/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Extras 2.0 Entity { property alias particleStep: computeMaterial.particleStep property alias finalCollisionFactor: computeMaterial.finalCollisionFactor readonly property int _SPHERE: 0 readonly property int _CUBE: 1 readonly property int _CYLINDER: 2 readonly property int _TORUS: 3 property int particlesShape: _SPHERE signal reset() components: [ RenderSettings { ComputeFrameGraph { camera: sceneCamera } // explicitly set RenderingPolicy to AlwaysRender, as changes in the // scene won't be reflected in actual Qt scene-graph changes (due to // GPU compute calls) renderPolicy: RenderSettings.Always } ] FirstPersonCameraController { camera: sceneCamera } Camera { id: sceneCamera projectionType: CameraLens.PerspectiveProjection viewCenter: Qt.vector3d(0, 0, 0) position: Qt.vector3d(0, 0, -800) nearPlane: 0.1 farPlane: 1000 fieldOfView: 25 aspectRatio: 1.33 } property int particlesCount: 50 * 1024 readonly property int floatSize: 4 function buildParticlesBuffer() { var byteSizeOfParticleData = 12; var bufferData = new Float32Array(particlesCount * byteSizeOfParticleData); var factor = 500.0; for (var i = 0; i < particlesCount; ++i) { var positionIdx = i * byteSizeOfParticleData; var velocityIdx = i * byteSizeOfParticleData + 4; var colorIdx = i * byteSizeOfParticleData + 8; for (var j = 0; j < 3; ++j) { bufferData[positionIdx + j] = (Math.random() - 0.5) * factor; bufferData[velocityIdx + j] = Math.random() * 2.0; bufferData[colorIdx + j] = 0.75 + Math.sin(((i / 1024.0) + j * 0.333) * 6.0) * 0.25; } bufferData[positionIdx + 3] = 1.0; bufferData[velocityIdx + 3] = 0.0; bufferData[colorIdx + 3] = 1.0; } return bufferData } Buffer { id: particleBuffer type: Buffer.VertexBuffer // struct ParticleData // { // vec3 position; // Aligned to 4 floats // vec3 velocity; // Aligned to 4 floats // vec3 color; // Aligned to 4 floats // }; data: buildParticlesBuffer() } onReset : { particleBuffer.data = buildParticlesBuffer() } Attribute { id: particlePositionDataAttribute name: "particlePosition" attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 divisor: 1 byteStride: 12 * floatSize buffer: particleBuffer } Attribute { id: particleColorDataAttribute name: "particleColor" attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 divisor: 1 byteOffset: 8 * floatSize byteStride: 12 * floatSize buffer: particleBuffer } ComputeMaterial { id: computeMaterial dataBuffer: particleBuffer } Entity { id: particleComputeEntity readonly property ComputeCommand particlesComputeJob: ComputeCommand {} components: [ particlesComputeJob, computeMaterial ] } SphereGeometry { id: sphereGeometry rings: 10 slices: 10 radius: 1 // Additional Attributes attributes: [ particlePositionDataAttribute, particleColorDataAttribute ] } CuboidGeometry { id: cubeGeometry yzMeshResolution: Qt.size(2, 2) xzMeshResolution: Qt.size(2, 2) xyMeshResolution: Qt.size(2, 2) // Additional Attributes attributes: [ particlePositionDataAttribute, particleColorDataAttribute ] } CylinderGeometry { id: cylinderGeometry rings: 10 slices: 10 radius: 1 length: 1.5 // Additional Attributes attributes: [ particlePositionDataAttribute, particleColorDataAttribute ] } TorusGeometry { id: torusGeometry rings: 10 slices: 10 radius: 1 minorRadius: 0.5 // Additional Attributes attributes: [ particlePositionDataAttribute, particleColorDataAttribute ] } Entity { id: particleRenderEntity readonly property GeometryRenderer particlesRenderer: GeometryRenderer { instanceCount: particlesCount indexOffset: 0 firstInstance: 0 primitiveType: GeometryRenderer.Triangles geometry: { switch (particlesShape) { case _SPHERE: return sphereGeometry; case _CUBE: return cubeGeometry; case _CYLINDER: return cylinderGeometry; case _TORUS: return torusGeometry; } } } components: [ particlesRenderer, computeMaterial ] } }