<?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>jsonmodels.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-jsonmodels-example.html">JSON Models Example</a></td><td >jsonmodels.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">jsonmodels.js Example File</h1> <span class="subtitle">jsonmodels/qml/jsonmodels/jsonmodels.js</span> <!-- $$$jsonmodels/qml/jsonmodels/jsonmodels.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">eyeUniform</span>; var <span class="name">modelOneTexture</span> = <span class="number">0</span>; var <span class="name">modelTwoTexture</span> = <span class="number">0</span>; var <span class="name">modelThreeTexture</span> = <span class="number">0</span>; var <span class="name">modelFourTexture</span> = <span class="number">0</span>; var <span class="name">modelFiveTexture</span> = <span class="number">0</span>; var <span class="name">vMatrix</span> = <span class="name">mat4</span>.<span class="name">create</span>(); var <span class="name">mMatrix</span> = <span class="name">mat4</span>.<span class="name">create</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">fov</span> = <span class="name">degToRad</span>(<span class="number">45</span>); var <span class="name">eye</span> = [<span class="number">0</span>, <span class="number">1</span>, <span class="number">1</span>]; var <span class="name">light</span> = [<span class="number">0</span>, <span class="number">1</span>, <span class="number">1</span>]; var <span class="name">posOne</span> = [<span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>]; var <span class="name">posTwo</span> = [<span class="number">0.3</span>, <span class="number">0</span>, <span class="number">0</span>]; var <span class="name">posThree</span> = [-<span class="number">0.1</span>, <span class="number">0</span>, <span class="number">0.25</span>]; var <span class="name">posFour</span> = [<span class="number">0.1</span>, <span class="number">0</span>, -<span class="number">0.45</span>]; var <span class="name">posFive</span> = [<span class="number">0</span>, -<span class="number">0.14</span>, <span class="number">0</span>]; var <span class="name">posSix</span> = [-<span class="number">1.2</span>, -<span class="number">0.28</span>, <span class="number">0.0</span>]; var <span class="name">posSeven</span> = [<span class="number">0.5</span>, -<span class="number">0.28</span>, <span class="number">0.9</span>]; var <span class="name">posEight</span> = [<span class="number">0.5</span>, -<span class="number">0.28</span>, -<span class="number">0.9</span>]; var <span class="name">posNine</span> = [<span class="number">0.55</span>, <span class="number">0.09</span>, -<span class="number">1.0</span>]; var <span class="name">posTen</span> = [<span class="number">1.0</span>, <span class="number">0.09</span>, -<span class="number">0.7</span>]; var <span class="name">rotOne</span> = <span class="name">degToRad</span>(<span class="number">90</span>); var <span class="name">rotTwo</span> = <span class="name">degToRad</span>(-<span class="number">80</span>); var <span class="name">rotThree</span> = <span class="name">degToRad</span>(<span class="number">15</span>); var <span class="name">rotFour</span> = <span class="name">degToRad</span>(<span class="number">40</span>); var <span class="name">rotFive</span> = <span class="name">degToRad</span>(<span class="number">60</span>); var <span class="name">drawMode</span> = <span class="number">0</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">modelOne</span> = new <span class="name">Model</span>(); var <span class="name">modelTwo</span> = new <span class="name">Model</span>(); var <span class="name">modelThree</span> = new <span class="name">Model</span>(); var <span class="name">modelFour</span> = new <span class="name">Model</span>(); var <span class="name">modelFive</span> = new <span class="name">Model</span>(); var <span class="name">stateDumpExt</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">"initializeGL..."</span>) <span class="keyword">try</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">" Received context: "</span><span class="operator">+</span><span class="name">gl</span>); <span class="name">stateDumpExt</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getExtension</span>(<span class="string">"QTCANVAS3D_gl_state_dump"</span>); <span class="keyword">if</span> (<span class="name">stateDumpExt</span>) <span class="name">log</span>(<span class="string">"QTCANVAS3D_gl_state_dump extension found"</span>); <span class="keyword">else</span> <span class="name">log</span>(<span class="string">"QTCANVAS3D_gl_state_dump extension NOT found"</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">disable</span>(<span class="name">gl</span>.<span class="name">CULL_FACE</span>); <span class="name">gl</span>.<span class="name">enable</span>(<span class="name">gl</span>.<span class="name">BLEND</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">depthMask</span>(<span class="number">true</span>); <span class="name">gl</span>.<span class="name">blendFunc</span>(<span class="name">gl</span>.<span class="name">SRC_ALPHA</span>, <span class="name">gl</span>.<span class="name">ONE_MINUS_SRC_ALPHA</span>); <span class="name">gl</span>.<span class="name">clearColor</span>(<span class="number">0.9</span>, <span class="number">0.9</span>, <span class="number">0.9</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">initBuffers</span>(); <span class="comment">// Load textures</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="name">loadTextures</span>(); <span class="comment">// Load JSON models</span> <span class="name">loadJSONModels</span>(); <span class="name">log</span>(<span class="string">"...initializeGL"</span>); } <span class="keyword">catch</span>(<span class="name">e</span>) { console.log("...initializeGL FAILURE!"); console.log(""+e); console.log(""+e.message); } } <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="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">fov</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="comment">// Get the view matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">vMatrix</span>); <span class="name">eye</span> <span class="operator">=</span> <span class="name">moveEye</span>(<span class="name">canvas</span>.<span class="name">xRot</span>, <span class="name">canvas</span>.<span class="name">yRot</span>, <span class="name">canvas</span>.<span class="name">distance</span>); <span class="name">mat4</span>.<span class="name">lookAt</span>(<span class="name">vMatrix</span>, <span class="name">eye</span>, [<span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>], [<span class="number">0</span>, <span class="number">1</span>, <span class="number">0</span>]); <span class="comment">// Apply light position</span> <span class="keyword">if</span> (<span class="name">canvas3d</span>.<span class="name">animatingLight</span> <span class="operator">===</span> <span class="number">true</span>) <span class="name">light</span> <span class="operator">=</span> <span class="name">moveEye</span>(<span class="name">canvas</span>.<span class="name">lightX</span>, <span class="name">canvas</span>.<span class="name">lightY</span>, <span class="name">canvas</span>.<span class="name">lightDistance</span>); <span class="keyword">else</span> <span class="name">light</span> <span class="operator">=</span> <span class="name">eye</span>; <span class="name">gl</span>.<span class="name">uniform3fv</span>(<span class="name">eyeUniform</span>, <span class="name">light</span>); <span class="keyword">if</span> (<span class="name">canvas3d</span>.<span class="name">drawWireframe</span>) <span class="name">drawMode</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">LINES</span>; <span class="keyword">else</span> <span class="name">drawMode</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">TRIANGLES</span>; <span class="keyword">if</span> (<span class="name">modelOne</span>.<span class="name">count</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">modelOneTexture</span> <span class="operator">!==</span> <span class="number">0</span> ) { <span class="comment">// Draw model one</span> <span class="name">log</span>(<span class="string">" model one count:"</span><span class="operator">+</span><span class="name">modelOne</span>.<span class="name">count</span><span class="operator">+</span><span class="string">" texture:"</span><span class="operator">+</span><span class="name">modelOneTexture</span>.<span class="name">name</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">modelOne</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">modelOne</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">modelOne</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">modelOneTexture</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posOne</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</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">modelOne</span>.<span class="name">indexVBO</span>); <span class="comment">// Getting state dump is a synchronous operation, so only do it when logging is enabled</span> <span class="keyword">if</span> (<span class="name">isLogEnabled</span> <span class="operator">&&</span> <span class="name">stateDumpExt</span>) <span class="name">log</span>(<span class="string">"GL STATE DUMP:\n"</span><span class="operator">+</span><span class="name">stateDumpExt</span>.<span class="name">getGLStateDump</span>(<span class="name">stateDumpExt</span>.<span class="name">DUMP_FULL</span>)); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelOne</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posTwo</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotTwo</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelOne</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posThree</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotThree</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelOne</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">if</span> (<span class="name">modelTwo</span>.<span class="name">count</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">modelTwoTexture</span> <span class="operator">!==</span> <span class="number">0</span> ) { <span class="comment">// Draw model two</span> <span class="name">log</span>(<span class="string">" model two count:"</span><span class="operator">+</span><span class="name">modelTwo</span>.<span class="name">count</span><span class="operator">+</span><span class="string">" texture:"</span><span class="operator">+</span><span class="name">modelTwoTexture</span>.<span class="name">name</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">modelTwo</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">modelTwo</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">modelTwo</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">modelTwoTexture</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posOne</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</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">modelTwo</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelTwo</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posTwo</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotTwo</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelTwo</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posThree</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotThree</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelTwo</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">if</span> (<span class="name">modelFour</span>.<span class="name">count</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">modelFourTexture</span> <span class="operator">!==</span> <span class="number">0</span> ) { <span class="comment">// Draw model four</span> <span class="name">log</span>(<span class="string">" model four count:"</span><span class="operator">+</span><span class="name">modelFour</span>.<span class="name">count</span><span class="operator">+</span><span class="string">" texture:"</span><span class="operator">+</span><span class="name">modelFourTexture</span>.<span class="name">name</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">modelFour</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">modelFour</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">modelFour</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">modelFourTexture</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posFive</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</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">modelFour</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFour</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posSix</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotFour</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFour</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posSeven</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotOne</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFour</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posEight</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotFive</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFour</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">if</span> (<span class="name">modelFive</span>.<span class="name">count</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">modelFiveTexture</span> <span class="operator">!==</span> <span class="number">0</span> ) { <span class="comment">// Draw model five</span> <span class="name">log</span>(<span class="string">" model five count:"</span><span class="operator">+</span><span class="name">modelFive</span>.<span class="name">count</span><span class="operator">+</span><span class="string">" texture:"</span><span class="operator">+</span><span class="name">modelFiveTexture</span>.<span class="name">name</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">modelFive</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">modelFive</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">modelFive</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">modelFiveTexture</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posNine</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</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">modelFive</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFive</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posTen</span>); <span class="name">mat4</span>.<span class="name">rotateX</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotFour</span>); <span class="name">mat4</span>.<span class="name">rotateY</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">rotFive</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</span> <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelFive</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">if</span> (<span class="name">modelThree</span>.<span class="name">count</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">modelThreeTexture</span> <span class="operator">!==</span> <span class="number">0</span> ) { <span class="comment">// Draw model three (Includes transparency, must be drawn last)</span> <span class="name">log</span>(<span class="string">" model three count:"</span><span class="operator">+</span><span class="name">modelThree</span>.<span class="name">count</span><span class="operator">+</span><span class="string">" texture:"</span><span class="operator">+</span><span class="name">modelThreeTexture</span>.<span class="name">name</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">modelThree</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">modelThree</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">modelThree</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">modelThreeTexture</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 the modelview matrix</span> <span class="name">mat4</span>.<span class="name">identity</span>(<span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">translate</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, <span class="name">posFour</span>); <span class="comment">// Calculate normal matrix before scaling, to keep lighting in order</span> <span class="comment">// Scale normal matrix with distance instead</span> <span class="name">mat4</span>.<span class="name">copy</span>(<span class="name">nMatrix</span>, <span class="name">mMatrix</span>); <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</span>, [<span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>, <span class="name">canvas</span>.<span class="name">distance</span>]); <span class="name">mat4</span>.<span class="name">invert</span>(<span class="name">nMatrix</span>, <span class="name">nMatrix</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">// Scale the modelview matrix, and apply the matrix</span> <span class="name">mat4</span>.<span class="name">scale</span>(<span class="name">mMatrix</span>, <span class="name">mMatrix</span>, [<span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>, <span class="name">canvas</span>.<span class="name">itemSize</span>]); <span class="name">mat4</span>.<span class="name">multiply</span>(<span class="name">mvMatrix</span>, <span class="name">vMatrix</span>, <span class="name">mMatrix</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">// Draw the model</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">modelThree</span>.<span class="name">indexVBO</span>); <span class="name">gl</span>.<span class="name">drawElements</span>(<span class="name">drawMode</span>, <span class="name">modelThree</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">moveEye</span>(<span class="name">xRot</span>, yRot, distance) { var <span class="name">xAngle</span> = <span class="name">degToRad</span>(<span class="name">xRot</span>); var <span class="name">yAngle</span> = <span class="name">degToRad</span>(<span class="name">yRot</span>); var <span class="name">zPos</span> = <span class="name">distance</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">cos</span>(<span class="name">xAngle</span>) <span class="operator">*</span> <span class="name">Math</span>.<span class="name">cos</span>(<span class="name">yAngle</span>); var <span class="name">xPos</span> = <span class="name">distance</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">sin</span>(<span class="name">xAngle</span>) <span class="operator">*</span> <span class="name">Math</span>.<span class="name">cos</span>(<span class="name">yAngle</span>); var <span class="name">yPos</span> = <span class="name">distance</span> <span class="operator">*</span> <span class="name">Math</span>.<span class="name">sin</span>(<span class="name">yAngle</span>); <span class="keyword">return</span> [-<span class="name">xPos</span>, <span class="name">yPos</span>, <span class="name">zPos</span>]; } <span class="keyword">function</span> <span class="name">handleLoadedModel</span>(<span class="name">jsonObj</span>) { <span class="name">log</span>(<span class="string">"handleLoadedModel..."</span>); var <span class="name">modelData</span> = <span class="name">parseJSON3DModel</span>(<span class="name">jsonObj</span>, <span class="string">""</span>); <span class="keyword">if</span> (<span class="name">modelOne</span>.<span class="name">count</span> <span class="operator">===</span> <span class="number">0</span>) <span class="name">fillModel</span>(<span class="name">modelData</span>, <span class="name">modelOne</span>); <span class="keyword">else</span> <span class="keyword">if</span> (<span class="name">modelTwo</span>.<span class="name">count</span> <span class="operator">===</span> <span class="number">0</span>) <span class="name">fillModel</span>(<span class="name">modelData</span>, <span class="name">modelTwo</span>); <span class="keyword">else</span> <span class="keyword">if</span> (<span class="name">modelThree</span>.<span class="name">count</span> <span class="operator">===</span> <span class="number">0</span>) <span class="name">fillModel</span>(<span class="name">modelData</span>, <span class="name">modelThree</span>); <span class="keyword">else</span> <span class="keyword">if</span> (<span class="name">modelFour</span>.<span class="name">count</span> <span class="operator">===</span> <span class="number">0</span>) <span class="name">fillModel</span>(<span class="name">modelData</span>, <span class="name">modelFour</span>); <span class="keyword">else</span> <span class="keyword">if</span> (<span class="name">modelFive</span>.<span class="name">count</span> <span class="operator">===</span> <span class="number">0</span>) <span class="name">fillModel</span>(<span class="name">modelData</span>, <span class="name">modelFive</span>); <span class="name">log</span>(<span class="string">"...handleLoadedModel"</span>); } <span class="keyword">function</span> <span class="name">fillModel</span>(<span class="name">modelData</span>, model) { <span class="name">log</span>(<span class="string">" fillModel..."</span>); <span class="name">log</span>(<span class="string">" "</span><span class="operator">+</span><span class="name">model</span>.<span class="name">verticesVBO</span>.<span class="name">name</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">model</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">model</span>.<span class="name">normalsVBO</span>.<span class="name">name</span>); <span class="keyword">if</span> (<span class="name">isLogEnabled</span> <span class="operator">&&</span> <span class="name">stateDumpExt</span>) <span class="name">log</span>(<span class="string">"GL STATE DUMP:\n"</span><span class="operator">+</span><span class="name">stateDumpExt</span>.<span class="name">getGLStateDump</span>(<span class="name">stateDumpExt</span>.<span class="name">DUMP_VERTEX_ATTRIB_ARRAYS_BIT</span> <span class="operator">||</span> <span class="name">stateDumpExt</span>.<span class="name">DUMP_VERTEX_ATTRIB_ARRAYS_CONTENTS_BIT</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">model</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">model</span>.<span class="name">texCoordVBO</span>.<span class="name">name</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">model</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">model</span>.<span class="name">indexVBO</span>.<span class="name">name</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">model</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">model</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">" ...fillModel"</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..."</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; \ uniform vec3 eyePos; \ varying highp vec2 vTextureCoord; \ varying highp vec4 vLighting; \ void main(void) { \ gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \ vTextureCoord = aTextureCoord; \ highp vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0); \ highp vec4 directionalLightColor = vec4(1.0, 1.0, 1.0, 1.0); \ highp vec3 directionalVector = eyePos; \ highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0); \ highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0); \ vLighting = ambientLight + (directionalLightColor * directional); \ }"</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 vec4 vLighting; \ uniform sampler2D uSampler; \ void main(void) { \ mediump vec4 texelColor = texture2D(uSampler, vTextureCoord); \ gl_FragColor = vec4(texelColor * vLighting); \ }"</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"</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">vertexNormalAttribute</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"aVertexNormal"</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">textureCoordAttribute</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"aTextureCoord"</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"</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"</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"</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"</span>; <span class="name">eyeUniform</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">getUniformLocation</span>(<span class="name">texturedShaderProgram</span>, <span class="string">"eyePos"</span>); <span class="name">eyeUniform</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"eyePos"</span>; <span class="name">log</span>(<span class="string">" ...initShaders"</span>); } <span class="keyword">function</span> <span class="name">initBuffers</span>() { <span class="name">modelOne</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelOne</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelOne.verticesVBO"</span>; <span class="name">modelOne</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelOne</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelOne.normalsVBO"</span>; <span class="name">modelOne</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelOne</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelOne.texCoordVBO"</span>; <span class="name">modelOne</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelOne</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelOne.indexVBO"</span>; <span class="name">modelTwo</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelTwo</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelTwo.verticesVBO"</span>; <span class="name">modelTwo</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelTwo</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelTwo.normalsVBO"</span>; <span class="name">modelTwo</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelTwo</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelTwo.texCoordVBO"</span>; <span class="name">modelTwo</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelTwo</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelTwo.indexVBO"</span>; <span class="name">modelThree</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelThree</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelThree.verticesVBO"</span>; <span class="name">modelThree</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelThree</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelThree.normalsVBO"</span>; <span class="name">modelThree</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelThree</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelThree.texCoordVBO"</span>; <span class="name">modelThree</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelThree</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelThree.indexVBO"</span>; <span class="name">modelFour</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFour</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFour.verticesVBO"</span>; <span class="name">modelFour</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFour</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFour.normalsVBO"</span>; <span class="name">modelFour</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFour</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFour.texCoordVBO"</span>; <span class="name">modelFour</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFour</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFour.indexVBO"</span>; <span class="name">modelFive</span>.<span class="name">verticesVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFive</span>.<span class="name">verticesVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFive.verticesVBO"</span>; <span class="name">modelFive</span>.<span class="name">normalsVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFive</span>.<span class="name">normalsVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFive.normalsVBO"</span>; <span class="name">modelFive</span>.<span class="name">texCoordVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFive</span>.<span class="name">texCoordVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFive.texCoordVBO"</span>; <span class="name">modelFive</span>.<span class="name">indexVBO</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createBuffer</span>(); <span class="name">modelFive</span>.<span class="name">indexVBO</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFive.indexVBO"</span>; } <span class="keyword">function</span> <span class="name">loadTextures</span>() { <span class="comment">// Load the first texture</span> var <span class="name">goldImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">goldImage</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"goldImage"</span>; <span class="name">goldImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">log</span>(<span class="string">" creating model one texture"</span>); <span class="name">modelOneTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">modelOneTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelOneTexture"</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">modelOneTexture</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">goldImage</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">goldImage</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">goldImage</span>.<span class="name">errorString</span>); }); <span class="name">goldImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:///gold.jpg"</span>; <span class="name">log</span>(<span class="string">" texture one source set"</span>) <span class="comment">// Load the second texture</span> var <span class="name">woodBoxImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">woodBoxImage</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"woodBoxImage"</span>; <span class="name">woodBoxImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">log</span>(<span class="string">" creating model two texture"</span>); <span class="name">modelTwoTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">modelTwoTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelTwoTexture"</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">modelTwoTexture</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">woodBoxImage</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">woodBoxImage</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">woodBoxImage</span>.<span class="name">errorString</span>); }); <span class="name">woodBoxImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:///woodbox.jpg"</span>; <span class="name">log</span>(<span class="string">" texture two source set"</span>) <span class="comment">// Load the third texture</span> var <span class="name">bushImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">bushImage</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"bushImage"</span>; <span class="name">bushImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">log</span>(<span class="string">" creating model three texture"</span>); <span class="name">modelThreeTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">modelThreeTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelThreeTexture"</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">modelThreeTexture</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">bushImage</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">bushImage</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">bushImage</span>.<span class="name">errorString</span>); }); <span class="name">bushImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:///bush.png"</span>; <span class="name">log</span>(<span class="string">" texture three source set"</span>) <span class="comment">// Load the fourth texture</span> var <span class="name">palletImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">palletImage</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"palletImage"</span>; <span class="name">palletImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">log</span>(<span class="string">" creating model four texture"</span>); <span class="name">modelFourTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">modelFourTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFourTexture"</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">modelFourTexture</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">palletImage</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">palletImage</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">palletImage</span>.<span class="name">errorString</span>); }); <span class="name">palletImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:///pallet.jpg"</span>; <span class="name">log</span>(<span class="string">" texture four source set"</span>) <span class="comment">// Load the fifth texture</span> var <span class="name">rockImage</span> = <span class="name">TextureImageFactory</span>.<span class="name">newTexImage</span>(); <span class="name">rockImage</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"rockImage"</span>; <span class="name">rockImage</span>.<span class="name">imageLoaded</span>.<span class="name">connect</span>(<span class="keyword">function</span>() { <span class="name">log</span>(<span class="string">" creating model five texture"</span>); <span class="name">modelFiveTexture</span> <span class="operator">=</span> <span class="name">gl</span>.<span class="name">createTexture</span>(); <span class="name">modelFiveTexture</span>.<span class="name">name</span> <span class="operator">=</span> <span class="string">"modelFiveTexture"</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">modelFiveTexture</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">rockImage</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">rockImage</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">rockImage</span>.<span class="name">errorString</span>); }); <span class="name">rockImage</span>.<span class="name">src</span> <span class="operator">=</span> <span class="string">"qrc:///rock.jpg"</span>; <span class="name">log</span>(<span class="string">" texture five source set"</span>) } <span class="keyword">function</span> <span class="name">loadJSONModels</span>() { <span class="comment">// Load the first model</span> var <span class="name">request</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">request</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"gold.json"</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">request</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest sent for model one"</span>) <span class="comment">// Load the second model</span> var <span class="name">request2</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">request2</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"woodbox.json"</span>); <span class="name">request2</span>.<span class="name">onreadystatechange</span> <span class="operator">=</span> <span class="keyword">function</span> () { <span class="keyword">if</span> (<span class="name">request2</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">request2</span>.<span class="name">responseText</span>)); } } <span class="name">request2</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest sent for model two"</span>) <span class="comment">// Load the third model</span> var <span class="name">request3</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">request3</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"bush.json"</span>); <span class="name">request3</span>.<span class="name">onreadystatechange</span> <span class="operator">=</span> <span class="keyword">function</span> () { <span class="keyword">if</span> (<span class="name">request3</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">request3</span>.<span class="name">responseText</span>)); } } <span class="name">request3</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest sent for model three"</span>) <span class="comment">// Load the fourth model</span> var <span class="name">request4</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">request4</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"pallet.json"</span>); <span class="name">request4</span>.<span class="name">onreadystatechange</span> <span class="operator">=</span> <span class="keyword">function</span> () { <span class="keyword">if</span> (<span class="name">request4</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">request4</span>.<span class="name">responseText</span>)); } } <span class="name">request4</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest sent for model four"</span>) <span class="comment">// Load the fifth model</span> var <span class="name">request5</span> = new <span class="name">XMLHttpRequest</span>(); <span class="name">request5</span>.<span class="name">open</span>(<span class="string">"GET"</span>, <span class="string">"rock.json"</span>); <span class="name">request5</span>.<span class="name">onreadystatechange</span> <span class="operator">=</span> <span class="keyword">function</span> () { <span class="keyword">if</span> (<span class="name">request5</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">request5</span>.<span class="name">responseText</span>)); } } <span class="name">request5</span>.<span class="name">send</span>(); <span class="name">log</span>(<span class="string">" XMLHttpRequest sent for model five"</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> <!-- @@@jsonmodels/qml/jsonmodels/jsonmodels.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>