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import QtQuick
import QtQuick.Window
import QtQuick3D
import QtQuick3D.Helpers
Window {
id: window
visible: true
width: 640
height: 480
title: qsTr("10,000 Cubes (draw call overhead)")
property int countX: 25
property int countY: 20
property int countZ: 20
property vector3d cubeRotation: Qt.vector3d(0, 0, 0)
// Uncomment to see performance when animating 10,000 cubes individually
// NumberAnimation {
// target: window
// property: "cubeRotation.x"
// duration: 1000
// from: 0
// to: 360
// running: true
// loops: -1
// }
Rectangle {
anchors.fill: parent
gradient: Gradient {
GradientStop { position: 0.0; color: "#d2ff52" }
GradientStop { position: 1.0; color: "#91e842" }
}
Text {
anchors.fill: parent
text: countX * countY * countZ
fontSizeMode: Text.Fit
color: "white"
minimumPointSize: 128
font.pointSize: 512
horizontalAlignment: Text.AlignHCenter
verticalAlignment: Text.AlignVCenter
renderType: Text.NativeRendering
}
}
Component {
id: simpleCube
Model {
source: "#Cube"
scale: Qt.vector3d(0.1, 0.1, 0.1)
eulerRotation: window.cubeRotation
materials: PrincipledMaterial {
baseColor: "white"
}
}
}
View3D {
id: view
anchors.fill: parent
DirectionalLight {
color: "red"
}
DirectionalLight {
color: "green"
eulerRotation: Qt.vector3d(0, 180, 0)
}
Node {
id: cameraSpinner
position: Qt.vector3d(0, 0, 0);
PerspectiveCamera {
id: camera
position: Qt.vector3d(0, 0, 700)
}
eulerRotation: Qt.vector3d(0, 90, 0)
SequentialAnimation on eulerRotation.y {
loops: Animation.Infinite
PropertyAnimation {
duration: 10000;
from: 0
to: 360
}
}
}
Keys.onPressed: (event)=> {
switch (event.key) {
case Qt.Key_C:
camera.frustumCullingEnabled = !camera.frustumCullingEnabled
break;
case Qt.Key_Up:
camera.position.z -= 100
break;
case Qt.Key_Down:
camera.position.z += 100
break;
}
}
}
Timer {
running: true
onTriggered: {
let spacing = 20.0;
let offsetX = -spacing * countX * 0.5;
let offsetY = -spacing * countY * 0.5;
let offsetZ = spacing * countZ * 0.5;
frustumCullingComponent.createObject(debugView.layout)
for(var x = 0; x < countX; ++x) {
for(var y = 0; y < countY; ++y) {
for(var z = 0; z < countZ; ++z) {
let opacity = (z % 2) ? 1.0 : 0.5;
let posX = offsetX + x * spacing;
let posY = offsetY + y * spacing;
let posZ = offsetZ - z * spacing;
simpleCube.createObject(view.scene, {"x": posX, "y": posY, "z": posZ, "opacity": opacity})
}
}
}
}
}
Component {
id: frustumCullingComponent
Text {
text: "Frustum culling: " + camera.frustumCullingEnabled
font.pointSize: 9
color: "white"
}
}
DebugView {
id: debugView
source: view
}
}
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