/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Material { property Buffer dataBuffer; property real particleStep: 0.4 property real finalCollisionFactor: 0.2 parameters: [ Parameter { name: "particleStep"; value: particleStep }, Parameter { name: "finalCollisionFactor"; value: finalCollisionFactor } ] ShaderProgram { id: computeShader computeShaderCode: loadSource("qrc:/particles.comp") } ShaderProgram { id: drawShader vertexShaderCode: loadSource("qrc:/particles.vert") fragmentShaderCode: loadSource("qrc:/particles.frag") } effect: Effect { techniques: [ Technique { renderPasses: [ RenderPass { shaderProgram: computeShader // We set the buffer as the parameter data parameters: [ Parameter { name: "Particles"; value: dataBuffer } ] } ] annotations: [ Annotation { name: "type"; value: "compute" } ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 4 minorVersion: 3 } }, Technique { renderPasses: [ RenderPass { shaderProgram: drawShader // We assume the mesh to be drawn will also receive // Vertex buffers attributes that will be used to position and color bindings: [ ParameterMapping { parameterName: "particlePosition"; shaderVariableName: "particlePosition"; bindingType: ParameterMapping.Attribute }, ParameterMapping { parameterName: "particleColor"; shaderVariableName: "particleColor"; bindingType: ParameterMapping.Attribute } ] } ] annotations: [ Annotation { name: "type"; value: "draw" } ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 4 minorVersion: 3 } } ] // techniques } }