(转)Stage3D程序的基本步骤
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。
1、创建基础类
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
2、请求Context3D对象
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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;
}
}
} |
3、设置Context3D Display Buffer
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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 );
}
}
} |
4、初始化模型数据
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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 😀
5、创建顶点缓冲和索引缓冲,并上传数据
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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。
6、编译Vertex 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;
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。
7、编译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。
8、创建Program3D实例,并上传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.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
]);
}
}
} |
9、设置Shader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.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。
10、设置当前的shader程序
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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
]);
}
}
} |
11、渲染
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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。