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/****************************************************************************
**
** Copyright (C) 2017 Juan José Casafranca.
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import QtQuick 2.2 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.9
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
id: sceneRoot
Camera {
id: sceneCamera
projectionType: CameraLens.PerspectiveProjection
upVector: Qt.vector3d(0, 1, 0)
position: Qt.vector3d(0, 0, -800)
viewCenter: Qt.vector3d(0, 0, 0)
nearPlane: 0.1
farPlane: 1000
fieldOfView: 25
aspectRatio: 1.33
}
components: [
RenderSettings {
ComputeFrameGraph {
}
// 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
}
]
function initGraphBuffer() {
var bufferData = new Uint32Array(1024);
for (var i = 0; i < 1024; ++i) {
bufferData[i] = 1;
}
return bufferData
}
Buffer {
id: graphBuffer
objectName: "buffer"
type: Buffer.VertexBuffer
data: initGraphBuffer()
accessType: Buffer.ReadWrite
}
ComputeMaterial {
id: computeMaterial
dataBuffer: graphBuffer
inputSize: 1024
}
Entity {
id: particleComputeEntity
readonly property ComputeCommand particlesComputeJob: ComputeCommand {}
components: [
particlesComputeJob,
computeMaterial
]
}
}