JSON Models Example▲
The JSON Models Example demonstrates loading and displaying more than one JSON model and more than one texture. It also implements simple mouse input handling to allow rotating the scene and zooming into it.
JSON Model Loader▲
First we include a JSON model parser, which handles parsing the JSON models into our internal models:
Qt.include("ThreeJSLoader.js"
)
The ThreeJSLoader.js includes a reimplementation of the JSON parser in three.js, but we will not go into its implementation details.
Loading the Models▲
First we need to initialize all array buffers for the models:
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"
;
...
Then we request the models to be loaded:
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"
)
...
Then, when the load requests return, we handle the models:
function handleLoadedModel(jsonObj) {
log("handleLoadedModel..."
);
var modelData =
parseJSON3DModel(jsonObj, ""
);
if
(modelOne.count ===
0
)
fillModel(modelData, modelOne);
else
if
(modelTwo.count ===
0
)
fillModel(modelData, modelTwo);
...
Each buffer is bound and filled with the data parsed from the json models:
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 &
amp;&
amp; 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"
);
}
Loading the Textures▲
First we create the TextureImage objects for each of the images we are going to load and register handlers for the imageLoaded and imageLoadingFailed signals. In the imageLoaded signal handlers we create the OpenGL textures:
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"
)
...
Input Handling▲
First we add a MouseArea to fill the Canvas3D:
MouseArea
{
anchors.fill
:
parent
...
Before adding some functionality on it, we need to add properties to the canvas with initial values set:
property
double xRot
:
0.0
property
double yRot
:
45.0
property
double distance
:
2.0
After that, we add rotation on mouse movement when the left mouse button is pressed:
onMouseXChanged
: {
// Do not rotate if we don't have previous value
if (
previousY !==
0
)
canvas3d.
yRot +=
mouseY -
previousY
previousY =
mouseY
// Limit the rotation to -90...90 degrees
if (
canvas3d.
yRot &
gt;
90
)
canvas3d.
yRot =
90
if (
canvas3d.
yRot &
lt;
-
90
)
canvas3d.
yRot =
-
90
}
onMouseYChanged
: {
// Do not rotate if we don't have previous value
if (
previousX !==
0
)
canvas3d.
xRot +=
mouseX -
previousX
previousX =
mouseX
// Wrap the rotation around
if (
canvas3d.
xRot &
gt;
180
)
canvas3d.
xRot -=
360
if (
canvas3d.
xRot &
lt;
-
180
)
canvas3d.
xRot +=
360
}
onReleased
: {
// Reset previous mouse positions to avoid rotation jumping
previousX =
0
previousY =
0
}
We need to keep the previous x and y values to avoid rotation jumping when the mouse button is released and pressed again. We store them in these properties:
property
int
previousY
:
0
property
int
previousX
:
0
Then we add zooming by mouse wheel:
onWheel
: {
canvas3d.
distance -=
wheel.
angleDelta.
y /
1000
.
0
// Limit the distance to 0.5...10
if (
canvas3d.
distance &
lt;
0
.
5
)
canvas3d.
distance =
0
.
5
if (
canvas3d.
distance &
gt;
10
)
canvas3d.
distance =
10
}
These properties are then used in the JavaScript side when calculating eye/camera movement: