Stage3d AGAL GPU处理照片 旧照片效果 sepia || pixelbender

时间:2023-03-09 04:57:01
Stage3d AGAL GPU处理照片 旧照片效果 sepia   || pixelbender

如果看不到下边的flash,请更新flash player到最新版本。

利用AGAL实现旧照片效果,大家可以对照一下之前一篇文章,关于图像处理(pixelbender)。硬件处理肯定会更快,但这里无法表现出来,毕竟图片就这么小。拖拉进度条,可以设置照片旧的程度。

package
{
import com.adobe.utils.AGALMiniAssembler;
import com.bit101.components.HSlider;
import com.bit101.components.PushButton; import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.Stage3D;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.display3D.Context3D;
import flash.display3D.IndexBuffer3D;
import flash.display3D.Program3D;
import flash.display3D.VertexBuffer3D;
import flash.display3D.textures.Texture;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Matrix3D;
import flash.net.FileFilter;
import flash.net.FileReference;
import flash.utils.ByteArray; import net.hires.debug.Stats; /**
* 借用了boycy815的代码框架
* @author kenkozheng
*/
[SWF(frameRate="60")]
public class AGAL_Filter extends Sprite
{
private const WIDTH:Number = 512;
private const HEIGHT:Number = 512; //stage3d五巨头
private var _stage3d:Stage3D;
private var _context3d:Context3D;
private var _program3d:Program3D;
private var _index:IndexBuffer3D;
private var _vertex:VertexBuffer3D;
private var _texture:Texture; [Embed(source=("4.jpg"))]
private var ImageSource:Class; private var _vertexProgram:String = "mov op, va0\n" +
"mov v0, va1"; //传递给片段shader坐标值 private var _fragmentProgram:String = "tex ft1, v0, fs0<2d,linear,nomip>\n" +
"m44 ft2, ft1, fc1\n" + //颜色变换
"mul ft2, ft2, fc0.x\n" + //效果图跟原图做multiply,向量float4 * float = float4,类似PixelBender
"mul ft1, ft1, fc0.y\n" +
"add ft2, ft2, ft1\n" +
"mov oc, ft2"; public function AGAL_Filter():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
} private function init(e:Event = null):void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
removeEventListener(Event.ADDED_TO_STAGE, init);
_stage3d = stage.stage3Ds[0];
_stage3d.addEventListener(Event.CONTEXT3D_CREATE, onCreate);
_stage3d.requestContext3D();
addChild(new Stats());
} private function onCreate(e:Event):void
{
e.target.removeEventListener(Event.CONTEXT3D_CREATE, onCreate); _context3d = _stage3d.context3D;
_context3d.enableErrorChecking = true; var agal:AGALMiniAssembler = new AGALMiniAssembler(); var vp:ByteArray = agal.assemble("vertex", _vertexProgram);
var fp:ByteArray = agal.assemble("fragment", _fragmentProgram);
_program3d = _context3d.createProgram();
_program3d.upload(vp, fp);
_context3d.setProgram(_program3d); _context3d.configureBackBuffer(WIDTH, HEIGHT, 0, false);
_context3d.setBlendFactors("one", "zero");
_context3d.setCulling("back"); //两个三角形拼成平面
_index = _context3d.createIndexBuffer(6);
_index.uploadFromVector(new<uint>[0, 1, 2, 0, 2, 3], 0, 6); _vertex = _context3d.createVertexBuffer(4, 4);
//这是由于纹理的坐标原点是左上角,y轴向下,最大值为1最小值为0
//而顶点的坐标原点则是在舞台*,而且y轴向上,最大值为1最小值为-1
//那么(-1,-1)点对应的纹理就是(0,1)
_vertex.uploadFromVector(new<Number>[
//x, y, u, v
-1, -1, 0, 1,
-1, 1, 0, 0,
1, 1, 1, 0,
1, -1, 1, 1], 0, 4);
_context3d.setVertexBufferAt(0, _vertex, 0, "float2"); //xy坐标
_context3d.setVertexBufferAt(1, _vertex, 2, "float2"); //uv坐标 //纹理位图
var bt:Bitmap = Bitmap(new ImageSource());
var btmap:BitmapData = new BitmapData(WIDTH, HEIGHT);
btmap.draw(bt); //上传纹理
_texture = _context3d.createTexture(btmap.width, btmap.height, "bgra", false);
_texture.uploadFromBitmapData(btmap);
_context3d.setTextureAt(0, _texture);
//multiple比例
_context3d.setProgramConstantsFromVector("fragment", 0, new<Number>[1, 0, 0, 0]);
//颜色矩阵
_context3d.setProgramConstantsFromMatrix("fragment", 1, new Matrix3D(new <Number>[
0.393, 0.768, 0.189, 0,
0.349, 0.686, 0.168, 0,
0.272, 0.534, 0.13, 0,
0, 0, 0, 1
])); _context3d.clear(0, 0, 0, 0);
_context3d.drawTriangles(_index);
_context3d.present(); start();
} private function start():void
{
new PushButton(this, 282, 515, "change", onUpload);
new HSlider(this, 392, 520, onBar).setSliderParams(0, 1, 1);
} private function onBar(e:Event):void
{
var v:Number = e.currentTarget.value;
_context3d.setProgramConstantsFromVector("fragment", 0, new<Number>[v, 1-v, 0, 0]);
_context3d.clear(0, 0, 0, 0);
_context3d.drawTriangles(_index);
_context3d.present();
} private function onUpload(e:Event):void
{
var fr:FileReference = new FileReference();
fr.addEventListener(Event.SELECT, onSelect);
fr.browse([new FileFilter("jpg/png", "*.jpg;*.png")]);
} private function onSelect(e:Event):void
{
e.currentTarget.removeEventListener(Event.SELECT, onSelect);
e.currentTarget.addEventListener(Event.COMPLETE, onComplete);
e.currentTarget.addEventListener(Event.OPEN, function(e:Event):void { } );
e.currentTarget.load();
} private function onComplete(e:Event):void
{
e.currentTarget.removeEventListener(Event.COMPLETE, onComplete);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderOnComplete);
loader.loadBytes(e.currentTarget.data);
} private function loaderOnComplete(e:Event):void
{
e.currentTarget.removeEventListener(Event.COMPLETE, loaderOnComplete); var btmap:BitmapData = new BitmapData(WIDTH, HEIGHT);
var scale:Number = Math.max(WIDTH/e.currentTarget.loader.width, HEIGHT/e.currentTarget.loader.height);
btmap.draw(e.currentTarget.loader, new Matrix(scale, 0, 0, scale), null, null, null, true); _texture.uploadFromBitmapData(btmap); _context3d.clear(0, 0, 0, 0);
_context3d.drawTriangles(_index);
_context3d.present();
}
} }