Code:
package{
import com.adobe.utils.AGALMiniAssembler;
import flash.display.Sprite;
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.geom.Matrix3D;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.utils.getTimer;
[SWF(width="800", height="600", frameRate="60", backgroundColor="#FFFFFF")]
public class HelloTriangleColored extends Sprite
{
protected var context3D:Context3D;
protected var program:Program3D;
protected var vertexbuffer:VertexBuffer3D;
protected var indexbuffer:IndexBuffer3D;
public function HelloTriangleColored()
{
stage.stage3Ds[0].addEventListener( Event.CONTEXT3D_CREATE, initMolehill );
stage.stage3Ds[0].requestContext3D();
addEventListener(Event.ENTER_FRAME, onRender);
}
protected function initMolehill(e:Event):void
{
context3D = stage.stage3Ds[0].context3D;
context3D.configureBackBuffer(800, 600, 1, true);
var vertices:Vector.<Number> = Vector.<Number>([
-0.3,-0.3,0, 1, 0, 0, // x, y, z, r, g, b
-0.3, 0.3, 0, 0, 1, 0,
0.3, 0.3, 0, 0, 0, 1]);
// Create VertexBuffer3D. 3 vertices, of 6 Numbers each
vertexbuffer = context3D.createVertexBuffer(3, 6);
// Upload VertexBuffer3D to GPU. Offset 0, 3 vertices
vertexbuffer.uploadFromVector(vertices, 0, 3);
var indices:Vector.<uint> = Vector.<uint>([0, 1, 2]);
// Create IndexBuffer3D. Total of 3 indices. 1 triangle of 3 vertices
indexbuffer = context3D.createIndexBuffer(3);
// Upload IndexBuffer3D to GPU. Offset 0, count 3
indexbuffer.uploadFromVector (indices, 0, 3);
var vertexShaderAssembler : AGALMiniAssembler = new AGALMiniAssembler();
vertexShaderAssembler.assemble( Context3DProgramType.VERTEX,
"m44 op, va0, vc0\n" + // pos to clipspace
"mov v0, va1" // copy color
);
var fragmentShaderAssembler : AGALMiniAssembler= new AGALMiniAssembler();
fragmentShaderAssembler.assemble( Context3DProgramType.FRAGMENT,
"mov oc, v0"
);
program = context3D.createProgram();
program.upload( vertexShaderAssembler.agalcode, fragmentShaderAssembler.agalcode);
}
protected function onRender(e:Event):void
{
if ( !context3D )
return;
context3D.clear ( 1, 1, 1, 1 );
// vertex position to attribute register 0
context3D.setVertexBufferAt (0, vertexbuffer, 0, Context3DVertexBufferFormat.FLOAT_3);
// color to attribute register 1
context3D.setVertexBufferAt(1, vertexbuffer, 3, Context3DVertexBufferFormat.FLOAT_3);
// assign shader program
context3D.setProgram(program);
var m:Matrix3D = new Matrix3D();
m.appendRotation(getTimer()/40, Vector3D.Z_AXIS);
context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, m, true);
context3D.drawTriangles(indexbuffer);
context3D.present();
}
}
}
Maybe if they use Starling, sure. But I'm saying that Stage 3D isn't easy to use, not that no effort has been put into making it easier. There is also the fact that some older computers might not support your game if you use Stage 3D, but that might not be that big of an issue. Perhaps the biggest issue is the fact that most of the Flash runtime would need to be re-wrote for that to happen, and I'm not sure that is happening any time soon, especially since Clickteam is focusing on the HTML5 runtime at the moment, since it is newer and in some ways buggier (in others it is more stable (mainly the fact that it has better performance), but that is aside of the point).