1 package 2 { 3 import com.adobe.utils.AGALMiniAssembler; 4 5 import flash.display.Sprite; 6 import flash.display3D.Context3D; 7 import flash.display3D.Context3DProgramType; 8 import flash.display3D.Context3DVertexBufferFormat; 9 import flash.display3D.IndexBuffer3D; 10 import flash.display3D.Program3D; 11 import flash.display3D.VertexBuffer3D; 12 import flash.events.Event; 13 import flash.geom.Matrix3D; 14 import flash.geom.Vector3D; 15 import flash.utils.getTimer; 16 17 public class HelloTriangleColored extends Sprite 18 { 19 protected var context3D:Context3D; 20 protected var program:Program3D; 21 protected var vertexbuffer:VertexBuffer3D; 22 protected var indexbuffer:IndexBuffer3D; 23 24 public function HelloTriangleColored() 25 { 26 stage.stage3Ds[0].addEventListener( Event.CONTEXT3D_CREATE, initMolehill ); 27 stage.stage3Ds[0].requestContext3D(); 28 29 addEventListener(Event.ENTER_FRAME, onRender); 30 } 31 32 protected function initMolehill(e:Event):void 33 { 34 context3D = stage.stage3Ds[0].context3D; 35 context3D.configureBackBuffer(800, 600, 1, true);//!!!!!!!!!挺重要的 36 37 var vertices:Vector.<Number> = Vector.<Number>([ 38 -0.3,-0.3,0, 1, 0, 0, // x, y, z, r, g, b 39 -0.3, 0.3, 0, 0, 1, 0, 40 0.3, 0.3, 0, 0, 0, 1]); 41 42 // Create VertexBuffer3D. 3 vertices, of 6 Numbers each 43 vertexbuffer = context3D.createVertexBuffer(3, 6); 44 // Upload VertexBuffer3D to GPU. Offset 0, 3 vertices 45 vertexbuffer.uploadFromVector(vertices, 0, 3); 46 47 var indices:Vector.<uint> = Vector.<uint>([0, 1, 2]); 48 49 // Create IndexBuffer3D. Total of 3 indices. 1 triangle of 3 vertices 50 indexbuffer = context3D.createIndexBuffer(3); 51 // Upload IndexBuffer3D to GPU. Offset 0, count 3 52 indexbuffer.uploadFromVector (indices, 0, 3); 53 54 var vertexShaderAssembler : AGALMiniAssembler = new AGALMiniAssembler(); 55 vertexShaderAssembler.assemble( Context3DProgramType.VERTEX, 56 "m44 op, va0, vc0 " + // pos to clipspace 57 "mov v0, va1" // copy color 58 ); 59 60 var fragmentShaderAssembler : AGALMiniAssembler= new AGALMiniAssembler(); 61 fragmentShaderAssembler.assemble( Context3DProgramType.FRAGMENT, 62 63 "mov oc, v0" 64 ); 65 66 program = context3D.createProgram(); 67 program.upload( vertexShaderAssembler.agalcode, fragmentShaderAssembler.agalcode); 68 } 69 70 protected function onRender(e:Event):void 71 { 72 if ( !context3D ) 73 return; 74 75 context3D.clear ( 1, 1, 1, 1 ); 76 77 // vertex position to attribute register 0 78 context3D.setVertexBufferAt (0, vertexbuffer, 0, Context3DVertexBufferFormat.FLOAT_3); 79 // color to attribute register 1 80 context3D.setVertexBufferAt(1, vertexbuffer, 3, Context3DVertexBufferFormat.FLOAT_3); 81 // assign shader program 82 context3D.setProgram(program); 83 84 var m:Matrix3D = new Matrix3D(); 85 m.appendRotation(getTimer()/40, Vector3D.Z_AXIS); 86 context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m, true); 87 88 context3D.drawTriangles(indexbuffer); 89 90 context3D.present(); 91 } 92 } 93 } 94