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authorAlan Alpert <alan.alpert@nokia.com>2012-01-17 20:02:30 +1000
committerQt by Nokia <qt-info@nokia.com>2012-01-23 07:38:34 +0100
commiteed81bda805e05ea7bbd486ab7d198f7ca45d2ed (patch)
tree67805283499d5f1e5597129e8797a2785af32ceb
parent658728c1397e1523d8293956815325f2269e4ffb (diff)
Per-frame Sprites patch three
interpolation bools work with the new sprite rendering approach. Giant sprite images that get split into multiple rows now work with the new sprite rendering approach (or even at all). Change-Id: I7f3e09684622f523564802c7634361b6fe363676 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
-rw-r--r--src/quick/items/qquickspriteengine.cpp127
-rw-r--r--src/quick/items/qquickspriteengine_p.h13
-rw-r--r--src/quick/items/qquickspriteimage.cpp4
-rw-r--r--src/quick/particles/qquickimageparticle.cpp12
4 files changed, 120 insertions, 36 deletions
diff --git a/src/quick/items/qquickspriteengine.cpp b/src/quick/items/qquickspriteengine.cpp
index bf9d33bd03..495957f442 100644
--- a/src/quick/items/qquickspriteengine.cpp
+++ b/src/quick/items/qquickspriteengine.cpp
@@ -54,19 +54,17 @@ QT_BEGIN_NAMESPACE
*/
QQuickStochasticEngine::QQuickStochasticEngine(QObject *parent) :
- QObject(parent), m_timeOffset(0)
+ QObject(parent), m_timeOffset(0), m_addAdvance(false)
{
//Default size 1
setCount(1);
- m_advanceTime.start();
}
QQuickStochasticEngine::QQuickStochasticEngine(QList<QQuickStochasticState*> states, QObject *parent) :
- QObject(parent), m_states(states), m_timeOffset(0)
+ QObject(parent), m_states(states), m_timeOffset(0), m_addAdvance(false)
{
//Default size 1
setCount(1);
- m_advanceTime.start();
}
QQuickStochasticEngine::~QQuickStochasticEngine()
@@ -102,24 +100,39 @@ int QQuickSpriteEngine::maxFrames()
TODO: All these calculations should be pre-calculated and cached during initialization for a significant performance boost
TODO: Above idea needs to have the varying duration offset added to it
*/
+//TODO: Should these be adding advanceTime as well?
+/*
+ To get these working with duration=-1, m_startTimes will be messed with should duration=-1
+ m_startTimes will be set in advance/restart to 0->(m_framesPerRow-1) and can be used directly as extra.
+ This makes it 'frame' instead, but is more memory efficient than two arrays and less hideous than a vector of unions.
+*/
int QQuickSpriteEngine::spriteState(int sprite)
{
int state = m_things[sprite];
if (!m_sprites[state]->m_generatedCount)
return state;
- int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
- int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ int extra;
+ if (m_sprites[state]->duration() < 0) {
+ extra = m_startTimes[sprite];
+ } else {
+ if (!m_duration[sprite])
+ return state;
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ }
return state + extra;
}
int QQuickSpriteEngine::spriteStart(int sprite)
{
+ if (!m_duration[sprite])
+ return m_timeOffset;
int state = m_things[sprite];
if (!m_sprites[state]->m_generatedCount)
return m_startTimes[sprite];
int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
- return state + extra*rowDuration;
+ return m_startTimes[sprite] + extra*rowDuration;
}
int QQuickSpriteEngine::spriteFrames(int sprite)
@@ -127,19 +140,28 @@ int QQuickSpriteEngine::spriteFrames(int sprite)
int state = m_things[sprite];
if (!m_sprites[state]->m_generatedCount)
return m_sprites[state]->frames();
- int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
- int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ int extra;
+ if (m_sprites[state]->duration() < 0) {
+ extra = m_startTimes[sprite];
+ } else {
+ if (!m_duration[sprite])
+ return state;
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ }
if (extra == m_sprites[state]->m_generatedCount - 1)//last state
return m_sprites[state]->frames() % m_sprites[state]->m_framesPerRow;
else
return m_sprites[state]->m_framesPerRow;
}
-int QQuickSpriteEngine::spriteDuration(int sprite)
+int QQuickSpriteEngine::spriteDuration(int sprite)//Full duration, not per frame
{
+ if (!m_duration[sprite])
+ return m_duration[sprite];
int state = m_things[sprite];
if (!m_sprites[state]->m_generatedCount)
- return m_duration[sprite];
+ return m_duration[sprite] * m_sprites[state]->frames();
int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
if (extra == m_sprites[state]->m_generatedCount - 1)//last state
@@ -153,8 +175,15 @@ int QQuickSpriteEngine::spriteY(int sprite)
int state = m_things[sprite];
if (!m_sprites[state]->m_generatedCount)
return m_sprites[state]->m_rowY;
- int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
- int extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ int extra;
+ if (m_sprites[state]->duration() < 0) {
+ extra = m_startTimes[sprite];
+ } else {
+ if (!m_duration[sprite])
+ return state;
+ int rowDuration = m_duration[sprite] * m_sprites[state]->m_framesPerRow;
+ extra = (m_timeOffset - m_startTimes[sprite])/rowDuration;
+ }
return m_sprites[state]->m_rowY + m_sprites[state]->m_frameHeight * extra;
}
@@ -205,6 +234,7 @@ QImage QQuickSpriteEngine::assembledImage()
int maxSize = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);
+ //qDebug() << "MAX TEXTURE SIZE" << maxSize;
foreach (QQuickStochasticState* s, m_states){
QQuickSprite* sprite = qobject_cast<QQuickSprite*>(s);
if (sprite)
@@ -235,8 +265,11 @@ QImage QQuickSpriteEngine::assembledImage()
static int divRoundUp(int a, int b){return (a+b-1)/b;}
};
int rowsNeeded = helper::divRoundUp(state->frames(), (maxSize / state->frameWidth()));
- if (rowsNeeded * state->frameHeight() > maxSize){
- qWarning() << "SpriteEngine: Animation too large to fit in one texture..." << state->source().toLocalFile();
+ if (h + rowsNeeded * state->frameHeight() > maxSize){
+ if (rowsNeeded * state->frameHeight() > maxSize)
+ qWarning() << "SpriteEngine: Animation too large to fit in one texture:" << state->source().toLocalFile();
+ else
+ qWarning() << "SpriteEngine: Animations too large to fit in one texture, pushed over the edge by:" << state->source().toLocalFile();
qWarning() << "SpriteEngine: Your texture max size today is " << maxSize;
}
state->m_generatedCount = rowsNeeded;
@@ -333,29 +366,71 @@ void QQuickStochasticEngine::stop(int index)
void QQuickStochasticEngine::restart(int index)
{
- m_startTimes[index] = m_timeOffset + m_advanceTime.elapsed();
+ m_startTimes[index] = m_timeOffset;
+ if (m_addAdvance)
+ m_startTimes[index] += m_advanceTime.elapsed();
int time = m_duration[index] * m_states[m_things[index]]->frames() + m_startTimes[index];
for (int i=0; i<m_stateUpdates.count(); i++)
m_stateUpdates[i].second.removeAll(index);
- if (m_duration[index] > 0)
+ if (m_duration[index] >= 0)
addToUpdateList(time, index);
}
-// Doesn't remove from update list. If you want to cancel pending timed updates, call restart() first.
-// Usually sprites are either manually advanced or in the list, and mixing is not recommended anyways.
+void QQuickSpriteEngine::restart(int index) //Reimplemented to recognize and handle pseudostates
+{
+ if (m_sprites[m_things[index]]->duration() < 0) {//Manually advanced
+ m_startTimes[index] = 0;
+ } else {
+ m_startTimes[index] = m_timeOffset;
+ if (m_addAdvance)
+ m_startTimes[index] += m_advanceTime.elapsed();
+ int time = spriteDuration(index) + m_startTimes[index];
+ for (int i=0; i<m_stateUpdates.count(); i++)
+ m_stateUpdates[i].second.removeAll(index);
+ addToUpdateList(time, index);
+ }
+}
+
void QQuickStochasticEngine::advance(int idx)
{
if (idx >= m_things.count())
return;//TODO: Proper fix(because this has happened and I just ignored it)
- int stateIdx = m_things[idx];
- int nextIdx = nextState(stateIdx,idx);
+ int nextIdx = nextState(m_things[idx],idx);
+ m_things[idx] = nextIdx;
+ m_duration[idx] = m_states[nextIdx]->variedDuration();
+ restart(idx);
+ emit m_states[nextIdx]->entered();
+ emit stateChanged(idx);
+}
+
+void QQuickSpriteEngine::advance(int idx) //Reimplemented to recognize and handle pseudostates
+{
+ if (idx >= m_things.count())
+ return;//TODO: Proper fix(because this has happened and I just ignored it)
+ if (m_duration[idx] == 0) {
+ if (m_sprites[m_things[idx]]->duration() < 0) {
+ //Manually called, advance inner substate count
+ m_startTimes[idx]++;
+ if (m_startTimes[idx] < m_sprites[m_things[idx]]->m_generatedCount) {
+ //only a pseudostate ended
+ emit stateChanged(idx);
+ return;
+ }
+ }
+ //just go past the pseudostate logic
+ } else if (m_startTimes[idx] + m_duration[idx] * m_states[m_things[idx]]->frames()
+ > m_timeOffset + (m_addAdvance ? m_advanceTime.elapsed() : 0)) {
+ //only a pseduostate ended
+ emit stateChanged(idx);
+ addToUpdateList(m_timeOffset + spriteDuration(idx), idx);
+ return;
+ }
+ int nextIdx = nextState(m_things[idx],idx);
m_things[idx] = nextIdx;
m_duration[idx] = m_states[nextIdx]->variedDuration();
- m_startTimes[idx] = m_timeOffset;//This will be the last time updateSprites was called
+ restart(idx);
emit m_states[nextIdx]->entered();
- emit stateChanged(idx); //TODO: emit this when a psuedostate changes too(but manually in SpriteEngine)
- if (m_duration[idx] >= 0)
- addToUpdateList((m_duration[idx] * m_states[nextIdx]->frames()) + m_startTimes[idx], idx);
+ emit stateChanged(idx);
}
int QQuickStochasticEngine::nextState(int curState, int curThing)
@@ -397,6 +472,7 @@ uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a lis
{
//Sprite State Update;
m_timeOffset = time;
+ m_addAdvance = false;
while (!m_stateUpdates.isEmpty() && time >= m_stateUpdates.first().first){
foreach (int idx, m_stateUpdates.first().second)
advance(idx);
@@ -404,6 +480,7 @@ uint QQuickStochasticEngine::updateSprites(uint time)//### would returning a lis
}
m_advanceTime.start();
+ m_addAdvance = true;
if (m_stateUpdates.isEmpty())
return -1;
return m_stateUpdates.first().first;
diff --git a/src/quick/items/qquickspriteengine_p.h b/src/quick/items/qquickspriteengine_p.h
index 926bb68435..48ef6c305e 100644
--- a/src/quick/items/qquickspriteengine_p.h
+++ b/src/quick/items/qquickspriteengine_p.h
@@ -212,7 +212,8 @@ public:
void setGoal(int state, int sprite=0, bool jump=false);
void start(int index=0, int state=0);
- void advance(int index=0);//Sends state to the next chosen state, unlike goal.
+ virtual void restart(int index=0);
+ virtual void advance(int index=0);//Sends state to the next chosen state, unlike goal.
void stop(int index=0);
int curState(int index=0) {return m_things[index];}
@@ -245,7 +246,6 @@ public slots:
protected:
friend class QQuickParticleSystem;
- void restart(int index);
void addToUpdateList(uint t, int idx);
int nextState(int curState, int idx=0);
int goalSeek(int curState, int idx, int dist=-1);
@@ -262,6 +262,7 @@ protected:
QString m_globalGoal;
int m_maxFrames;
int m_imageStateCount;
+ bool m_addAdvance;
};
class QQuickSpriteEngine : public QQuickStochasticEngine
@@ -281,14 +282,18 @@ public:
int spriteState(int sprite=0);
int spriteStart(int sprite=0);
int spriteFrames(int sprite=0);
- int spriteDuration(int sprite=0);
+ int spriteDuration(int sprite=0);//Full duration, not per frame
int spriteX(int /* sprite */ = 0) { return 0; }//Currently all rows are 0 aligned, if we get more space efficient we might change this
int spriteY(int sprite=0);
int spriteWidth(int sprite=0);
int spriteHeight(int sprite=0);
- int spriteCount();//Like state count, but for the image states
+ int spriteCount();//Like state count
int maxFrames();
+ QString realName(int sprite=0);//Gives the parent sprite name for pseudosprites
QImage assembledImage();
+
+ virtual void restart(int index=0);
+ virtual void advance(int index=0);
private:
QList<QQuickSprite*> m_sprites;
};
diff --git a/src/quick/items/qquickspriteimage.cpp b/src/quick/items/qquickspriteimage.cpp
index 692e6820d3..1819decf10 100644
--- a/src/quick/items/qquickspriteimage.cpp
+++ b/src/quick/items/qquickspriteimage.cpp
@@ -435,8 +435,8 @@ void QQuickSpriteImage::prepareNextFrame()
//Advance Sprite
qreal animT = m_spriteEngine->spriteStart()/1000.0;
- qreal frameDuration = m_spriteEngine->spriteDuration();
qreal frameCount = m_spriteEngine->spriteFrames();
+ qreal frameDuration = m_spriteEngine->spriteDuration()/frameCount;
double frameAt;
qreal progress;
if (frameDuration > 0) {
@@ -467,7 +467,7 @@ void QQuickSpriteImage::prepareNextFrame()
m_material->animY2 = y;
m_material->animW = w;
m_material->animH = h;
- m_material->animT = progress;
+ m_material->animT = m_interpolate ? progress : 0.0;
}
QT_END_NAMESPACE
diff --git a/src/quick/particles/qquickimageparticle.cpp b/src/quick/particles/qquickimageparticle.cpp
index 9d75c4bb22..b8b05f2330 100644
--- a/src/quick/particles/qquickimageparticle.cpp
+++ b/src/quick/particles/qquickimageparticle.cpp
@@ -1475,11 +1475,14 @@ void QQuickImageParticle::spritesUpdate(qreal time)
// This is particularly important for cut-up sprites.
QQuickParticleData* datum = (mainDatum->animationOwner == this ? mainDatum : getShadowDatum(mainDatum));
double frameAt;
- qreal progress;
+ qreal progress = 0;
if (datum->frameDuration > 0) {
qreal frame = (time - datum->animT)/(datum->frameDuration / 1000.0);
frame = qBound((qreal)0.0, frame, (qreal)((qreal)datum->frameCount - 1.0));//Stop at count-1 frames until we have between anim interpolation
- progress = modf(frame,&frameAt);
+ if (m_spritesInterpolate)
+ progress = modf(frame,&frameAt);
+ else
+ modf(frame,&frameAt);
} else {
datum->frameAt++;
if (datum->frameAt >= datum->frameCount){
@@ -1492,7 +1495,6 @@ void QQuickImageParticle::spritesUpdate(qreal time)
}
}
frameAt = datum->frameAt;
- progress = 0;
}
QSizeF sheetSize = getState<ImageMaterialData>(m_material)->animSheetSize;
qreal y = datum->animY / sheetSize.height();
@@ -1544,7 +1546,7 @@ void QQuickImageParticle::spriteAdvance(int spriteIdx)
datum->animIdx = m_spriteEngine->spriteState(spriteIdx);
datum->animT = m_spriteEngine->spriteStart(spriteIdx)/1000.0;
datum->frameCount = m_spriteEngine->spriteFrames(spriteIdx);
- datum->frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
+ datum->frameDuration = m_spriteEngine->spriteDuration(spriteIdx) / datum->frameCount;
datum->animX = m_spriteEngine->spriteX(spriteIdx);
datum->animY = m_spriteEngine->spriteY(spriteIdx);
datum->animWidth = m_spriteEngine->spriteWidth(spriteIdx);
@@ -1586,7 +1588,7 @@ void QQuickImageParticle::initialize(int gIdx, int pIdx)
if (m_spriteEngine){
m_spriteEngine->start(spriteIdx);
writeTo->frameCount = m_spriteEngine->spriteFrames(spriteIdx);
- writeTo->frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
+ writeTo->frameDuration = m_spriteEngine->spriteDuration(spriteIdx) / writeTo->frameCount;
writeTo->animIdx = 0;//Always starts at 0
writeTo->frameAt = -1;
writeTo->animX = m_spriteEngine->spriteX(spriteIdx);