textureandlight.js Example File
textureandlight/qml/textureandlight/textureandlight.js/**************************************************************************** ** ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ Qt.include("gl-matrix.js") // // 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; // Get the OpenGL context object that represents the API we call gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false}); // 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); // 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(); 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); }); 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) { 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); } gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 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); mat4.invert(nMatrix, mvMatrix); mat4.transpose(nMatrix, nMatrix); gl.uniformMatrix4fv(nUniform, false, nMatrix); gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0); } 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); 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); 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() { 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); 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); // 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); // 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); } 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; }