quickitemtexture.js Example File

quickitemtexture/qml/quickitemtexture/quickitemtexture.js

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  ** 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.
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  ** $QT_BEGIN_LICENSE:BSD$
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  Qt.include("/gl-matrix.js")

  //
  // Draws a cube that has a Qt Quick item as decal texture on each face.
  // A simple per vertex lighting equation is used to emulate light landing on the rotating cube.
  //

  var gl;
  var cubeTexture = 0;
  var vertexPositionAttribute;
  var textureCoordAttribute;
  var vertexNormalAttribute;
  var mvMatrix = mat4.create();
  var pMatrix  = mat4.create();
  var nMatrix  = mat4.create();
  var pMatrixUniform;
  var mvMatrixUniform;
  var nUniform;
  var width = 0;
  var height = 0;
  var canvas3d;
  var pixelSize;
  var canvasTextureProvider = null;
  var textureSourceItem = null;

  function initializeGL(canvas, textureSource) {
      canvas3d = canvas;
      textureSourceItem = textureSource;

      // Get the OpenGL context object that represents the API we call
      gl = canvas.getContext("canvas3d", {depth:true, antialias:true});

      // Setup the OpenGL state
      gl.enable(gl.DEPTH_TEST);
      gl.depthFunc(gl.LESS);
      gl.enable(gl.CULL_FACE);
      gl.cullFace(gl.BACK);
      gl.clearDepth(1.0);
      gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);

      // Use fully transparent clear color to allow other QML components to be seen through
      // Canvas3D where not obscured by the rotating cube.
      gl.clearColor(0.0, 0.0, 0.0, 0.0);

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

      // Initialize the shader program
      initShaders();

      // Initialize vertex and color buffers
      initBuffers();

      // Create a texture from the Qt Quick item
      canvasTextureProvider = gl.getExtension("QTCANVAS3D_texture_provider");
      cubeTexture = canvasTextureProvider.createTextureFromSource(textureSourceItem);

      gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
  }

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

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

  function paintGL(canvas) {
      var pixelRatio = canvas.devicePixelRatio;
      var currentWidth = canvas.width * pixelRatio;
      var currentHeight = canvas.height * pixelRatio;
      if (currentWidth !== width || currentHeight !== height ) {
          width = currentWidth;
          height = currentHeight;
          gl.viewport(0, 0, width, height);
          mat4.perspective(pMatrix, degToRad(45), width / height, 0.1, 500.0);
          gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
      }

      gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

      mat4.identity(mvMatrix);
      mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0,
                                          (canvas.xRotAnim -  60.0) / 50.0,
                                          -7.0]);
      mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 1, 0]);
      mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [1, 0, 0]);
      mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
      gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

      mat4.invert(nMatrix, mvMatrix);
      mat4.transpose(nMatrix, nMatrix);
      gl.uniformMatrix4fv(nUniform, false, nMatrix);

      gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
  }

  function initBuffers()
  {
      var cubeVertexPositionBuffer = gl.createBuffer();
      cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
      gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
      gl.bufferData(
                  gl.ARRAY_BUFFER,
                  new Float32Array([// Front face
                                          -1.0, -1.0,  1.0,
                                          1.0, -1.0,  1.0,
                                          1.0,  1.0,  1.0,
                                          -1.0,  1.0,  1.0,

                                          // Back face
                                          -1.0, -1.0, -1.0,
                                          -1.0,  1.0, -1.0,
                                          1.0,  1.0, -1.0,
                                          1.0, -1.0, -1.0,

                                          // Top face
                                          -1.0,  1.0, -1.0,
                                          -1.0,  1.0,  1.0,
                                          1.0,  1.0,  1.0,
                                          1.0,  1.0, -1.0,

                                          // Bottom face
                                          -1.0, -1.0, -1.0,
                                          1.0, -1.0, -1.0,
                                          1.0, -1.0,  1.0,
                                          -1.0, -1.0,  1.0,

                                          // Right face
                                          1.0, -1.0, -1.0,
                                          1.0,  1.0, -1.0,
                                          1.0,  1.0,  1.0,
                                          1.0, -1.0,  1.0,

                                          // Left face
                                          -1.0, -1.0, -1.0,
                                          -1.0, -1.0,  1.0,
                                          -1.0,  1.0,  1.0,
                                          -1.0,  1.0, -1.0
                                         ]),
                  gl.STATIC_DRAW);
      gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

      var cubeVertexIndexBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
                    new Uint16Array([
                                              0,  1,  2,      0,  2,  3,    // front
                                              4,  5,  6,      4,  6,  7,    // back
                                              8,  9,  10,     8,  10, 11,   // top
                                              12, 13, 14,     12, 14, 15,   // bottom
                                              16, 17, 18,     16, 18, 19,   // right
                                              20, 21, 22,     20, 22, 23    // left
                                          ]),
                    gl.STATIC_DRAW);

      var cubeVerticesTextureCoordBuffer = gl.createBuffer();
      cubeVerticesTextureCoordBuffer.name = "cubeVerticesTextureCoordBuffer";
      gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
      var textureCoordinates = [
                  // Front
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0,
                  // Back
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0,
                  // Top
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0,
                  // Bottom
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0,
                  // Right
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0,
                  // Left
                  1.0,  0.0,
                  0.0,  0.0,
                  0.0,  1.0,
                  1.0,  1.0
              ];
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
                    gl.STATIC_DRAW);
      gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

      var cubeVerticesNormalBuffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesNormalBuffer);
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
                                                                // Front
                                                                0.0,  0.0,  1.0,
                                                                0.0,  0.0,  1.0,
                                                                0.0,  0.0,  1.0,
                                                                0.0,  0.0,  1.0,

                                                                // Back
                                                                0.0,  0.0, -1.0,
                                                                0.0,  0.0, -1.0,
                                                                0.0,  0.0, -1.0,
                                                                0.0,  0.0, -1.0,

                                                                // Top
                                                                0.0,  1.0,  0.0,
                                                                0.0,  1.0,  0.0,
                                                                0.0,  1.0,  0.0,
                                                                0.0,  1.0,  0.0,

                                                                // Bottom
                                                                0.0, -1.0,  0.0,
                                                                0.0, -1.0,  0.0,
                                                                0.0, -1.0,  0.0,
                                                                0.0, -1.0,  0.0,

                                                                // Right
                                                                1.0,  0.0,  0.0,
                                                                1.0,  0.0,  0.0,
                                                                1.0,  0.0,  0.0,
                                                                1.0,  0.0,  0.0,

                                                                // Left
                                                                -1.0,  0.0,  0.0,
                                                                -1.0,  0.0,  0.0,
                                                                -1.0,  0.0,  0.0,
                                                                -1.0,  0.0,  0.0
                                                            ]), gl.STATIC_DRAW);
      gl.vertexAttribPointer(vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);
  }

  function initShaders()
  {
      var 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;                 \
                                                                           \
                                    varying mediump vec4 vColor;           \
                                    varying highp vec2 vTextureCoord;      \
                                    varying highp vec3 vLighting;          \
                                                                           \
                                    void main(void) {                      \
                                        gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
                                        vTextureCoord = aTextureCoord;                                   \
                                        highp vec3 ambientLight = vec3(0.5, 0.5, 0.5);                   \
                                        highp vec3 directionalLightColor = vec3(0.75, 0.75, 0.75);       \
                                        highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);            \
                                        highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0); \
                                        highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0); \
                                        vLighting = ambientLight + (directionalLightColor * directional); \
                                    }", gl.VERTEX_SHADER);

      var fragmentShader = getShader(gl,
                                     "varying highp vec2 vTextureCoord;  \
                                      varying highp vec3 vLighting;      \
                                                                         \
                                      uniform sampler2D uSampler;        \
                                                                         \
                                      void main(void) {                  \
                                          mediump vec3 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb; \
                                          gl_FragColor = vec4(texelColor * vLighting, 1.0);                                      \
                                      }", gl.FRAGMENT_SHADER);

      // Create the Program3D for shader
      var shaderProgram = gl.createProgram();

      // Attach the shader sources to the shader program
      gl.attachShader(shaderProgram, vertexShader);
      gl.attachShader(shaderProgram, fragmentShader);

      // Link the program
      gl.linkProgram(shaderProgram);

      // Check the linking status
      if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
          console.log("Could not initialize shaders");
          console.log(gl.getProgramInfoLog(shaderProgram));
      }

      // Take the shader program into use
      gl.useProgram(shaderProgram);

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

      // Get the uniform locations
      pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
      mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
      nUniform = gl.getUniformLocation(shaderProgram, "uNormalMatrix");

      // Setup texture sampler uniform
      var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
      gl.activeTexture(gl.TEXTURE0);
      gl.uniform1i(textureSamplerUniform, 0);
      gl.bindTexture(gl.TEXTURE_2D, 0);
  }

  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;
  }