Sophie

Sophie

distrib > Mageia > 6 > x86_64 > media > core-updates > by-pkgid > 7672afc6a1c5f1f7ad2bfb0b950f0236 > files > 117

qtcanvas3d5-doc-5.9.4-1.mga6.noarch.rpm

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html>
<html lang="en">
<head>
  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
  <title>framebuffer.js Example File | Qt Canvas 3D 5.9</title>
  <link rel="stylesheet" type="text/css" href="style/offline-simple.css" />
  <script type="text/javascript">
    document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css");
    // loading style sheet breaks anchors that were jumped to before
    // so force jumping to anchor again
    setTimeout(function() {
        var anchor = location.hash;
        // need to jump to different anchor first (e.g. none)
        location.hash = "#";
        setTimeout(function() {
            location.hash = anchor;
        }, 0);
    }, 0);
  </script>
</head>
<body>
<div class="header" id="qtdocheader">
  <div class="main">
    <div class="main-rounded">
      <div class="navigationbar">
        <table><tr>
<td >Qt 5.9</td><td ><a href="qtcanvas3d-index.html">Qt Canvas 3D</a></td><td ><a href="qtcanvas3d-framebuffer-example.html">Framebuffer Example</a></td><td >framebuffer.js Example File</td></tr></table><table class="buildversion"><tr>
<td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td>
        </tr></table>
      </div>
    </div>
<div class="content">
<div class="line">
<div class="content mainContent">
<div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div>
<h1 class="title">framebuffer.js Example File</h1>
<span class="subtitle">framebuffer/qml/framebuffer/framebuffer.js</span>
<!-- $$$framebuffer/qml/framebuffer/framebuffer.js-description -->
<div class="descr"> <a name="details"></a>
<pre class="js">

  <span class="comment">/****************************************************************************
  **
  ** 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:
  **
  ** &quot;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
  ** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** 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,
  ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  ** 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.&quot;
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/</span>

  <span class="name">Qt</span>.<span class="name">include</span>(<span class="string">&quot;gl-matrix.js&quot;</span>)

  //
  <span class="comment">// Draws a cube that has the Qt logo as decal texture on each face in to a texture.</span>
  <span class="comment">// That texture is used as the texture for drawing another cube on the screen.</span>
  //

  var <span class="name">gl</span>;

  var <span class="name">rttFramebuffer</span>;
  var <span class="name">rttTexture</span>;
  var <span class="name">rttWidth</span> = <span class="number">512</span>;
  var <span class="name">rttHeight</span> = <span class="number">512</span>;

  var <span class="name">cubeTexture</span> = <span class="number">0</span>;

  var <span class="name">vertexPositionAttribute</span>;
  var <span class="name">textureCoordAttribute</span>;
  var <span class="name">vertexNormalAttribute</span>;
  var <span class="name">vertexColorAttribute</span>;
  var <span class="name">mvMatrix</span> = <span class="name">mat4</span>.<span class="name">create</span>();
  var <span class="name">pMatrix</span>  = <span class="name">mat4</span>.<span class="name">create</span>();
  var <span class="name">nMatrix</span>  = <span class="name">mat4</span>.<span class="name">create</span>();
  var <span class="name">pMatrixUniform</span>;
  var <span class="name">mvMatrixUniform</span>;
  var <span class="name">nUniform</span>;

  var <span class="name">canvas3d</span>;
  var <span class="name">isLogEnabled</span> = <span class="number">false</span>;

  <span class="keyword">function</span> <span class="name">log</span>(<span class="name">message</span>) {
      <span class="keyword">if</span> (<span class="name">isLogEnabled</span>)
          <span class="name">console</span>.<span class="name">log</span>(<span class="name">message</span>)
  }

  <span class="keyword">function</span> <span class="name">initializeGL</span>(<span class="name">canvas</span>, textureLoader) {
      <span class="name">canvas3d</span> <span class="operator">=</span> <span class="name">canvas</span>
      <span class="keyword">try</span> {
          <span class="comment">// Get the OpenGL context object that represents the API we call</span>
          <span class="name">gl</span> <span class="operator">=</span> <span class="name">canvas</span>.<span class="name">getContext</span>(<span class="string">&quot;canvas3d&quot;</span>, {depth:<span class="number">true</span>, antialias:<span class="number">true</span>, alpha:<span class="number">false</span>});

          <span class="comment">// Setup the OpenGL state</span>
          <span class="name">gl</span>.<span class="name">enable</span>(<span class="name">gl</span>.<span class="name">DEPTH_TEST</span>);
          <span class="name">gl</span>.<span class="name">enable</span>(<span class="name">gl</span>.<span class="name">CULL_FACE</span>);
          <span class="name">gl</span>.<span class="name">cullFace</span>(<span class="name">gl</span>.<span class="name">BACK</span>);
          <span class="name">gl</span>.<span class="name">pixelStorei</span>(<span class="name">gl</span>.<span class="name">UNPACK_FLIP_Y_WEBGL</span>, <span class="number">true</span>);

          <span class="comment">// Initialize the shader program</span>
          <span class="name">initShaders</span>();

          <span class="comment">// Initialize vertex and color buffers</span>
          <span class="name">initBuffers</span>();

          <span class="comment">// Load the Qt logo as texture</span>
          var <span class="name">qtLogoImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>();
          <span class="name">qtLogoImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() {
              <span class="name">cubeTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>();
              <span class="name">cubeTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;CubeTexture&quot;</span>;
              <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">cubeTexture</span>);
              <span class="name">gl</span>.<span class="name">texImage2D</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>,    <span class="comment">// target</span>
                            <span class="number">0</span>,                <span class="comment">// level</span>
                            <span class="name">gl</span>.<span class="name">RGBA</span>,          <span class="comment">// internalformat</span>
                            <span class="name">gl</span>.<span class="name">RGBA</span>,          <span class="comment">// format</span>
                            <span class="name">gl</span>.<span class="name">UNSIGNED_BYTE</span>, <span class="comment">// type</span>
                            <span class="name">qtLogoImage</span>);    <span class="comment">// pixels</span>

              <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MAG_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR</span>);
              <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MIN_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR_MIPMAP_NEAREST</span>);
              <span class="name">gl</span>.<span class="name">generateMipmap</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>);
          });
          <span class="name">qtLogoImage</span>.<span class="name">imageLoadingFailed</span>.<span class="name">connect</span>(<span class="keyword">function</span>() {
              <span class="name">console</span>.<span class="name">log</span>(<span class="string">&quot;Texture load FAILED, &quot;</span><span class="operator">+</span><span class="name">qtLogoImage</span>.<span class="name">errorString</span>);
          });
          <span class="name">qtLogoImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">&quot;qrc:/qtlogo.png&quot;</span>;

          <span class="comment">// Create the framebuffer object</span>
          <span class="name">rttFramebuffer</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createFramebuffer</span>();
          <span class="name">rttFramebuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;OffscreenRenderTarget&quot;</span>;
          <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">rttFramebuffer</span>);

          <span class="comment">// Create the texture</span>
          <span class="name">rttTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>();
          <span class="name">rttTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;OffscreenRenderTargetTexture&quot;</span>;
          <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>);
          <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MAG_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR</span>);
          <span class="name">gl</span>.<span class="name">texParameteri</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">gl</span>.<span class="name">TEXTURE_MIN_FILTER</span>, <span class="name">gl</span>.<span class="name">LINEAR_MIPMAP_NEAREST</span>);
          <span class="name">gl</span>.<span class="name">texImage2D</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="number">0</span>,
                        <span class="name">gl</span>.<span class="name">RGBA</span>, <span class="name">rttWidth</span>, <span class="name">rttHeight</span>,
                        <span class="number">0</span>, <span class="name">gl</span>.<span class="name">RGBA</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_BYTE</span>,
                        <span class="number">null</span>);
          <span class="name">gl</span>.<span class="name">generateMipmap</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>);

          <span class="comment">// Bind the texture as color attachment, create and bind a depth buffer</span>
          <span class="name">gl</span>.<span class="name">framebufferTexture2D</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>,
                                  <span class="name">gl</span>.<span class="name">COLOR_ATTACHMENT0</span>,
                                  <span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>, <span class="number">0</span>);
          var <span class="name">renderbuffer</span> = <span class="name">gl</span>.<span class="name">createRenderbuffer</span>();
          <span class="name">gl</span>.<span class="name">bindRenderbuffer</span>(<span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="name">renderbuffer</span>);
          <span class="name">gl</span>.<span class="name">renderbufferStorage</span>(<span class="name">gl</span>.<span class="name">RENDERBUFFER</span>,
                                 <span class="name">gl</span>.<span class="name">DEPTH_COMPONENT16</span>,
                                 <span class="name">rttWidth</span>, <span class="name">rttHeight</span>);
          <span class="name">gl</span>.<span class="name">framebufferRenderbuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>,
                                     <span class="name">gl</span>.<span class="name">DEPTH_ATTACHMENT</span>,
                                     <span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="name">renderbuffer</span>);
          <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="number">0</span>);
          <span class="name">gl</span>.<span class="name">bindRenderbuffer</span>(<span class="name">gl</span>.<span class="name">RENDERBUFFER</span>, <span class="number">0</span>);
          <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="number">0</span>);
      } <span class="keyword">catch</span>(<span class="name">e</span>) {
          console.log(&quot;initializeGL FAILURE!&quot;);
          console.log(&quot;&quot;+e);
          console.log(&quot;&quot;+e.message);
      }
  }

  <span class="keyword">function</span> <span class="name">degToRad</span>(<span class="name">degrees</span>) {
      <span class="keyword">return</span> <span class="name">degrees</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">PI</span> <span class="operator">/</span> <span class="number">180</span>;
  }

  <span class="keyword">function</span> <span class="name">paintGL</span>(<span class="name">canvas</span>) {
      <span class="comment">// bind the FBO and setup viewport</span>
      <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="name">rttFramebuffer</span>);
      <span class="name">gl</span>.<span class="name">viewport</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="name">rttWidth</span>, <span class="name">rttHeight</span>);

      <span class="name">gl</span>.<span class="name">clearColor</span>(<span class="number">0.95</span>, <span class="number">0.95</span>, <span class="number">0.95</span>, <span class="number">1.0</span>);
      <span class="name">gl</span>.<span class="name">clear</span>(<span class="name">gl</span>.<span class="name">COLOR_BUFFER_BIT</span> <span class="operator">|</span> <span class="name">gl</span>.<span class="name">DEPTH_BUFFER_BIT</span>);

      <span class="comment">// Bind the loaded texture</span>
      <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">cubeTexture</span>);

      <span class="comment">// Calculate and set matrix uniforms</span>
      <span class="name">mat4</span>.<span class="name">perspective</span>(<span class="name">pMatrix</span>, <span class="name">degToRad</span>(<span class="number">45</span>), <span class="name">rttWidth</span> <span class="operator">/</span> <span class="name">rttHeight</span>, <span class="number">0.1</span>, <span class="number">100.0</span>);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">pMatrixUniform</span>, <span class="number">false</span>, <span class="name">pMatrix</span>);

      <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mvMatrix</span>);
      <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, [<span class="number">0</span>, <span class="number">0</span>, -<span class="number">5.0</span>]);
      <span class="name">mat4</span>.<span class="name">rotate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">xRotSlider</span>), [<span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>]);
      <span class="name">mat4</span>.<span class="name">rotate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">yRotSlider</span>), [<span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>]);
      <span class="name">mat4</span>.<span class="name">rotate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">zRotSlider</span>), [<span class="number">0</span>, <span class="number">0</span>, <span class="number">1</span>]);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">mvMatrixUniform</span>, <span class="number">false</span>, <span class="name">mvMatrix</span>);

      <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">mvMatrix</span>);
      <span class="name">mat4</span>.<span class="name">transpose</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">nUniform</span>, <span class="number">false</span>, <span class="name">nMatrix</span>);

      <span class="comment">// Draw the cube to the FBO</span>
      <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">TRIANGLES</span>, <span class="number">36</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>);

      <span class="comment">// Bind the render-to-texture and generate mipmaps</span>
      <span class="name">gl</span>.<span class="name">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">rttTexture</span>);
      <span class="name">gl</span>.<span class="name">generateMipmap</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>);

      <span class="comment">// Bind default framebuffer and setup viewport accordingly</span>
      <span class="name">gl</span>.<span class="name">bindFramebuffer</span>(<span class="name">gl</span>.<span class="name">FRAMEBUFFER</span>, <span class="number">0</span>);
      <span class="name">gl</span>.<span class="name">viewport</span>(<span class="number">0</span>, <span class="number">0</span>,
                  <span class="name">canvas</span>.<span class="name">width</span> <span class="operator">*</span> <span class="name">canvas</span>.<span class="name">devicePixelRatio</span>,
                  <span class="name">canvas</span>.<span class="name">height</span> <span class="operator">*</span> <span class="name">canvas</span>.<span class="name">devicePixelRatio</span>);
      <span class="name">gl</span>.<span class="name">clearColor</span>(<span class="number">0.98</span>, <span class="number">0.98</span>, <span class="number">0.98</span>, <span class="number">1.0</span>);
      <span class="name">gl</span>.<span class="name">clear</span>(<span class="name">gl</span>.<span class="name">COLOR_BUFFER_BIT</span> <span class="operator">|</span> <span class="name">gl</span>.<span class="name">DEPTH_BUFFER_BIT</span>);

      <span class="comment">// Calculate and set matrix uniforms</span>
      <span class="name">mat4</span>.<span class="name">perspective</span>(<span class="name">pMatrix</span>, <span class="name">degToRad</span>(<span class="number">45</span>), <span class="name">canvas</span>.<span class="name">width</span> <span class="operator">/</span> <span class="name">canvas</span>.<span class="name">height</span>, <span class="number">0.1</span>, <span class="number">100.0</span>);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">pMatrixUniform</span>, <span class="number">false</span>, <span class="name">pMatrix</span>);

      <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mvMatrix</span>);
      <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, [(<span class="name">canvas</span>.<span class="name">yRotAnim</span> <span class="operator">-</span> <span class="number">120.0</span>) <span class="operator">/</span> <span class="number">120.0</span>,
                                          (<span class="name">canvas</span>.<span class="name">xRotAnim</span> <span class="operator">-</span>  <span class="number">60.0</span>) <span class="operator">/</span> <span class="number">50.0</span>,
                                          -<span class="number">10.0</span>]);
      <span class="name">mat4</span>.<span class="name">rotate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, <span class="name">degToRad</span>(<span class="name">canvas</span>.<span class="name">xRotAnim</span>), [<span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>]);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">mvMatrixUniform</span>, <span class="number">false</span>, <span class="name">mvMatrix</span>);

      <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">mvMatrix</span>);
      <span class="name">mat4</span>.<span class="name">transpose</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>);
      <span class="name">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">nUniform</span>, <span class="number">false</span>, <span class="name">nMatrix</span>);

      <span class="comment">// Draw the on-screen cube</span>
      <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">TRIANGLES</span>, <span class="number">36</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>);
  }

  <span class="keyword">function</span> <span class="name">resizeGL</span>(<span class="name">canvas</span>)
  {
      var <span class="name">pixelRatio</span> = <span class="name">canvas</span>.<span class="name">devicePixelRatio</span>;
      <span class="name">canvas</span>.<span class="name">pixelSize</span> <span class="operator">=</span> <span class="name">Qt</span>.<span class="name">size</span>(<span class="name">canvas</span>.<span class="name">width</span> <span class="operator">*</span> <span class="name">pixelRatio</span>,
                                 <span class="name">canvas</span>.<span class="name">height</span> <span class="operator">*</span> <span class="name">pixelRatio</span>);
  }

  <span class="keyword">function</span> <span class="name">initBuffers</span>()
  {
      <span class="name">log</span>(<span class="string">&quot;        cubeVertexPositionBuffer&quot;</span>);
      var <span class="name">cubeVertexPositionBuffer</span> = <span class="name">gl</span>.<span class="name">createBuffer</span>();
      <span class="name">cubeVertexPositionBuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;cubeVertexPositionBuffer&quot;</span>;
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">cubeVertexPositionBuffer</span>);
      <span class="name">gl</span>.<span class="name">bufferData</span>(
                  <span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>,
                  new <span class="name">Float32Array</span>([<span class="comment">// Front face</span>
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,

                                          <span class="comment">// Back face</span>
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,

                                          <span class="comment">// Top face</span>
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>,

                                          <span class="comment">// Bottom face</span>
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,

                                          <span class="comment">// Right face</span>
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          <span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          <span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,

                                          <span class="comment">// Left face</span>
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>, -<span class="number">1.0</span>,
                                          -<span class="number">1.0</span>, -<span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                                          -<span class="number">1.0</span>,  <span class="number">1.0</span>, -<span class="number">1.0</span>
                                         ]),
                  <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>);

      <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexPositionAttribute</span>);
      <span class="name">gl</span>.<span class="name">vertexAttribPointer</span>(<span class="name">vertexPositionAttribute</span>, <span class="number">3</span>, <span class="name">gl</span>.<span class="name">FLOAT</span>, <span class="number">false</span>, <span class="number">0</span>, <span class="number">0</span>);

      <span class="name">log</span>(<span class="string">&quot;        cubeVertexIndexBuffer&quot;</span>);
      var <span class="name">cubeVertexIndexBuffer</span> = <span class="name">gl</span>.<span class="name">createBuffer</span>();
      <span class="name">cubeVertexIndexBuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;cubeVertexIndexBuffer&quot;</span>;
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ELEMENT_ARRAY_BUFFER</span>, <span class="name">cubeVertexIndexBuffer</span>);
      <span class="name">gl</span>.<span class="name">bufferData</span>(<span class="name">gl</span>.<span class="name">ELEMENT_ARRAY_BUFFER</span>,
                    new <span class="name">Uint16Array</span>([
                                              <span class="number">0</span>,  <span class="number">1</span>,  <span class="number">2</span>,      <span class="number">0</span>,  <span class="number">2</span>,  <span class="number">3</span>,    <span class="comment">// front</span>
                                              <span class="number">4</span>,  <span class="number">5</span>,  <span class="number">6</span>,      <span class="number">4</span>,  <span class="number">6</span>,  <span class="number">7</span>,    <span class="comment">// back</span>
                                              <span class="number">8</span>,  <span class="number">9</span>,  <span class="number">10</span>,     <span class="number">8</span>,  <span class="number">10</span>, <span class="number">11</span>,   <span class="comment">// top</span>
                                              <span class="number">12</span>, <span class="number">13</span>, <span class="number">14</span>,     <span class="number">12</span>, <span class="number">14</span>, <span class="number">15</span>,   <span class="comment">// bottom</span>
                                              <span class="number">16</span>, <span class="number">17</span>, <span class="number">18</span>,     <span class="number">16</span>, <span class="number">18</span>, <span class="number">19</span>,   <span class="comment">// right</span>
                                              <span class="number">20</span>, <span class="number">21</span>, <span class="number">22</span>,     <span class="number">20</span>, <span class="number">22</span>, <span class="number">23</span>    <span class="comment">// left</span>
                                          ]),
                    <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>);
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ELEMENT_ARRAY_BUFFER</span>, <span class="name">cubeVertexIndexBuffer</span>);

      <span class="name">log</span>(<span class="string">&quot;        cubeVerticesTextureCoordBuffer&quot;</span>);
      var <span class="name">cubeVerticesTextureCoordBuffer</span> = <span class="name">gl</span>.<span class="name">createBuffer</span>();
      <span class="name">cubeVerticesTextureCoordBuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;cubeVerticesTextureCoordBuffer&quot;</span>;
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">cubeVerticesTextureCoordBuffer</span>);
      var <span class="name">textureCoordinates</span> = [
                  <span class="comment">// Front</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                  <span class="comment">// Back</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                  <span class="comment">// Top</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                  <span class="comment">// Bottom</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                  <span class="comment">// Right</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>,
                  <span class="comment">// Left</span>
                  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                  <span class="number">1.0</span>,  <span class="number">1.0</span>
              ];
      <span class="name">gl</span>.<span class="name">bufferData</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, new <span class="name">Float32Array</span>(<span class="name">textureCoordinates</span>),
                    <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>);
      <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">textureCoordAttribute</span>);
      <span class="name">gl</span>.<span class="name">vertexAttribPointer</span>(<span class="name">textureCoordAttribute</span>, <span class="number">2</span>, <span class="name">gl</span>.<span class="name">FLOAT</span>, <span class="number">false</span>, <span class="number">0</span>, <span class="number">0</span>);

      var <span class="name">cubeVerticesNormalBuffer</span> = <span class="name">gl</span>.<span class="name">createBuffer</span>();
      <span class="name">cubeVerticesNormalBuffer</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">&quot;cubeVerticesNormalBuffer&quot;</span>;
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">cubeVerticesNormalBuffer</span>);
      <span class="name">gl</span>.<span class="name">bufferData</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, new <span class="name">Float32Array</span>([
                                                                <span class="comment">// Front</span>
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>,  <span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>,  <span class="number">1.0</span>,

                                                                <span class="comment">// Back</span>
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>, -<span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>, -<span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>, -<span class="number">1.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">0.0</span>, -<span class="number">1.0</span>,

                                                                <span class="comment">// Top</span>
                                                                <span class="number">0.0</span>,  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>,  <span class="number">1.0</span>,  <span class="number">0.0</span>,

                                                                <span class="comment">// Bottom</span>
                                                                <span class="number">0.0</span>, -<span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>, -<span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>, -<span class="number">1.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">0.0</span>, -<span class="number">1.0</span>,  <span class="number">0.0</span>,

                                                                <span class="comment">// Right</span>
                                                                <span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                <span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,

                                                                <span class="comment">// Left</span>
                                                                -<span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                -<span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                -<span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>,
                                                                -<span class="number">1.0</span>,  <span class="number">0.0</span>,  <span class="number">0.0</span>
                                                            ]), <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>);
      <span class="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">cubeVerticesNormalBuffer</span>);
      <span class="name">gl</span>.<span class="name">vertexAttribPointer</span>(<span class="name">vertexNormalAttribute</span>, <span class="number">3</span>, <span class="name">gl</span>.<span class="name">FLOAT</span>, <span class="number">false</span>, <span class="number">0</span>, <span class="number">0</span>);
  }

  <span class="keyword">function</span> <span class="name">initShaders</span>()
  {
      var <span class="name">vertexShader</span> = <span class="name">getShader</span>(<span class="name">gl</span>,
                                   <span class="string">&quot;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);                     \
                                    }&quot;</span>, <span class="name">gl</span>.<span class="name">VERTEX_SHADER</span>);
      var <span class="name">fragmentShader</span> = <span class="name">getShader</span>(<span class="name">gl</span>,
                                     <span class="string">&quot;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);                                       \
                                      }&quot;</span>, <span class="name">gl</span>.<span class="name">FRAGMENT_SHADER</span>);

      var <span class="name">shaderProgram</span> = <span class="name">gl</span>.<span class="name">createProgram</span>();
      <span class="name">gl</span>.<span class="name">attachShader</span>(<span class="name">shaderProgram</span>, <span class="name">vertexShader</span>);
      <span class="name">gl</span>.<span class="name">attachShader</span>(<span class="name">shaderProgram</span>, <span class="name">fragmentShader</span>);
      <span class="name">gl</span>.<span class="name">linkProgram</span>(<span class="name">shaderProgram</span>);

      <span class="keyword">if</span> (!<span class="name">gl</span>.<span class="name">getProgramParameter</span>(<span class="name">shaderProgram</span>, <span class="name">gl</span>.<span class="name">LINK_STATUS</span>)) {
          <span class="name">console</span>.<span class="name">log</span>(<span class="string">&quot;Could not initialise shaders&quot;</span>);
          <span class="name">console</span>.<span class="name">log</span>(<span class="name">gl</span>.<span class="name">getProgramInfoLog</span>(<span class="name">shaderProgram</span>));
      }

      <span class="name">gl</span>.<span class="name">useProgram</span>(<span class="name">shaderProgram</span>);

      <span class="comment">// look up where the vertex data needs to go.</span>
      <span class="name">vertexPositionAttribute</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getAttribLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;aVertexPosition&quot;</span>);
      <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexPositionAttribute</span>);
      <span class="name">textureCoordAttribute</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getAttribLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;aTextureCoord&quot;</span>);
      <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">textureCoordAttribute</span>);
      <span class="name">vertexNormalAttribute</span> <span class="operator">=</span><span class="name">gl</span>.<span class="name">getAttribLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;aVertexNormal&quot;</span>);
      <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexNormalAttribute</span>);

      <span class="name">pMatrixUniform</span>  <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;uPMatrix&quot;</span>);
      <span class="name">mvMatrixUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;uMVMatrix&quot;</span>);
      <span class="name">nUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;uNormalMatrix&quot;</span>);

      var <span class="name">textureSamplerUniform</span> = <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">shaderProgram</span>, <span class="string">&quot;uSampler&quot;</span>)
      <span class="name">gl</span>.<span class="name">activeTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE0</span>);
      <span class="name">gl</span>.<span class="name">uniform1i</span>(<span class="name">textureSamplerUniform</span>, <span class="number">0</span>);
  }

  <span class="keyword">function</span> <span class="name">getShader</span>(<span class="name">gl</span>, str, type) {
      var <span class="name">shader</span> = <span class="name">gl</span>.<span class="name">createShader</span>(<span class="name">type</span>);
      <span class="name">gl</span>.<span class="name">shaderSource</span>(<span class="name">shader</span>, <span class="name">str</span>);
      <span class="name">gl</span>.<span class="name">compileShader</span>(<span class="name">shader</span>);

      <span class="keyword">if</span> (!<span class="name">gl</span>.<span class="name">getShaderParameter</span>(<span class="name">shader</span>, <span class="name">gl</span>.<span class="name">COMPILE_STATUS</span>)) {
          <span class="name">console</span>.<span class="name">log</span>(<span class="string">&quot;JS:Shader compile failed&quot;</span>);
          <span class="name">console</span>.<span class="name">log</span>(<span class="name">gl</span>.<span class="name">getShaderInfoLog</span>(<span class="name">shader</span>));
          <span class="keyword">return</span> <span class="number">null</span>;
      }

      <span class="keyword">return</span> <span class="name">shader</span>;
  }

</pre>
</div>
<!-- @@@framebuffer/qml/framebuffer/framebuffer.js -->
        </div>
       </div>
   </div>
   </div>
</div>
<div class="footer">
   <p>
   <acronym title="Copyright">&copy;</acronym> 2017 The Qt Company Ltd.
   Documentation contributions included herein are the copyrights of
   their respective owners.<br>    The documentation provided herein is licensed under the terms of the    <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation    License version 1.3</a> as published by the Free Software Foundation.<br>    Qt and respective logos are trademarks of The Qt Company Ltd.     in Finland and/or other countries worldwide. All other trademarks are property
   of their respective owners. </p>
</div>
</body>
</html>