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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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//! [0]
+Qt.include("gl-matrix.js")
+//! [0]
+
+//
+// Draws a cube that has the Qt logo as decal texture on each face.
+// A simple per vertex lighting equation is used to emulate light landing on the rotating cube.
+//
+
+var gl;
+var cubeTexture = 0;
+var vertexPositionAttribute;
+var textureCoordAttribute;
+var vertexNormalAttribute;
+var mvMatrix = mat4.create();
+var pMatrix = mat4.create();
+var nMatrix = mat4.create();
+var pMatrixUniform;
+var mvMatrixUniform;
+var nUniform;
+var width = 0;
+var height = 0;
+var canvas3d;
+var pixelSize;
+
+function initializeGL(canvas) {
+ canvas3d = canvas;
+ //! [1]
+ // Get the OpenGL context object that represents the API we call
+ gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false});
+ //! [1]
+
+ //! [2]
+ // Setup the OpenGL state
+ gl.enable(gl.DEPTH_TEST);
+ gl.depthFunc(gl.LESS);
+ gl.enable(gl.CULL_FACE);
+ gl.cullFace(gl.BACK);
+ gl.clearColor(0.98, 0.98, 0.98, 1.0);
+ gl.clearDepth(1.0);
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
+ //! [2]
+
+ // Set viewport
+ gl.viewport(0, 0, canvas.width, canvas.height);
+
+ // Initialize the shader program
+ initShaders();
+
+ // Initialize vertex and color buffers
+ initBuffers();
+
+ // Load the textures
+ var qtLogoImage = TextureImageFactory.newTexImage();
+ //! [8]
+ qtLogoImage.imageLoaded.connect(function() {
+ console.log("Texture loaded, "+qtLogoImage.src);
+ // Create the Canvas3DTexture object
+ cubeTexture = gl.createTexture();
+ // Bind it
+ gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
+ // Set the properties
+ gl.texImage2D(gl.TEXTURE_2D, // target
+ 0, // level
+ gl.RGBA, // internalformat
+ gl.RGBA, // format
+ gl.UNSIGNED_BYTE, // type
+ qtLogoImage); // pixels
+ // Set texture filtering parameters
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
+ // Generate mipmap
+ gl.generateMipmap(gl.TEXTURE_2D);
+ });
+ //! [8]
+ qtLogoImage.imageLoadingFailed.connect(function() {
+ console.log("Texture load FAILED, "+qtLogoImage.errorString);
+ });
+ qtLogoImage.src = "qrc:/qtlogo.png";
+}
+
+function resizeGL(canvas)
+{
+ var pixelRatio = canvas.devicePixelRatio;
+ canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
+ canvas.height * pixelRatio);
+}
+
+function degToRad(degrees) {
+ return degrees * Math.PI / 180;
+}
+
+function paintGL(canvas) {
+ //! [9]
+ var pixelRatio = canvas.devicePixelRatio;
+ var currentWidth = canvas.width * pixelRatio;
+ var currentHeight = canvas.height * pixelRatio;
+ if (currentWidth !== width || currentHeight !== height ) {
+ width = currentWidth;
+ height = currentHeight;
+ gl.viewport(0, 0, width, height);
+ mat4.perspective(pMatrix, degToRad(45), width / height, 0.1, 500.0);
+ gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
+ }
+ //! [9]
+
+ //! [10]
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ //! [10]
+
+ //! [11]
+ mat4.identity(mvMatrix);
+ mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0,
+ (canvas.xRotAnim - 60.0) / 50.0,
+ -10.0]);
+ mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 1, 0]);
+ mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [1, 0, 0]);
+ mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
+ gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
+ //! [11]
+
+ //! [12]
+ mat4.invert(nMatrix, mvMatrix);
+ mat4.transpose(nMatrix, nMatrix);
+ gl.uniformMatrix4fv(nUniform, false, nMatrix);
+ //! [12]
+
+ //! [13]
+ gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
+ //! [13]
+}
+
+function initBuffers()
+{
+ var cubeVertexPositionBuffer = gl.createBuffer();
+ cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
+ gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
+ gl.bufferData(
+ gl.ARRAY_BUFFER,
+ new Float32Array([// Front face
+ -1.0, -1.0, 1.0,
+ 1.0, -1.0, 1.0,
+ 1.0, 1.0, 1.0,
+ -1.0, 1.0, 1.0,
+
+ // Back face
+ -1.0, -1.0, -1.0,
+ -1.0, 1.0, -1.0,
+ 1.0, 1.0, -1.0,
+ 1.0, -1.0, -1.0,
+
+ // Top face
+ -1.0, 1.0, -1.0,
+ -1.0, 1.0, 1.0,
+ 1.0, 1.0, 1.0,
+ 1.0, 1.0, -1.0,
+
+ // Bottom face
+ -1.0, -1.0, -1.0,
+ 1.0, -1.0, -1.0,
+ 1.0, -1.0, 1.0,
+ -1.0, -1.0, 1.0,
+
+ // Right face
+ 1.0, -1.0, -1.0,
+ 1.0, 1.0, -1.0,
+ 1.0, 1.0, 1.0,
+ 1.0, -1.0, 1.0,
+
+ // Left face
+ -1.0, -1.0, -1.0,
+ -1.0, -1.0, 1.0,
+ -1.0, 1.0, 1.0,
+ -1.0, 1.0, -1.0
+ ]),
+ gl.STATIC_DRAW);
+ gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
+
+ //! [7]
+ var cubeVertexIndexBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
+ new Uint16Array([
+ 0, 1, 2, 0, 2, 3, // front
+ 4, 5, 6, 4, 6, 7, // back
+ 8, 9, 10, 8, 10, 11, // top
+ 12, 13, 14, 12, 14, 15, // bottom
+ 16, 17, 18, 16, 18, 19, // right
+ 20, 21, 22, 20, 22, 23 // left
+ ]),
+ gl.STATIC_DRAW);
+ //! [7]
+
+ var cubeVerticesTextureCoordBuffer = gl.createBuffer();
+ cubeVerticesTextureCoordBuffer.name = "cubeVerticesTextureCoordBuffer";
+ gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
+ var textureCoordinates = [
+ // Front
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0,
+ // Back
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0,
+ // Top
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0,
+ // Bottom
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0,
+ // Right
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0,
+ // Left
+ 1.0, 0.0,
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0
+ ];
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
+ gl.STATIC_DRAW);
+ gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
+
+
+ var cubeVerticesNormalBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesNormalBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
+ // Front
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+ 0.0, 0.0, 1.0,
+
+ // Back
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0,
+
+ // Top
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 1.0, 0.0,
+
+ // Bottom
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, -1.0, 0.0,
+
+ // Right
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0,
+
+ // Left
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0,
+ -1.0, 0.0, 0.0
+ ]), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
+}
+
+function initShaders()
+{
+ //! [3]
+ var vertexShader = getShader(gl,
+ "attribute highp vec3 aVertexNormal; \
+ attribute highp vec3 aVertexPosition; \
+ attribute highp vec2 aTextureCoord; \
+ \
+ uniform highp mat4 uNormalMatrix; \
+ uniform mat4 uMVMatrix; \
+ uniform mat4 uPMatrix; \
+ \
+ varying mediump vec4 vColor; \
+ varying highp vec2 vTextureCoord; \
+ varying highp vec3 vLighting; \
+ \
+ void main(void) { \
+ gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
+ vTextureCoord = aTextureCoord; \
+ highp vec3 ambientLight = vec3(0.5, 0.5, 0.5); \
+ highp vec3 directionalLightColor = vec3(0.75, 0.75, 0.75); \
+ highp vec3 directionalVector = vec3(0.85, 0.8, 0.75); \
+ highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0); \
+ highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0); \
+ vLighting = ambientLight + (directionalLightColor * directional); \
+ }", gl.VERTEX_SHADER);
+ //! [3]
+ //! [4]
+ var fragmentShader = getShader(gl,
+ "varying highp vec2 vTextureCoord; \
+ varying highp vec3 vLighting; \
+ \
+ uniform sampler2D uSampler; \
+ \
+ void main(void) { \
+ mediump vec3 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb; \
+ gl_FragColor = vec4(texelColor * vLighting, 1.0); \
+ }", gl.FRAGMENT_SHADER);
+ //! [4]
+ //! [5]
+ // Create the Canvas3DProgram for shader
+ var shaderProgram = gl.createProgram();
+
+ // Attach the shader sources to the shader program
+ gl.attachShader(shaderProgram, vertexShader);
+ gl.attachShader(shaderProgram, fragmentShader);
+
+ // Link the program
+ gl.linkProgram(shaderProgram);
+
+ // Check the linking status
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ console.log("Could not initialise shaders");
+ console.log(gl.getProgramInfoLog(shaderProgram));
+ }
+
+ // Take the shader program into use
+ gl.useProgram(shaderProgram);
+ //! [5]
+
+ //! [6]
+ // Look up where the vertex data needs to go
+ vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
+ gl.enableVertexAttribArray(vertexPositionAttribute);
+ textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
+ gl.enableVertexAttribArray(textureCoordAttribute);
+ vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
+ gl.enableVertexAttribArray(vertexNormalAttribute);
+
+ // Get the uniform locations
+ pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
+ mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
+ nUniform = gl.getUniformLocation(shaderProgram, "uNormalMatrix");
+
+ // Setup texture sampler uniform
+ var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
+ gl.activeTexture(gl.TEXTURE0);
+ gl.uniform1i(textureSamplerUniform, 0);
+ gl.bindTexture(gl.TEXTURE_2D, 0);
+ //! [6]
+}
+
+function getShader(gl, str, type) {
+ var shader = gl.createShader(type);
+ gl.shaderSource(shader, str);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ console.log("JS:Shader compile failed");
+ console.log(gl.getShaderInfoLog(shader));
+ return null;
+ }
+
+ return shader;
+}