framebuffer.js Example File

framebuffer/qml/framebuffer/framebuffer.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 in to a texture.
 // That texture is used as the texture for drawing another cube on the screen.
 //

 var gl;

 var rttFramebuffer;
 var rttTexture;
 var rttWidth = 512;
 var rttHeight = 512;

 var cubeTexture = 0;

 var vertexPositionAttribute;
 var textureCoordAttribute;
 var vertexNormalAttribute;
 var vertexColorAttribute;
 var mvMatrix = mat4.create();
 var pMatrix  = mat4.create();
 var nMatrix  = mat4.create();
 var pMatrixUniform;
 var mvMatrixUniform;
 var nUniform;

 var canvas3d;
 var isLogEnabled = false;

 function log(message) {
     if (isLogEnabled)
         console.log(message)
 }

 function initializeGL(canvas, textureLoader) {
     canvas3d = canvas
     try {
         // 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.enable(gl.CULL_FACE);
         gl.cullFace(gl.BACK);
         gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);

         // Initialize the shader program
         initShaders();

         // Initialize vertex and color buffers
         initBuffers();

         // Load the Qt logo as texture
         var qtLogoImage = TextureImageFactory.newTexImage();
         qtLogoImage.imageLoaded.connect(function() {
             cubeTexture = gl.createTexture();
             cubeTexture.name = "CubeTexture";
             gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
             gl.texImage2D(gl.TEXTURE_2D,    // target
                           0,                // level
                           gl.RGBA,          // internalformat
                           gl.RGBA,          // format
                           gl.UNSIGNED_BYTE, // type
                           qtLogoImage);    // pixels

             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
             gl.generateMipmap(gl.TEXTURE_2D);
         });
         qtLogoImage.imageLoadingFailed.connect(function() {
             console.log("Texture load FAILED, "+qtLogoImage.errorString);
         });
         qtLogoImage.src = "qrc:/qtlogo.png";

         // Create the framebuffer object
         rttFramebuffer = gl.createFramebuffer();
         rttFramebuffer.name = "OffscreenRenderTarget";
         gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);

         // Create the texture
         rttTexture = gl.createTexture();
         rttTexture.name = "OffscreenRenderTargetTexture";
         gl.bindTexture(gl.TEXTURE_2D, rttTexture);
         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
         gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
         gl.texImage2D(gl.TEXTURE_2D, 0,
                       gl.RGBA, rttWidth, rttHeight,
                       0, gl.RGBA, gl.UNSIGNED_BYTE,
                       null);
         gl.generateMipmap(gl.TEXTURE_2D);

         // Bind the texture as color attachment, create and bind a depth buffer
         gl.framebufferTexture2D(gl.FRAMEBUFFER,
                                 gl.COLOR_ATTACHMENT0,
                                 gl.TEXTURE_2D, rttTexture, 0);
         var renderbuffer = gl.createRenderbuffer();
         gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
         gl.renderbufferStorage(gl.RENDERBUFFER,
                                gl.DEPTH_COMPONENT16,
                                rttWidth, rttHeight);
         gl.framebufferRenderbuffer(gl.FRAMEBUFFER,
                                    gl.DEPTH_ATTACHMENT,
                                    gl.RENDERBUFFER, renderbuffer);
         gl.bindTexture(gl.TEXTURE_2D, 0);
         gl.bindRenderbuffer(gl.RENDERBUFFER, 0);
         gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
     } catch(e) {
         console.log("initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
 }

 function degToRad(degrees) {
     return degrees * Math.PI / 180;
 }

 function paintGL(canvas) {
     // bind the FBO and setup viewport
     gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
     gl.viewport(0, 0, rttWidth, rttHeight);

     gl.clearColor(0.95, 0.95, 0.95, 1.0);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

     // Bind the loaded texture
     gl.bindTexture(gl.TEXTURE_2D, cubeTexture);

     // Calculate and set matrix uniforms
     mat4.perspective(pMatrix, degToRad(45), rttWidth / rttHeight, 0.1, 100.0);
     gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

     mat4.identity(mvMatrix);
     mat4.translate(mvMatrix, mvMatrix, [0, 0, -5.0]);
     mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotSlider), [0, 1, 0]);
     mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotSlider), [1, 0, 0]);
     mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotSlider), [0, 0, 1]);
     gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

     mat4.invert(nMatrix, mvMatrix);
     mat4.transpose(nMatrix, nMatrix);
     gl.uniformMatrix4fv(nUniform, false, nMatrix);

     // Draw the cube to the FBO
     gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);

     // Bind the render-to-texture and generate mipmaps
     gl.bindTexture(gl.TEXTURE_2D, rttTexture);
     gl.generateMipmap(gl.TEXTURE_2D);

     // Bind default framebuffer and setup viewport accordingly
     gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
     gl.viewport(0, 0,
                 canvas.width * canvas.devicePixelRatio,
                 canvas.height * canvas.devicePixelRatio);
     gl.clearColor(0.98, 0.98, 0.98, 1.0);
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

     // Calculate and set matrix uniforms
     mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0);
     gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

     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]);
     gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

     mat4.invert(nMatrix, mvMatrix);
     mat4.transpose(nMatrix, nMatrix);
     gl.uniformMatrix4fv(nUniform, false, nMatrix);

     // Draw the on-screen cube
     gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
 }

 function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
                                canvas.height * pixelRatio);
 }

 function initBuffers()
 {
     log("        cubeVertexPositionBuffer");
     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.enableVertexAttribArray(vertexPositionAttribute);
     gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

     log("        cubeVertexIndexBuffer");
     var cubeVertexIndexBuffer = gl.createBuffer();
     cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
     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);
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);

     log("        cubeVerticesTextureCoordBuffer");
     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.enableVertexAttribArray(textureCoordAttribute);
     gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

     var cubeVerticesNormalBuffer = gl.createBuffer();
     cubeVerticesNormalBuffer.name = "cubeVerticesNormalBuffer";
     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.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesNormalBuffer);
     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);

     var shaderProgram = gl.createProgram();
     gl.attachShader(shaderProgram, vertexShader);
     gl.attachShader(shaderProgram, fragmentShader);
     gl.linkProgram(shaderProgram);

     if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
         console.log("Could not initialise shaders");
         console.log(gl.getProgramInfoLog(shaderProgram));
     }

     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);

     pMatrixUniform  = gl.getUniformLocation(shaderProgram, "uPMatrix");
     mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
     nUniform = gl.getUniformLocation(shaderProgram, "uNormalMatrix");

     var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
     gl.activeTexture(gl.TEXTURE0);
     gl.uniform1i(textureSamplerUniform, 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;
 }