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  • Stage3D_Game_Programming:渲染3D模型

    OBJ是文件,先来解释下OBJ文件。随便找一个OBJ文件,用文本查看:

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    # Max2Obj Version 4.0 Mar 10th, 2001
    #
    # object (null) to come ...
    #
    v -0.257 0.191 0.423
    v -0.115 0.29 -0.068
    v -0.237 0 -0.074
    v -0.237 0.071 0.646
    ...
    # 82 vertices
    vt 0.623 0.227 0
    vt 0.615 0.53 0
    vt 0.895 0.555 0
    vt 0.825 0.246 0
    vt 0.647 0.847 0
    ...
    # 39 texture vertices
    f 1/1 2/2 3/3
    f 3/3 4/4 1/1
    f 2/2 5/5 6/6
    f 6/6 3/3 2/2
    ...
    # 142 faces

    v:是模型的顶点信息 vt:是贴图的UV坐标 f:是定义面的顶点索引和顶点对应的UV坐标索引 清楚了OBJ文件里各种数据所代表的信息,接下来就是如何把数据传递给显卡渲染。 那么我们需要一个解析OBJ文件的类(代码比较简单,注释就省了)

     
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    package com.parser
    {
        import flash.utils.ByteArray;
     
      
        public class OBJParser
        {
            private var _lines:Array;
            private const LINE_FEED:String = String.fromCharCode(10);
            private const SPACE:String = String.fromCharCode(32);
            private var _scale:Number;
            public function OBJParser(objfile:ByteArray,scale:Number = 1)
            {
                _scale = scale;
                if(objfile)
                {
                    var lineStr:String = parserToStr(objfile);
                    _lines = lineStr.split(LINE_FEED);
                    var loop:uint = _lines.length;
                    for(var i:uint = 0; i < loop; i++)
                    {
                        parseLine(_lines[i]);
                    }
                }  
            }
     
            private const VERTEX:String = 'v';
            private const UV:String = 'vt';
            private const INDEX_DATA:String = 'f';
            private function parseLine(lineStr:String):void
            {
                var data:Array = lineStr.split(SPACE);
                if(!data.length)return;
                var key:String = data[0];
                var parseData:Array = data.slice(1);
                switch(key)
                {
                    case VERTEX:
                        parseVertex(parseData);
                        break;
                    case UV:
                        parseUV(parseData);
                        break;
                    case INDEX_DATA:
                        parseIndexData(parseData);
                        break;
                }
            }
     
            private var _vertices:Vector.<Number> = new Vector.<Number>();
            private function parseVertex(data:Array):void
            {
                if(data[0] == '' || data[0] == " ")
                {
                    data = data.slice(1);
                }
                var loop:uint = data.length;
                for(var i:uint = 0; i < loop; i++)
                {
                    var value:Number = Number(data[i]);
                    _vertices.push(value*_scale);
                }
            }
     
            private var _uvs:Vector.<Number> = new Vector.<Number>();
            private function parseUV(data:Array):void
            {
                if(data[0] == '' || data[0] == " ")
                {
                    data = data.slice(1);
                }
                var loop:uint = 2;
                for(var i:uint = 0; i < loop; i++)
                {
                    var value:Number = Number(data[i]);
                    _uvs.push(value*_scale);
                }
            }
     
            private const SLASH:String = "/";
            private var _indexData:Vector.<uint> = new Vector.<uint>();
            private var _vertexsData:Vector.<Number> = new Vector.<Number>();
            private var _uvData:Vector.<Number> = new Vector.<Number>();
            private var _faceIndex:uint;
            private function parseIndexData(data:Array):void
            {
                var index:uint = 0;
                while((data[index] == '') || (data[index] == ' '))index++;
                var loop:uint = index+3;
     
                var vertexIndex:int;
                var uvIndex:int;
                var normalIndex:int;
                for(var i:uint = index; i < loop; i++)
                {
                    var triplet:String = data[i];
                    var subdata:Array = triplet.split(SLASH);
                    vertexIndex = int(subdata[0]) - 1;
                    uvIndex     = int(subdata[1]) - 1;
     
                    if(vertexIndex < 0) vertexIndex = 0;
                    if(uvIndex < 0) uvIndex = 0;
     
                    index = 3*vertexIndex;
                    _vertexsData.push(_vertices[index + 0],
                    _vertices[index + 1], _vertices[index + 2]);
     
                    index = 2*uvIndex;
                    _uvData.push(1-_uvs[index+0],1-_uvs[index+1]);
                }
                _indexData.push(_faceIndex+0,_faceIndex+1,_faceIndex+2);
                _faceIndex += 3;
            }
     
            private function parserToStr(objFileByteArray:ByteArray):String
            {
                return objFileByteArray.readUTFBytes(objFileByteArray.bytesAvailable);
            }
     
            /**
             * 顶点数据
             * @return
             *
             */    
            public function get vertexsData():Vector.<Number>
            {
                return _vertexsData;
            }
     
            /**
             * UV数据
             * @return
             *
             */    
            public function get uvData():Vector.<Number>
            {
                return _uvData;
            }
     
            /**
             * 索引数据
             * @return
             *
             */    
            public function get indexData():Vector.<uint>
            {
                return _indexData;
            }
     
        }
    }
     
    1
     

    有了顶点信息,uv信息和面的索引信息接下来就可以把这货渲染出来了。

     
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    package
    {
        import com.adobe.utils.AGALMiniAssembler;
        import com.adobe.utils.PerspectiveMatrix3D;
        import com.parser.OBJParser;
     
        import flash.display.Bitmap;
        import flash.display.BitmapData;
        import flash.display.Sprite;
        import flash.display.Stage3D;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
        import flash.display3D.Context3D;
        import flash.display3D.Context3DProgramType;
        import flash.display3D.Context3DTextureFormat;
        import flash.display3D.Context3DVertexBufferFormat;
        import flash.display3D.IndexBuffer3D;
        import flash.display3D.Program3D;
        import flash.display3D.VertexBuffer3D;
        import flash.display3D.textures.Texture;
        import flash.events.Event;
        import flash.geom.Matrix;
        import flash.geom.Matrix3D;
        import flash.geom.Vector3D;
        import flash.utils.ByteArray;
     
        [SWF(width='800',height='600',backgroundColor='0x333333',frameRate="60")]
       
        public class GameTest extends Sprite
        {
            [Embed (source = "art/spaceship.obj",
            mimeType = "application/octet-stream")]
            private var objData:Class;
     
            [Embed (source = "art/spaceship_texture.jpg")]
            private var TextureBitmap:Class;
            private var textureData:Bitmap = new TextureBitmap();
     
            private var _stage3D:Stage3D;
            private var _context3D:Context3D;
            private const sw:uint = 700;
            private const sh:uint = 500;
     
            private var _objParser:OBJParser;
            //顶点缓冲 存储顶点信息
            private var _vertexBuffer:VertexBuffer3D;
            //顶点缓冲 存储UV信息
            private var _uvBuffer:VertexBuffer3D;
            //顶点索引
            private var _indexBuffer:IndexBuffer3D;
            private var _texture:Texture;
            private var _textureSize:uint = 512;
            private var _projectionmatrix:PerspectiveMatrix3D;
            private var _viewmatrix:Matrix3D;
            private var _modelmatrix:Matrix3D = new Matrix3D();
            private var _modelViewProjection:Matrix3D = new Matrix3D();
     
            private var _vertexShaderAssembler:AGALMiniAssembler;
            private var _fragmentAssembler:AGALMiniAssembler;
            private var _program:Program3D;
     
            public function GameTest()
            {
                if(this.stage)
                {
                    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);
                this.stage.scaleMode = StageScaleMode.NO_SCALE;
                this.stage.align = StageAlign.TOP_LEFT;
                initStage3D();
            }
     
            private function initStage3D():void
            {
                _stage3D = this.stage.stage3Ds[0];
                if(_stage3D)
                {
                    _stage3D.addEventListener(Event.CONTEXT3D_CREATE,onContext3DCreate);
                    _stage3D.requestContext3D();
                }
            }
     
            private function onContext3DCreate(e:Event):void
            {
                _context3D = _stage3D.context3D;
                if(_context3D == null)
                {
                    throw new Error("无法创建Context3D");
                    return;
                }
     
                _stage3D.x = (this.stage.stageWidth - sw)/2;
                _stage3D.y = (this.stage.stageHeight - sh)/2;
     
                _context3D.configureBackBuffer(sw,sh,1);
                _context3D.clear(205,205,205);
                _context3D.enableErrorChecking = true;
                initData();
                initShader();
                this.stage.addEventListener(Event.ENTER_FRAME,onEnterFrame);
            }
     
            private function initData():void
            {
                var objdata:ByteArray = new objData() as ByteArray;
                _objParser = new OBJParser(objdata);
     
                var vertexCont:uint = _objParser.vertexsData.length/3;
                _vertexBuffer = _context3D.createVertexBuffer(vertexCont,3);
                _vertexBuffer.uploadFromVector(_objParser.vertexsData,0,vertexCont);
     
                var uvCont:uint = _objParser.uvData.length/2;
                _uvBuffer = _context3D.createVertexBuffer(uvCont,2);
                _uvBuffer.uploadFromVector(_objParser.uvData,0,uvCont);
     
                _context3D.setVertexBufferAt(0,_vertexBuffer,0,Context3DVertexBufferFormat.FLOAT_3);
                _context3D.setVertexBufferAt(1,_uvBuffer,0,Context3DVertexBufferFormat.FLOAT_2);
     
                var indexData:Vector.<uint> = _objParser.indexData;
                _indexBuffer = _context3D.createIndexBuffer(indexData.length);
                _indexBuffer.uploadFromVector(indexData,0,indexData.length);
     
                _texture = _context3D.createTexture(_textureSize,_textureSize,Context3DTextureFormat.BGRA,false);
                uploadTextureWithMipmaps(_texture,textureData.bitmapData);
     
                _projectionmatrix = new PerspectiveMatrix3D();
                _projectionmatrix.identity();
                // 45 degrees FOV, 640/480 aspect ratio, 0.1=near, 100=far
                _projectionmatrix.perspectiveFieldOfViewRH(
                    45.0, sw / sh, 0.01, 100.0);
     
                _viewmatrix = new Matrix3D();
                // camera Matrix3D
                _viewmatrix.identity();
                // 移动镜头到(0,0,0)
                _viewmatrix.appendTranslation(0,0,0);
            }
     
            private function initShader():void
            {
                _vertexShaderAssembler = new AGALMiniAssembler();
                _vertexShaderAssembler.assemble(Context3DProgramType.VERTEX,
                    "m44 op, va0, vc0 " +
                    "mov v0, va0 " +
                    "mov v1, va1 ");
     
                _fragmentAssembler= new AGALMiniAssembler();
                _fragmentAssembler..assemble
                    (
                        Context3DProgramType.FRAGMENT, 
                        "tex ft0, v1, fs0 <2d,linear,repeat,miplinear> "+
                        "mov oc, ft0 "
                    );
     
                _program = _context3D.createProgram();
                _program.upload(_vertexShaderAssembler.agalcode,_fragmentAssembler.agalcode);
                _context3D.setTextureAt(0,_texture);           
                _context3D.setProgram(_program);
            }
     
            private var _t:Number = 0;
            private function onEnterFrame(e:Event):void
            {
                _context3D.clear(0,0,0,.7);
                _t += 2.0;
                _modelmatrix.identity();
                //旋转模型
                _modelmatrix.appendRotation(_t*1.0, Vector3D.Y_AXIS);
                _modelmatrix.appendRotation(_t*-0.2, Vector3D.X_AXIS);
                _modelmatrix.appendRotation(_t*0.3, Vector3D.Y_AXIS);
                _modelmatrix.appendTranslation(-0.4, 0, -5);
     
                _modelViewProjection.identity();
                _modelViewProjection.append(_modelmatrix);
                _modelViewProjection.append(_viewmatrix);
                _modelViewProjection.append(_projectionmatrix);
     
                _context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, _modelViewProjection, true );
                //绘制模型
                _context3D.drawTriangles(_indexBuffer, 0, _objParser.indexData.length/3);
                //呈现至屏幕
                _context3D.present();
            }
     
            /**
             * Mipmap
             * @param dest
             * @param src
             *
             */    
            private function uploadTextureWithMipmaps(dest:Texture, src:BitmapData):void
            {
                var ws:int = src.width;
                var hs:int = src.height;
                var level:int = 0;
                var tmp:BitmapData;
                var transform:Matrix = new Matrix();
     
                tmp = new BitmapData(src.width, src.height, true, 0);
     
                while ( ws >= 1 && hs >= 1 )
                {
                    tmp.draw(src, transform, null, null, null, true);
                    dest.uploadFromBitmapData(tmp, level);
                    transform.scale(0.5, 0.5);
                    level++;
                    ws >>= 1;
                    hs >>= 1;
                    if (hs && ws)
                    {
                        tmp.dispose();
                        tmp = new BitmapData(ws, hs, true, 0x00000000);
                    }
                }
                tmp.dispose();
            }
     
        }
    }
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  • 原文地址:https://www.cnblogs.com/ch06src/p/3430964.html
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