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framebuffer.js Example File

framebuffer/qml/framebuffer/framebuffer.js
/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
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** accordance with the commercial license agreement provided with the
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** as follows:
**
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** modification, are permitted provided that the following conditions are
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**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
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Qt.include("gl-matrix.js")

//
// Draws a cube that has the Qt logo as decal texture on each face in to a texture.
// That texture is used as the texture for drawing another cube on the screen.
//

var gl;

var rttFramebuffer;
var rttTexture;
var rttWidth = 512;
var rttHeight = 512;

var cubeTexture = 0;

var vertexPositionAttribute;
var textureCoordAttribute;
var vertexNormalAttribute;
var vertexColorAttribute;
var mvMatrix = mat4.create();
var pMatrix  = mat4.create();
var nMatrix  = mat4.create();
var pMatrixUniform;
var mvMatrixUniform;
var nUniform;

var canvas3d;
var isLogEnabled = false;

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

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

        // Setup the OpenGL state
        gl.enable(gl.DEPTH_TEST);
        gl.enable(gl.CULL_FACE);
        gl.cullFace(gl.BACK);
        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);

        // Initialize the shader program
        initShaders();

        // Initialize vertex and color buffers
        initBuffers();

        // Load the Qt logo as texture
        var qtLogoImage = TextureImageFactory.newTexImage();
        qtLogoImage.imageLoaded.connect(function() {
            cubeTexture = gl.createTexture();
            cubeTexture.name = "CubeTexture";
            gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
            gl.texImage2D(gl.TEXTURE_2D,    // target
                          0,                // level
                          gl.RGBA,          // internalformat
                          gl.RGBA,          // format
                          gl.UNSIGNED_BYTE, // type
                          qtLogoImage);    // 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);
        });
        qtLogoImage.imageLoadingFailed.connect(function() {
            console.log("Texture load FAILED, "+qtLogoImage.errorString);
        });
        qtLogoImage.src = "qrc:/qtlogo.png";

        // Create the framebuffer object
        rttFramebuffer = gl.createFramebuffer();
        rttFramebuffer.name = "OffscreenRenderTarget";
        gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);

        // Create the texture
        rttTexture = gl.createTexture();
        rttTexture.name = "OffscreenRenderTargetTexture";
        gl.bindTexture(gl.TEXTURE_2D, rttTexture);
        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.texImage2D(gl.TEXTURE_2D, 0,
                      gl.RGBA, rttWidth, rttHeight,
                      0, gl.RGBA, gl.UNSIGNED_BYTE,
                      null);
        gl.generateMipmap(gl.TEXTURE_2D);

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

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

function paintGL(canvas) {
    // bind the FBO and setup viewport
    gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
    gl.viewport(0, 0, rttWidth, rttHeight);

    gl.clearColor(0.95, 0.95, 0.95, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Bind the loaded texture
    gl.bindTexture(gl.TEXTURE_2D, cubeTexture);

    // Calculate and set matrix uniforms
    mat4.perspective(pMatrix, degToRad(45), rttWidth / rttHeight, 0.1, 100.0);
    gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

    mat4.identity(mvMatrix);
    mat4.translate(mvMatrix, mvMatrix, [0, 0, -5.0]);
    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotSlider), [0, 1, 0]);
    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotSlider), [1, 0, 0]);
    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotSlider), [0, 0, 1]);
    gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

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

    // Draw the cube to the FBO
    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);

    // Bind the render-to-texture and generate mipmaps
    gl.bindTexture(gl.TEXTURE_2D, rttTexture);
    gl.generateMipmap(gl.TEXTURE_2D);

    // Bind default framebuffer and setup viewport accordingly
    gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
    gl.viewport(0, 0,
                canvas.width * canvas.devicePixelRatio,
                canvas.height * canvas.devicePixelRatio);
    gl.clearColor(0.98, 0.98, 0.98, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // Calculate and set matrix uniforms
    mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0);
    gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);

    mat4.identity(mvMatrix);
    mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0,
                                        (canvas.xRotAnim -  60.0) / 50.0,
                                        -10.0]);
    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 1, 0]);
    gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);

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

    // Draw the on-screen cube
    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
}

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

function initBuffers()
{
    log("        cubeVertexPositionBuffer");
    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.enableVertexAttribArray(vertexPositionAttribute);
    gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

    log("        cubeVertexIndexBuffer");
    var cubeVertexIndexBuffer = gl.createBuffer();
    cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
    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);
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);

    log("        cubeVerticesTextureCoordBuffer");
    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.enableVertexAttribArray(textureCoordAttribute);
    gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

    var cubeVerticesNormalBuffer = gl.createBuffer();
    cubeVerticesNormalBuffer.name = "cubeVerticesNormalBuffer";
    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.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesNormalBuffer);
    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);

    var shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);

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

    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);

    pMatrixUniform  = gl.getUniformLocation(shaderProgram, "uPMatrix");
    mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    nUniform = gl.getUniformLocation(shaderProgram, "uNormalMatrix");

    var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
    gl.activeTexture(gl.TEXTURE0);
    gl.uniform1i(textureSamplerUniform, 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;
}
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