final class Context3D
package openfl.display3D
extends EventDispatcher
Available on all platforms
The Context3D class provides a context for rendering geometrically defined graphics. A rendering context includes a drawing surface and its associated resources and state. When possible, the rendering context uses the hardware graphics processing unit (GPU). Otherwise, the rendering context uses software. (If rendering through Context3D is not supported on a platform, the stage3Ds property of the Stage object contains an empty list.)
The Context3D rendering context is a programmable pipeline that is very similar to OpenGL ES 2, but is abstracted so that it is compatible with a range of hardware and GPU interfaces. Although designed for 3D graphics, the rendering pipeline does not mandate that the rendering is three dimensional. Thus, you can create a 2D renderer by supplying the appropriate vertex and pixel fragment programs. In both the 3D and 2D cases, the only geometric primitive supported is the triangle.
Get an instance of the Context3D class by calling the requestContext3D() method of a Stage3D object. A limited number of Context3D objects can exist per stage; one for each Stage3D in the Stage.stage3Ds list. When the context is created, the Stage3D object dispatches a context3DCreate event. A rendering context can be destroyed and recreated at any time, such as when another application that uses the GPU gains focus. Your code should anticipate receiving multiple context3DCreate events. Position the rendering area on the stage using the x and y properties of the associated Stage3D instance.
To render and display a scene (after getting a Context3D object), the following steps are typical:
- Configure the main display buffer attributes by calling
configureBackBuffer()
. - Create and initialize your rendering resources, including:
- Vertex and index buffers defining the scene geometry
- Vertex and pixel programs (shaders) for rendering the scene
- Textures
- Render a frame:
- Set the render state as appropriate for an object or collection of objects in the scene.
- Call the
drawTriangles()
method to render a set of triangles. - Change the rendering state for the next group of objects.
- Call
drawTriangles()
to draw the triangles defining the objects. - Repeat until the scene is entirely rendered.
- Call the
present()
method to display the rendered scene on the stage.
The following limits apply to rendering:
Resource limits:
Resource | Number allowed | Total memory |
---|---|---|
Vertex buffers | 4096 | 256 MB |
Index buffers | 4096 | 128 MB |
Programs | 4096 | 16 MB |
Textures | 4096 | 128 MB |
Cube textures | 4096 | 256 MB |
AGAL limits: 200 opcodes per program.
Draw call limits: 32,768 drawTriangles()
calls for each present()
call.
The following limits apply to textures:
Texture limits for AIR 32 bit:
Texture | Maximum size | Total GPU memory |
---|---|---|
Normal Texture (below Baseline extended) | 2048x2048 | 512 MB |
Normal Texture (Baseline extended and above) | 4096x4096 | 512 MB |
Rectangular Texture (below Baseline extended) | 2048x2048 | 512 MB |
Rectangular Texture (Baseline extended and above) | 4096x4096 | 512 MB |
Cube Texture | 1024x1024 | 256 MB |
Texture limits for AIR 64 bit (Desktop):
Texture | Maximum size | Total GPU memory |
---|---|---|
Normal Texture (below Baseline extended) | 2048x2048 | 512 MB |
Normal Texture (Baseline extended to Standard) | 4096x4096 | 512 MB |
Normal Texture (Standard extended and above) | 4096x4096 | 2048 MB |
Rectangular Texture (below Baseline extended) | 2048x2048 | 512 MB |
Rectangular Texture (Baseline extended to Standard) | 4096x4096 | 512 MB |
Rectangular Texture (Standard extended and above) | 4096x4096 | 2048 MB |
Cube Texture | 1024x1024 | 256 MB |
512 MB is the absolute limit for textures, including the texture memory required for mipmaps. However, for Cube Textures, the memory limit is 256 MB.
You cannot create Context3D objects with the Context3D constructor. It is constructed and available as a property of a Stage3D instance. The Context3D class can be used on both desktop and mobile platforms, both when running in Flash Player and AIR.
Static variables
Variables
read onlybackBufferHeight:Int = 0
Specifies the height of the back buffer, which can be changed by a successful
call to the configureBackBuffer()
method. The height may be modified when the
browser zoom factor changes if the wantsBestResolutionOnBrowserZoom
parameter
is set to true
in the last successful call to the configureBackBuffer()
method. The change in height can be detected by registering an event listener
for the browser zoom change event.
read onlybackBufferWidth:Int = 0
Specifies the width of the back buffer, which can be changed by a successful
call to the configureBackBuffer()
method. The width may be modified when the
browser zoom factor changes if the wantsBestResolutionOnBrowserZoom
parameter
is set to true
in the last successful call to the configureBackBuffer()
method. The change in width can be detected by registering an event listener
for the browser zoom change event.
read onlydriverInfo:String = "OpenGL (Direct blitting)"
The type of graphics library driver used by this rendering context. Indicates
whether the rendering is using software, a DirectX driver, or an OpenGL driver.
Also indicates whether hardware rendering failed. If hardware rendering fails,
Flash Player uses software rendering for Stage3D and driverInfo
contains one
of the following values:
- "Software Hw_disabled=userDisabled" - The Enable hardware acceleration checkbox in the Adobe Flash Player Settings UI is not selected.
- "Software Hw_disabled=oldDriver" - There are known problems with the hardware graphics driver. Updating the graphics driver may fix this problem.
- "Software Hw_disabled=unavailable" - Known problems with the hardware graphics driver or hardware graphics initialization failure.
- "Software Hw_disabled=explicit" - The content explicitly requested software rendering through requestContext3D.
- "Software Hw_disabled=domainMemory" - The content uses domainMemory, which requires a license when used with Stage3D hardware rendering. Visit adobe.com/go/fpl.
enableErrorChecking:Bool
Specifies whether errors encountered by the renderer are reported to the application.
When enableErrorChecking
is true
, the clear()
, and drawTriangles()
methods are synchronous and can throw errors. When enableErrorChecking
is false
, the default, the clear()
, and drawTriangles()
methods are
asynchronous and errors are not reported. Enabling error checking reduces
rendering performance. You should only enable error checking when debugging.
read onlymaxBackBufferHeight:Int
Specifies the maximum height of the back buffer. The inital value is the system
limit in the platform. The property can be set to a value smaller than or equal
to, but not greater than, the system limit. The property can be set to a value
greater than or equal to, but not smaller than, the minimum limit. The minimum
limit is a constant value, 32, when the back buffer is not configured. The
minimum limit will be the value of the height
parameter in the last successful
call to the configureBackBuffer()
method after the back buffer is configured.
read onlymaxBackBufferWidth:Int
Specifies the maximum width of the back buffer. The inital value is the system
limit in the platform. The property can be set to a value smaller than or equal
to, but not greater than, the system limit. The property can be set to a value
greater than or equal to, but not smaller than, the minimum limit. The minimum
limit is a constant value, 32, when the back buffer is not configured. The
minimum limit will be the value of the width parameter in the last successful
call to the configureBackBuffer()
method after the back buffer is configured.
read onlyprofile:Context3DProfile = STANDARD
The feature-support profile in use by this Context3D object.
read onlytotalGPUMemory:Int
Returns the total GPU memory allocated by Stage3D data structures of an application.
Whenever a GPU resource object is created, memory utilized is stored in Context3D. This memory includes index buffers, vertex buffers, textures (excluding video texture), and programs that were created through this Context3D.
API totalGPUMemory returns the total memory consumed by the above resources to
the user. Default value returned is 0. The total GPU memory returned is in bytes.
The information is only provided in Direct mode on mobile, and in Direct and
GPU modes on desktop. (On desktop, using <renderMode>gpu</renderMode>
will
fall back to <renderMode>direct</renderMode>
)
This API can be used when the SWF version is 32 or later.
Methods
clear(red:Float = 0, green:Float = 0, blue:Float = 0, alpha:Float = 1, depth:Float = 1, stencil:UInt = 0, mask:UInt = Context3DClearMask.ALL):Void
Clears the color, depth, and stencil buffers associated with this Context3D object and fills them with the specified values.
Set the mask
parameter to specify which buffers to clear. Use the constants
defined in the Context3DClearMask class to set the mask
parameter. Use the
bitwise OR operator, "|", to add multiple buffers to the mask (or use
Context3DClearMask.ALL). When rendering to the back buffer, the
configureBackBuffer()
method must be called before any clear()
calls.
Note: If you specify a parameter value outside the allowed range, Numeric parameter values are silently clamped to the range zero to one. Likewise, if stencil is greater than 0xff it is set to 0xff.
Parameters:
red | the red component of the color with which to clear the color buffer, in the range zero to one. |
---|---|
green | the green component of the color with which to clear the color buffer, in the range zero to one. |
blue | the blue component of the color with which to clear the color buffer, in the range zero to one. |
alpha | the alpha component of the color with which to clear the color buffer, in the range zero to one. The alpha component is not used for blending. It is written to the buffer alpha directly. |
depth | the value with which to clear the depth buffer, in the range zero to one. |
stencil | the 8-bit value with which to clear the stencil buffer, in a range of 0x00 to 0xff. |
mask | specifies which buffers to clear. |
Throws:
Error | Object Disposed: If this Context3D object has been disposed by a calling dispose() or because the underlying rendering hardware has been lost. |
---|---|
Error | 3768: The Stage3D API may not be used during background execution. |
configureBackBuffer(width:Int, height:Int, antiAlias:Int, enableDepthAndStencil:Bool = true, wantsBestResolution:Bool = false, wantsBestResolutionOnBrowserZoom:Bool = false):Void
Sets the viewport dimensions and other attributes of the rendering buffer.
Rendering is double-buffered. The back buffer is swapped with the visible,
front buffer when the present()
method is called. The minimum size of the
buffer is 32x32 pixels. The maximum size of the back buffer is limited by the
device capabilities and can also be set by the user through the properties
maxBackBufferWidth
and maxBackBufferHeight
. Configuring the buffer is a
slow operation. Avoid changing the buffer size or attributes during normal
rendering operations.
Parameters:
width | width in pixels of the buffer. |
---|---|
height | height in pixels of the buffer. |
antiAlias | an integer value specifying the requested antialiasing quality. The value correlates to the number of subsamples used when antialiasing. Using more subsamples requires more calculations to be performed, although the relative performance impact depends on the specific rendering hardware. The type of antialiasing and whether antialiasing is performed at all is dependent on the device and rendering mode. Antialiasing is not supported at all by the software rendering context. | --- | --- | | 0 | No antialiasing | | 2 | Minimal antialiasing | | 4 | High-quality antialiasing | | 16 | Very high-quality antialiasing | |
enableDepthAndStencil |
|
wantsBestResolution |
|
wantsBestResolutionOnBrowserZoom |
|
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | Bad Input Size: The |
Error | 3709: The |
createCubeTexture(size:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, streamingLevels:Int = 0):CubeTexture
Creates a CubeTexture object.
Use a CubeTexture object to upload cube texture bitmaps to the rendering context and to reference a cube texture during rendering. A cube texture consists of six equal-sized, square textures arranged in a cubic topology and are useful for describing environment maps.
You cannot create CubeTexture objects with a CubeTexture constructor; use this
method instead. After creating a CubeTexture object, upload the texture bitmap
data using the CubeTexture uploadFromBitmapData()
, uploadFromByteArray()
, or
uploadCompressedTextureFromByteArray()
methods.
Parameters:
size | The texture edge length in texels. |
---|---|
format | The texel format, of the Context3DTextureFormat enumerated list.
Texture compression lets you store texture images in compressed format directly on
the GPU, which saves GPU memory and memory bandwidth. Typically, compressed
textures are compressed offline and uploaded to the GPU in compressed form
using the |
optimizeForRenderToTexture | Set to true if the texture is likely to be used as a render target. |
streamingLevels | The MIP map level that must be loaded before the image is rendered. Texture streaming offers the ability to load and display the smallest mip levels first, progressively displaying higher quality images as the textures are loaded. End users can view lower-quality images in an application while the higher quality images load. By default, streamingLevels is 0, meaning that the highest quality image in the MIP map must be loaded before the image is rendered. This parameter was added in Flash Player 11.3 and AIR 3.3. Using the default value maintains the behavior of the previous versions of Flash Player and AIR. Set streamingLevels to a value between 1 and the number of images in the MIP map to enable texture streaming. For example, you have a MIP map that includes at the highest quality a main image at 64x64 pixels. Lower quality images in the MIP map are 32x32, 16x16, 8x8, 4x4, 2x2, and 1x1 pixels, for 7 images in total, or 7 levels. Level 0 is the highest quality image. The maximum value of this property is log2(min(width,height)). Therefore, for a main image that is 64x64 pixels, the maximum value of streamingLevels is 7. Set this property to 3 to render the image after the 8x8 pixel image loads. Note: Setting this property to a value > 0 can impact memory usage and performance. |
Returns:
A new CubeTexture object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | Resource Limit Exceeded: if too many Texture objects are created or the amount of memory allocated to textures is exceeded. |
ArgumentError | Depth Texture Not Implemented: if you attempt to create a depth texture. |
ArgumentError | Texture Size Is Zero: if the size parameter is not greater than zero. |
ArgumentError | Texture Not Power Of Two: if the size parameter is not a power of two. |
ArgumentError | Texture Too Big: if the size parameter is greater than 1024. |
Error | Texture Creation Failed: if the CubeTexture object could not be created by the rendering context (but information about the reason is not available). |
ArgumentError | Invalid streaming level: if streamingLevels is greater or
equal to |
createIndexBuffer(numIndices:Int, bufferUsage:Context3DBufferUsage = STATIC_DRAW):IndexBuffer3D
Creates an IndexBuffer3D object.
Use an IndexBuffer3D object to upload a set of triangle indices to the rendering
context and to reference that set of indices for rendering. Each index in the
index buffer references a corresponding vertex in a vertex buffer. Each set of
three indices identifies a triangle. Pass the IndexBuffer3D object to the
drawTriangles()
method to render one or more triangles defined in the index
buffer.
You cannot create IndexBuffer3D objects with the IndexBuffer3D class constructor;
use this method instead. After creating a IndexBuffer3D object, upload the
indices using the IndexBuffer3D uploadFromVector()
or uploadFromByteArray()
methods.
Parameters:
numIndices | the number of vertices to be stored in the buffer. |
---|---|
bufferUsage | the expected buffer usage. Use one of the constants defined in Context3DBufferUsage. The hardware driver can do appropriate optimization when you set it correctly. This parameter is only available after Flash 12/AIR 4. |
Returns:
A new IndexBuffer3D object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | Resource Limit Exceeded: if too many index buffers are created or the amount of memory allocated to index buffers is exceeded. |
Error | 3768: The Stage3D API may not be used during background execution. |
ArgumentError | Buffer Too Big: when |
createProgram(format:Context3DProgramFormat = AGAL):Program3D
Creates a Program3D object.
Use a Program3D object to upload shader programs to the rendering context and to reference uploaded programs during rendering. A Program3D object stores two programs, a vertex program and a fragment program (also known as a pixel program). The programs are written in a binary shader assembly language.
You cannot create Program3D objects with a Program3D constructor; use this method
instead. After creating a Program3D object, upload the programs using the
Program3D upload()
method.
Parameters:
format | (Experimental) Set the format of this Program3D instance to AGAL (default) or to GLSL for use on GL-based renderers |
---|
Returns:
A new Program3D object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | The number of programs exceeds 4096 or the total memory size exceeds 16MB (use dispose to free Program3D resources). |
createRectangleTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool):RectangleTexture
Creates a Rectangle Texture object.
Use a RectangleTexture object to upload texture bitmaps to the rendering context and to reference a texture during rendering.
You cannot create RectangleTexture objects with a RectangleTexture constructor;
use this method instead. After creating a RectangleTexture object, upload the
texture bitmaps using the Texture uploadFromBitmapData()
or
uploadFromByteArray()
methods.
Note that 32-bit integer textures are stored in a packed BGRA format to match the OpenFL BitmapData format. Floating point textures use a conventional RGBA format.
Rectangle textures are different from regular 2D textures in that their width and height do not have to be powers of two. Also, they do not contain mip maps. They are most useful for use in render to texture cases. If a rectangle texture is used with a sampler that uses mip map filtering or repeat wrapping the drawTriangles call will fail. Rectangle texture also do not allow streaming. The only texture formats supported by Rectangle textures are BGRA, BGR_PACKED, BGRA_PACKED. The compressed texture formats are not supported by Rectangle Textures.
Parameters:
width | The texture width in texels. |
---|---|
height | The texture height in texels. |
format | The texel format, of the Context3DTextureFormat enumerated list. |
optimizeForRenderToTexture | Set to true if the texture is likely to be used as a render target. |
Returns:
A new RectangleTexture object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a calling dispose() or because the underlying rendering hardware has been lost. |
---|---|
Error | Resource Limit Exceeded: if too many Texture objects are created or the amount of memory allocated to textures is exceeded. |
ArgumentError | Texture Size Is Zero: if both the width or height parameters are not greater than zero. |
ArgumentError | Texture Too Big: if either the width or the height parameter is greater than 2048. |
Error | Texture Creation Failed: if the Texture object could not be created by the rendering context (but information about the reason is not available). |
Error | Requires Baseline Profile Or Above: if rectangular texture is created with baseline constrained profile. |
createTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, streamingLevels:Int = 0):Texture
Creates a Texture object.
Use a Texture object to upload texture bitmaps to the rendering context and to reference a texture during rendering.
You cannot create Texture objects with a Texture constructor; use this method
instead. After creating a Texture object, upload the texture bitmaps using the
Texture uploadFromBitmapData()
, uploadFromByteArray()
, or
uploadCompressedTextureFromByteArray()
methods.
Note that 32-bit integer textures are stored in a packed BGRA format to match the OpenFL BitmapData format. Floating point textures use a conventional RGBA format.
Parameters:
width | The texture width in texels. |
---|---|
height | The texture height in texels. |
format | The texel format, of the Context3DTextureFormat enumerated list.
Texture compression lets you store texture images in compressed format directly
on the GPU, which saves GPU memory and memory bandwidth. Typically, compressed
textures are compressed offline and uploaded to the GPU in compressed form using
the Texture.uploadCompressedTextureFromByteArray method. Flash Player 11.4 and
AIR 3.4 on desktop platforms added support for runtime texture compression, which
may be useful in certain situations, such as when rendering dynamic textures from
vector art. Note that this feature is not currently available on mobile platforms
and an ArgumentError (Texture Format Mismatch) will be thrown instead. To use
runtime texture compression, perform the following steps:
1. Create the texture object by calling the |
optimizeForRenderToTexture | Set to true if the texture is likely to be used as a render target. |
streamingLevels | The MIP map level that must be loaded before the image is
rendered. Texture streaming offers the ability to load and display the smallest
mip levels first, progressively displaying higher quality images as the textures
are loaded. End users can view lower-quality images in an application while the
higher quality images load.
By default, streamingLevels is 0, meaning that the highest quality image in the
MIP map must be loaded before the image is rendered. This parameter was added in
Flash Player 11.3 and AIR 3.3. Using the default value maintains the behavior of
the previous versions of Flash Player and AIR.
Set |
Returns:
A new Texture object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a calling dispose() or because the underlying rendering hardware has been lost. |
---|---|
Error | Resource Limit Exceeded: if too many Texture objects are created or the amount of memory allocated to textures is exceeded. |
ArgumentError | Depth Texture Not Implemented: if you attempt to create a depth texture. |
ArgumentError | Texture Size Is Zero: if both the width or height parameters are not greater than zero. |
ArgumentError | Texture Not Power Of Two: if both the width and height parameters are not a power of two. |
ArgumentError | Texture Too Big: if either the width or the height parameter is greater than 2048 for baseline and baseline constrained profile or if either the width or the height parameter is greater than 4096 for profile baseline extended and above. |
Error | Texture Creation Failed: if the Texture object could not be created by the rendering context (but information about the reason is not available). |
ArgumentError | Invalid streaming level: if streamingLevels is greater or equal to log2(min(width,height)). |
createVertexBuffer(numVertices:Int, data32PerVertex:Int, bufferUsage:Context3DBufferUsage = STATIC_DRAW):VertexBuffer3D
Creates a VertexBuffer3D object.
Use a VertexBuffer3D object to upload a set of vertex data to the rendering
context. A vertex buffer contains the data needed to render each point in the
scene geometry. The data attributes associated with each vertex typically
includes position, color, and texture coordinates and serve as the input to
the vertex shader program. Identify the data values that correspond to one of
the inputs of the vertex program using the setVertexBufferAt()
method. You can
specify up to sixty-four 32-bit values for each vertex.
You cannot create VertexBuffer3D objects with a VertexBuffer3D constructor; use
this method instead. After creating a VertexBuffer3D object, upload the vertex
data using the VertexBuffer3D uploadFromVector()
or uploadFromByteArray()
methods.
Parameters:
numVertices | the number of vertices to be stored in the buffer. The maximum number of vertices in a single buffer is 65535. |
---|---|
data32PerVertex | the number of 32-bit(4-byte) data values associated
with each vertex. The maximum number of 32-bit data elements per vertex is 64
(or 256 bytes). Note that only eight attribute registers are accessible by a
vertex shader program at any given time. Use |
bufferUsage | the expected buffer usage. Use one of the constants defined in Context3DBufferUsage. The hardware driver can do appropriate optimization when you set it correctly. This parameter is only available after Flash 12/AIR 4 |
Returns:
A new VertexBuffer3D object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | Resource Limit Exceeded: if too many vertex buffer objects are created or the amount of memory alloted to vertex buffers is exceeded. |
ArgumentError | Buffer Too Big: when |
ArgumentError | Buffer Has Zero Size: when |
ArgumentError | Buffer Creation Failed: if the VertexBuffer3D object could not be created by the rendering context (but additional information about the reason is not available). |
Error | 3768: The Stage3D API may not be used during background execution. |
createVideoTexture():VideoTexture
Creates a VideoTexture object.
Use a VideoTexture object to obtain video frames as texture from NetStream object or Camera object and to upload the video frames to the rendering context.
The VideoTexture object cannot be created with the VideoTexture constructor; use
this method instead. After creating a VideoTexture object, attach NetStream
object or Camera Object to get the video frames with the VideoTexture
attachNetStream()
or attachCamera()
methods.
Note that this method returns null if the system doesn't support this feature.
VideoTexture does not contain mipmaps. If VideoTexture is used with a sampler that uses mip map filtering or repeat wrapping, the drawTriangles call will fail. VideoTexture can be treated as BGRA texture by the shaders. The attempt to instantiate the VideoTexture Object will fail if the Context3D was requested with sotfware rendering mode.
A maximum of 4 VideoTexture objects are available per Context3D instance. On mobile the actual number of supported VideoTexture objects may be less than 4 due to platform limitations.
Returns:
A new VideoTexture object
Throws:
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
---|---|
Error | Resource Limit Exceeded: if too many Texture objects are created or the amount of memory allocated to textures is exceeded. |
Error | Texture Creation Failed: if the Texture object could not be created by the rendering context (but information about the reason is not available). |
dispose(recreate:Bool = true):Void
Frees all resources and internal storage associated with this Context3D.
All index buffers, vertex buffers, textures, and programs that were created
through this Context3D are disposed just as if calling dispose()
on each of
them individually. In addition, the Context3D itself is disposed freeing all
temporary buffers and the back buffer. If you call configureBackBuffer()
,
clear()
, drawTriangles()
, createCubeTexture()
, createTexture()
,
createProgram()
, createIndexBuffer()
, createVertexBuffer()
, or
drawToBitmapData()
after calling dispose()
, the runtime throws an exception.
Warning: calling dispose()
on a Context3D while there is still a event
listener for Events.CONTEXT3D_CREATE
set on the asociated Stage3D object the
dispose()
call will simulate a device loss. It will create a new Context3D on
the Stage3D and issue the Events.CONTEXT3D_CREATE
event again. If this is not
desired remove the event listener from the Stage3D object before calling
dispose()
or set the recreate
parameter to false
.
Parameters:
recreate | Whether to allow this Stage3D object to create itself again |
---|
drawToBitmapData(destination:BitmapData, ?srcRect:Rectangle, ?destPoint:Point):Void
Draws the current render buffer to a bitmap.
The current contents of the back render buffer are copied to a BitmapData
object. This is potentially a very slow operation that can take up to a second.
Use with care. Note that this function does not copy the front render buffer
(the one shown on stage), but the buffer being drawn to. To capture the rendered
image as it appears on the stage, call drawToBitmapData()
immediately before you
calling present()
.
Beginning with AIR 25, two new parameters have been introduced in the API
drawToBitmapData()
. This API now takes three parameters. The first one is the
existing parameter destination:BitmapData
. The second parameter is
srcRect:Rectangle
, which is target rectangle on Stage3D. The third parameter is
destPoint:Point
, which is the coordinate on the destination bitmap. The
parameters srcRect
and destPoint
are optional and default to
(0,0,bitmapWidth,bitmapHeight)
and (0,0)
, respectively.
When the image is drawn, it is not scaled to fit the bitmap. Instead, the contents are clipped to the size of the destination bitmap.
OpenFL BitmapData objects store colors already multiplied by the alpha component. For example, if the "pure" rgb color components of a pixel are (0x0A, 0x12, 0xBB) and the alpha component is 0x7F (.5), then the pixel is stored in the BitmapData object with the rgba values: (0x05, 0x09, 0x5D, 0x7F). You can set the blend factors so that the colors rendered to the buffer are multiplied by alpha or perform the operation in the fragment shader. The rendering context does not validate that the colors are stored in premultiplied format.
Parameters:
destination | The target BitmapData for this drawing operation |
---|---|
srcRect | The source rectangle in the current Stage3D context |
destPoint | A destination point to write to in the target BitmapData |
Throws:
Error | Object Disposed: if this Context3D object has been disposed by
a calling |
---|---|
Error | 3768: The Stage3D API may not be used during background execution. |
Error | 3802: If either one of the parameters |
drawTriangles(indexBuffer:IndexBuffer3D, firstIndex:Int = 0, numTriangles:Int = -1):Void
Render the specified triangles using the current buffers and state of this Context3D object.
For each triangle, the triangle vertices are processed by the vertex shader program and the triangle surface is processed by the pixel shader program. The output color from the pixel program for each pixel is drawn to the render target depending on the stencil operations, depth test, source and destination alpha, and the current blend mode. The render destination can be the main render buffer or a texture.
If culling is enabled, (with the setCulling()
method), then triangles can be
discarded from the scene before the pixel program is run. If stencil and depth
testing are enabled, then output pixels from the pixel program can be discarded
without updating the render destination. In addition, the pixel program can
decide not to output a color for a pixel.
The rendered triangles are not displayed in the viewport until you call the
present()
method. After each present()
call, the clear()
method must be
called before the first drawTriangles()
call or rendering fails.
When enableErrorChecking
is false
, this function returns immediately, does
not wait for results, and throws exceptions only if this Context3D instance has
been disposed or there are too many draw calls. If the rendering context state
is invalid rendering fails silently. When the enableErrorChecking
property is
true
, this function returns after the triangles are drawn and throws exceptions
for any drawing errors or invalid context state.
Parameters:
indexBuffer:IndexBuffer3D | — a set of vertex indices referencing the vertices to render. |
---|---|
firstIndex:int | (default = 0) — the index of the first vertex index selected to render. Default 0. |
numTriangles:int | (default = -1) — the number of triangles to render. Each triangle consumes three indices. Pass -1 to draw all triangles in the index buffer. Default -1. |
Throws:
Error | — Object Disposed: if this Context3D object has been disposed by
a calling |
---|---|
Error | — If this method is called too many times between calls to
|
Error | Need To Clear Before Draw: If the buffer has not been cleared
since the last |
Error | If a valid Program3D object is not set. |
Error | No Valid Index Buffer Set: If an IndexBuffer3D object is not set. |
Error | Sanity Check On Parameters Failed: when the number of triangles
to be drawn or the |
RangeError | — Not Enough Indices In This Buffer: when there aren't enough indices in the buffer to define the number of triangles to be drawn. |
Error | — Sample Binds Texture Also Bound To Render: when the render target is a texture and that texture assigned to a texture input of the current fragment program. |
Error | — Sample Binds Invalid Texture: an invalid texture is specified as the input to the current fragment program. |
Error | — Sampler Format Does Not Match Texture Format: when the texture assigned as the input to the current fragment program has a different format than that specified for the sampler register. For example, a 2D texture is assigned to a cube texture sampler. |
Error | — Sample Binds Undefined Texture: The current fragment program
accesses a texture register that has not been set (using |
Error | — Same Texture Needs Same Sampler Params: If a texture is used for more than one sampler register, all of the samplers must have the same settings. For example, you cannot set one sampler to clamp and another to wrap. |
Error | — Texture Bound But Not Used: A texture is set as a shader input, but it is not used. |
Error | — Stream Is Not Used: A vertex buffer is assigned to a vertex attribute input, but the vertex program does not reference the corresponding register. |
Error | — Stream Is Invalid: a VertexBuffer3D object assigned to a vertex program input is not a valid object. |
RangeError | — Stream Does Not Have Enough Vertices: A vertex buffer supplying data for drawing the specified triangles does not have enough data. |
RangeError | — Stream Vertex Offset Out Of Bounds: The offset specified in
a |
Error | — Stream Read But Not Set: A vertex attribute used by the current
vertex program is not set (using |
present():Void
Displays the back rendering buffer.
Calling the present()
method makes the results of all rendering operations
since the last present()
call visible and starts a new rendering cycle.
After calling present
, you must call clear()
before making another
drawTriangles()
call. Otherwise, this function will alternately clear the
render buffer to yellow and green or, if enableErrorChecking
has been set to
true
, an exception is thrown.
Calling present()
also resets the render target, just like calling
setRenderToBackBuffer()
.
Throws:
Error | Need To Clear Before Draw: If the |
---|---|
Error | 3768: The Stage3D API may not be used during background execution. |
setBlendFactors(sourceFactor:Context3DBlendFactor, destinationFactor:Context3DBlendFactor):Void
Specifies the factors used to blend the output color of a drawing operation with the existing color.
The output (source) color of the pixel shader program is combined with the existing (destination) color at that pixel according to the following formula:
result color = (source color * sourceFactor) + (destination color * destinationFactor)
The destination color is the current color in the render buffer for that pixel.
Thus it is the result of the most recent clear()
call and any intervening
drawTriangles()
calls.
Use setBlendFactors()
to set the factors used to multiply the source and
destination colors before they are added together. The default blend factors
are, sourceFactor = Context3DBlendFactor.ONE
, and
destinationFactor = Context3DBlendFactor.ZERO
, which results in the source
color overwriting the destination color (in other words, no blending of the
two colors occurs). For normal alpha blending, use
sourceFactor = Context3DBlendFactor.SOURCE_ALPHA
and
destinationFactor = Context3DBlendFactor.ONE_MINUS_SOURCE_ALPHA
.
Use the constants defined in the Context3DBlendFactor class to set the parameters of this function.
Parameters:
sourceFactor | The factor with which to multiply the source color.
Defaults to |
---|---|
destinationFactor | The factor with which to multiply the destination
color. Defaults to |
Throws:
Error | — Invalid Enum: when |
---|
setColorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void
Sets the mask used when writing colors to the render buffer.
Only color components for which the corresponding color mask parameter is true
are updated when a color is written to the render buffer. For example, if
you call: setColorMask(true, false, false, false)
, only the red component
of a color is written to the buffer until you change the color mask again. The
color mask does not affect the behavior of the clear()
method.
Parameters:
red | set false to block changes to the red channel. |
---|---|
green | set false to block changes to the green channel. |
blue | set false to block changes to the blue channel. |
alpha | set false to block changes to the alpha channel. |
setCulling(triangleFaceToCull:Context3DTriangleFace):Void
Sets triangle culling mode.
Triangles may be excluded from the scene early in the rendering pipeline based on their orientation relative to the view plane. Specify vertex order consistently (clockwise or counter-clockwise) as seen from the outside of the model to cull correctly.
Parameters:
triangleFaceToCull | the culling mode. Use one of the constants defined in the Context3DTriangleFace class. |
---|
Throws:
Error | Invalid Enum Error: when triangleFaceToCull is not one of the values defined in the Context3DTriangleFace class. |
---|
setDepthTest(depthMask:Bool, passCompareMode:Context3DCompareMode):Void
Sets type of comparison used for depth testing.
The depth of the source pixel output from the pixel shader program is compared
to the current value in the depth buffer. If the comparison evaluates as false
,
then the source pixel is discarded. If true
, then the source pixel is processed
by the next step in the rendering pipeline, the stencil test. In addition, the
depth buffer is updated with the depth of the source pixel, as long as the
depthMask
parameter is set to true
.
Sets the test used to compare depth values for source and destination pixels.
The source pixel is composited with the destination pixel when the comparison is
true
. The comparison operator is applied as an infix operator between the
source and destination pixel values, in that order.
Parameters:
depthMask | the destination depth value will be updated from the source
pixel when |
---|---|
passCompareMode | the depth comparison test operation. One of the values of Context3DCompareMode. |
setProgram(program:Program3D):Void
Sets vertex and fragment shader programs to use for subsequent rendering.
Parameters:
program | the Program3D object representing the vertex and fragment programs to use. |
---|
setProgramConstantsFromByteArray(programType:Context3DProgramType, firstRegister:Int, numRegisters:Int, data:ByteArray, byteArrayOffset:UInt):Void
Set constants for use by shader programs using values stored in a ByteArray.
Sets constants that can be accessed from the vertex or fragment program.
Parameters:
programType | one of Context3DProgramType. |
---|---|
firstRegister | the index of the first shader program constant to set. |
numRegisters | the number of registers to set. Every register is read as four float values. |
data | the source ByteArray object |
byteArrayOffset | an offset into the ByteArray for reading |
Throws:
TypeError | kNullPointerError when data is null. |
---|---|
RangeError | kConstantRegisterOutOfBounds when attempting to set more than the maximum number of shader constants. |
RangeError | kBadInputSize if |
setProgramConstantsFromMatrix(programType:Context3DProgramType, firstRegister:Int, matrix:Matrix3D, transposedMatrix:Bool = false):Void
Sets constants for use by shader programs using values stored in a Matrix3D.
Use this function to pass a matrix to a shader program. The function sets 4 constant registers used by the vertex or fragment program. The matrix is assigned to registers row by row. The first constant register is assigned the top row of the matrix. You can set 128 registers for a vertex program and 28 for a fragment program.
Parameters:
programType | The type of shader program, either
|
---|---|
firstRegister | the index of the first constant register to set. Since a Matrix3D has 16 values, four registers are set. |
matrix | the matrix containing the constant values. |
transposedMatrix | if |
Throws:
TypeError | Null Pointer Error: when matrix is |
---|---|
RangeError | Constant Register Out Of Bounds: when attempting to set more than the maximum number of shader constant registers. |
setProgramConstantsFromVector(programType:Context3DProgramType, firstRegister:Int, data:Vector<Float>, numRegisters:Int = -1):Void
Sets the constant inputs for the shader programs.
Sets an array of constants to be accessed by a vertex or fragment shader program. Constants set in Program3D are accessed within the shader programs as constant registers. Each constant register is comprised of 4 floating point values (x, y, z, w). Therefore every register requires 4 entries in the data Vector. The number of registers that you can set for vertex program and fragment program depends on the Context3DProfile.
Parameters:
programType | The type of shader program, either
|
---|---|
firstRegister | the index of the first constant register to set. |
data | the floating point constant values. There must be at least
|
numRegisters | the number of constants to set. Specify -1, the default value, to set enough registers to use all of the available data. |
Throws:
TypeError | Null Pointer Error: when data is |
---|---|
RangeError | Constant Register Out Of Bounds: when attempting to set more than the maximum number of shader constant registers. |
RangeError | Bad Input Size: When the number of elements in data is less
than |
setRenderToBackBuffer():Void
Sets the back rendering buffer as the render target. Subsequent calls to
drawTriangles()
and clear()
methods result in updates to the back buffer.
Use this method to resume normal rendering after using the
setRenderToTexture()
method.
setRenderToTexture(texture:TextureBase, enableDepthAndStencil:Bool = false, antiAlias:Int = 0, surfaceSelector:Int = 0):Void
Sets the specified texture as the rendering target.
Subsequent calls to drawTriangles()
and clear()
methods update the
specified texture instead of the back buffer. Mip maps are created
automatically. Use the setRenderToBackBuffer()
to resume normal rendering to
the back buffer.
No clear is needed before drawing. If there is no clear operation, the render
content will be retained. depth buffer and stencil buffer will also not be
cleared. But it is forced to clear when first drawing. Calling present()
resets the target to the back buffer.
Parameters:
texture | the target texture to render into. Set to |
---|---|
enableDepthAndStencil | if |
antiAlias | the antialiasing quality. Use 0 to disable antialiasing; higher values improve antialiasing quality, but require more calculations. The value is currently ignored by mobile platform and software rendering context. |
surfaceSelector | specifies which element of the texture to update. Texture objects have one surface, so you must specify 0, the default value. CubeTexture objects have six surfaces, so you can specify an integer from 0 through 5. |
colorOutputIndex | The output color register. Must be 0 for constrained or baseline mode. Otherwise specifies the output color register. |
Throws:
ArgumentError | for a mismatched surfaceSelector parameter. The value must be 0 for 2D textures and 0..5 for cube maps. |
---|---|
ArgumentError | texture is not derived from the TextureBase class (either Texture or CubeTexture classes). |
ArgumentError | colorOutputIndex must be an integer is from 0 through 3. |
ArgumentError | this call requires a Context3D that is created with the standard profile or above. |
setSamplerStateAt(sampler:Int, wrap:Context3DWrapMode, filter:Context3DTextureFilter, mipfilter:Context3DMipFilter):Void
Manually override texture sampler state.
Texture sampling state is typically set at the time setProgram is called.
However, you can override texture sampler state with this function. If you do not
want the program to change sampler state, set the ignoresamnpler
bit in AGAL
and use this function.
Parameters:
sampler | sampler The sampler register to use. Maps to the sampler register in AGAL. |
---|---|
wrap | Wrapping mode. Defined in Context3DWrapMode. The default is repeat. |
filter | Texture filtering mode. Defined in Context3DTextureFilter. The default is nearest. |
mipfilter | Mip map filter. Defined in Context3DMipFilter. The default is none. |
Throws:
Error | sampler out of range |
---|---|
Error | wrap, filter, mipfilter bad enum |
Error | Object Disposed: if this Context3D object has been disposed by a
calling |
setScissorRectangle(rectangle:Rectangle):Void
Sets a scissor rectangle, which is type of drawing mask. The renderer only draws to the area inside the scissor rectangle. Scissoring does not affect clear operations.
Pass null
to turn off scissoring.
Parameters:
rectangle | The rectangle in which to draw. Specify the rectangle position and dimensions in pixels. The coordinate system origin is the top left corner of the viewport, with positive values increasing down and to the right (the same as the normal OpenFL display coordinate system). |
---|
setStencilActions(triangleFace:Context3DTriangleFace = FRONT_AND_BACK, compareMode:Context3DCompareMode = ALWAYS, actionOnBothPass:Context3DStencilAction = KEEP, actionOnDepthFail:Context3DStencilAction = KEEP, actionOnDepthPassStencilFail:Context3DStencilAction = KEEP):Void
Sets stencil mode and operation.
An 8-bit stencil reference value can be associated with each draw call. During rendering, the reference value can be tested against values stored previously in the frame buffer. The result of the test can control the draw action and whether or how the stored stencil value is updated. In addition, depth testing controls whether stencil testing is performed. A failed depth test can also be used to control the action taken on the stencil buffer.
In the pixel processing pipeline, depth testing is performed first. If the depth test fails, a stencil buffer update action can be taken, but no further evaluation of the stencil buffer value can be made. If the depth test passes, then the stencil test is performed. Alternate actions can be taken depending on the outcome of the stencil test.
The stencil reference value is set using setStencilReferenceValue()
.
Parameters:
triangleFace | the triangle orientations allowed to contribute to the stencil operation. One of Context3DTriangleFace. |
---|---|
compareMode | the test operator used to compare the current stencil
reference value and the destination pixel stencil value. Destination pixel color
and depth update is performed when the comparison is true. The stencil actions
are performed as requested in the following action parameters. The comparison
operator is applied as an infix operator between the current and destination
reference values, in that order (in pseudocode:
|
actionOnBothPass | action to be taken when both depth and stencil comparisons pass. Use one of the constants defined in the Context3DStencilAction class. |
actionOnDepthFail | action to be taken when depth comparison fails. Use one of the constants defined in the Context3DStencilAction class. |
actionOnDepthPassStencilFail | action to be taken when depth comparison passes and the stencil comparison fails. Use one of the constants defined in the Context3DStencilAction class. |
Throws:
Error | Invalid Enum Error: when |
---|---|
Error | Invalid Enum Error: when |
Error | Invalid Enum Error: when |
setStencilReferenceValue(referenceValue:UInt, readMask:UInt = 0xFF, writeMask:UInt = 0xFF):Void
Sets the stencil comparison value used for stencil tests.
Only the lower 8 bits of the reference value are used. The stencil buffer value
is also 8 bits in length. Use the readMask
and writeMask
to use the stencil
buffer as a bit field.
Parameters:
referenceValue | an 8-bit reference value used in reference value comparison tests. |
---|---|
readMask | an 8-bit mask for applied to both the current stencil buffer value and the reference value before the comparison. |
writeMask | an 8-bit mask applied to the reference value before updating the stencil buffer. |
setTextureAt(sampler:Int, texture:TextureBase):Void
Specifies the texture to use for a texture input register of a fragment program.
A fragment program can read information from up to eight texture objects. Use this function to assign a Texture or CubeTexture object to one of the sampler registers used by the fragment program.
Note: if you change the active fragment program (with setProgram) to a
shader that uses fewer textures, set the unused registers to null
:
haxe
setTextureAt(7, null);
Parameters:
sampler | the sampler register index, a value from 0 through 7. |
---|---|
texture | the texture object to make available, either a Texture or a CubeTexture instance. |
setVertexBufferAt(index:Int, buffer:VertexBuffer3D, bufferOffset:Int = 0, format:Context3DVertexBufferFormat = FLOAT_4):Void
Specifies which vertex data components correspond to a single vertex shader program input.
Use the setVertexBufferAt method to identify which components of the data defined for each vertex in a VertexBuffer3D buffer belong to which inputs to the vertex program. The developer of the vertex program determines how much data is needed per vertex. That data is mapped from 1 or more VertexBuffer3D stream(s) to the attribute registers of the vertex shader program.
The smallest unit of data consumed by the vertex shader is a 32-bit data. Offsets into the vertex stream are specified in multiples of 32-bits.
As an example, a programmer might define each vertex with the following data:
position: x float32
y float32
z float32
color: r unsigned byte
g unsigned byte
b unsigned byte
a unsigned byte
Assuming the vertex was defined in a VertexBuffer3D object named buffer, it would be assigned to a vertex shader with the following code:
setVertexBufferAt(0, buffer, 0, Context3DVertexBufferFormat.FLOAT_3); // attribute #0 will contain the position information
setVertexBufferAt(1, buffer, 3, Context3DVertexBufferFormat.BYTES_4); // attribute #1 will contain the color information
Parameters:
index | the index of the attribute register in the vertex shader (0 through 7). |
---|---|
buffer | the buffer that contains the source vertex data to be fed to the vertex shader. |
bufferOffset | an offset from the start of the data for a single vertex at which to start reading this attribute. In the example above, the position data has an offset of 0 because it is the first attribute; color has an offset of 3 because the color attribute follows the three 32-bit position values. The offset is specified in units of 32 bits. |
format | a value from the Context3DVertexBufferFormat class specifying the data type of this attribute. |
Throws:
Error | Invalid Enum: when format is not one of the values defined in the Context3DVertexBufferFormat class. |
---|---|
RangeError | Attribute Register Out Of Bounds: when the index parameter is outside the range from 0 through 7. (A maximum of eight vertex attribute registers can be used by a shader.) |