test
forked from AGAL atan2 (diff: 42)
to see if gpu does any dithering
ActionScript3 source code
/**
* Copyright makc3d ( http://wonderfl.net/user/makc3d )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/zguY
*/
// forked from makc3d's AGAL atan2
package {
import flash.display.*;
import flash.display3D.*;
import flash.events.Event;
import com.adobe.utils.AGALMiniAssembler;
import flash.geom.Matrix3D;
/**
* atan2 in AGAL.
*/
public class atan2 extends Sprite {
private var stage3d : Stage3D ;
private var quadIndices : IndexBuffer3D ;
private var quadVertices : VertexBuffer3D ;
public function atan2( ){
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage3d = stage.stage3Ds[0];
stage3d.addEventListener(Event.CONTEXT3D_CREATE, onContext);
stage3d.requestContext3D();
}
private function onContext ( e : Event ) : void {
stage3d.removeEventListener(Event.CONTEXT3D_CREATE, onContext);
quadIndices = stage3d.context3D.createIndexBuffer(6);
quadIndices.uploadFromVector(Vector.<uint>([0, 2, 1, 1, 2, 3]), 0, 6);
quadVertices = stage3d.context3D.createVertexBuffer(4, 4);
quadVertices.uploadFromVector(Vector.<Number>([-1, -1, 0, 1, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]), 0, 4);
stage3d.context3D.setVertexBufferAt(0, quadVertices, 0, Context3DVertexBufferFormat.FLOAT_2);
stage3d.context3D.setVertexBufferAt(1, quadVertices, 2, Context3DVertexBufferFormat.FLOAT_2);
var vshader : AGALMiniAssembler = new AGALMiniAssembler();
vshader.assemble(Context3DProgramType.VERTEX, "m44 op, va0, vc0\nmov v0, va1\n");
var fconstants : Vector.<Number> = new <Number> [
0.1, 0.1, 0.1, 1
];
var fshader : AGALMiniAssembler = new AGALMiniAssembler();
fshader.assemble(Context3DProgramType.FRAGMENT,
"mul ft0, v0, fc0\n" +
"mov oc, ft0\n"
);
var program : Program3D = stage3d.context3D.createProgram();
program.upload(vshader.agalcode, fshader.agalcode);
stage3d.context3D.setProgram(program);
stage3d.context3D.configureBackBuffer(512, 512, 0);
stage3d.context3D.setProgramConstantsFromMatrix(Context3DProgramType.VERTEX, 0, new Matrix3D());
stage3d.context3D.setRenderToBackBuffer();
stage3d.context3D.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, fconstants, fconstants.length / 4);
stage3d.context3D.clear(0, 0, 0, 1);
stage3d.context3D.drawTriangles(quadIndices);
stage3d.context3D.present();
}
}
}