summaryrefslogtreecommitdiff
path: root/examples/qt3d/compute-particles/ComputeMaterial.qml
blob: c1bb5c52801586351a214f0b877adcfb4f22e62d (plain)
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
// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

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 }
    ]

    effect: Effect {
        techniques: [
            Technique {
                renderPasses: [
                    RenderPass {
                        shaderProgram: ShaderProgram {
                            computeShaderCode: loadSource("qrc:/shaders/gl43/particles.comp")
                        }
                        // We set the buffer as the parameter data
                        parameters: [
                            Parameter { name: "Particles"; value: dataBuffer }
                        ]
                    }
                ]
                filterKeys: [
                    FilterKey { name: "type"; value: "compute" }
                ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 4
                    minorVersion: 3
                }
            },
            Technique {
                renderPasses: [
                    RenderPass {
                        shaderProgram: ShaderProgram {
                            vertexShaderCode: loadSource("qrc:/shaders/gl43/particles.vert")
                            fragmentShaderCode: loadSource("qrc:/shaders/gl43/particles.frag")
                        }
                        // We assume the mesh to be drawn will also receive
                        // Vertex buffers attributes that will be used to position and color
                    }
                ]
                filterKeys: [
                    FilterKey { name: "type"; value: "draw" }
                ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 4
                    minorVersion: 3
                }
            },
            Technique {
                renderPasses: [
                    RenderPass {
                        shaderProgram: ShaderProgram {
                            computeShaderCode: loadSource("qrc:/shaders/gl45/particles.comp")
                        }
                        // We set the buffer as the parameter data
                        parameters: [
                            Parameter { name: "Particles"; value: dataBuffer }
                        ]
                    }
                ]
                filterKeys: [
                    FilterKey { name: "type"; value: "compute" }
                ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.RHI
                    profile: GraphicsApiFilter.NoProfile
                    majorVersion: 1
                    minorVersion: 0
                }
            },
            Technique {
                renderPasses: [
                    RenderPass {
                        shaderProgram: ShaderProgram {
                            vertexShaderCode: loadSource("qrc:/shaders/gl45/particles.vert")
                            fragmentShaderCode: loadSource("qrc:/shaders/gl45/particles.frag")
                        }
                        // We assume the mesh to be drawn will also receive
                        // Vertex buffers attributes that will be used to position and color
                    }
                ]
                filterKeys: [
                    FilterKey { name: "type"; value: "draw" }
                ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.RHI
                    profile: GraphicsApiFilter.NoProfile
                    majorVersion: 1
                    minorVersion: 0
                }
            }
        ] // techniques
    }
}