jsonmodels.js Example File

jsonmodels/qml/jsonmodels/jsonmodels.js
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 Qt.include("gl-matrix.js")

 Qt.include("ThreeJSLoader.js")

 var gl;

 var texturedShaderProgram = 0;
 var vertexShader = 0;
 var fragmentShader = 0;

 var vertexPositionAttribute;
 var textureCoordAttribute;
 var vertexNormalAttribute;

 var pMatrixUniform;
 var mvMatrixUniform;
 var nMatrixUniform;
 var textureSamplerUniform;
 var eyeUniform;

 var modelOneTexture = 0;
 var modelTwoTexture = 0;
 var modelThreeTexture = 0;
 var modelFourTexture = 0;
 var modelFiveTexture = 0;

 var vMatrix  = mat4.create();
 var mMatrix  = mat4.create();
 var mvMatrix = mat4.create();
 var pMatrix  = mat4.create();
 var nMatrix  = mat4.create();

 var fov = degToRad(45);
 var eye = [0, 1, 1];
 var light = [0, 1, 1];

 var posOne = [0, 0, 0];
 var posTwo = [0.3, 0, 0];
 var posThree = [-0.1, 0, 0.25];
 var posFour = [0.1, 0, -0.45];
 var posFive = [0, -0.14, 0];
 var posSix = [-1.2, -0.28, 0.0];
 var posSeven = [0.5, -0.28, 0.9];
 var posEight = [0.5, -0.28, -0.9];
 var posNine = [0.55, 0.09, -1.0];
 var posTen = [1.0, 0.09, -0.7];

 var rotOne = degToRad(90);
 var rotTwo = degToRad(-80);
 var rotThree = degToRad(15);
 var rotFour = degToRad(40);
 var rotFive = degToRad(60);

 var drawMode = 0;
 var canvas3d;
 var isLogEnabled = false;

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

 function Model() {
     this.verticesVBO = 0;
     this.normalsVBO  = 0;
     this.texCoordVBO = 0;
     this.indexVBO    = 0;
     this.count       = 0;
 }

 var modelOne = new Model();
 var modelTwo = new Model();
 var modelThree = new Model();
 var modelFour = new Model();
 var modelFive = new Model();
 var stateDumpExt;

 function initializeGL(canvas) {
     canvas3d = canvas
     log("initializeGL...")
     try {
         gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false});
         log("   Received context: "+gl);

         stateDumpExt = gl.getExtension("QTCANVAS3D_gl_state_dump");
         if (stateDumpExt)
             log("QTCANVAS3D_gl_state_dump extension found");
         else
             log("QTCANVAS3D_gl_state_dump extension NOT found");

         var contextConfig = gl.getContextAttributes();
         log("   Depth: "+contextConfig.alpha);
         log("   Stencil: "+contextConfig.stencil);
         log("   Antialiasing: "+contextConfig.antialias);
         log("   Premultiplied alpha: "+contextConfig.premultipliedAlpha);
         log("   Preserve drawingbuffer: "+contextConfig.preserveDrawingBuffer);
         log("   Prefer Low Power To High Performance: "+contextConfig.preferLowPowerToHighPerformance);
         log("   Fail If Major Performance Caveat: "+contextConfig.failIfMajorPerformanceCaveat);

         // Setup the OpenGL state
         gl.enable(gl.DEPTH_TEST);
         gl.disable(gl.CULL_FACE);
         gl.enable(gl.BLEND);
         gl.enable(gl.DEPTH_TEST);
         gl.depthMask(true);
         gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

         gl.clearColor(0.9, 0.9, 0.9, 1.0);
         gl.clearDepth(1.0);

         // Set viewport
         gl.viewport(0, 0,
                     canvas.width * canvas.devicePixelRatio,
                     canvas.height * canvas.devicePixelRatio);

         // Initialize the shader program
         initShaders();

         // Initialize buffers
         initBuffers();

         // Load textures
         gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
         loadTextures();

         // Load JSON models
         loadJSONModels();

         log("...initializeGL");
     } catch(e) {
         console.log("...initializeGL FAILURE!");
         console.log(""+e);
         console.log(""+e.message);
     }
 }

 function resizeGL(canvas)
 {
     var pixelRatio = canvas.devicePixelRatio;
     canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
                                canvas.height * pixelRatio);
     if (gl)
         gl.viewport(0, 0,
                     canvas.width * canvas.devicePixelRatio,
                     canvas.height * canvas.devicePixelRatio);
 }

 function paintGL(canvas) {
     // draw
     gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

     gl.useProgram(texturedShaderProgram);

     // Calculate the perspective projection
     mat4.perspective(pMatrix, fov, canvas.width / canvas.height, 0.1, 100.0);
     gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

     // Get the view matrix
     mat4.identity(vMatrix);
     eye = moveEye(canvas.xRot, canvas.yRot, canvas.distance);
     mat4.lookAt(vMatrix, eye, [0, 0, 0], [0, 1, 0]);

     // Apply light position
     if (canvas3d.animatingLight === true)
         light = moveEye(canvas.lightX, canvas.lightY, canvas.lightDistance);
     else
         light = eye;
     gl.uniform3fv(eyeUniform, light);

     if (canvas3d.drawWireframe)
         drawMode = gl.LINES;
     else
         drawMode = gl.TRIANGLES;

     if (modelOne.count > 0 && modelOneTexture !== 0 ) {
         // Draw model one
         log("   model one count:"+modelOne.count+" texture:"+modelOneTexture.name);

         // Bind the correct buffers
         gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.verticesVBO);
         gl.enableVertexAttribArray(vertexPositionAttribute);
         gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.normalsVBO);
         gl.enableVertexAttribArray(vertexNormalAttribute);
         gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.texCoordVBO);
         gl.enableVertexAttribArray(textureCoordAttribute);
         gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

         gl.activeTexture(gl.TEXTURE0);
         gl.bindTexture(gl.TEXTURE_2D, modelOneTexture);
         gl.uniform1i(textureSamplerUniform, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posOne);

         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);

         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelOne.indexVBO);

         // Getting state dump is a synchronous operation, so only do it when logging is enabled
         if (isLogEnabled && stateDumpExt)
             log("GL STATE DUMP:\n"+stateDumpExt.getGLStateDump(stateDumpExt.DUMP_FULL));

         gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posTwo);
         mat4.rotateY(mMatrix, mMatrix, rotTwo);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posThree);
         mat4.rotateY(mMatrix, mMatrix, rotThree);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);
     }

     if (modelTwo.count > 0 && modelTwoTexture !== 0 ) {
         // Draw model two
         log("   model two count:"+modelTwo.count+" texture:"+modelTwoTexture.name);

         // Bind the correct buffers
         gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.verticesVBO);
         gl.enableVertexAttribArray(vertexPositionAttribute);
         gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.normalsVBO);
         gl.enableVertexAttribArray(vertexNormalAttribute);
         gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.texCoordVBO);
         gl.enableVertexAttribArray(textureCoordAttribute);
         gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

         gl.activeTexture(gl.TEXTURE0);
         gl.bindTexture(gl.TEXTURE_2D, modelTwoTexture);
         gl.uniform1i(textureSamplerUniform, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posOne);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelTwo.indexVBO);
         gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posTwo);
         mat4.rotateY(mMatrix, mMatrix, rotTwo);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posThree);
         mat4.rotateY(mMatrix, mMatrix, rotThree);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);
     }

     if (modelFour.count > 0 && modelFourTexture !== 0 ) {
         // Draw model four
         log("   model four count:"+modelFour.count+" texture:"+modelFourTexture.name);

         // Bind the correct buffers
         gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.verticesVBO);
         gl.enableVertexAttribArray(vertexPositionAttribute);
         gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.normalsVBO);
         gl.enableVertexAttribArray(vertexNormalAttribute);
         gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.texCoordVBO);
         gl.enableVertexAttribArray(textureCoordAttribute);
         gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

         gl.activeTexture(gl.TEXTURE0);
         gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
         gl.uniform1i(textureSamplerUniform, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posFive);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFour.indexVBO);
         gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posSix);
         mat4.rotateY(mMatrix, mMatrix, rotFour);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posSeven);
         mat4.rotateY(mMatrix, mMatrix, rotOne);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posEight);
         mat4.rotateY(mMatrix, mMatrix, rotFive);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
     }

     if (modelFive.count > 0 && modelFiveTexture !== 0 ) {
         // Draw model five
         log("   model five count:"+modelFive.count+" texture:"+modelFiveTexture.name);

         // Bind the correct buffers
         gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.verticesVBO);
         gl.enableVertexAttribArray(vertexPositionAttribute);
         gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.normalsVBO);
         gl.enableVertexAttribArray(vertexNormalAttribute);
         gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.texCoordVBO);
         gl.enableVertexAttribArray(textureCoordAttribute);
         gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

         gl.activeTexture(gl.TEXTURE0);
         gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
         gl.uniform1i(textureSamplerUniform, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posNine);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFive.indexVBO);
         gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posTen);
         mat4.rotateX(mMatrix, mMatrix, rotFour);
         mat4.rotateY(mMatrix, mMatrix, rotFive);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);
     }

     if (modelThree.count > 0 && modelThreeTexture !== 0 ) {
         // Draw model three (Includes transparency, must be drawn last)
         log("   model three count:"+modelThree.count+" texture:"+modelThreeTexture.name);

         // Bind the correct buffers
         gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.verticesVBO);
         gl.enableVertexAttribArray(vertexPositionAttribute);
         gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.normalsVBO);
         gl.enableVertexAttribArray(vertexNormalAttribute);
         gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

         gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.texCoordVBO);
         gl.enableVertexAttribArray(textureCoordAttribute);
         gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

         gl.activeTexture(gl.TEXTURE0);
         gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
         gl.uniform1i(textureSamplerUniform, 0);

         // Calculate the modelview matrix
         mat4.identity(mMatrix);
         mat4.translate(mMatrix, mMatrix, posFour);
         // Calculate normal matrix before scaling, to keep lighting in order
         // Scale normal matrix with distance instead
         mat4.copy(nMatrix, mMatrix);
         mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
         mat4.invert(nMatrix, nMatrix);
         mat4.transpose(nMatrix, nMatrix);
         gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
         // Scale the modelview matrix, and apply the matrix
         mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
         mat4.multiply(mvMatrix, vMatrix, mMatrix);
         gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

         // Draw the model
         gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelThree.indexVBO);
         gl.drawElements(drawMode, modelThree.count, gl.UNSIGNED_SHORT, 0);
     }
 }

 function moveEye(xRot, yRot, distance) {
     var xAngle = degToRad(xRot);
     var yAngle = degToRad(yRot);

     var zPos = distance * Math.cos(xAngle) * Math.cos(yAngle);
     var xPos = distance * Math.sin(xAngle) * Math.cos(yAngle);
     var yPos = distance * Math.sin(yAngle);

     return [-xPos, yPos, zPos];
 }

 function handleLoadedModel(jsonObj) {
     log("handleLoadedModel...");
     var modelData = parseJSON3DModel(jsonObj, "");

     if (modelOne.count === 0)
         fillModel(modelData, modelOne);
     else if (modelTwo.count === 0)
         fillModel(modelData, modelTwo);
     else if (modelThree.count === 0)
         fillModel(modelData, modelThree);
     else if (modelFour.count === 0)
         fillModel(modelData, modelFour);
     else if (modelFive.count === 0)
         fillModel(modelData, modelFive);

     log("...handleLoadedModel");
 }

 function fillModel(modelData, model) {
     log("   fillModel...");
     log("   "+model.verticesVBO.name);
     gl.bindBuffer(gl.ARRAY_BUFFER, model.verticesVBO);
     gl.bufferData(gl.ARRAY_BUFFER,
                   new Float32Array(modelData.vertices),
                   gl.STATIC_DRAW);
     log("   "+model.normalsVBO.name);
     if (isLogEnabled && stateDumpExt)
         log("GL STATE DUMP:\n"+stateDumpExt.getGLStateDump(stateDumpExt.DUMP_VERTEX_ATTRIB_ARRAYS_BIT || stateDumpExt.DUMP_VERTEX_ATTRIB_ARRAYS_CONTENTS_BIT));

     gl.bindBuffer(gl.ARRAY_BUFFER, model.normalsVBO);
     gl.bufferData(gl.ARRAY_BUFFER,
                   new Float32Array(modelData.normals),
                   gl.STATIC_DRAW);

     log("   "+model.texCoordVBO.name);
     gl.bindBuffer(gl.ARRAY_BUFFER, model.texCoordVBO);
     gl.bufferData(gl.ARRAY_BUFFER,
                   new Float32Array(modelData.texCoords[0]),
                   gl.STATIC_DRAW);

     log("   "+model.indexVBO.name);
     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, model.indexVBO);
     gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
                   new Uint16Array(modelData.indices),
                   gl.STATIC_DRAW);

     model.count = modelData.indices.length;
     log("   ...fillModel");
 }

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

 function initShaders()
 {
     log("   initShaders...")

     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;                \
                               uniform vec3 eyePos;                  \

                               varying highp vec2 vTextureCoord;     \
                               varying highp vec4 vLighting;         \

                               void main(void) {                     \
                                  gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);                   \
                                  vTextureCoord = aTextureCoord;                                                     \
                                  highp vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);                                \
                                  highp vec4 directionalLightColor = vec4(1.0, 1.0, 1.0, 1.0);                       \
                                  highp vec3 directionalVector = eyePos;                                             \
                                  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);

     fragmentShader = getShader(gl,
                                "varying highp vec2 vTextureCoord;   \
                                 varying highp vec4 vLighting;       \

                                 uniform sampler2D uSampler;         \

                                 void main(void) {                   \
                                     mediump vec4 texelColor = texture2D(uSampler, vTextureCoord);   \
                                     gl_FragColor = vec4(texelColor * vLighting);                    \
                                 }", gl.FRAGMENT_SHADER);

     texturedShaderProgram = gl.createProgram();
     texturedShaderProgram.name = "texturedShaderProgram";
     gl.attachShader(texturedShaderProgram, vertexShader);
     gl.attachShader(texturedShaderProgram, fragmentShader);
     gl.linkProgram(texturedShaderProgram);

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

     gl.useProgram(texturedShaderProgram);

     // look up where the vertex data needs to go.
     vertexPositionAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexPosition");
     vertexPositionAttribute.name = "aVertexPosition";
     gl.enableVertexAttribArray(vertexPositionAttribute);
     vertexNormalAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexNormal");
     vertexNormalAttribute.name = "aVertexNormal";
     gl.enableVertexAttribArray(vertexNormalAttribute);
     textureCoordAttribute = gl.getAttribLocation(texturedShaderProgram, "aTextureCoord");
     textureCoordAttribute.name = "aTextureCoord";
     gl.enableVertexAttribArray(textureCoordAttribute);

     pMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uPMatrix");
     pMatrixUniform.name = "uPMatrix";
     mvMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uMVMatrix");
     mvMatrixUniform.name = "uMVMatrix";
     textureSamplerUniform = gl.getUniformLocation(texturedShaderProgram, "uSampler")
     textureSamplerUniform.name = "uSampler";
     nMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uNormalMatrix");
     nMatrixUniform.name = "uNormalMatrix";
     eyeUniform = gl.getUniformLocation(texturedShaderProgram, "eyePos");
     eyeUniform.name = "eyePos";
     log("   ...initShaders");
 }

 function initBuffers() {
     modelOne.verticesVBO = gl.createBuffer();
     modelOne.verticesVBO.name = "modelOne.verticesVBO";
     modelOne.normalsVBO  = gl.createBuffer();
     modelOne.normalsVBO.name = "modelOne.normalsVBO";
     modelOne.texCoordVBO = gl.createBuffer();
     modelOne.texCoordVBO.name = "modelOne.texCoordVBO";
     modelOne.indexVBO    = gl.createBuffer();
     modelOne.indexVBO.name = "modelOne.indexVBO";

     modelTwo.verticesVBO = gl.createBuffer();
     modelTwo.verticesVBO.name = "modelTwo.verticesVBO";
     modelTwo.normalsVBO  = gl.createBuffer();
     modelTwo.normalsVBO.name = "modelTwo.normalsVBO";
     modelTwo.texCoordVBO = gl.createBuffer();
     modelTwo.texCoordVBO.name = "modelTwo.texCoordVBO";
     modelTwo.indexVBO    = gl.createBuffer();
     modelTwo.indexVBO.name = "modelTwo.indexVBO";

     modelThree.verticesVBO = gl.createBuffer();
     modelThree.verticesVBO.name = "modelThree.verticesVBO";
     modelThree.normalsVBO  = gl.createBuffer();
     modelThree.normalsVBO.name = "modelThree.normalsVBO";
     modelThree.texCoordVBO = gl.createBuffer();
     modelThree.texCoordVBO.name = "modelThree.texCoordVBO";
     modelThree.indexVBO    = gl.createBuffer();
     modelThree.indexVBO.name = "modelThree.indexVBO";

     modelFour.verticesVBO = gl.createBuffer();
     modelFour.verticesVBO.name = "modelFour.verticesVBO";
     modelFour.normalsVBO  = gl.createBuffer();
     modelFour.normalsVBO.name = "modelFour.normalsVBO";
     modelFour.texCoordVBO = gl.createBuffer();
     modelFour.texCoordVBO.name = "modelFour.texCoordVBO";
     modelFour.indexVBO    = gl.createBuffer();
     modelFour.indexVBO.name = "modelFour.indexVBO";

     modelFive.verticesVBO = gl.createBuffer();
     modelFive.verticesVBO.name = "modelFive.verticesVBO";
     modelFive.normalsVBO  = gl.createBuffer();
     modelFive.normalsVBO.name = "modelFive.normalsVBO";
     modelFive.texCoordVBO = gl.createBuffer();
     modelFive.texCoordVBO.name = "modelFive.texCoordVBO";
     modelFive.indexVBO    = gl.createBuffer();
     modelFive.indexVBO.name = "modelFive.indexVBO";
 }

 function loadTextures() {
     // Load the first texture
     var goldImage = TextureImageFactory.newTexImage();
     goldImage.name = "goldImage";
     goldImage.imageLoaded.connect(function() {
         log("    creating model one texture");
         modelOneTexture = gl.createTexture();
         modelOneTexture.name = "modelOneTexture";
         gl.bindTexture(gl.TEXTURE_2D, modelOneTexture);
         gl.texImage2D(gl.TEXTURE_2D,    // target
                       0,                // level
                       gl.RGBA,          // internalformat
                       gl.RGBA,          // format
                       gl.UNSIGNED_BYTE, // type
                       goldImage);       // 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);
     });
     goldImage.imageLoadingFailed.connect(function() {
         console.log("Texture load FAILED, "+goldImage.errorString);
     });
     goldImage.src = "qrc:///gold.jpg";
     log("   texture one source set")

     // Load the second texture
     var woodBoxImage = TextureImageFactory.newTexImage();
     woodBoxImage.name = "woodBoxImage";
     woodBoxImage.imageLoaded.connect(function() {
         log("    creating model two texture");
         modelTwoTexture = gl.createTexture();
         modelTwoTexture.name = "modelTwoTexture";
         gl.bindTexture(gl.TEXTURE_2D, modelTwoTexture);
         gl.texImage2D(gl.TEXTURE_2D,    // target
                       0,                // level
                       gl.RGBA,          // internalformat
                       gl.RGBA,          // format
                       gl.UNSIGNED_BYTE, // type
                       woodBoxImage);    // 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);
     });
     woodBoxImage.imageLoadingFailed.connect(function() {
         console.log("Texture load FAILED, "+woodBoxImage.errorString);
     });
     woodBoxImage.src = "qrc:///woodbox.jpg";
     log("   texture two source set")

     // Load the third texture
     var bushImage = TextureImageFactory.newTexImage();
     bushImage.name = "bushImage";
     bushImage.imageLoaded.connect(function() {
         log("    creating model three texture");
         modelThreeTexture = gl.createTexture();
         modelThreeTexture.name = "modelThreeTexture";
         gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
         gl.texImage2D(gl.TEXTURE_2D,    // target
                       0,                // level
                       gl.RGBA,          // internalformat
                       gl.RGBA,          // format
                       gl.UNSIGNED_BYTE, // type
                       bushImage);    // 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);
     });
     bushImage.imageLoadingFailed.connect(function() {
         console.log("Texture load FAILED, "+bushImage.errorString);
     });
     bushImage.src = "qrc:///bush.png";
     log("   texture three source set")

     // Load the fourth texture
     var palletImage = TextureImageFactory.newTexImage();
     palletImage.name = "palletImage";
     palletImage.imageLoaded.connect(function() {
         log("    creating model four texture");
         modelFourTexture = gl.createTexture();
         modelFourTexture.name = "modelFourTexture";
         gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
         gl.texImage2D(gl.TEXTURE_2D,    // target
                       0,                // level
                       gl.RGBA,          // internalformat
                       gl.RGBA,          // format
                       gl.UNSIGNED_BYTE, // type
                       palletImage);     // 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);
     });
     palletImage.imageLoadingFailed.connect(function() {
         console.log("Texture load FAILED, "+palletImage.errorString);
     });
     palletImage.src = "qrc:///pallet.jpg";
     log("   texture four source set")

     // Load the fifth texture
     var rockImage = TextureImageFactory.newTexImage();
     rockImage.name = "rockImage";
     rockImage.imageLoaded.connect(function() {
         log("    creating model five texture");
         modelFiveTexture = gl.createTexture();
         modelFiveTexture.name = "modelFiveTexture";
         gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
         gl.texImage2D(gl.TEXTURE_2D,    // target
                       0,                // level
                       gl.RGBA,          // internalformat
                       gl.RGBA,          // format
                       gl.UNSIGNED_BYTE, // type
                       rockImage);       // 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);
     });
     rockImage.imageLoadingFailed.connect(function() {
         console.log("Texture load FAILED, "+rockImage.errorString);
     });
     rockImage.src = "qrc:///rock.jpg";
     log("   texture five source set")
 }

 function loadJSONModels() {
     // Load the first model
     var request = new XMLHttpRequest();
     request.open("GET", "gold.json");
     request.onreadystatechange = function () {
         if (request.readyState === XMLHttpRequest.DONE) {
             handleLoadedModel(JSON.parse(request.responseText));
         }
     }
     request.send();
     log("   XMLHttpRequest sent for model one")

     // Load the second model
     var request2 = new XMLHttpRequest();
     request2.open("GET", "woodbox.json");
     request2.onreadystatechange = function () {
         if (request2.readyState === XMLHttpRequest.DONE) {
             handleLoadedModel(JSON.parse(request2.responseText));
         }
     }
     request2.send();
     log("   XMLHttpRequest sent for model two")

     // Load the third model
     var request3 = new XMLHttpRequest();
     request3.open("GET", "bush.json");
     request3.onreadystatechange = function () {
         if (request3.readyState === XMLHttpRequest.DONE) {
             handleLoadedModel(JSON.parse(request3.responseText));
         }
     }
     request3.send();
     log("   XMLHttpRequest sent for model three")

     // Load the fourth model
     var request4 = new XMLHttpRequest();
     request4.open("GET", "pallet.json");
     request4.onreadystatechange = function () {
         if (request4.readyState === XMLHttpRequest.DONE) {
             handleLoadedModel(JSON.parse(request4.responseText));
         }
     }
     request4.send();
     log("   XMLHttpRequest sent for model four")

     // Load the fifth model
     var request5 = new XMLHttpRequest();
     request5.open("GET", "rock.json");
     request5.onreadystatechange = function () {
         if (request5.readyState === XMLHttpRequest.DONE) {
             handleLoadedModel(JSON.parse(request5.responseText));
         }
     }
     request5.send();
     log("   XMLHttpRequest sent for model five")
 }

 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;
 }