/**************************************************************************** ** ** Copyright (C) 2014 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 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) } Configuration { controlledCamera: camera } components: [ FrameGraph { activeFrameGraph: ForwardRenderer { clearColor: Qt.rgba(0, 0.5, 1, 1) camera: camera } } ] Material { id: instancedPhongMaterial effect: Effect { techniques: Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile minorVersion: 2 majorVersion: 3 } annotations: Annotation { name: "renderingStyle"; value: "forward" } renderPasses: RenderPass { bindings: [ ParameterMapping { parameterName: "pos"; shaderVariableName: "pos"; bindingType: ParameterMapping.Attribute } ] 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 dataType: Attribute.Float dataSize: 3 divisor: 1 buffer: _instanceBuffer } } Entity { id: torusEntity components: [ cylinderMeshInstanced, instancedPhongMaterial ] } }