interaction.js Example File
interaction/qml/interaction/interaction.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") 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 barrelTexture = 0; var mvMatrix = mat4.create(); var pMatrix = mat4.create(); var nMatrix = mat4.create(); var startTime; 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 theModel = new Model(); function initializeGL(canvas) { canvas3d = canvas log("*******************************************************************************************") log("initializeGL ENTER...") try { startTime = Date.now(); // Get the OpenGL context jsonObj that represents the API we call log("Getting Context"); gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false}); log("Context received "+gl); 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.enable(gl.CULL_FACE); gl.frontFace(gl.CCW); gl.cullFace(gl.BACK); gl.disable(gl.BLEND); gl.clearColor(0.98, 0.98, 0.98, 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 theModel.verticesVBO = gl.createBuffer(); theModel.verticesVBO.name = "BarrelModel.verticesVBO"; theModel.normalsVBO = gl.createBuffer(); theModel.normalsVBO.name = "BarrelModel.normalsVBO"; theModel.texCoordVBO = gl.createBuffer(); theModel.texCoordVBO.name = "BarrelModel.texCoordVBO"; theModel.indexVBO = gl.createBuffer(); theModel.indexVBO.name = "BarrelModel.indexVBO"; // Load the barrel texture gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); // Load the Qt logo as texture var barrelImage = TextureImageFactory.newTexImage(); barrelImage.imageLoaded.connect(function() { barrelTexture = gl.createTexture(); barrelTexture.name = "barrelTexture" gl.bindTexture(gl.TEXTURE_2D, barrelTexture); gl.texImage2D(gl.TEXTURE_2D, // target 0, // level gl.RGBA, // internalformat gl.RGBA, // format gl.UNSIGNED_BYTE, // type barrelImage); // 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); }); barrelImage.imageLoadingFailed.connect(function() { console.log("Texture load FAILED, "+barrelImage.errorString); }); // Aliasing doesn't work correctly with QtQuick compiler for some reason, // so use full names for barrel.jpg and barrel.json barrelImage.src = "qrc:/qml/interaction/barrel.jpg"; // Load the model log(" Create XMLHttpRequest") var request = new XMLHttpRequest(); log(" XMLHttpRequest.open") request.open("GET", "qrc:/qml/interaction/barrel.json"); log(" XMLHttpRequest.onreadystatechange") request.onreadystatechange = function () { if (request.readyState === XMLHttpRequest.DONE) { handleLoadedModel(JSON.parse(request.responseText)); } } log(" XMLHttpRequest.send") request.send(); log("...initializeGL EXIT"); } catch(e) { console.log("...initializeGL FAILURE!"); console.log(""+e); console.log(""+e.message); } log("*******************************************************************************************"); } 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); // draw only when we have the mesh and texture if (theModel.count <= 0 || barrelTexture == 0) return; gl.useProgram(texturedShaderProgram); // Calculate the perspective projection mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 10000.0); gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix); // Bind the correct buffers gl.bindBuffer(gl.ARRAY_BUFFER, theModel.verticesVBO); gl.enableVertexAttribArray(vertexPositionAttribute); gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, theModel.normalsVBO); gl.enableVertexAttribArray(vertexNormalAttribute); gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, theModel.texCoordVBO); gl.enableVertexAttribArray(textureCoordAttribute); gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, barrelTexture); gl.uniform1i(textureSamplerUniform, 0); // Calculate and apply the modelview matrix mvMatrix = mat4.identity(mvMatrix); mvMatrix = mat4.translate(mvMatrix, mvMatrix, [0, -40, -700]); mvMatrix = mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotSlider), [1, 0, 0]); mvMatrix = mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotSlider), [0, 1, 0]); mvMatrix = mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotSlider), [0, 0, 1]); gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix); // Calculate normal matrix nMatrix = mat4.invert(nMatrix, mvMatrix); nMatrix = mat4.transpose(nMatrix, nMatrix); gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix); // Draw the barrel gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, theModel.indexVBO); gl.drawElements(gl.TRIANGLES, theModel.count, gl.UNSIGNED_SHORT, 0); // Calculate and apply the modelview matrix mvMatrix = mat4.identity(mvMatrix); mvMatrix = mat4.translate(mvMatrix, mvMatrix, [-250, -50, -700]); mvMatrix = mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotSlider), [0, 1, 0]); gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix); // Calculate normal matrix nMatrix = mat4.invert(nMatrix, mvMatrix); nMatrix = mat4.transpose(nMatrix, nMatrix); gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix); // Draw the barrel gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, theModel.indexVBO); gl.drawElements(gl.POINTS, theModel.count, gl.UNSIGNED_SHORT, 0); // Calculate and apply the modelview matrix mvMatrix = mat4.identity(mvMatrix); mvMatrix = mat4.translate(mvMatrix, mvMatrix, [250, -50, -700]); mvMatrix = mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotSlider), [0, 1, 0]); gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix); // Calculate normal matrix nMatrix = mat4.invert(nMatrix, mvMatrix); nMatrix = mat4.transpose(nMatrix, nMatrix); gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix); // Draw the barrel gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, theModel.indexVBO); gl.drawElements(gl.LINES, theModel.count, gl.UNSIGNED_SHORT, 0); } function handleLoadedModel(jsonObj) { log("*******************************************************************************************"); log("handleLoadedModel ENTER...") var modelData = parseJSON3DModel(jsonObj, ""); log(" "+theModel.verticesVBO); gl.bindBuffer(gl.ARRAY_BUFFER, theModel.verticesVBO); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(modelData.vertices), gl.STATIC_DRAW); log(" "+theModel.normalsVBO); gl.bindBuffer(gl.ARRAY_BUFFER, theModel.normalsVBO); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(modelData.normals), gl.STATIC_DRAW); log(" "+theModel.texCoordVBO); gl.bindBuffer(gl.ARRAY_BUFFER, theModel.texCoordVBO); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(modelData.texCoords[0]), gl.STATIC_DRAW); log(" "+theModel.indexVBO); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, theModel.indexVBO); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(modelData.indices), gl.STATIC_DRAW); theModel.count = modelData.indices.length; log("...handleLoadedModel EXIT"); log("*******************************************************************************************"); } function degToRad(degrees) { return degrees * Math.PI / 180; } function initShaders() { log(" initShaders ENTER...") 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 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_PointSize = 1.0; \ }", gl.VERTEX_SHADER); fragmentShader = getShader(gl, "varying highp vec2 vTextureCoord; \ varying highp vec3 vLighting; \ \ uniform sampler2D uSampler; \ \ void main(void) { \ mediump vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \ gl_FragColor = vec4(texelColor.rgb * vLighting, 1.0); \ }", 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_AttribLocation"; gl.enableVertexAttribArray(vertexPositionAttribute); vertexNormalAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexNormal"); vertexPositionAttribute.name = "aVertexNormal_AttribLocation"; gl.enableVertexAttribArray(vertexNormalAttribute); textureCoordAttribute = gl.getAttribLocation(texturedShaderProgram, "aTextureCoord"); vertexPositionAttribute.name = "aTextureCoord_AttribLocation"; gl.enableVertexAttribArray(textureCoordAttribute); pMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uPMatrix"); pMatrixUniform.name = "uPMatrix_UniformLocation"; mvMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uMVMatrix"); mvMatrixUniform.name = "uMVMatrix_UniformLocation"; textureSamplerUniform = gl.getUniformLocation(texturedShaderProgram, "uSampler") textureSamplerUniform.name = "uSampler_UniformLocation"; nMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uNormalMatrix"); nMatrixUniform.name = "uNormalMatrix_UniformLocation"; log(" ... initShaders EXIT"); } 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; }
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