jsonmodels.js Example File

jsonmodels/qml/jsonmodels/jsonmodels.js
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**
** Copyright (C) 2015 The Qt Company Ltd.
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**
** This file is part of the QtCanvas3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
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** General Public License version 3 as published by the Free Software
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** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
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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;
}

© 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.