public ApplicationSprite() { // Set the default stage behavior stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Request a 3D context instance stage3D = stage.stage3Ds[0]; //stage3D.addEventListener(Event.CONTEXT3D_CREATE, contextReady, false, 0, true); stage3D.context3DCreate += e => { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); //trace("Got context!"); // Get the new context context = stage3D.context3D; // Configure back buffer context.configureBackBuffer(CONTEXT_WIDTH, CONTEXT_HEIGHT, 2, true); stage3D.x = stage3D.y = 0; // Prepare vertex data Vector <double> vertexData = new[] { -0.5, -0.5, 0, 1.0, 0.0, 0.0, //<- 1st vertex x,y,z, r,g,b -0.5, 0.5, 0, 0.0, 1.0, 0.0, //<- 2nd vertex x,y,z, r,g,b 0.5, 0.0, 0, 0.0, 0.0, 1.0 //<- 3rd vertex x,y,z, r,g,b }; // Connect the vertices into a triangle (in counter-clockwise order) Vector <uint> indexData = new uint[] { 0, 1, 2 }; // Prepare a shader for rendering shader = new BasicRender(); shader.upload(context); shader.setGeometry(vertexData, indexData); // ...and start rendering frames! //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); var sw = new Stopwatch(); sw.Start(); Func <Matrix3D> makeViewMatrix = delegate { var aspect = CONTEXT_WIDTH / CONTEXT_HEIGHT; var zNear = 0.01; var zFar = 1000; var fov = 45 * DEGS_TO_RADIANS; var view = new PerspectiveMatrix3D(); view.perspectiveFieldOfViewLH(fov, aspect, zNear, zFar); var m = new Matrix3D(); m.appendRotation(sw.ElapsedMilliseconds / 30, Vector3D.Z_AXIS); m.appendTranslation(0, 0, 2); m.append(view); return(m); }; this.enterFrame += delegate { // Clear away the old frame render context.clear(); // Calculate the view matrix, and run the shader program! shader.render(makeViewMatrix()); // Show the newly rendered frame on screen context.present(); }; }; stage3D.requestContext3D(Context3DRenderMode.AUTO); //trace("Awaiting context..."); }
public ApplicationSprite() { // Set the default stage behavior stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Request a 3D context instance stage3D = stage.stage3Ds[0]; //stage3D.addEventListener(Event.CONTEXT3D_CREATE, contextReady, false, 0, true); stage3D.context3DCreate += e => { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); //trace("Got context!"); // Get the new context context = stage3D.context3D; // Configure back buffer context.configureBackBuffer(CONTEXT_WIDTH, CONTEXT_HEIGHT, 2, true); stage3D.x = stage3D.y = 0; // Prepare vertex data Vector<double> vertexData = new[]{ -0.5, -0.5, 0, 1.0, 0.0, 0.0, //<- 1st vertex x,y,z, r,g,b -0.5, 0.5, 0, 0.0, 1.0, 0.0, //<- 2nd vertex x,y,z, r,g,b 0.5, 0.0, 0, 0.0, 0.0, 1.0 //<- 3rd vertex x,y,z, r,g,b }; // Connect the vertices into a triangle (in counter-clockwise order) Vector<uint> indexData = new uint[] { 0, 1, 2 }; // Prepare a shader for rendering shader = new BasicRender(); shader.upload(context); shader.setGeometry(vertexData, indexData); // ...and start rendering frames! //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); var sw = new Stopwatch(); sw.Start(); Func<Matrix3D> makeViewMatrix = delegate { var aspect = CONTEXT_WIDTH / CONTEXT_HEIGHT; var zNear = 0.01; var zFar = 1000; var fov = 45 * DEGS_TO_RADIANS; var view = new PerspectiveMatrix3D(); view.perspectiveFieldOfViewLH(fov, aspect, zNear, zFar); var m = new Matrix3D(); m.appendRotation(sw.ElapsedMilliseconds / 30, Vector3D.Z_AXIS); m.appendTranslation(0, 0, 2); m.append(view); return m; }; this.enterFrame += delegate { // Clear away the old frame render context.clear(); // Calculate the view matrix, and run the shader program! shader.render(makeViewMatrix()); // Show the newly rendered frame on screen context.present(); }; }; stage3D.requestContext3D(Context3DRenderMode.AUTO); //trace("Awaiting context..."); }