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/****************************************************************************
**
** 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
}
}
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