/**************************************************************************** ** ** Copyright (C) 2014 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. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. 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.Input 2.0 import Qt3D.Extras 2.0 import QtQuick 2.2 as QQ2 Entity { id: sceneRoot Camera { id: camera projectionType: CameraLens.PerspectiveProjection fieldOfView: 22.5 aspectRatio: 16/9 nearPlane : 0.1 farPlane : 1000.0 position: Qt.vector3d(9.5, 7.0, 45.0) upVector: Qt.vector3d(0.0, 1.0, 0.0) viewCenter: Qt.vector3d(9.5, 0.5, 0.0) } FirstPersonCameraController { camera: camera } components: [ RenderSettings { activeFrameGraph: ForwardRenderer { clearColor: Qt.rgba(0, 0.5, 1, 1) camera: camera } }, // Event Source will be set by the Qt3DQuickWindow InputSettings { } ] Material { id: instancedPhongMaterial effect: Effect { techniques: Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile minorVersion: 2 majorVersion: 3 } filterKeys: FilterKey { name: "renderingStyle"; value: "forward" } renderPasses: RenderPass { shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/instanced.vert") fragmentShaderCode: loadSource("qrc:/instanced.frag") } } } } } // Create a GeometryRenderer component that uses the standard CylinderGeometry to // create the base vertex and index data buffers and attributes. GeometryRenderer { id: cylinderMeshInstanced enabled: instanceCount != 0 geometry: CylinderGeometry { rings: 50 slices: 30 radius: 0.3 length: 3.0 attributes: [ instanceDataAttribute ] } // Use our buffer created from C++ as per-instance position data to render // many instances (copies) of the base cylinder geometry in a single OpenGL // draw call where supported (OpenGL >=3.3 or OpenGL ES 3). On older versions // of OpenGL the instancing is emulated on the CPU using multiple draw calls. QQ2.SequentialAnimation { running: true loops: QQ2.Animation.Infinite QQ2.NumberAnimation { target: cylinderMeshInstanced property: "instanceCount" duration: 5000 from: 0 to: _instanceBuffer.instanceCount } QQ2.PauseAnimation { duration: 3000 } QQ2.NumberAnimation { target: cylinderMeshInstanced property: "instanceCount" duration: 5000 from: _instanceBuffer.instanceCount to: 0 } QQ2.PauseAnimation { duration: 3000 } } Attribute { id: instanceDataAttribute name: "pos" attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 divisor: 1 buffer: _instanceBuffer } } Entity { id: torusEntity components: [ cylinderMeshInstanced, instancedPhongMaterial ] } }