jsonmodels.js Example File
jsonmodels/qml/jsonmodels/jsonmodels.js
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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 eyeUniform;
var modelOneTexture = 0;
var modelTwoTexture = 0;
var modelThreeTexture = 0;
var modelFourTexture = 0;
var modelFiveTexture = 0;
var vMatrix = mat4.create();
var mMatrix = mat4.create();
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
var nMatrix = mat4.create();
var fov = degToRad(45);
var eye = [0, 1, 1];
var light = [0, 1, 1];
var posOne = [0, 0, 0];
var posTwo = [0.3, 0, 0];
var posThree = [-0.1, 0, 0.25];
var posFour = [0.1, 0, -0.45];
var posFive = [0, -0.14, 0];
var posSix = [-1.2, -0.28, 0.0];
var posSeven = [0.5, -0.28, 0.9];
var posEight = [0.5, -0.28, -0.9];
var posNine = [0.55, 0.09, -1.0];
var posTen = [1.0, 0.09, -0.7];
var rotOne = degToRad(90);
var rotTwo = degToRad(-80);
var rotThree = degToRad(15);
var rotFour = degToRad(40);
var rotFive = degToRad(60);
var drawMode = 0;
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 modelOne = new Model();
var modelTwo = new Model();
var modelThree = new Model();
var modelFour = new Model();
var modelFive = new Model();
var stateDumpExt;
function initializeGL(canvas) {
canvas3d = canvas
log("initializeGL...")
try {
gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false});
log(" Received context: "+gl);
stateDumpExt = gl.getExtension("QTCANVAS3D_gl_state_dump");
if (stateDumpExt)
log("QTCANVAS3D_gl_state_dump extension found");
else
log("QTCANVAS3D_gl_state_dump extension NOT found");
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.disable(gl.CULL_FACE);
gl.enable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.clearColor(0.9, 0.9, 0.9, 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
initBuffers();
// Load textures
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
loadTextures();
// Load JSON models
loadJSONModels();
log("...initializeGL");
} catch(e) {
console.log("...initializeGL FAILURE!");
console.log(""+e);
console.log(""+e.message);
}
}
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);
gl.useProgram(texturedShaderProgram);
// Calculate the perspective projection
mat4.perspective(pMatrix, fov, canvas.width / canvas.height, 0.1, 100.0);
gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
// Get the view matrix
mat4.identity(vMatrix);
eye = moveEye(canvas.xRot, canvas.yRot, canvas.distance);
mat4.lookAt(vMatrix, eye, [0, 0, 0], [0, 1, 0]);
// Apply light position
if (canvas3d.animatingLight === true)
light = moveEye(canvas.lightX, canvas.lightY, canvas.lightDistance);
else
light = eye;
gl.uniform3fv(eyeUniform, light);
if (canvas3d.drawWireframe)
drawMode = gl.LINES;
else
drawMode = gl.TRIANGLES;
if (modelOne.count > 0 && modelOneTexture !== 0 ) {
// Draw model one
log(" model one count:"+modelOne.count+" texture:"+modelOneTexture.name);
// Bind the correct buffers
gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.verticesVBO);
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.normalsVBO);
gl.enableVertexAttribArray(vertexNormalAttribute);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.texCoordVBO);
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, modelOneTexture);
gl.uniform1i(textureSamplerUniform, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posOne);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelOne.indexVBO);
// Getting state dump is a synchronous operation, so only do it when logging is enabled
if (isLogEnabled && stateDumpExt)
log("GL STATE DUMP:\n"+stateDumpExt.getGLStateDump(stateDumpExt.DUMP_FULL));
gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posTwo);
mat4.rotateY(mMatrix, mMatrix, rotTwo);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posThree);
mat4.rotateY(mMatrix, mMatrix, rotThree);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);
}
if (modelTwo.count > 0 && modelTwoTexture !== 0 ) {
// Draw model two
log(" model two count:"+modelTwo.count+" texture:"+modelTwoTexture.name);
// Bind the correct buffers
gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.verticesVBO);
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.normalsVBO);
gl.enableVertexAttribArray(vertexNormalAttribute);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.texCoordVBO);
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, modelTwoTexture);
gl.uniform1i(textureSamplerUniform, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posOne);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelTwo.indexVBO);
gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posTwo);
mat4.rotateY(mMatrix, mMatrix, rotTwo);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posThree);
mat4.rotateY(mMatrix, mMatrix, rotThree);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);
}
if (modelFour.count > 0 && modelFourTexture !== 0 ) {
// Draw model four
log(" model four count:"+modelFour.count+" texture:"+modelFourTexture.name);
// Bind the correct buffers
gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.verticesVBO);
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.normalsVBO);
gl.enableVertexAttribArray(vertexNormalAttribute);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.texCoordVBO);
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
gl.uniform1i(textureSamplerUniform, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posFive);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFour.indexVBO);
gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posSix);
mat4.rotateY(mMatrix, mMatrix, rotFour);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posSeven);
mat4.rotateY(mMatrix, mMatrix, rotOne);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posEight);
mat4.rotateY(mMatrix, mMatrix, rotFive);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
}
if (modelFive.count > 0 && modelFiveTexture !== 0 ) {
// Draw model five
log(" model five count:"+modelFive.count+" texture:"+modelFiveTexture.name);
// Bind the correct buffers
gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.verticesVBO);
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.normalsVBO);
gl.enableVertexAttribArray(vertexNormalAttribute);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.texCoordVBO);
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
gl.uniform1i(textureSamplerUniform, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posNine);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFive.indexVBO);
gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posTen);
mat4.rotateX(mMatrix, mMatrix, rotFour);
mat4.rotateY(mMatrix, mMatrix, rotFive);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);
}
if (modelThree.count > 0 && modelThreeTexture !== 0 ) {
// Draw model three (Includes transparency, must be drawn last)
log(" model three count:"+modelThree.count+" texture:"+modelThreeTexture.name);
// Bind the correct buffers
gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.verticesVBO);
gl.enableVertexAttribArray(vertexPositionAttribute);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.normalsVBO);
gl.enableVertexAttribArray(vertexNormalAttribute);
gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.texCoordVBO);
gl.enableVertexAttribArray(textureCoordAttribute);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
gl.uniform1i(textureSamplerUniform, 0);
// Calculate the modelview matrix
mat4.identity(mMatrix);
mat4.translate(mMatrix, mMatrix, posFour);
// Calculate normal matrix before scaling, to keep lighting in order
// Scale normal matrix with distance instead
mat4.copy(nMatrix, mMatrix);
mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
mat4.invert(nMatrix, nMatrix);
mat4.transpose(nMatrix, nMatrix);
gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
// Scale the modelview matrix, and apply the matrix
mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
mat4.multiply(mvMatrix, vMatrix, mMatrix);
gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
// Draw the model
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelThree.indexVBO);
gl.drawElements(drawMode, modelThree.count, gl.UNSIGNED_SHORT, 0);
}
}
function moveEye(xRot, yRot, distance) {
var xAngle = degToRad(xRot);
var yAngle = degToRad(yRot);
var zPos = distance * Math.cos(xAngle) * Math.cos(yAngle);
var xPos = distance * Math.sin(xAngle) * Math.cos(yAngle);
var yPos = distance * Math.sin(yAngle);
return [-xPos, yPos, zPos];
}
function handleLoadedModel(jsonObj) {
log("handleLoadedModel...");
var modelData = parseJSON3DModel(jsonObj, "");
if (modelOne.count === 0)
fillModel(modelData, modelOne);
else if (modelTwo.count === 0)
fillModel(modelData, modelTwo);
else if (modelThree.count === 0)
fillModel(modelData, modelThree);
else if (modelFour.count === 0)
fillModel(modelData, modelFour);
else if (modelFive.count === 0)
fillModel(modelData, modelFive);
log("...handleLoadedModel");
}
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 && 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");
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
function initShaders()
{
log(" initShaders...")
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; \
uniform vec3 eyePos; \
varying highp vec2 vTextureCoord; \
varying highp vec4 vLighting; \
void main(void) { \
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
vTextureCoord = aTextureCoord; \
highp vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0); \
highp vec4 directionalLightColor = vec4(1.0, 1.0, 1.0, 1.0); \
highp vec3 directionalVector = eyePos; \
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);
fragmentShader = getShader(gl,
"varying highp vec2 vTextureCoord; \
varying highp vec4 vLighting; \
uniform sampler2D uSampler; \
void main(void) { \
mediump vec4 texelColor = texture2D(uSampler, vTextureCoord); \
gl_FragColor = vec4(texelColor * vLighting); \
}", 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";
gl.enableVertexAttribArray(vertexPositionAttribute);
vertexNormalAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexNormal");
vertexNormalAttribute.name = "aVertexNormal";
gl.enableVertexAttribArray(vertexNormalAttribute);
textureCoordAttribute = gl.getAttribLocation(texturedShaderProgram, "aTextureCoord");
textureCoordAttribute.name = "aTextureCoord";
gl.enableVertexAttribArray(textureCoordAttribute);
pMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uPMatrix");
pMatrixUniform.name = "uPMatrix";
mvMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uMVMatrix");
mvMatrixUniform.name = "uMVMatrix";
textureSamplerUniform = gl.getUniformLocation(texturedShaderProgram, "uSampler")
textureSamplerUniform.name = "uSampler";
nMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uNormalMatrix");
nMatrixUniform.name = "uNormalMatrix";
eyeUniform = gl.getUniformLocation(texturedShaderProgram, "eyePos");
eyeUniform.name = "eyePos";
log(" ...initShaders");
}
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";
modelThree.verticesVBO = gl.createBuffer();
modelThree.verticesVBO.name = "modelThree.verticesVBO";
modelThree.normalsVBO = gl.createBuffer();
modelThree.normalsVBO.name = "modelThree.normalsVBO";
modelThree.texCoordVBO = gl.createBuffer();
modelThree.texCoordVBO.name = "modelThree.texCoordVBO";
modelThree.indexVBO = gl.createBuffer();
modelThree.indexVBO.name = "modelThree.indexVBO";
modelFour.verticesVBO = gl.createBuffer();
modelFour.verticesVBO.name = "modelFour.verticesVBO";
modelFour.normalsVBO = gl.createBuffer();
modelFour.normalsVBO.name = "modelFour.normalsVBO";
modelFour.texCoordVBO = gl.createBuffer();
modelFour.texCoordVBO.name = "modelFour.texCoordVBO";
modelFour.indexVBO = gl.createBuffer();
modelFour.indexVBO.name = "modelFour.indexVBO";
modelFive.verticesVBO = gl.createBuffer();
modelFive.verticesVBO.name = "modelFive.verticesVBO";
modelFive.normalsVBO = gl.createBuffer();
modelFive.normalsVBO.name = "modelFive.normalsVBO";
modelFive.texCoordVBO = gl.createBuffer();
modelFive.texCoordVBO.name = "modelFive.texCoordVBO";
modelFive.indexVBO = gl.createBuffer();
modelFive.indexVBO.name = "modelFive.indexVBO";
}
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")
// Load the third texture
var bushImage = TextureImageFactory.newTexImage();
bushImage.name = "bushImage";
bushImage.imageLoaded.connect(function() {
log(" creating model three texture");
modelThreeTexture = gl.createTexture();
modelThreeTexture.name = "modelThreeTexture";
gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
gl.texImage2D(gl.TEXTURE_2D, // target
0, // level
gl.RGBA, // internalformat
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
bushImage); // 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);
});
bushImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+bushImage.errorString);
});
bushImage.src = "qrc:///bush.png";
log(" texture three source set")
// Load the fourth texture
var palletImage = TextureImageFactory.newTexImage();
palletImage.name = "palletImage";
palletImage.imageLoaded.connect(function() {
log(" creating model four texture");
modelFourTexture = gl.createTexture();
modelFourTexture.name = "modelFourTexture";
gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
gl.texImage2D(gl.TEXTURE_2D, // target
0, // level
gl.RGBA, // internalformat
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
palletImage); // 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);
});
palletImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+palletImage.errorString);
});
palletImage.src = "qrc:///pallet.jpg";
log(" texture four source set")
// Load the fifth texture
var rockImage = TextureImageFactory.newTexImage();
rockImage.name = "rockImage";
rockImage.imageLoaded.connect(function() {
log(" creating model five texture");
modelFiveTexture = gl.createTexture();
modelFiveTexture.name = "modelFiveTexture";
gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
gl.texImage2D(gl.TEXTURE_2D, // target
0, // level
gl.RGBA, // internalformat
gl.RGBA, // format
gl.UNSIGNED_BYTE, // type
rockImage); // 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);
});
rockImage.imageLoadingFailed.connect(function() {
console.log("Texture load FAILED, "+rockImage.errorString);
});
rockImage.src = "qrc:///rock.jpg";
log(" texture five source set")
}
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")
// Load the third model
var request3 = new XMLHttpRequest();
request3.open("GET", "bush.json");
request3.onreadystatechange = function () {
if (request3.readyState === XMLHttpRequest.DONE) {
handleLoadedModel(JSON.parse(request3.responseText));
}
}
request3.send();
log(" XMLHttpRequest sent for model three")
// Load the fourth model
var request4 = new XMLHttpRequest();
request4.open("GET", "pallet.json");
request4.onreadystatechange = function () {
if (request4.readyState === XMLHttpRequest.DONE) {
handleLoadedModel(JSON.parse(request4.responseText));
}
}
request4.send();
log(" XMLHttpRequest sent for model four")
// Load the fifth model
var request5 = new XMLHttpRequest();
request5.open("GET", "rock.json");
request5.onreadystatechange = function () {
if (request5.readyState === XMLHttpRequest.DONE) {
handleLoadedModel(JSON.parse(request5.responseText));
}
}
request5.send();
log(" XMLHttpRequest sent for model five")
}
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;
}