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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example textureandlight
+ \since QtCanvas3D 1.0
+ \title Lit and Textured Cube Example
+ \ingroup qtcanvas3d-examples
+ \brief A simple cube with texturing and lighting
+
+ The Lit and Textured Cube example goes through the basics of using
+ Qt Canvas 3D.
+
+ \image textureandlight-example.png
+
+ \section1 Qt Quick Implementation
+
+ \section2 Creating Canvas3D
+
+ In \l{textureandlight/qml/textureandlight/main.qml}{main.qml}, we add a
+ Canvas3D under the root \c Item:
+
+ \snippet textureandlight/qml/textureandlight/main.qml 0
+ \dots
+
+ Inside it, we catch the \c initializeGL and \c paintGL signals to forward the
+ initialization and rendering calls to the js object:
+
+ \snippet textureandlight/qml/textureandlight/main.qml 1
+
+ \section2 Importing the JavaScript File
+
+ We import the JavaScript file in the QML:
+
+ \snippet textureandlight/qml/textureandlight/main.qml 4
+
+ In the \c initializeGL function of the JavaScript, we initialize the OpenGL
+ state. We also create the TextureImage and register handlers for image
+ load success and fail signals. If the load succeeds, the OpenGL texture
+ is created and filled with pixel data from the loaded image.
+
+ \section1 JavaScript Implementation
+
+ \section2 Matrix Library
+
+ In \l {textureandlight/qml/textureandlight/textureandlight.js}
+ {textureandlight.js}, we first include a fast matrix library. Using this
+ makes it a lot easier to handle 3D math operations such as matrix
+ transformations:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 0
+
+ \section2 initializeGL Function
+
+ Let's take a closer look at the \c initializeGL function. It is called by
+ Canvas3D once the render node is ready.
+
+ First of all, we need to get a Context3D from our Canvas3D. We want
+ a context that supports depth buffer and antialising:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 1
+
+ Then we initialize the OpenGL state for the context:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 2
+
+ Next, let's take a look into shader initialization in the
+ \c initShaders function, which we call in \c{initializeGL}. First we define
+ the vertex shader:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 3
+
+ We follow that up by defining a fragment shader:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 4
+
+ Then we need to create the shader program (Canvas3DProgram), attach the shaders
+ to it, and then link and use the program:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 5
+
+ And finally, look up and store the vertex attributes and uniform locations:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 6
+
+ After initializing the shader program, we set up the vertex buffer in
+ \c initBuffers function. Let's look at the vertex index buffer creation
+ as an example:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 7
+
+ Above, first we create the buffer, then bind it and finally insert the
+ data into it. Other buffers are all handled in a similar fashion.
+
+ As the final step in \c{initializeGL}, we create a texture image from
+ TextureImageFactory, and register handlers for \c imageLoaded and
+ \c imageLoadingFailed signals. Once the texture image is successfully
+ loaded, we create the actual texture:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 8
+
+ \section2 paintGL Function
+
+ \c paintGL is called by Canvas3D whenever it is ready to receive a new
+ frame. Let's go through the steps that are done in each render cycle.
+
+ First we check if canvas has been resized or if pixel ratio has changed,
+ and update the projection matrix if necessary:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 9
+
+ Then we clear the render area using the clear color set in \c{initializeGL}:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 10
+
+ Next we reset the model view matrix and apply translation and rotations:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 11
+
+ As we have a lit cube, we invert and transpose the model view matrix to
+ be used for lighting calculations:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 12
+
+ And finally we draw the cube:
+
+ \snippet textureandlight/qml/textureandlight/textureandlight.js 13
+
+ \section1 Logging
+
+ Qt Canvas 3D uses Qt's categorized logging feature. This example enables
+ all Qt Canvas 3D log output with the code shown below. For more on
+ Canvas3D's logging features refer to \l {Qt Canvas 3D Logging}.
+
+ \snippet textureandlight/main.cpp 0
+*/