MetaDiamond类似于Metaball,只不过使用了不同的公式:
PixelBender滤镜代码:
<languageVersion : 1.0;> kernel MetaDiamonds <namespace : "MetaDiamonds"; vendor : "Chen Tong"; version : 1; description : "Fast Metaballs"; > { parameter float minThreshold < minValue:float(0.0); maxValue:float(2.0); defaultValue:float(5.0); description: "minThreshold"; >; parameter float3 ball1 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(50.0,50.0,20.0); description: "ball1, params, x,y,radius"; >; parameter float3 ball2 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball2, params, x,y,radius"; >; parameter float3 ball3 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball3, params, x,y,radius"; >; parameter float3 ball4 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball4, params, x,y,radius"; >; parameter float3 ball5 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball5, params, x,y,radius"; >; parameter float3 ball6 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball6, params, x,y,radius"; >; parameter float3 ball7 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball7, params, x,y,radius"; >; parameter float3 ball8 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball8, params, x,y,radius"; >; parameter float3 ball9 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball9, params, x,y,radius"; >; parameter float3 ball10 < minValue:float3(0.0,0.0,0.0); maxValue:float3(640.0,480.0,50.0); defaultValue:float3(100.0,100.0,20.0); description: "ball10, params, x,y,radius"; >; input image4 src; output pixel4 dst; void evaluatePixel(){ dst = sampleNearest(src,outCoord()); dst.rbg = float3(0,0,0); float2 coord = outCoord(); float sum = 0.0; sum += (ball1.z)/(abs(ball1.x-coord.x)+abs(ball1.y-coord.y)); sum += (ball2.z)/(abs(ball2.x-coord.x)+abs(ball2.y-coord.y)); sum += (ball3.z)/(abs(ball3.x-coord.x)+abs(ball3.y-coord.y)); sum += (ball4.z)/(abs(ball4.x-coord.x)+abs(ball4.y-coord.y)); sum += (ball5.z)/(abs(ball5.x-coord.x)+abs(ball5.y-coord.y)); sum += (ball6.z)/(abs(ball6.x-coord.x)+abs(ball6.y-coord.y)); sum += (ball7.z)/(abs(ball7.x-coord.x)+abs(ball7.y-coord.y)); sum += (ball8.z)/(abs(ball8.x-coord.x)+abs(ball8.y-coord.y)); sum += (ball9.z)/(abs(ball9.x-coord.x)+abs(ball9.y-coord.y)); sum += (ball10.z)/(abs(ball10.x-coord.x)+abs(ball10.y-coord.y)); if(sum >= minThreshold){ dst.rgb = float3(255,255,255); } } }
测试代码类PixelBenderManyMetaDiamonds:
package{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Stage;
import flash.display.Shader;
import flash.display.ShaderPrecision;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.filters.BlurFilter;
import flash.filters.ShaderFilter;
import flash.utils.ByteArray;
[SWF(width=640, height=480)]
public class PixelBenderManyMetaDiamonds extends Sprite{
[Embed(source=’assets/MetaDiamond10.pbj’, mimeType=’application/octet-stream’)]
private static const MetaballsFilter:Class;
private var bmp:Bitmap;
private var bmpd:BitmapData=new BitmapData(640, 480, false, 0);
private var blur:BlurFilter=new BlurFilter(10, 10, 1);
private var metaballsFilter:ShaderFilter;
private var balls:Array = [];
private var numbers:int=10;
public function PixelBenderManyMetaDiamonds(){
bmp=new Bitmap(bmpd);
bmp.smoothing=true;
addChild(bmp);
var ba:ByteArray=new MetaballsFilter() as ByteArray;
var s:Shader=new Shader(ba);
metaballsFilter=new ShaderFilter(s);
metaballsFilter.shader.data.src.image=bmpd;
metaballsFilter.shader.data.minThreshold.value = [20.0];
for(var i:int=0;i
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