<?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>interaction.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-interaction-example.html#interaction">Interaction Example</a></td><td >interaction.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">interaction.js Example File</h1> <span class="subtitle">interaction/qml/interaction/interaction.js</span> <!-- $$$interaction/qml/interaction/interaction.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: ** ** "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 ** "AS IS" 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="name">Qt</span>.<span class="name">include</span>(<span class="string">"gl-matrix.js"</span>) <span class="name">Qt</span>.<span class="name">include</span>(<span class="string">"ThreeJSLoader.js"</span>) var <span class="name">gl</span>; var <span class="name">texturedShaderProgram</span> = <span class="number">0</span>; var <span class="name">vertexShader</span> = <span class="number">0</span>; var <span class="name">fragmentShader</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">pMatrixUniform</span>; var <span class="name">mvMatrixUniform</span>; var <span class="name">nMatrixUniform</span>; var <span class="name">textureSamplerUniform</span>; var <span class="name">barrelTexture</span> = <span class="number">0</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">startTime</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">Model</span>() { this.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="number">0</span>; this.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="number">0</span>; this.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="number">0</span>; this.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="number">0</span>; this.<span class="name">count</span> <span class="operator">=</span> <span class="number">0</span>; } var <span class="name">theModel</span> = new <span class="name">Model</span>(); <span class="keyword">function</span> <span class="name">initializeGL</span>(<span class="name">canvas</span>) { <span class="name">canvas3d</span> <span class="operator">=</span> <span class="name">canvas</span> <span class="name">log</span>(<span class="string">"*******************************************************************************************"</span>) <span class="name">log</span>(<span class="string">"initializeGL ENTER..."</span>) <span class="keyword">try</span> { <span class="name">startTime</span> <span class="operator">=</span> <span class="name">Date</span>.<span class="name">now</span>(); <span class="comment">// Get the OpenGL context jsonObj that represents the API we call</span> <span class="name">log</span>(<span class="string">"Getting Context"</span>); <span class="name">gl</span> <span class="operator">=</span> <span class="name">canvas</span>.<span class="name">getContext</span>(<span class="string">"canvas3d"</span>, {depth:<span class="number">true</span>, antialias:<span class="number">true</span>, alpha:<span class="number">false</span>}); <span class="name">log</span>(<span class="string">"Context received "</span><span class="operator">+</span><span class="name">gl</span>); var <span class="name">contextConfig</span> = <span class="name">gl</span>.<span class="name">getContextAttributes</span>(); <span class="name">log</span>(<span class="string">"Depth: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">alpha</span>); <span class="name">log</span>(<span class="string">"Stencil: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">stencil</span>); <span class="name">log</span>(<span class="string">"Antialiasing: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">antialias</span>); <span class="name">log</span>(<span class="string">"Premultiplied alpha: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">premultipliedAlpha</span>); <span class="name">log</span>(<span class="string">"Preserve drawingbuffer: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">preserveDrawingBuffer</span>); <span class="name">log</span>(<span class="string">"Prefer Low Power To High Performance: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">preferLowPowerToHighPerformance</span>); <span class="name">log</span>(<span class="string">"Fail If Major Performance Caveat: "</span><span class="operator">+</span><span class="name">contextConfig</span>.<span class="name">failIfMajorPerformanceCaveat</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">frontFace</span>(<span class="name">gl</span>.<span class="name">CCW</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">disable</span>(<span class="name">gl</span>.<span class="name">BLEND</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">clearDepth</span>(<span class="number">1.0</span>); <span class="comment">// Set viewport</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="comment">// Initialize the shader program</span> <span class="name">initShaders</span>(); <span class="comment">// Initialize buffers</span> <span class="name">theModel</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">theModel</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"BarrelModel.verticesVBO"</span>; <span class="name">theModel</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">theModel</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"BarrelModel.normalsVBO"</span>; <span class="name">theModel</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">theModel</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"BarrelModel.texCoordVBO"</span>; <span class="name">theModel</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">theModel</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"BarrelModel.indexVBO"</span>; <span class="comment">// Load the barrel texture</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">// Load the Qt logo as texture</span> var <span class="name">barrelImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">barrelImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">barrelTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">barrelTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"barrelTexture"</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">barrelTexture</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">barrelImage</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">barrelImage</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">"Texture load FAILED, "</span><span class="operator">+</span><span class="name">barrelImage</span>.<span class="name">errorString</span>); }); <span class="comment">// Aliasing doesn't work correctly with QtQuick compiler for some reason,</span> <span class="comment">// so use full names for barrel.jpg and barrel.json</span> <span class="name">barrelImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:/qml/interaction/barrel.jpg"</span>; <span class="comment">// Load the model</span> <span class="name">log</span>(<span class="string">" Create XMLHttpRequest"</span>) var <span class="name">request</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest.open"</span>) <span class="name">request</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"qrc:/qml/interaction/barrel.json"</span>); <span class="name">log</span>(<span class="string">" XMLHttpRequest.onreadystatechange"</span>) <span class="name">request</span>.<span class="name">onreadystatechange</span> <span class="operator">=</span> <span class="keyword">function</span> () { <span class="keyword">if</span> (<span class="name">request</span>.<span class="name">readyState</span> <span class="operator">===</span> <span class="name">XMLHttpRequest</span>.<span class="name">DONE</span>) { <span class="name">handleLoadedModel</span>(<span class="name">JSON</span>.<span class="name">parse</span>(<span class="name">request</span>.<span class="name">responseText</span>)); } } <span class="name">log</span>(<span class="string">" XMLHttpRequest.send"</span>) <span class="name">request</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">"...initializeGL EXIT"</span>); } <span class="keyword">catch</span>(<span class="name">e</span>) { console.log("...initializeGL FAILURE!"); console.log(""+e); console.log(""+e.message); } <span class="name">log</span>(<span class="string">"*******************************************************************************************"</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">if</span> (<span class="name">gl</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="keyword">function</span> <span class="name">paintGL</span>(<span class="name">canvas</span>) { <span class="comment">// draw</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">// draw only when we have the mesh and texture</span> <span class="keyword">if</span> (<span class="name">theModel</span>.<span class="name">count</span> <span class="operator"><=</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">barrelTexture</span> <span class="operator">==</span> <span class="number">0</span>) <span class="keyword">return</span>; <span class="name">gl</span>.<span class="name">useProgram</span>(<span class="name">texturedShaderProgram</span>); <span class="comment">// Calculate the perspective projection</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">10000.0</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="comment">// Bind the correct buffers</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">theModel</span>.<span class="name">verticesVBO</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">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">theModel</span>.<span class="name">normalsVBO</span>); <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexNormalAttribute</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="name">gl</span>.<span class="name">bindBuffer</span>(<span class="name">gl</span>.<span class="name">ARRAY_BUFFER</span>, <span class="name">theModel</span>.<span class="name">texCoordVBO</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>); <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">bindTexture</span>(<span class="name">gl</span>.<span class="name">TEXTURE_2D</span>, <span class="name">barrelTexture</span>); <span class="name">gl</span>.<span class="name">uniform1i</span>(<span class="name">textureSamplerUniform</span>, <span class="number">0</span>); <span class="comment">// Calculate and apply the modelview matrix</span> <span class="name">mvMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mvMatrix</span>); <span class="name">mvMatrix</span> <span class="operator">=</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">40</span>, -<span class="number">700</span>]); <span class="name">mvMatrix</span> <span class="operator">=</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">1</span>, <span class="number">0</span>, <span class="number">0</span>]); <span class="name">mvMatrix</span> <span class="operator">=</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">0</span>, <span class="number">1</span>, <span class="number">0</span>]); <span class="name">mvMatrix</span> <span class="operator">=</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="comment">// Calculate normal matrix</span> <span class="name">nMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">mvMatrix</span>); <span class="name">nMatrix</span> <span class="operator">=</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">nMatrixUniform</span>, <span class="number">false</span>, <span class="name">nMatrix</span>); <span class="comment">// Draw the barrel</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">theModel</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">TRIANGLES</span>, <span class="name">theModel</span>.<span class="name">count</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>); <span class="comment">// Calculate and apply the modelview matrix</span> <span class="name">mvMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mvMatrix</span>); <span class="name">mvMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, [-<span class="number">250</span>, -<span class="number">50</span>, -<span class="number">700</span>]); <span class="name">mvMatrix</span> <span class="operator">=</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">gl</span>.<span class="name">uniformMatrix4fv</span>(<span class="name">mvMatrixUniform</span>, <span class="number">false</span>, <span class="name">mvMatrix</span>); <span class="comment">// Calculate normal matrix</span> <span class="name">nMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">mvMatrix</span>); <span class="name">nMatrix</span> <span class="operator">=</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">nMatrixUniform</span>, <span class="number">false</span>, <span class="name">nMatrix</span>); <span class="comment">// Draw the barrel</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">theModel</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">POINTS</span>, <span class="name">theModel</span>.<span class="name">count</span>, <span class="name">gl</span>.<span class="name">UNSIGNED_SHORT</span>, <span class="number">0</span>); <span class="comment">// Calculate and apply the modelview matrix</span> <span class="name">mvMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mvMatrix</span>); <span class="name">mvMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mvMatrix</span>, <span class="name">mvMatrix</span>, [<span class="number">250</span>, -<span class="number">50</span>, -<span class="number">700</span>]); <span class="name">mvMatrix</span> <span class="operator">=</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">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="comment">// Calculate normal matrix</span> <span class="name">nMatrix</span> <span class="operator">=</span> <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">mvMatrix</span>); <span class="name">nMatrix</span> <span class="operator">=</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">nMatrixUniform</span>, <span class="number">false</span>, <span class="name">nMatrix</span>); <span class="comment">// Draw the barrel</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">theModel</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">gl</span>.<span class="name">LINES</span>, <span class="name">theModel</span>.<span class="name">count</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">handleLoadedModel</span>(<span class="name">jsonObj</span>) { <span class="name">log</span>(<span class="string">"*******************************************************************************************"</span>); <span class="name">log</span>(<span class="string">"handleLoadedModel ENTER..."</span>) var <span class="name">modelData</span> = <span class="name">parseJSON3DModel</span>(<span class="name">jsonObj</span>, <span class="string">""</span>); <span class="name">log</span>(<span class="string">" "</span><span class="operator">+</span><span class="name">theModel</span>.<span class="name">verticesVBO</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">theModel</span>.<span class="name">verticesVBO</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">modelData</span>.<span class="name">vertices</span>), <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>); <span class="name">log</span>(<span class="string">" "</span><span class="operator">+</span><span class="name">theModel</span>.<span class="name">normalsVBO</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">theModel</span>.<span class="name">normalsVBO</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">modelData</span>.<span class="name">normals</span>), <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>); <span class="name">log</span>(<span class="string">" "</span><span class="operator">+</span><span class="name">theModel</span>.<span class="name">texCoordVBO</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">theModel</span>.<span class="name">texCoordVBO</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">modelData</span>.<span class="name">texCoords</span>[<span class="number">0</span>]), <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>); <span class="name">log</span>(<span class="string">" "</span><span class="operator">+</span><span class="name">theModel</span>.<span class="name">indexVBO</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">theModel</span>.<span class="name">indexVBO</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="name">modelData</span>.<span class="name">indices</span>), <span class="name">gl</span>.<span class="name">STATIC_DRAW</span>); <span class="name">theModel</span>.<span class="name">count</span> <span class="operator">=</span> <span class="name">modelData</span>.<span class="name">indices</span>.<span class="name">length</span>; <span class="name">log</span>(<span class="string">"...handleLoadedModel EXIT"</span>); <span class="name">log</span>(<span class="string">"*******************************************************************************************"</span>); } <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">initShaders</span>() { <span class="name">log</span>(<span class="string">" initShaders ENTER..."</span>) <span class="name">vertexShader</span> <span class="operator">=</span> <span class="name">getShader</span>(<span class="name">gl</span>, <span class="string">"attribute highp vec3 aVertexNormal; \ attribute highp vec3 aVertexPosition; \ attribute highp vec2 aTextureCoord; \ \ uniform highp mat4 uNormalMatrix; \ uniform mat4 uMVMatrix; \ uniform mat4 uPMatrix; \ \ 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_PointSize = 1.0; \ }"</span>, <span class="name">gl</span>.<span class="name">VERTEX_SHADER</span>); <span class="name">fragmentShader</span> <span class="operator">=</span> <span class="name">getShader</span>(<span class="name">gl</span>, <span class="string">"varying highp vec2 vTextureCoord; \ varying highp vec3 vLighting; \ \ uniform sampler2D uSampler; \ \ void main(void) { \ mediump vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \ gl_FragColor = vec4(texelColor.rgb * vLighting, 1.0); \ }"</span>, <span class="name">gl</span>.<span class="name">FRAGMENT_SHADER</span>); <span class="name">texturedShaderProgram</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createProgram</span>(); <span class="name">texturedShaderProgram</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"TexturedShaderProgram"</span>; <span class="name">gl</span>.<span class="name">attachShader</span>(<span class="name">texturedShaderProgram</span>, <span class="name">vertexShader</span>); <span class="name">gl</span>.<span class="name">attachShader</span>(<span class="name">texturedShaderProgram</span>, <span class="name">fragmentShader</span>); <span class="name">gl</span>.<span class="name">linkProgram</span>(<span class="name">texturedShaderProgram</span>); <span class="keyword">if</span> (!<span class="name">gl</span>.<span class="name">getProgramParameter</span>(<span class="name">texturedShaderProgram</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">"Could not initialize shaders"</span>); <span class="name">console</span>.<span class="name">log</span>(<span class="name">gl</span>.<span class="name">getProgramInfoLog</span>(<span class="name">texturedShaderProgram</span>)); } <span class="name">gl</span>.<span class="name">useProgram</span>(<span class="name">texturedShaderProgram</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">texturedShaderProgram</span>, <span class="string">"aVertexPosition"</span>); <span class="name">vertexPositionAttribute</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"aVertexPosition_AttribLocation"</span>; <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexPositionAttribute</span>); <span class="name">vertexNormalAttribute</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getAttribLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"aVertexNormal"</span>); <span class="name">vertexPositionAttribute</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"aVertexNormal_AttribLocation"</span>; <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">vertexNormalAttribute</span>); <span class="name">textureCoordAttribute</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getAttribLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"aTextureCoord"</span>); <span class="name">vertexPositionAttribute</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"aTextureCoord_AttribLocation"</span>; <span class="name">gl</span>.<span class="name">enableVertexAttribArray</span>(<span class="name">textureCoordAttribute</span>); <span class="name">pMatrixUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"uPMatrix"</span>); <span class="name">pMatrixUniform</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"uPMatrix_UniformLocation"</span>; <span class="name">mvMatrixUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"uMVMatrix"</span>); <span class="name">mvMatrixUniform</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"uMVMatrix_UniformLocation"</span>; <span class="name">textureSamplerUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"uSampler"</span>) <span class="name">textureSamplerUniform</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"uSampler_UniformLocation"</span>; <span class="name">nMatrixUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"uNormalMatrix"</span>); <span class="name">nMatrixUniform</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"uNormalMatrix_UniformLocation"</span>; <span class="name">log</span>(<span class="string">" ... initShaders EXIT"</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">"JS:Shader compile failed"</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> <!-- @@@interaction/qml/interaction/interaction.js --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</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>