1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152
|
// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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
// 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
]
}
}
|