jsonmodels.js Example File

jsonmodels/qml/jsonmodels/jsonmodels.js

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  ** This file is part of the QtCanvas3D module of the Qt Toolkit.
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  Qt.include("gl-matrix.js")

  Qt.include("ThreeJSLoader.js")

  var gl;

  var texturedShaderProgram = 0;
  var vertexShader = 0;
  var fragmentShader = 0;

  var vertexPositionAttribute;
  var textureCoordAttribute;
  var vertexNormalAttribute;

  var pMatrixUniform;
  var mvMatrixUniform;
  var nMatrixUniform;
  var textureSamplerUniform;
  var eyeUniform;

  var modelOneTexture = 0;
  var modelTwoTexture = 0;
  var modelThreeTexture = 0;
  var modelFourTexture = 0;
  var modelFiveTexture = 0;

  var vMatrix  = mat4.create();
  var mMatrix  = mat4.create();
  var mvMatrix = mat4.create();
  var pMatrix  = mat4.create();
  var nMatrix  = mat4.create();

  var fov = degToRad(45);
  var eye = [0, 1, 1];
  var light = [0, 1, 1];

  var posOne = [0, 0, 0];
  var posTwo = [0.3, 0, 0];
  var posThree = [-0.1, 0, 0.25];
  var posFour = [0.1, 0, -0.45];
  var posFive = [0, -0.14, 0];
  var posSix = [-1.2, -0.28, 0.0];
  var posSeven = [0.5, -0.28, 0.9];
  var posEight = [0.5, -0.28, -0.9];
  var posNine = [0.55, 0.09, -1.0];
  var posTen = [1.0, 0.09, -0.7];

  var rotOne = degToRad(90);
  var rotTwo = degToRad(-80);
  var rotThree = degToRad(15);
  var rotFour = degToRad(40);
  var rotFive = degToRad(60);

  var drawMode = 0;
  var canvas3d;
  var isLogEnabled = false;

  function log(message) {
      if (isLogEnabled)
          console.log(message)
  }

  function Model() {
      this.verticesVBO = 0;
      this.normalsVBO  = 0;
      this.texCoordVBO = 0;
      this.indexVBO    = 0;
      this.count       = 0;
  }

  var modelOne = new Model();
  var modelTwo = new Model();
  var modelThree = new Model();
  var modelFour = new Model();
  var modelFive = new Model();
  var stateDumpExt;

  function initializeGL(canvas) {
      canvas3d = canvas
      log("initializeGL...")
      try {
          gl = canvas.getContext("canvas3d", {depth:true, antialias:true, alpha:false});
          log("   Received context: "+gl);

          stateDumpExt = gl.getExtension("QTCANVAS3D_gl_state_dump");
          if (stateDumpExt)
              log("QTCANVAS3D_gl_state_dump extension found");
          else
              log("QTCANVAS3D_gl_state_dump extension NOT found");

          var contextConfig = gl.getContextAttributes();
          log("   Depth: "+contextConfig.alpha);
          log("   Stencil: "+contextConfig.stencil);
          log("   Antialiasing: "+contextConfig.antialias);
          log("   Premultiplied alpha: "+contextConfig.premultipliedAlpha);
          log("   Preserve drawingbuffer: "+contextConfig.preserveDrawingBuffer);
          log("   Prefer Low Power To High Performance: "+contextConfig.preferLowPowerToHighPerformance);
          log("   Fail If Major Performance Caveat: "+contextConfig.failIfMajorPerformanceCaveat);

          // Setup the OpenGL state
          gl.enable(gl.DEPTH_TEST);
          gl.disable(gl.CULL_FACE);
          gl.enable(gl.BLEND);
          gl.enable(gl.DEPTH_TEST);
          gl.depthMask(true);
          gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

          gl.clearColor(0.9, 0.9, 0.9, 1.0);
          gl.clearDepth(1.0);

          // Set viewport
          gl.viewport(0, 0,
                      canvas.width * canvas.devicePixelRatio,
                      canvas.height * canvas.devicePixelRatio);

          // Initialize the shader program
          initShaders();

          // Initialize buffers
          initBuffers();

          // Load textures
          gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
          loadTextures();

          // Load JSON models
          loadJSONModels();

          log("...initializeGL");
      } catch(e) {
          console.log("...initializeGL FAILURE!");
          console.log(""+e);
          console.log(""+e.message);
      }
  }

  function resizeGL(canvas)
  {
      var pixelRatio = canvas.devicePixelRatio;
      canvas.pixelSize = Qt.size(canvas.width * pixelRatio,
                                 canvas.height * pixelRatio);
      if (gl)
          gl.viewport(0, 0,
                      canvas.width * canvas.devicePixelRatio,
                      canvas.height * canvas.devicePixelRatio);
  }

  function paintGL(canvas) {
      // draw
      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

      gl.useProgram(texturedShaderProgram);

      // Calculate the perspective projection
      mat4.perspective(pMatrix, fov, canvas.width / canvas.height, 0.1, 100.0);
      gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

      // Get the view matrix
      mat4.identity(vMatrix);
      eye = moveEye(canvas.xRot, canvas.yRot, canvas.distance);
      mat4.lookAt(vMatrix, eye, [0, 0, 0], [0, 1, 0]);

      // Apply light position
      if (canvas3d.animatingLight === true)
          light = moveEye(canvas.lightX, canvas.lightY, canvas.lightDistance);
      else
          light = eye;
      gl.uniform3fv(eyeUniform, light);

      if (canvas3d.drawWireframe)
          drawMode = gl.LINES;
      else
          drawMode = gl.TRIANGLES;

      if (modelOne.count > 0 && modelOneTexture !== 0 ) {
          // Draw model one
          log("   model one count:"+modelOne.count+" texture:"+modelOneTexture.name);

          // Bind the correct buffers
          gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.verticesVBO);
          gl.enableVertexAttribArray(vertexPositionAttribute);
          gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.normalsVBO);
          gl.enableVertexAttribArray(vertexNormalAttribute);
          gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelOne.texCoordVBO);
          gl.enableVertexAttribArray(textureCoordAttribute);
          gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, modelOneTexture);
          gl.uniform1i(textureSamplerUniform, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posOne);

          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);

          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelOne.indexVBO);

          // Getting state dump is a synchronous operation, so only do it when logging is enabled
          if (isLogEnabled && stateDumpExt)
              log("GL STATE DUMP:\n"+stateDumpExt.getGLStateDump(stateDumpExt.DUMP_FULL));

          gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posTwo);
          mat4.rotateY(mMatrix, mMatrix, rotTwo);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posThree);
          mat4.rotateY(mMatrix, mMatrix, rotThree);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelOne.count, gl.UNSIGNED_SHORT, 0);
      }

      if (modelTwo.count > 0 && modelTwoTexture !== 0 ) {
          // Draw model two
          log("   model two count:"+modelTwo.count+" texture:"+modelTwoTexture.name);

          // Bind the correct buffers
          gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.verticesVBO);
          gl.enableVertexAttribArray(vertexPositionAttribute);
          gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.normalsVBO);
          gl.enableVertexAttribArray(vertexNormalAttribute);
          gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelTwo.texCoordVBO);
          gl.enableVertexAttribArray(textureCoordAttribute);
          gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, modelTwoTexture);
          gl.uniform1i(textureSamplerUniform, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posOne);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelTwo.indexVBO);
          gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posTwo);
          mat4.rotateY(mMatrix, mMatrix, rotTwo);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posThree);
          mat4.rotateY(mMatrix, mMatrix, rotThree);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelTwo.count, gl.UNSIGNED_SHORT, 0);
      }

      if (modelFour.count > 0 && modelFourTexture !== 0 ) {
          // Draw model four
          log("   model four count:"+modelFour.count+" texture:"+modelFourTexture.name);

          // Bind the correct buffers
          gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.verticesVBO);
          gl.enableVertexAttribArray(vertexPositionAttribute);
          gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.normalsVBO);
          gl.enableVertexAttribArray(vertexNormalAttribute);
          gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelFour.texCoordVBO);
          gl.enableVertexAttribArray(textureCoordAttribute);
          gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
          gl.uniform1i(textureSamplerUniform, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posFive);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFour.indexVBO);
          gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posSix);
          mat4.rotateY(mMatrix, mMatrix, rotFour);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posSeven);
          mat4.rotateY(mMatrix, mMatrix, rotOne);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posEight);
          mat4.rotateY(mMatrix, mMatrix, rotFive);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelFour.count, gl.UNSIGNED_SHORT, 0);
      }

      if (modelFive.count > 0 && modelFiveTexture !== 0 ) {
          // Draw model five
          log("   model five count:"+modelFive.count+" texture:"+modelFiveTexture.name);

          // Bind the correct buffers
          gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.verticesVBO);
          gl.enableVertexAttribArray(vertexPositionAttribute);
          gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.normalsVBO);
          gl.enableVertexAttribArray(vertexNormalAttribute);
          gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelFive.texCoordVBO);
          gl.enableVertexAttribArray(textureCoordAttribute);
          gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
          gl.uniform1i(textureSamplerUniform, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posNine);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelFive.indexVBO);
          gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posTen);
          mat4.rotateX(mMatrix, mMatrix, rotFour);
          mat4.rotateY(mMatrix, mMatrix, rotFive);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.drawElements(drawMode, modelFive.count, gl.UNSIGNED_SHORT, 0);
      }

      if (modelThree.count > 0 && modelThreeTexture !== 0 ) {
          // Draw model three (Includes transparency, must be drawn last)
          log("   model three count:"+modelThree.count+" texture:"+modelThreeTexture.name);

          // Bind the correct buffers
          gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.verticesVBO);
          gl.enableVertexAttribArray(vertexPositionAttribute);
          gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.normalsVBO);
          gl.enableVertexAttribArray(vertexNormalAttribute);
          gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

          gl.bindBuffer(gl.ARRAY_BUFFER, modelThree.texCoordVBO);
          gl.enableVertexAttribArray(textureCoordAttribute);
          gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
          gl.uniform1i(textureSamplerUniform, 0);

          // Calculate the modelview matrix
          mat4.identity(mMatrix);
          mat4.translate(mMatrix, mMatrix, posFour);
          // Calculate normal matrix before scaling, to keep lighting in order
          // Scale normal matrix with distance instead
          mat4.copy(nMatrix, mMatrix);
          mat4.scale(nMatrix, nMatrix, [canvas.distance, canvas.distance, canvas.distance]);
          mat4.invert(nMatrix, nMatrix);
          mat4.transpose(nMatrix, nMatrix);
          gl.uniformMatrix4fv(nMatrixUniform, false, nMatrix);
          // Scale the modelview matrix, and apply the matrix
          mat4.scale(mMatrix, mMatrix, [canvas.itemSize, canvas.itemSize, canvas.itemSize]);
          mat4.multiply(mvMatrix, vMatrix, mMatrix);
          gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

          // Draw the model
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, modelThree.indexVBO);
          gl.drawElements(drawMode, modelThree.count, gl.UNSIGNED_SHORT, 0);
      }
  }

  function moveEye(xRot, yRot, distance) {
      var xAngle = degToRad(xRot);
      var yAngle = degToRad(yRot);

      var zPos = distance * Math.cos(xAngle) * Math.cos(yAngle);
      var xPos = distance * Math.sin(xAngle) * Math.cos(yAngle);
      var yPos = distance * Math.sin(yAngle);

      return [-xPos, yPos, zPos];
  }

  function handleLoadedModel(jsonObj) {
      log("handleLoadedModel...");
      var modelData = parseJSON3DModel(jsonObj, "");

      if (modelOne.count === 0)
          fillModel(modelData, modelOne);
      else if (modelTwo.count === 0)
          fillModel(modelData, modelTwo);
      else if (modelThree.count === 0)
          fillModel(modelData, modelThree);
      else if (modelFour.count === 0)
          fillModel(modelData, modelFour);
      else if (modelFive.count === 0)
          fillModel(modelData, modelFive);

      log("...handleLoadedModel");
  }

  function fillModel(modelData, model) {
      log("   fillModel...");
      log("   "+model.verticesVBO.name);
      gl.bindBuffer(gl.ARRAY_BUFFER, model.verticesVBO);
      gl.bufferData(gl.ARRAY_BUFFER,
                    new Float32Array(modelData.vertices),
                    gl.STATIC_DRAW);
      log("   "+model.normalsVBO.name);
      if (isLogEnabled && stateDumpExt)
          log("GL STATE DUMP:\n"+stateDumpExt.getGLStateDump(stateDumpExt.DUMP_VERTEX_ATTRIB_ARRAYS_BIT || stateDumpExt.DUMP_VERTEX_ATTRIB_ARRAYS_CONTENTS_BIT));

      gl.bindBuffer(gl.ARRAY_BUFFER, model.normalsVBO);
      gl.bufferData(gl.ARRAY_BUFFER,
                    new Float32Array(modelData.normals),
                    gl.STATIC_DRAW);

      log("   "+model.texCoordVBO.name);
      gl.bindBuffer(gl.ARRAY_BUFFER, model.texCoordVBO);
      gl.bufferData(gl.ARRAY_BUFFER,
                    new Float32Array(modelData.texCoords[0]),
                    gl.STATIC_DRAW);

      log("   "+model.indexVBO.name);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, model.indexVBO);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
                    new Uint16Array(modelData.indices),
                    gl.STATIC_DRAW);

      model.count = modelData.indices.length;
      log("   ...fillModel");
  }

  function degToRad(degrees) {
      return degrees * Math.PI / 180;
  }

  function initShaders()
  {
      log("   initShaders...")

      vertexShader = getShader(gl,
                               "attribute highp vec3 aVertexNormal;   \
                                attribute highp vec3 aVertexPosition; \
                                attribute highp vec2 aTextureCoord;   \

                                uniform highp mat4 uNormalMatrix;     \
                                uniform mat4 uMVMatrix;               \
                                uniform mat4 uPMatrix;                \
                                uniform vec3 eyePos;                  \

                                varying highp vec2 vTextureCoord;     \
                                varying highp vec4 vLighting;         \

                                void main(void) {                     \
                                   gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);                   \
                                   vTextureCoord = aTextureCoord;                                                     \
                                   highp vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);                                \
                                   highp vec4 directionalLightColor = vec4(1.0, 1.0, 1.0, 1.0);                       \
                                   highp vec3 directionalVector = eyePos;                                             \
                                   highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);           \

                                   highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0); \
                                   vLighting = ambientLight + (directionalLightColor * directional);                  \
                               }", gl.VERTEX_SHADER);

      fragmentShader = getShader(gl,
                                 "varying highp vec2 vTextureCoord;   \
                                  varying highp vec4 vLighting;       \

                                  uniform sampler2D uSampler;         \

                                  void main(void) {                   \
                                      mediump vec4 texelColor = texture2D(uSampler, vTextureCoord);   \
                                      gl_FragColor = vec4(texelColor * vLighting);                    \
                                  }", gl.FRAGMENT_SHADER);

      texturedShaderProgram = gl.createProgram();
      texturedShaderProgram.name = "texturedShaderProgram";
      gl.attachShader(texturedShaderProgram, vertexShader);
      gl.attachShader(texturedShaderProgram, fragmentShader);
      gl.linkProgram(texturedShaderProgram);

      if (!gl.getProgramParameter(texturedShaderProgram, gl.LINK_STATUS)) {
          console.log("Could not initialize shaders");
          console.log(gl.getProgramInfoLog(texturedShaderProgram));
      }

      gl.useProgram(texturedShaderProgram);

      // look up where the vertex data needs to go.
      vertexPositionAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexPosition");
      vertexPositionAttribute.name = "aVertexPosition";
      gl.enableVertexAttribArray(vertexPositionAttribute);
      vertexNormalAttribute = gl.getAttribLocation(texturedShaderProgram, "aVertexNormal");
      vertexNormalAttribute.name = "aVertexNormal";
      gl.enableVertexAttribArray(vertexNormalAttribute);
      textureCoordAttribute = gl.getAttribLocation(texturedShaderProgram, "aTextureCoord");
      textureCoordAttribute.name = "aTextureCoord";
      gl.enableVertexAttribArray(textureCoordAttribute);

      pMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uPMatrix");
      pMatrixUniform.name = "uPMatrix";
      mvMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uMVMatrix");
      mvMatrixUniform.name = "uMVMatrix";
      textureSamplerUniform = gl.getUniformLocation(texturedShaderProgram, "uSampler")
      textureSamplerUniform.name = "uSampler";
      nMatrixUniform = gl.getUniformLocation(texturedShaderProgram, "uNormalMatrix");
      nMatrixUniform.name = "uNormalMatrix";
      eyeUniform = gl.getUniformLocation(texturedShaderProgram, "eyePos");
      eyeUniform.name = "eyePos";
      log("   ...initShaders");
  }

  function initBuffers() {
      modelOne.verticesVBO = gl.createBuffer();
      modelOne.verticesVBO.name = "modelOne.verticesVBO";
      modelOne.normalsVBO  = gl.createBuffer();
      modelOne.normalsVBO.name = "modelOne.normalsVBO";
      modelOne.texCoordVBO = gl.createBuffer();
      modelOne.texCoordVBO.name = "modelOne.texCoordVBO";
      modelOne.indexVBO    = gl.createBuffer();
      modelOne.indexVBO.name = "modelOne.indexVBO";

      modelTwo.verticesVBO = gl.createBuffer();
      modelTwo.verticesVBO.name = "modelTwo.verticesVBO";
      modelTwo.normalsVBO  = gl.createBuffer();
      modelTwo.normalsVBO.name = "modelTwo.normalsVBO";
      modelTwo.texCoordVBO = gl.createBuffer();
      modelTwo.texCoordVBO.name = "modelTwo.texCoordVBO";
      modelTwo.indexVBO    = gl.createBuffer();
      modelTwo.indexVBO.name = "modelTwo.indexVBO";

      modelThree.verticesVBO = gl.createBuffer();
      modelThree.verticesVBO.name = "modelThree.verticesVBO";
      modelThree.normalsVBO  = gl.createBuffer();
      modelThree.normalsVBO.name = "modelThree.normalsVBO";
      modelThree.texCoordVBO = gl.createBuffer();
      modelThree.texCoordVBO.name = "modelThree.texCoordVBO";
      modelThree.indexVBO    = gl.createBuffer();
      modelThree.indexVBO.name = "modelThree.indexVBO";

      modelFour.verticesVBO = gl.createBuffer();
      modelFour.verticesVBO.name = "modelFour.verticesVBO";
      modelFour.normalsVBO  = gl.createBuffer();
      modelFour.normalsVBO.name = "modelFour.normalsVBO";
      modelFour.texCoordVBO = gl.createBuffer();
      modelFour.texCoordVBO.name = "modelFour.texCoordVBO";
      modelFour.indexVBO    = gl.createBuffer();
      modelFour.indexVBO.name = "modelFour.indexVBO";

      modelFive.verticesVBO = gl.createBuffer();
      modelFive.verticesVBO.name = "modelFive.verticesVBO";
      modelFive.normalsVBO  = gl.createBuffer();
      modelFive.normalsVBO.name = "modelFive.normalsVBO";
      modelFive.texCoordVBO = gl.createBuffer();
      modelFive.texCoordVBO.name = "modelFive.texCoordVBO";
      modelFive.indexVBO    = gl.createBuffer();
      modelFive.indexVBO.name = "modelFive.indexVBO";
  }

  function loadTextures() {
      // Load the first texture
      var goldImage = TextureImageFactory.newTexImage();
      goldImage.name = "goldImage";
      goldImage.imageLoaded.connect(function() {
          log("    creating model one texture");
          modelOneTexture = gl.createTexture();
          modelOneTexture.name = "modelOneTexture";
          gl.bindTexture(gl.TEXTURE_2D, modelOneTexture);
          gl.texImage2D(gl.TEXTURE_2D,    // target
                        0,                // level
                        gl.RGBA,          // internalformat
                        gl.RGBA,          // format
                        gl.UNSIGNED_BYTE, // type
                        goldImage);       // pixels
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
          gl.generateMipmap(gl.TEXTURE_2D);
      });
      goldImage.imageLoadingFailed.connect(function() {
          console.log("Texture load FAILED, "+goldImage.errorString);
      });
      goldImage.src = "qrc:///gold.jpg";
      log("   texture one source set")

      // Load the second texture
      var woodBoxImage = TextureImageFactory.newTexImage();
      woodBoxImage.name = "woodBoxImage";
      woodBoxImage.imageLoaded.connect(function() {
          log("    creating model two texture");
          modelTwoTexture = gl.createTexture();
          modelTwoTexture.name = "modelTwoTexture";
          gl.bindTexture(gl.TEXTURE_2D, modelTwoTexture);
          gl.texImage2D(gl.TEXTURE_2D,    // target
                        0,                // level
                        gl.RGBA,          // internalformat
                        gl.RGBA,          // format
                        gl.UNSIGNED_BYTE, // type
                        woodBoxImage);    // pixels
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
          gl.generateMipmap(gl.TEXTURE_2D);
      });
      woodBoxImage.imageLoadingFailed.connect(function() {
          console.log("Texture load FAILED, "+woodBoxImage.errorString);
      });
      woodBoxImage.src = "qrc:///woodbox.jpg";
      log("   texture two source set")

      // Load the third texture
      var bushImage = TextureImageFactory.newTexImage();
      bushImage.name = "bushImage";
      bushImage.imageLoaded.connect(function() {
          log("    creating model three texture");
          modelThreeTexture = gl.createTexture();
          modelThreeTexture.name = "modelThreeTexture";
          gl.bindTexture(gl.TEXTURE_2D, modelThreeTexture);
          gl.texImage2D(gl.TEXTURE_2D,    // target
                        0,                // level
                        gl.RGBA,          // internalformat
                        gl.RGBA,          // format
                        gl.UNSIGNED_BYTE, // type
                        bushImage);    // pixels
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
          gl.generateMipmap(gl.TEXTURE_2D);
      });
      bushImage.imageLoadingFailed.connect(function() {
          console.log("Texture load FAILED, "+bushImage.errorString);
      });
      bushImage.src = "qrc:///bush.png";
      log("   texture three source set")

      // Load the fourth texture
      var palletImage = TextureImageFactory.newTexImage();
      palletImage.name = "palletImage";
      palletImage.imageLoaded.connect(function() {
          log("    creating model four texture");
          modelFourTexture = gl.createTexture();
          modelFourTexture.name = "modelFourTexture";
          gl.bindTexture(gl.TEXTURE_2D, modelFourTexture);
          gl.texImage2D(gl.TEXTURE_2D,    // target
                        0,                // level
                        gl.RGBA,          // internalformat
                        gl.RGBA,          // format
                        gl.UNSIGNED_BYTE, // type
                        palletImage);     // pixels
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
          gl.generateMipmap(gl.TEXTURE_2D);
      });
      palletImage.imageLoadingFailed.connect(function() {
          console.log("Texture load FAILED, "+palletImage.errorString);
      });
      palletImage.src = "qrc:///pallet.jpg";
      log("   texture four source set")

      // Load the fifth texture
      var rockImage = TextureImageFactory.newTexImage();
      rockImage.name = "rockImage";
      rockImage.imageLoaded.connect(function() {
          log("    creating model five texture");
          modelFiveTexture = gl.createTexture();
          modelFiveTexture.name = "modelFiveTexture";
          gl.bindTexture(gl.TEXTURE_2D, modelFiveTexture);
          gl.texImage2D(gl.TEXTURE_2D,    // target
                        0,                // level
                        gl.RGBA,          // internalformat
                        gl.RGBA,          // format
                        gl.UNSIGNED_BYTE, // type
                        rockImage);       // pixels
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
          gl.generateMipmap(gl.TEXTURE_2D);
      });
      rockImage.imageLoadingFailed.connect(function() {
          console.log("Texture load FAILED, "+rockImage.errorString);
      });
      rockImage.src = "qrc:///rock.jpg";
      log("   texture five source set")
  }

  function loadJSONModels() {
      // Load the first model
      var request = new XMLHttpRequest();
      request.open("GET", "gold.json");
      request.onreadystatechange = function () {
          if (request.readyState === XMLHttpRequest.DONE) {
              handleLoadedModel(JSON.parse(request.responseText));
          }
      }
      request.send();
      log("   XMLHttpRequest sent for model one")

      // Load the second model
      var request2 = new XMLHttpRequest();
      request2.open("GET", "woodbox.json");
      request2.onreadystatechange = function () {
          if (request2.readyState === XMLHttpRequest.DONE) {
              handleLoadedModel(JSON.parse(request2.responseText));
          }
      }
      request2.send();
      log("   XMLHttpRequest sent for model two")

      // Load the third model
      var request3 = new XMLHttpRequest();
      request3.open("GET", "bush.json");
      request3.onreadystatechange = function () {
          if (request3.readyState === XMLHttpRequest.DONE) {
              handleLoadedModel(JSON.parse(request3.responseText));
          }
      }
      request3.send();
      log("   XMLHttpRequest sent for model three")

      // Load the fourth model
      var request4 = new XMLHttpRequest();
      request4.open("GET", "pallet.json");
      request4.onreadystatechange = function () {
          if (request4.readyState === XMLHttpRequest.DONE) {
              handleLoadedModel(JSON.parse(request4.responseText));
          }
      }
      request4.send();
      log("   XMLHttpRequest sent for model four")

      // Load the fifth model
      var request5 = new XMLHttpRequest();
      request5.open("GET", "rock.json");
      request5.onreadystatechange = function () {
          if (request5.readyState === XMLHttpRequest.DONE) {
              handleLoadedModel(JSON.parse(request5.responseText));
          }
      }
      request5.send();
      log("   XMLHttpRequest sent for model five")
  }

  function getShader(gl, str, type) {
      var shader = gl.createShader(type);
      gl.shaderSource(shader, str);
      gl.compileShader(shader);

      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
          console.log("JS:Shader compile failed");
          console.log(gl.getShaderInfoLog(shader));
          return null;
      }

      return shader;
  }