framebuffer.js Example File
framebuffer/qml/framebuffer/framebuffer.js
/****************************************************************************
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** Copyright (C) 2016 The Qt Company Ltd.
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** This file is part of the QtCanvas3D module of the Qt Toolkit.
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Qt.include("gl-matrix.js")
//
// Draws a cube that has the Qt logo as decal texture on each face in to a texture.
// That texture is used as the texture for drawing another cube on the screen.
//
var gl;
var rttFramebuffer;
var rttTexture;
var rttWidth = 512;
var rttHeight = 512;
var cubeTexture = 0;
var vertexPositionAttribute;
var textureCoordAttribute;
var vertexNormalAttribute;
var vertexColorAttribute;
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
var nMatrix = mat4.create();
var pMatrixUniform;
var mvMatrixUniform;
var nUniform;
var canvas3d;
var isLogEnabled = false;
function log(message) {
if (isLogEnabled)
console.log(message)
}
function initializeGL(canvas, textureLoader) {
canvas3d = canvas
try {
// 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.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// Initialize the shader program
initShaders();
// Initialize vertex and color buffers
initBuffers();
// Load the Qt logo as texture
var qtLogoImage = TextureImageFactory.newTexImage();
qtLogoImage.imageLoaded.connect(function() {
cubeTexture = gl.createTexture();
cubeTexture.name = "CubeTexture";
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
gl.texImage2D(gl.TEXTURE_2D, // target
0, // level
gl.RGBA, // internalformat
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
qtLogoImage); // 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);
});
qtLogoImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+qtLogoImage.errorString);
});
qtLogoImage.src = "qrc:/qtlogo.png";
// Create the framebuffer object
rttFramebuffer = gl.createFramebuffer();
rttFramebuffer.name = "OffscreenRenderTarget";
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
// Create the texture
rttTexture = gl.createTexture();
rttTexture.name = "OffscreenRenderTargetTexture";
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
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.texImage2D(gl.TEXTURE_2D, 0,
gl.RGBA, rttWidth, rttHeight,
0, gl.RGBA, gl.UNSIGNED_BYTE,
null);
gl.generateMipmap(gl.TEXTURE_2D);
// Bind the texture as color attachment, create and bind a depth buffer
gl.framebufferTexture2D(gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D, rttTexture, 0);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER,
gl.DEPTH_COMPONENT16,
rttWidth, rttHeight);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.RENDERBUFFER, renderbuffer);
gl.bindTexture(gl.TEXTURE_2D, 0);
gl.bindRenderbuffer(gl.RENDERBUFFER, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
} catch(e) {
console.log("initializeGL FAILURE!");
console.log(""+e);
console.log(""+e.message);
}
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
function paintGL(canvas) {
// bind the FBO and setup viewport
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
gl.viewport(0, 0, rttWidth, rttHeight);
gl.clearColor(0.95, 0.95, 0.95, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Bind the loaded texture
gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
// Calculate and set matrix uniforms
mat4.perspective(pMatrix, degToRad(45), rttWidth / rttHeight, 0.1, 100.0);
gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, mvMatrix, [0, 0, -5.0]);
mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotSlider), [0, 1, 0]);
mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotSlider), [1, 0, 0]);
mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotSlider), [0, 0, 1]);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
mat4.invert(nMatrix, mvMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nUniform, false, nMatrix);
// Draw the cube to the FBO
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
// Bind the render-to-texture and generate mipmaps
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
gl.generateMipmap(gl.TEXTURE_2D);
// Bind default framebuffer and setup viewport accordingly
gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
gl.viewport(0, 0,
canvas.width * canvas.devicePixelRatio,
canvas.height * canvas.devicePixelRatio);
gl.clearColor(0.98, 0.98, 0.98, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Calculate and set matrix uniforms
mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0);
gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
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]);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
mat4.invert(nMatrix, mvMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nUniform, false, nMatrix);
// Draw the on-screen cube
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
}
function resizeGL(canvas)
{
var pixelRatio = canvas.devicePixelRatio;
canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
canvas.height * pixelRatio);
}
function initBuffers()
{
log(" cubeVertexPositionBuffer");
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.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
log(" cubeVertexIndexBuffer");
var cubeVertexIndexBuffer = gl.createBuffer();
cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
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);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
log(" cubeVerticesTextureCoordBuffer");
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.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
var cubeVerticesNormalBuffer = gl.createBuffer();
cubeVerticesNormalBuffer.name = "cubeVerticesNormalBuffer";
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.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesNormalBuffer);
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);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.log("Could not initialise shaders");
console.log(gl.getProgramInfoLog(shaderProgram));
}
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);
pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
nUniform = gl.getUniformLocation(shaderProgram, "uNormalMatrix");
var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
gl.activeTexture(gl.TEXTURE0);
gl.uniform1i(textureSamplerUniform, 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;
}