MetaEllipse

Metaball everyinch 5990℃ 0评论

MetaEllipse的公式如下:

为了效率去掉开方运算的公式:

PixelBender代码:

<languageVersion : 1.0;>

kernel MetaEllipse
<namespace : "MetaEllipse";
vendor : "Chen Tong";
version : 1;
description : "Fast Metaballs";
>
{
parameter float minThreshold
<
minValue:float(0.0);
maxValue:float(2.0);
defaultValue:float(0.9);
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)/(2.0*(ball1.x-coord.x)*(ball1.x-coord.x) + 5.0*(ball1.y-coord.y)*(ball1.y-coord.y));
    sum += (ball2.z)/(2.0*(ball2.x-coord.x)*(ball2.x-coord.x) + 5.0*(ball2.y-coord.y)*(ball2.y-coord.y));
    sum += (ball3.z)/(2.0*(ball3.x-coord.x)*(ball3.x-coord.x) + 5.0*(ball3.y-coord.y)*(ball3.y-coord.y));
    sum += (ball4.z)/(2.0*(ball4.x-coord.x)*(ball4.x-coord.x) + 5.0*(ball4.y-coord.y)*(ball4.y-coord.y));
    sum += (ball5.z)/(2.0*(ball5.x-coord.x)*(ball5.x-coord.x) + 5.0*(ball5.y-coord.y)*(ball5.y-coord.y));
    sum += (ball6.z)/(2.0*(ball6.x-coord.x)*(ball6.x-coord.x) + 5.0*(ball6.y-coord.y)*(ball6.y-coord.y));
    sum += (ball7.z)/(2.0*(ball7.x-coord.x)*(ball7.x-coord.x) + 5.0*(ball7.y-coord.y)*(ball7.y-coord.y));
    sum += (ball8.z)/(2.0*(ball8.x-coord.x)*(ball8.x-coord.x) + 5.0*(ball8.y-coord.y)*(ball8.y-coord.y));
    sum += (ball9.z)/(2.0*(ball9.x-coord.x)*(ball9.x-coord.x) + 5.0*(ball9.y-coord.y)*(ball9.y-coord.y));
    sum += (ball10.z)/(2.0*(ball10.x-coord.x)*(ball10.x-coord.x) + 5.0*(ball10.y-coord.y)*(ball10.y-coord.y));
    if(sum >= minThreshold){
        dst.rgb = float3(255,255,255);
    }
  }
}

AS类PixelBenderManyMetaEllipses:

package{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Shader;
	import flash.display.ShaderPrecision;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.filters.ShaderFilter;
	import flash.utils.ByteArray;

	[SWF(width=640, height=480)]
	public class PixelBenderManyMetaEllipses extends Sprite{
		[Embed(source='assets/MetaEllipse10.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 numbers:int=10;
		private var balls:Array = [];
		private var b1:Metaball;
		private var b2:Metaball;
		private var b3:Metaball;
		private var b4:Metaball;
		private var b5:Metaball;
		private var b6:Metaball;
		private var b7:Metaball;
		private var b8:Metaball;
		private var b9:Metaball;
		private var b10:Metaball;

		public function PixelBenderManyMetaEllipses(){
			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;

			for(var i:int=0;i

效果如下图:



转载请注明:陈童的博客 » MetaEllipse

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  1. How could any of this be better stated? It cotldn'u.
    Kiana2016-06-21 03:28 回复

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