Category Archives: setPixel

Overexposed Perlin Texture

Actionscript:
  1. var canvas:BitmapData = new BitmapData(1200,1200,false, 0x000000);
  2. addChild(new Bitmap(canvas));
  3.  
  4. scaleX = scaleY = 0.5;
  5. var w:int = canvas.width
  6. var hw:int = w / 2;
  7. var hhw:int = hw / 2;
  8. var size:int = canvas.width * canvas.width;
  9.  
  10. canvas.perlinNoise(hhw,hhw,2,Math.random()*100,false, false, 1, true);
  11.  
  12. for (var i:int = 0; i<size; i++){
  13.     var xp:int = i % w;
  14.     var yp:int = int(i / w);
  15.     var col:uint =  canvas.getPixel(xp, yp) / (xp+yp-w)>> 8 & 0xFF
  16.     canvas.setPixel(xp, yp, col <<16 | col <<8 | col)
  17. }
  18.  
  19. var blur:BitmapData = canvas.clone();
  20. blur.applyFilter(blur, blur.rect, new Point(0,0), new BlurFilter(10,10,1));
  21.  
  22. canvas.draw(blur, null, null, BlendMode.ADD);

I was playing around awhile back and created this snippet, it will draw something that looks like this:

this is one of those snippets that can produce vastly different looking images with minor changes to the code... for instance, try changing the blendMode to darken and line 15 to this:

var col:uint = canvas.getPixel(xp, yp) / (xp|yp-w) >> 5 & 0xFF;

and you'll end up with this:

...take the original snippet and change the blendMode to subtract:

etc...

Also posted in BitmapData, misc | Tagged , , | Leave a comment

Quick Pixel Sphere

Actionscript:
  1. var pointNum:int = 20000;
  2. var radius:int = 150;
  3.  
  4. var canvas:BitmapData = new BitmapData(400,400,false, 0x000000);
  5. addChild(new Bitmap(canvas));
  6. var verts:Vector.<Number>  = new Vector.<Number>();
  7. var pVerts:Vector.<Number> = new Vector.<Number>();
  8. var uv:Vector.<Number> = new Vector.<Number>();
  9.  
  10. for (var i:int = 0; i<pointNum; i+=3){
  11.     var xp:Number = Math.random() * 400 - 200;
  12.     var yp:Number = Math.random() * 400 - 200;
  13.     var zp:Number = Math.random() * 400 - 200;
  14.     var dist:Number = Math.sqrt(xp * xp + yp * yp + zp * zp);
  15.     // normalize and scale x,y,z
  16.     verts[i] = xp / dist * radius;
  17.     verts[i+1] = yp / dist * radius;
  18.     verts[i+2] = zp / dist * radius;
  19. }
  20.  
  21. var m:Matrix3D = new Matrix3D();
  22. var dx:Number = 0, dy:Number = 0;
  23. addEventListener(Event.ENTER_FRAME, onLoop);
  24. function onLoop(evt:Event):void {
  25.        m.identity();
  26.        dx += (mouseX - dx) / 4;
  27.        dy += (mouseY - dy) / 4;
  28.        m.appendRotation(dx, Vector3D.X_AXIS);
  29.        m.appendRotation(dy, Vector3D.Y_AXIS);
  30.        m.appendTranslation(200,200,0);
  31.        Utils3D.projectVectors(m, verts, pVerts, uv);
  32.        canvas.fillRect(canvas.rect, 0x000000);
  33.        for (var i:int = 0; i<pVerts.length; i+=2){
  34.          canvas.setPixel(pVerts[i], pVerts[i + 1], 0xFFFFFF);
  35.        }
  36. }

This snippet shows a quick way to randomly place a bunch of xyz coordinates on the surface of a sphere. I saw this trick in an OpenGL book a few years back - dug around my books but couldn't find it... If I find it I'll update this post.

The trick is achieved by normalizing the vector defined by each 3D coordinate...


Have a look at the swf...

Also posted in 3D, BitmapData, Math, matrix | Tagged , , | 4 Comments

drawTriangles() Terrain

Actionscript:
  1. [SWF(width=500,height=500,backgroundColor=0x333333, frameRate=40)]
  2. var terrain:Shape = Shape(addChild(new Shape()));
  3. terrain.x = terrain.y = 250;
  4. var rows:int = 60;
  5. var size:int = rows + 1;
  6. var vertNum:int = size * size;
  7. var polySize:Number = 5;
  8. var gridWidth:Number = polySize * rows;
  9. var halfWidth:Number = gridWidth / 2;
  10. var verts:Vector.<Number> = new Vector.<Number>();
  11. var pVerts:Vector.<Number> = new Vector.<Number>();
  12. var indices:Vector.<int> = new Vector.<int>();
  13. var uvs:Vector.<Number> = new Vector.<Number>();
  14. var uvts:Vector.<Number> = new Vector.<Number>();
  15. var tex:BitmapData = new BitmapData(gridWidth, gridWidth, false, 0x000000);
  16. var pix:int = gridWidth * gridWidth;
  17. var perlin:BitmapData = new BitmapData(gridWidth, gridWidth, false, 0x000000);
  18. // generate the texture and the terrain
  19. function generate():void{
  20.     tex.fillRect(tex.rect, 0x000000);
  21.     var i:Number, xp:Number, yp:Number;
  22.     for (i = 0; i<pix; i++){
  23.         xp = i % gridWidth;
  24.         yp= int(i / gridWidth);
  25.         var dx:Number = xp - gridWidth / 2;
  26.         var dy:Number = yp - gridWidth / 2;
  27.         var d:Number = 255 - Math.sqrt(dx * dx + dy * dy) / halfWidth* 255;
  28.         if (d <0) d = 0;
  29.         if (d> 255) d = 255;
  30.         var c:uint = uint(d);
  31.         tex.setPixel(xp, yp, c <<16 | c <<8 | c);
  32.     }
  33.     perlin.perlinNoise(100,100,3,Math.random()*100,false,false,7,true);
  34.     perlin.draw(perlin, null, null, BlendMode.SCREEN);
  35.     tex.draw(perlin, null, null, BlendMode.MULTIPLY);
  36.     // calculate verts, uvs and indices
  37.     var vIndex:int = 0;
  38.     var uvIndex:int = 0;
  39.     indices = new Vector.<int>();
  40.     for (i = 0; i<vertNum; i++){
  41.         var xMod:Number = i % size;
  42.         xp = xMod * polySize;
  43.         yp = int(i / size) * polySize;
  44.         verts[vIndex++] = xp - halfWidth;
  45.         verts[vIndex++] = yp - halfWidth;
  46.         verts[vIndex++] = tex.getPixel(xp, yp) & 0xFF;
  47.         uvs[uvIndex++] = xp /  gridWidth;
  48.         uvs[uvIndex++] = yp / gridWidth;
  49.         if (xMod != rows){
  50.               indices.push(i, i+1, i+size, i+1, i+size+1, i+size);
  51.         }
  52.     }
  53. }
  54. generate();
  55. stage.addEventListener(MouseEvent.MOUSE_DOWN, onGenerate);
  56. function onGenerate(evt:MouseEvent):void{ generate() };
  57. var m:Matrix3D = new Matrix3D();
  58. var rot:Number = 0;
  59. addEventListener(Event.ENTER_FRAME, onLoop);
  60. function onLoop(evt:Event):void {
  61.         m.identity();
  62.         var destRot:Number = mouseX / stage.stageWidth * 90;
  63.         if (destRot <0) destRot = 0;
  64.         if (destRot> 90) destRot = 90;
  65.         rot += (destRot - rot) * 0.2;
  66.         m.appendRotation(rot,Vector3D.Z_AXIS);
  67.         m.appendRotation(60,Vector3D.X_AXIS);
  68.         Utils3D.projectVectors(m, verts, pVerts, uvts);
  69.         with(terrain.graphics){
  70.             clear();
  71.             beginBitmapFill(tex, null, false, true);
  72.             drawTriangles(pVerts, indices, uvs, TriangleCulling.NEGATIVE);
  73.         }
  74. }

This snippet draws a pretty simple isometric terrain using fp10 graphics stuff and perlin noise.


Have a look at the swf here...

Also posted in BitmapData, Graphics, Vector, pixel manipulation | Tagged , , | 4 Comments

Utils3D.projectVectors() Lathe

Actionscript:
  1. [SWF(width = 500, height = 500, backgroundColor = 0x000000)]
  2. var halfWidth:Number = stage.stageWidth / 2;
  3. var halfHeight:Number = stage.stageHeight / 2;
  4. var loc:Vector.<Number>;
  5.  
  6. graphics.lineStyle(0, 0xFF0000);
  7. graphics.moveTo(halfWidth, 0);
  8. graphics.lineTo(halfWidth, stage.stageHeight);
  9. graphics.moveTo(0, halfHeight);
  10. graphics.lineTo(stage.stageWidth, halfHeight);
  11.  
  12. var line:Shape = Shape(addChild(new Shape()));
  13. line.x = halfWidth;
  14.  
  15. var idle:Function = function(){};
  16. var currentMode:Function = idle;
  17. stage.addEventListener(MouseEvent.MOUSE_DOWN, onDown);
  18. stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
  19. addEventListener(Event.ENTER_FRAME, onLoop);
  20. function onDown(evt:MouseEvent):void{
  21.     if (contains(frame)){
  22.         removeChild(frame);
  23.         currentMode = idle;
  24.         line.graphics.clear();
  25.         return;
  26.     }
  27.     loc = new Vector.<Number>();
  28.     line.graphics.lineStyle(0,0xFFFFFF);
  29.     line.x = halfWidth
  30.     line.y = halfHeight;
  31.     line.graphics.moveTo(line.mouseX, line.mouseY);
  32.     currentMode = captureLocs;
  33.     canvas.fillRect(canvas.rect, 0x000000);
  34. }
  35. function onUp(evt:MouseEvent):void{
  36.     if (currentMode == idle) return;
  37.     setupLathe();
  38.     currentMode = showLathe;
  39. }
  40.  
  41. function onLoop(evt:Event):void{
  42.     currentMode();
  43. }
  44. function captureLocs():void{
  45.     loc.push(line.mouseX);
  46.     loc.push(line.mouseY);
  47.     loc.push(0);
  48.     line.graphics.lineTo(line.mouseX, line.mouseY);
  49. }
  50. /**
  51.  -- Lathe Stuff:
  52. */
  53. var canvas:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight,false, 0x000000);
  54. var frame:Bitmap = new Bitmap(canvas);
  55. var dx:Number=0;
  56. var dy:Number=0;
  57.  var matrix:Matrix3D = new Matrix3D();
  58. var pVerts:Vector.<Number>;
  59. var uvts:Vector.<Number>;
  60. function setupLathe():void{
  61.     addChild(frame);
  62.     pVerts =  new Vector.<Number>();
  63.     uvts = new Vector.<Number>();
  64.     var nVerts:Vector.<Number> = new Vector.<Number>();
  65.     var tVerts:Vector.<Number> = new Vector.<Number>();
  66.     matrix.identity();
  67.     var step:Number = 2;
  68.     for (var i:int = 0; i <360; i+=step){
  69.         matrix.appendRotation(step,Vector3D.Y_AXIS);
  70.         matrix.transformVectors(loc, tVerts);
  71.         nVerts = nVerts.concat(tVerts);
  72.     }
  73.     loc = nVerts.concat();
  74. }
  75. function showLathe():void{
  76.     dx += (mouseX - dx)/4;
  77.     dy += (mouseY - dy)/4;
  78.     matrix.identity();
  79.     matrix.appendRotation(dy,Vector3D.X_AXIS);
  80.     matrix.appendRotation(dx,Vector3D.Y_AXIS);
  81.     matrix.appendTranslation(halfWidth, halfHeight, 0);
  82.     Utils3D.projectVectors(matrix, loc, pVerts, uvts);
  83.     canvas.lock();
  84.     canvas.fillRect(canvas.rect, 0x000000);
  85.     var leng:int = pVerts.length;
  86.     for (var i:int = 0; i<leng; i+=2){
  87.         canvas.setPixel( pVerts[i], pVerts[i + 1], 0xFFFFFF);
  88.     }
  89.     canvas.unlock();
  90. }

This snippet allows you to create 3D lathe shapes by drawing a 2D line. This is done using Utils3D.projectVectors() and Matrix.transformVectors().

Have a look at the swf here...

Also posted in 3D, BitmapData, Math, Vector, graphics algorithms, matrix | Tagged , , | 3 Comments