Lit and Textured Cube Example▲
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/**
**************************************************************************
**
** 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
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** 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,
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** 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;
}