(转)Stage3D程序的基本步骤
(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 :D
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。