |
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{ |
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_ambientColor = ambient; |
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} |
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public function get ambientColor():int |
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{ |
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return _ambientColor; |
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} |
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public function set backenvmap(envmap:BitmapData):void |
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{ |
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_backEnvMap = envmap; |
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} |
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public function get backenvmap():BitmapData |
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{ |
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return _backEnvMap; |
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} |
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} |
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} |
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