quickitemtexture.js Example File
quickitemtexture/qml/quickitemtexture/quickitemtexture.js
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Qt.include("/gl-matrix.js")
//
// Draws a cube that has a Qt Quick item 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;
var canvasTextureProvider = null;
var textureSourceItem = null;
function initializeGL(canvas, textureSource) {
canvas3d = canvas;
textureSourceItem = textureSource;
// Get the OpenGL context object that represents the API we call
gl = canvas.getContext("canvas3d", {depth:true, antialias:true});
// Setup the OpenGL state
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.clearDepth(1.0);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
// Use fully transparent clear color to allow other QML components to be seen through
// Canvas3D where not obscured by the rotating cube.
gl.clearColor(0.0, 0.0, 0.0, 0.0);
// Set viewport
gl.viewport(0, 0, canvas.width, canvas.height);
// Initialize the shader program
initShaders();
// Initialize vertex and color buffers
initBuffers();
// Create a texture from the Qt Quick item
canvasTextureProvider = gl.getExtension("QTCANVAS3D_texture_provider");
cubeTexture = canvasTextureProvider.createTextureFromSource(textureSourceItem);
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
}
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,
-7.0]);
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 Program3D 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 initialize 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;
}