// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only /*! \example custominstancing \examplecategory {3D} \ingroup quick3d-examples \title Qt Quick 3D - Custom Instanced Rendering \examplecategory {3D} \brief Demonstrates instancing with custom materials and a C++ instance table. \image custominstancing.jpg This example shows how to create instance data programmatically in C++, and how to use custom materials with instanced rendering. \section1 Custom instancing table We define our table as a subclass of \l {QQuick3DInstancing} and add some properties so we can control it from QML: \snippet custominstancing/cppinstancetable.h properties The virtual function \l {QQuick3DInstancing::getInstanceBuffer}{getInstanceBuffer} is reimplemented to return the instancing data: \snippet custominstancing/cppinstancetable.cpp getInstanceBuffer \section1 Custom material We use a shaded custom material, meaning that Qt gives us the basic implementation, and we just specify additional logic. The only customization we need for the vertex shader is for passing information to the fragment shader. By default, Qt only provides the instance data to the vertex shader, so we pass it on as \c vCustomData. We also calculate the global position of the vertex and make it available as \c vGlobalPosition. \quotefile custominstancing/cubeMaterial.vert The fragment shader performs a simple wave animation for water surfaces. Everything else gets a subtle radial gradient. The difference is determined by the first element of the custom data. \quotefile custominstancing/cubeMaterial.frag \section1 Using the custom table and material in QML We create a custom material using the shaders we made earlier, and add a new property \c uTime. This property is automatically mapped to the corresponding uniform in the fragment shader. \snippet custominstancing/main.qml material Finally, we create our model and apply the custom material and instance table: \snippet custominstancing/main.qml model Note that we only create a single cube: All the heavy lifting is done by the GPU. */