Qt 5.8 | Qt Canvas 3D | JSON Models Example | jsonmodels.js Example File

Qt 5.8.0 Reference Documentation

# jsonmodels.js Example File

jsonmodels/qml/jsonmodels/jsonmodels.js

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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;
      }