/**************************************************************************** ** ** Copyright (C) 2019 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 2.14 import Qt3D.Render 2.14 import Qt3D.Extras 2.14 import Qt3D.Input 2.14 Entity { property alias computeMode: particlesComputeJob.runType function triggerCompute(frames) { particlesComputeJob.trigger(frames) } 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 }, InputSettings {} ] FirstPersonCameraController { camera: sceneCamera } Camera { id: sceneCamera projectionType: CameraLens.PerspectiveProjection viewCenter: Qt.vector3d(0, 0, 0) position: Qt.vector3d(0, 20, -800) nearPlane: 0.1 farPlane: 1000 fieldOfView: 60 } property int particlesCount: 1024 * 1024 readonly property int floatSize: 4 function buildParticlesBuffer() { var byteSizeOfParticleData = 8; var bufferData = new Float32Array(particlesCount * byteSizeOfParticleData); for (var x = 0; x < 1024; ++x) { for (var z = 0; z < 1024; ++z) { var i = x * 1024 + z; var positionIdx = i * byteSizeOfParticleData; var colorIdx = i * byteSizeOfParticleData + 8; bufferData[positionIdx] = -1024 + x * 2; bufferData[positionIdx + 1] = 0; bufferData[positionIdx + 2] = -1024 + z * 2; bufferData[positionIdx + 3] = 1.0; bufferData[colorIdx] = 0.25 + Math.sin(x / 1024) * 0.75; bufferData[colorIdx + 1] = 0.25 + Math.sin(z / 1024) * 0.75; bufferData[colorIdx + 2] = 0.25 + Math.sin(x / 1024) * 0.75; bufferData[colorIdx + 3] = 1.0; } } return bufferData } Buffer { id: particleBuffer type: Buffer.VertexBuffer // struct ParticleData // { // vec3 position; // Aligned to 4 floats // vec3 color; // Aligned to 4 floats // }; data: buildParticlesBuffer() } Attribute { id: particlePositionDataAttribute name: "particlePosition" attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 divisor: 1 byteStride: 8 * floatSize buffer: particleBuffer } Attribute { id: particleColorDataAttribute name: "particleColor" attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 divisor: 1 byteOffset: 4 * floatSize byteStride: 8 * floatSize buffer: particleBuffer } ComputeMaterial { id: computeMaterial dataBuffer: particleBuffer } ComputeCommand { id: particlesComputeJob onRunTypeChanged: { // Don't forget to re-enable the command // when switching back to continuous if (runType === ComputeCommand.Continuous) enabled = true } } Entity { id: particleComputeEntity components: [ particlesComputeJob, computeMaterial ] } SphereGeometry { id: sphereGeometry rings: 10 slices: 10 radius: 1 // Additional Attributes attributes: [ particlePositionDataAttribute, particleColorDataAttribute ] } Entity { id: particleRenderEntity readonly property GeometryRenderer particlesRenderer: GeometryRenderer { instanceCount: particlesCount indexOffset: 0 firstInstance: 0 primitiveType: GeometryRenderer.Triangles geometry: sphereGeometry } components: [ particlesRenderer, computeMaterial ] } }