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;
 }