原文:http://www.flashache.com/2012/10/31/stage3d-program-basic-steps/ 作者:flashche
本月24号《flash开发者大会》,我选择了《AGAL程序设计》这么一个比较难讲的主题。这么一个相对比较小众的主题,在开发者大会这种需要顾虑到所有人的一个场合下讲,如何选择切入点是很重要的。说起来要跑通一个基础的Stage3D的程序,有很多步骤,就就比较难解释了,短短的40分钟要让全场大部分人都理解可以说是基本不可能,所以肯定不可能详细阐述这块的细节。当然,如果真能做到这点的话那就更棒了。所以决定在这整理一下完成一个Stage3D项目的基本开发流程,方便大家参考。附上的参考也是非常好的学习资料哦,:-)
flash开发者大会:http://www.wefdc.com/info
参考资料:
Christer Kaitila, 《Adobe Flash 11 Stage3D(Molehill) Game Programming》, PACKT publishing
Norbz’s Dev Blog, “Stage3D / AGAL from scratch”, http://blog.norbz.net/tutorials/
7yue,“深入Stage3D”, http://t.cn/SbMKLo
因为比较详细,而且为了便于理解,所以这篇文章会比较长,不过主要是重复代码,所以不用担心,不会花费太长时间。
package
{
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.events.Event;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
}
}
}
|
为Stage3D设置这3个Frame rate,20/30/60
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package
{
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.events.Event;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
}
}
}
|
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package
{
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.events.Event;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
}
}
}
|
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package
{
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.events.Event;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
为了简单起见,定义的是一个三角形,可以看到两个数据,一个是meshVertexData,定义了每个定点的位置,和颜色值,一共三个点,每个点包含了6个数据,分别是x, y, z和r, g, b。meshVertexData包含了三个这样的数据。然后是meshIndexData,定义了链接这些定点的顺序,0, 1, 2,即按照顺序链接这三个定点,有点像小时候玩的连线游戏,是不是很简单就能理解了 :D
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package
{
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
createVertexBuffer,传入的几个定点,以及每个定点包含的数据量。根据现有demo定义的meshVertexData,一共有meshVertexData.lenght/ 6个顶点,其实也就是3个,然后每个定点包含了:x,y,z,r,g,b,6个数据。
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
示例包含了两行AGAL代码,使用了同一个opcode:mov,第一行将va0(将保存位置信息)输出到op,然后第二行将保存了颜色信息的va1赋值给v0,这种寄存器保存的信息共享于vertex shader和fragment shader。
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
private
var
_fragmentShader:ByteArray;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
var
fragmentShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_fragmentShader = fragmentShaderAssembler.assemble(
Context3DProgramType.FRAGMENT,
"mov oc, v0\n"
);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
此处的fragment shader只是将v0保存的颜色信息给输出出来。
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.Program3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
private
var
_fragmentShader:ByteArray;
private
var
_shaderProgram:Program3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
var
fragmentShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_fragmentShader = fragmentShaderAssembler.assemble(
Context3DProgramType.FRAGMENT,
"mov oc, v0\n"
);
_shaderProgram = _renderContext.createProgram();
_shaderProgram.upload(_vertexShader, _fragmentShader);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.Context3DVertexBufferFormat;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.Program3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
private
var
_fragmentShader:ByteArray;
private
var
_shaderProgram:Program3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
var
fragmentShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_fragmentShader = fragmentShaderAssembler.assemble(
Context3DProgramType.FRAGMENT,
"mov oc, v0\n"
);
_shaderProgram = _renderContext.createProgram();
_shaderProgram.upload(_vertexShader, _fragmentShader);
_renderContext.setVertexBufferAt(
0
, _vertexBuffer,
0
, Context3DVertexBufferFormat.FLOAT_3);
_renderContext.setVertexBufferAt(
1
, _vertexBuffer,
3
, Context3DVertexBufferFormat.FLOAT_3);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
设置shader数据,分别设置了va0和va1。
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.Context3DVertexBufferFormat;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.Program3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
private
var
_fragmentShader:ByteArray;
private
var
_shaderProgram:Program3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
var
fragmentShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_fragmentShader = fragmentShaderAssembler.assemble(
Context3DProgramType.FRAGMENT,
"mov oc, v0\n"
);
_shaderProgram = _renderContext.createProgram();
_shaderProgram.upload(_vertexShader, _fragmentShader);
_renderContext.setVertexBufferAt(
0
, _vertexBuffer,
0
, Context3DVertexBufferFormat.FLOAT_3);
_renderContext.setVertexBufferAt(
1
, _vertexBuffer,
3
, Context3DVertexBufferFormat.FLOAT_3);
_renderContext.setProgram(_shaderProgram);
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
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package
{
import
com.adobe.utils.AGALMiniAssembler;
import
flash.display.Sprite;
import
flash.display.StageAlign;
import
flash.display.StageScaleMode;
import
flash.display3D.Context3D;
import
flash.display3D.Context3DProgramType;
import
flash.display3D.Context3DVertexBufferFormat;
import
flash.display3D.IndexBuffer3D;
import
flash.display3D.Program3D;
import
flash.display3D.VertexBuffer3D;
import
flash.events.Event;
import
flash.utils.ByteArray;
[SWF(width=
"600"
,height=
"400"
,frameRate=
"60"
)]
public
class
Stage3DBasic
extends
Sprite
{
private
var
_view_width:
Number
;
private
var
_view_height:
Number
;
private
var
_renderContext:Context3D;
private
var
_meshVertexData:Vector.<
Number
>;
private
var
_meshInexData:Vector.<
uint
>;
private
var
_vertexBuffer:VertexBuffer3D;
private
var
_indexBuffer:IndexBuffer3D;
private
var
_vertexShader:ByteArray;
private
var
_fragmentShader:ByteArray;
private
var
_shaderProgram:Program3D;
public
function
Stage3DBasic()
{
if
(stage !=
null
) init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private
function
init(e:Event =
null
):
void
{
if
(hasEventListener(Event.ADDED_TO_STAGE))
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
_view_width = stage.stageWidth;
_view_height = stage.stageHeight;
stage.stage3Ds[
0
].addEventListener(Event.CONTEXT3D_CREATE, onContext3DCreate);
stage.stage3Ds[
0
].requestContext3D();
}
private
function
onContext3DCreate(e:Event):
void
{
_renderContext = stage.stage3Ds[
0
].context3D;
_renderContext.configureBackBuffer(_view_width, _view_height,
0
,
true
);
initData();
_vertexBuffer = _renderContext.createVertexBuffer(_meshVertexData.length /
6
,
6
);
_vertexBuffer.uploadFromVector(_meshVertexData,
0
, _meshVertexData.length /
6
);
_indexBuffer = _renderContext.createIndexBuffer(_meshInexData.length);
_indexBuffer.uploadFromVector(_meshInexData,
0
, _meshInexData.length);
var
vertexShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_vertexShader = vertexShaderAssembler.assemble(
Context3DProgramType.VERTEX,
"mov op, va0\n"
+
"mov v0, va1\n"
);
var
fragmentShaderAssembler:AGALMiniAssembler =
new
AGALMiniAssembler();
_fragmentShader = fragmentShaderAssembler.assemble(
Context3DProgramType.FRAGMENT,
"mov oc, v0\n"
);
_shaderProgram = _renderContext.createProgram();
_shaderProgram.upload(_vertexShader, _fragmentShader);
_renderContext.setVertexBufferAt(
0
, _vertexBuffer,
0
, Context3DVertexBufferFormat.FLOAT_3);
_renderContext.setVertexBufferAt(
1
, _vertexBuffer,
3
, Context3DVertexBufferFormat.FLOAT_3);
_renderContext.setProgram(_shaderProgram);
addEventListener(Event.ENTER_FRAME, render);
}
private
function
render(e:Event):
void
{
_renderContext.clear(
0
,
0
,
0
,
0
);
_renderContext.drawTriangles(_indexBuffer);
_renderContext.present();
}
private
function
initData():
void
{
_meshVertexData = Vector.<
Number
>([
//X, Y, Z, r, g, b
-
0.3
, -
0.3
,
0
,
1
,
0
,
0
,
0
,
0.3
,
0
,
0
,
1
,
0
,
0.3
, -
0.3
,
0
,
0
,
0
,
1
]);
_meshInexData = Vector.<
uint
>([
0
,
1
,
2
]);
}
}
}
|
最终结果:
虽然只是一个三角,但是这正是stage3d底层开发的一个开端,虽然步骤看上去很多,而且不同的情况下这些步骤的细节会有所调整,但是掌握好这个demo才能继续接下来的内容。下一篇文章我将继续Stage3D的底层开发,使用uv贴图。尽请期待。