// // Methods // #if OPENGL public Context3D(Stage3D stage3D) { mStage3D = stage3D; // get default framebuffer for use when restoring rendering to backbuffer GL.GetInteger(GetPName.FramebufferBinding, out mDefaultFrameBufferId); // generate framebuffer for render to texture GL.GenFramebuffers(1, out mTextureFrameBufferId); }
public Context3D(Stage3D stage3D) { mStage3D = stage3D; // get default framebuffer for use when restoring rendering to backbuffer GL.GetInteger(GetPName.FramebufferBinding, out mDefaultFrameBufferId); // generate framebuffer for render to texture GL.GenFramebuffers(1, out mTextureFrameBufferId); }
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 += delegate { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); // Get the new context context = stage3D.context3D; //trace("Got context! " + context); // Configure back buffer context.configureBackBuffer(DefaultWidth, DefaultHeight, 2, true); context.setCulling(Context3DTriangleFace.BACK); stage3D.x = stage3D.y = 0; // Prepare vertex data: x,y,z, nx,ny,nz, u,v (position, normal, texture) Vector <double> vertexData = new double[] { 0.5, 0.5, -0.5, 0, 0, -1, 1, 0, // Front -0.5, 0.5, -0.5, 0, 0, -1, 0, 0, // -0.5, -0.5, -0.5, 0, 0, -1, 0, 1, // 0.5, -0.5, -0.5, 0, 0, -1, 1, 1, // 0.5, -0.5, -0.5, 0, -1, 0, 1, 0, // Bottom -0.5, -0.5, -0.5, 0, -1, 0, 0, 0, // -0.5, -0.5, 0.5, 0, -1, 0, 0, 1, // 0.5, -0.5, 0.5, 0, -1, 0, 1, 1, // -0.5, 0.5, 0.5, 0, 0, 1, 1, 0, // Back 0.5, 0.5, 0.5, 0, 0, 1, 0, 0, // 0.5, -0.5, 0.5, 0, 0, 1, 0, 1, // -0.5, -0.5, 0.5, 0, 0, 1, 1, 1, // -0.5, 0.5, 0.5, 0, 1, 0, 1, 0, // Top 0.5, 0.5, 0.5, 0, 1, 0, 0, 0, // 0.5, 0.5, -0.5, 0, 1, 0, 0, 1, // -0.5, 0.5, -0.5, 0, 1, 0, 1, 1, // -0.5, 0.5, -0.5, -1, 0, 0, 1, 0, // Left -0.5, 0.5, 0.5, -1, 0, 0, 0, 0, // -0.5, -0.5, 0.5, -1, 0, 0, 0, 1, // -0.5, -0.5, -0.5, -1, 0, 0, 1, 1, // 0.5, 0.5, 0.5, 1, 0, 0, 1, 0, // Right 0.5, 0.5, -0.5, 1, 0, 0, 0, 0, // 0.5, -0.5, -0.5, 1, 0, 0, 0, 1, // 0.5, -0.5, 0.5, 1, 0, 0, 1, 1 // }; Vector <uint> indexData = new uint[] { 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Bottom face 8, 9, 10, 8, 10, 11, // Back face 14, 13, 12, 15, 14, 12, // Top face 16, 17, 18, 16, 18, 19, // Left face 20, 21, 22, 20, 22, 23 // Right face }; // Prep the bitmap data to be used as a texture var texture = new ActionScript.Images.box().bitmapData; // Prepare a shader for rendering shader = new LightedRender(); shader.upload(context); shader.setGeometry(vertexData, indexData, texture); // The projection defines a 3D perspective to be rendered projection = new PerspectiveMatrix3D(); projection.perspectiveFieldOfViewRH(45, (double)DefaultWidth / (double)DefaultHeight, 1, 500); // The pivot will keep track of the model's current rotation pivot = new Vector3D(); // Prepare a matrix which we'll use to apply transformations to the model modelMatrix = new Matrix3D(); modelMatrix.identity(); modelMatrix.appendRotation(45, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Y_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Z_AXIS, pivot); // The view matrix will contain the concatenation of all transformations viewMatrix = new Matrix3D(); // Prepare lighting lightColor = new Vector3D(0.95, 0.80, 0.55, 0.8); // R,G,B,strength ambient = new Vector3D(0.00, 0.05, 0.1); lightPos = new Vector3D(1.0, 1.0, -4.0, 0.2); // Start rendering frames //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); this.enterFrame += delegate { // Clear away the old frame render context.clear(0.05, 0.12, 0.18); // Dark grey background // Rotate the model matrix modelMatrix.appendRotation(0.4, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(0.3, Vector3D.Y_AXIS, pivot); // Calculate the view matrix, and run the shader program! viewMatrix.identity(); viewMatrix.append(modelMatrix); viewMatrix.appendTranslation(0, 0, -2); viewMatrix.append(projection); viewMatrix.transpose(); shader.render(viewMatrix, lightPos, lightColor, ambient); // Show the newly rendered frame on screen context.present(); }; // Created with EasyAGAL! //var bitmap:Bitmap = new createdWith(); //bitmap.y = CONTEXT_HEIGHT - bitmap.height; //addChild(bitmap); }; stage3D.requestContext3D(Context3DRenderMode.AUTO); //trace("Awaiting context..."); }
public Context3D(Stage3D stage3D) { throw new NotImplementedException(); }
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 += delegate { //stage3D.removeEventListener(Event.CONTEXT3D_CREATE, contextReady); // Get the new context context = stage3D.context3D; //trace("Got context! " + context); // Configure back buffer context.configureBackBuffer(DefaultWidth, DefaultHeight, 2, true); context.setCulling(Context3DTriangleFace.BACK); stage3D.x = stage3D.y = 0; // Prepare vertex data: x,y,z, nx,ny,nz, u,v (position, normal, texture) Vector<double> vertexData = new double[] { 0.5, 0.5, -0.5, 0,0,-1, 1,0, // Front -0.5, 0.5, -0.5, 0,0,-1, 0,0, // -0.5, -0.5, -0.5, 0,0,-1, 0,1, // 0.5, -0.5, -0.5, 0,0,-1, 1,1, // 0.5, -0.5, -0.5, 0,-1,0, 1,0, // Bottom -0.5, -0.5, -0.5, 0,-1,0, 0,0, // -0.5, -0.5, 0.5, 0,-1,0, 0,1, // 0.5, -0.5, 0.5, 0,-1,0, 1,1, // -0.5, 0.5, 0.5, 0,0,1, 1,0, // Back 0.5, 0.5, 0.5, 0,0,1, 0,0, // 0.5, -0.5, 0.5, 0,0,1, 0,1, // -0.5, -0.5, 0.5, 0,0,1, 1,1, // -0.5, 0.5, 0.5, 0,1,0, 1,0, // Top 0.5, 0.5, 0.5, 0,1,0, 0,0, // 0.5, 0.5, -0.5, 0,1,0, 0,1, // -0.5, 0.5, -0.5, 0,1,0, 1,1, // -0.5, 0.5, -0.5, -1,0,0, 1,0, // Left -0.5, 0.5, 0.5, -1,0,0, 0,0, // -0.5, -0.5, 0.5, -1,0,0, 0,1, // -0.5, -0.5, -0.5, -1,0,0, 1,1, // 0.5, 0.5, 0.5, 1,0,0, 1,0, // Right 0.5, 0.5, -0.5, 1,0,0, 0,0, // 0.5, -0.5, -0.5, 1,0,0, 0,1, // 0.5, -0.5, 0.5, 1,0,0, 1,1 // }; Vector<uint> indexData = new uint[] { 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Bottom face 8, 9, 10, 8, 10, 11, // Back face 14, 13, 12, 15, 14, 12, // Top face 16, 17, 18, 16, 18, 19, // Left face 20, 21, 22, 20, 22, 23 // Right face }; // Prep the bitmap data to be used as a texture var texture = new ActionScript.Images.box().bitmapData; // Prepare a shader for rendering shader = new LightedRender(); shader.upload(context); shader.setGeometry(vertexData, indexData, texture); // The projection defines a 3D perspective to be rendered projection = new PerspectiveMatrix3D(); projection.perspectiveFieldOfViewRH(45, (double)DefaultWidth / (double)DefaultHeight, 1, 500); // The pivot will keep track of the model's current rotation pivot = new Vector3D(); // Prepare a matrix which we'll use to apply transformations to the model modelMatrix = new Matrix3D(); modelMatrix.identity(); modelMatrix.appendRotation(45, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Y_AXIS, pivot); modelMatrix.appendRotation(45, Vector3D.Z_AXIS, pivot); // The view matrix will contain the concatenation of all transformations viewMatrix = new Matrix3D(); // Prepare lighting lightColor = new Vector3D(0.95, 0.80, 0.55, 0.8); // R,G,B,strength ambient = new Vector3D(0.00, 0.05, 0.1); lightPos = new Vector3D(1.0, 1.0, -4.0, 0.2); // Start rendering frames //addEventListener(Event.ENTER_FRAME, renderFrame, false, 0, true); this.enterFrame += delegate { // Clear away the old frame render context.clear(0.05, 0.12, 0.18); // Dark grey background // Rotate the model matrix modelMatrix.appendRotation(0.4, Vector3D.X_AXIS, pivot); modelMatrix.appendRotation(0.3, Vector3D.Y_AXIS, pivot); // Calculate the view matrix, and run the shader program! viewMatrix.identity(); viewMatrix.append(modelMatrix); viewMatrix.appendTranslation(0, 0, -2); viewMatrix.append(projection); viewMatrix.transpose(); shader.render(viewMatrix, lightPos, lightColor, ambient); // Show the newly rendered frame on screen context.present(); }; // Created with EasyAGAL! //var bitmap:Bitmap = new createdWith(); //bitmap.y = CONTEXT_HEIGHT - bitmap.height; //addChild(bitmap); }; 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..."); }