-
Titta Heikkala authored
Added templates for creating new QtCanvas3d projects with Qt Creator wizard. QtCanvas3D template creates a basic project. QtCanvas3D Three.js template includes three.js to the project. Change-Id: Ie38738ebfa161ab4285a34d867b06178fa778a5e Reviewed-by:
Pasi Keränen <pasi.keranen@digia.com>
9297bcb4
Qt.include("three.js")
var camera, scene, renderer, objects;
var particleLight;
var materials = [];
function log(message) {
if (canvas3d.logAllCalls)
console.log(message)
}
function initGL(canvas) {
log("initGL ENTER...");
camera = new THREE.PerspectiveCamera( 45, canvas.width / canvas.height, 1, 2000 );
camera.position.set( 0, 200, 800 );
scene = new THREE.Scene();
// Grid
var line_material = new THREE.LineBasicMaterial( { color: 0x303030 } ),
geometry = new THREE.Geometry(),
floor = -75, step = 25;
for ( var i = 0; i <= 40; i ++ ) {
geometry.vertices.push( new THREE.Vector3( - 500, floor, i * step - 500 ) );
geometry.vertices.push( new THREE.Vector3( 500, floor, i * step - 500 ) );
geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, -500 ) );
geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, 500 ) );
}
var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
scene.add( line );
// Materials
var texture = THREE.ImageUtils.loadTexture("qrc:/textures/land_ocean_ice_cloud_2048.jpg")
materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) );
materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
materials.push( new THREE.MeshNormalMaterial( ) );
materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending } ) );
//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );
materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) );
materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) );
materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) );
materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) );
materials.push( new THREE.MeshDepthMaterial() );
materials.push( new THREE.MeshLambertMaterial( { color: 0x666666, emissive: 0xff0000, ambient: 0x000000, shading: THREE.SmoothShading } ) );
materials.push( new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x666666, emissive: 0xff0000, ambient: 0x000000, shininess: 10, shading: THREE.SmoothShading, opacity: 0.9, transparent: true } ) );
materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) );
// Spheres geometry
var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 );
var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 );
var geometry_pieces = new THREE.SphereGeometry( 70, 32, 16 ); // Extra geometry to be broken down for MeshFaceMaterial
for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) {
var face = geometry_pieces.faces[ i ];
7172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140
face.materialIndex = Math.floor( Math.random() * materials.length );
}
geometry_pieces.materials = materials;
materials.push( new THREE.MeshFaceMaterial( materials ) );
objects = [];
var sphere, geometry, material;
for ( var i = 0, l = materials.length; i < l; i ++ ) {
material = materials[ i ];
geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces :
( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth );
sphere = new THREE.Mesh( geometry, material );
sphere.position.x = ( i % 4 ) * 200 - 400;
sphere.position.z = Math.floor( i / 4 ) * 200 - 200;
sphere.rotation.x = Math.random() * 200 - 100;
sphere.rotation.y = Math.random() * 200 - 100;
sphere.rotation.z = Math.random() * 200 - 100;
objects.push( sphere );
scene.add( sphere );
}
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0x111111 ) );
var directionalLight = new THREE.DirectionalLight( /*Math.random() * */ 0xffffff, 0.125 );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var pointLight = new THREE.PointLight( 0xffffff, 1 );
particleLight.add( pointLight );
renderer = new THREE.Canvas3DRenderer(
{ canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
renderer.setSize( canvas.width, canvas.height );
}
function renderGL(canvas) {
log("renderGL ENTER...");
var timer = 0.0001 * Date.now();
camera.position.x = Math.cos( timer ) * 1000;
camera.position.z = Math.sin( timer ) * 1000;
camera.lookAt( scene.position );
for ( var i = 0, l = objects.length; i < l; i ++ ) {
141142143144145146147148149150151152153154155156157158159
var object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
}
materials[ materials.length - 3 ].emissive.setHSL( 0.54, 1, 0.35 * ( 0.5 + 0.5 * Math.sin( 35 * timer ) ) );
materials[ materials.length - 4 ].emissive.setHSL( 0.04, 1, 0.35 * ( 0.5 + 0.5 * Math.cos( 35 * timer ) ) );
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
renderer.render( scene, camera );
log("renderGL EXIT...");
}