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authorAlan Alpert <alan.alpert@nokia.com>2011-08-22 19:00:16 +1000
committerQt by Nokia <qt-info@nokia.com>2011-08-24 04:23:40 +0200
commitd469d39a92cda540adeb9c36b533781c4a801b75 (patch)
treeebab0bafa74de0d45c8a84ca1afb41f4e7380b02
parent2d0477537e1a0c06572ef24736ce13d7f56350e6 (diff)
Switch to using one shader and #ifdefs
Also clean up the shader code a little Change-Id: I98062ae729c145901e1d218a698672672ca1bf26 Reviewed-on: http://codereview.qt.nokia.com/3298 Reviewed-by: Qt Sanity Bot <qt_sanity_bot@ovi.com> Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
-rw-r--r--src/declarative/particles/defaultshaders/imagefragment.shader54
-rw-r--r--src/declarative/particles/defaultshaders/imagevertex.shader119
-rw-r--r--src/declarative/particles/defaultshaders/spritevertex.shader37
-rw-r--r--src/declarative/particles/particles.qrc12
-rw-r--r--src/declarative/particles/qsgimageparticle.cpp44
5 files changed, 231 insertions, 35 deletions
diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader
new file mode 100644
index 0000000000..5286c8519a
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/imagefragment.shader
@@ -0,0 +1,54 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+#ifdef SPRITE
+varying highp vec4 fTexS;
+#else
+#ifdef DEFORM //First non-pointsprite
+varying highp vec2 fTex;
+#endif
+#endif
+#ifdef COLOR
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+#ifdef TABLE
+varying lowp vec2 tt;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform sampler2D sizetable;
+#endif
+
+void main() {
+#ifdef SPRITE
+ gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)
+ * fColor
+ * texture2D(colortable, tt)
+ * (texture2D(opacitytable, tt).w * qt_Opacity);
+#else
+#ifdef TABLE
+ highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, tt).w) + 0.5);
+ lowp vec4 color;
+ if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves
+ color = texture2D(texture, tex);//TODO: Replace with uniform array in vertex shader
+ }else{
+ color = vec4(0.,0.,0.,0.);
+ }
+ gl_FragColor = color
+ * fColor
+ * texture2D(colortable, tt)
+ * (texture2D(opacitytable,tt).w * qt_Opacity);
+#else
+#ifdef DEFORM
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+#else
+#ifdef COLOR
+ gl_FragColor = (texture2D(texture, gl_PointCoord)) * fColor * qt_Opacity;
+#else
+ gl_FragColor = texture2D(texture, gl_PointCoord) * (fFade * qt_Opacity);
+#endif //COLOR
+#endif //DEFORM
+#endif //TABLE
+#endif //SPRITE
+}
diff --git a/src/declarative/particles/defaultshaders/imagevertex.shader b/src/declarative/particles/defaultshaders/imagevertex.shader
new file mode 100644
index 0000000000..a572d73050
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/imagevertex.shader
@@ -0,0 +1,119 @@
+attribute highp vec2 vPos;
+attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
+attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
+uniform highp float entry;
+#ifdef COLOR
+attribute lowp vec4 vColor;
+#endif
+#ifdef DEFORM
+attribute highp vec2 vTex;
+attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
+attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
+#endif
+#ifdef SPRITE
+attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
+uniform highp float framecount; //maximum of all anims
+uniform highp float animcount;
+#endif
+
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
+#ifdef TABLE
+varying lowp vec2 tt;//y is progress if Sprite mode
+#endif
+#ifdef SPRITE
+varying highp vec4 fTexS;
+#else
+#ifdef DEFORM
+varying highp vec2 fTex;
+#endif
+#endif
+#ifdef COLOR
+varying lowp vec4 fColor;
+#else
+varying lowp float fFade;
+#endif
+
+
+void main() {
+
+ highp float t = (timestamp - vData.x) / vData.y;
+ if (t < 0. || t > 1.){
+#ifdef DEFORM //Not point sprites
+ gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.);
+#else
+ gl_PointSize = 0.;
+#endif
+ return;
+ }
+#ifdef SPRITE
+ //Calculate frame location in texture
+ highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z);
+ tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y;
+
+ frameIndex = floor(frameIndex);
+ fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
+
+ //Next frame is also passed, for interpolation
+ //### Should the next anim be precalculated to allow for interpolation there?
+ if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop
+ frameIndex = mod(frameIndex+1., vAnimData.z);
+ fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
+#else
+#ifdef DEFORM
+ fTex = vTex;
+#endif
+#endif
+ highp float currentSize = mix(vData.z, vData.w, t * t);
+ lowp float fade = 1.;
+ highp float fadeIn = min(t * 10., 1.);
+ highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
+
+ if (entry == 1.)
+ fade = fadeIn * fadeOut;
+ else if(entry == 2.)
+ currentSize = currentSize * fadeIn * fadeOut;
+
+ highp vec2 pos;
+#ifdef DEFORM
+ highp float rotation = vRotation.x + vRotation.y * t * vData.y;
+ if(vRotation.z == 1.0){
+ highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
+ rotation += atan(curVel.y, curVel.x);
+ }
+ highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
+ highp vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5);
+ highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
+ rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
+ /* The readable version:
+ highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
+ highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
+ highp vec2 xRotatedDeform;
+ xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
+ xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
+ highp vec2 yRotatedDeform;
+ yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
+ yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
+ */
+ pos = vPos
+ + rotatedDeform.xy
+ + rotatedDeform.zw
+ + vVec.xy * t * vData.y // apply speed
+ + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
+#else
+ pos = vPos
+ + vVec.xy * t * vData.y // apply speed vector..
+ + 0.5 * vVec.zw * pow(t * vData.y, 2.);
+ gl_PointSize = currentSize;
+#endif
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+
+#ifdef COLOR
+ fColor = vColor * fade;
+#else
+ fFade = fade;
+#endif
+#ifdef TABLE
+ tt.x = t;
+#endif
+}
diff --git a/src/declarative/particles/defaultshaders/spritevertex.shader b/src/declarative/particles/defaultshaders/spritevertex.shader
index c28e74c763..96ce3454b8 100644
--- a/src/declarative/particles/defaultshaders/spritevertex.shader
+++ b/src/declarative/particles/defaultshaders/spritevertex.shader
@@ -1,28 +1,41 @@
attribute highp vec2 vPos;
-attribute highp vec2 vTex;
attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
+#ifdef COLOR
attribute lowp vec4 vColor;
+#endif
+#ifdef DEFORM
+attribute highp vec2 vTex;
attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector
attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate
+#endif
+#ifdef SPRITE
attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
-
-uniform highp mat4 qt_Matrix;
-uniform highp float timestamp;
uniform highp float framecount; //maximum of all anims
uniform highp float animcount;
+#endif
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
+#ifdef TABLE
varying lowp float tt;
+#endif
+#ifdef SPRITE
+varying lowp float progress;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
-varying lowp float progress;
+#elseif DEFORM
+varying highp vec2 fTex;
+#endif
+#ifdef COLOR
varying lowp vec4 fColor;
+#endif
void main() {
highp float t = (timestamp - vData.x) / vData.y;
-
+#ifdef SPRITE
//Calculate frame location in texture
highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z);
progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y;
@@ -55,6 +68,7 @@ void main() {
else
frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
fTexB = frameTex;
+#endif
highp float currentSize = mix(vData.z, vData.w, t * t);
@@ -62,6 +76,7 @@ void main() {
currentSize = 0.;
highp vec2 pos;
+#ifdef DEFORM
highp float rotation = vRotation.x + vRotation.y * t * vData.y;
if(vRotation.z == 1.0){
highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
@@ -82,9 +97,17 @@ void main() {
//- vec2(1,1) * currentSize * 0.5 // 'center'
+ vVec.xy * t * vData.y // apply speed
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
-
+#else
+ pos = vPos
+ + vVec.xy * t * vData.y // apply speed vector..
+ + 0.5 * vVec.zw * pow(t * vData.y, 2.);
+#endif
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+#ifdef COLOR
fColor = vColor;
+#endif
+#ifdef TABLE
tt = t;
+#endif
}
diff --git a/src/declarative/particles/particles.qrc b/src/declarative/particles/particles.qrc
index b9dc3227e0..5403f55266 100644
--- a/src/declarative/particles/particles.qrc
+++ b/src/declarative/particles/particles.qrc
@@ -1,17 +1,9 @@
<RCC>
<qresource prefix="/">
+ <file>defaultshaders/imagefragment.shader</file>
+ <file>defaultshaders/imagevertex.shader</file>
<file>defaultshaders/spriteimagefragment.shader</file>
<file>defaultshaders/spriteimagevertex.shader</file>
- <file>defaultshaders/tabledvertex.shader</file>
- <file>defaultshaders/tabledfragment.shader</file>
- <file>defaultshaders/spritefragment.shader</file>
- <file>defaultshaders/spritevertex.shader</file>
- <file>defaultshaders/deformablefragment.shader</file>
- <file>defaultshaders/deformablevertex.shader</file>
- <file>defaultshaders/coloredvertex.shader</file>
- <file>defaultshaders/coloredfragment.shader</file>
- <file>defaultshaders/simplevertex.shader</file>
- <file>defaultshaders/simplefragment.shader</file>
<file>defaultshaders/identitytable.png</file>
<file>defaultshaders/defaultFadeInOut.png</file>
</qresource>
diff --git a/src/declarative/particles/qsgimageparticle.cpp b/src/declarative/particles/qsgimageparticle.cpp
index aac07b912a..98f098597d 100644
--- a/src/declarative/particles/qsgimageparticle.cpp
+++ b/src/declarative/particles/qsgimageparticle.cpp
@@ -92,13 +92,15 @@ class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
public:
TabledMaterial()
{
- QFile vf(":defaultshaders/tabledvertex.shader");
+ QFile vf(":defaultshaders/imagevertex.shader");
vf.open(QFile::ReadOnly);
- m_vertex_code = vf.readAll();
+ m_vertex_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+ + vf.readAll();
- QFile ff(":defaultshaders/tabledfragment.shader");
+ QFile ff(":defaultshaders/imagefragment.shader");
ff.open(QFile::ReadOnly);
- m_fragment_code = ff.readAll();
+ m_fragment_code = QByteArray("#define TABLE\n#define DEFORM\n#define COLOR\n")
+ + ff.readAll();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -159,13 +161,15 @@ class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData
public:
DeformableMaterial()
{
- QFile vf(":defaultshaders/deformablevertex.shader");
+ QFile vf(":defaultshaders/imagevertex.shader");
vf.open(QFile::ReadOnly);
- m_vertex_code = vf.readAll();
+ m_vertex_code = QByteArray("#define DEFORM\n#define COLOR\n")
+ + vf.readAll();
- QFile ff(":defaultshaders/deformablefragment.shader");
+ QFile ff(":defaultshaders/imagefragment.shader");
ff.open(QFile::ReadOnly);
- m_fragment_code = ff.readAll();
+ m_fragment_code = QByteArray("#define DEFORM\n#define COLOR\n")
+ + ff.readAll();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -211,13 +215,15 @@ class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
public:
SpriteMaterial()
{
- QFile vf(":defaultshaders/spritevertex.shader");
+ QFile vf(":defaultshaders/imagevertex.shader");
vf.open(QFile::ReadOnly);
- m_vertex_code = vf.readAll();
+ m_vertex_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+ + vf.readAll();
- QFile ff(":defaultshaders/spritefragment.shader");
+ QFile ff(":defaultshaders/imagefragment.shader");
ff.open(QFile::ReadOnly);
- m_fragment_code = ff.readAll();
+ m_fragment_code = QByteArray("#define SPRITE\n#define TABLE\n#define DEFORM\n#define COLOR\n")
+ + ff.readAll();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -282,13 +288,15 @@ class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
public:
ColoredMaterial()
{
- QFile vf(":defaultshaders/coloredvertex.shader");
+ QFile vf(":defaultshaders/imagevertex.shader");
vf.open(QFile::ReadOnly);
- m_vertex_code = vf.readAll();
+ m_vertex_code = QByteArray("#define COLOR\n")
+ + vf.readAll();
- QFile ff(":defaultshaders/coloredfragment.shader");
+ QFile ff(":defaultshaders/imagefragment.shader");
ff.open(QFile::ReadOnly);
- m_fragment_code = ff.readAll();
+ m_fragment_code = QByteArray("#define COLOR\n")
+ + ff.readAll();
Q_ASSERT(!m_vertex_code.isNull());
Q_ASSERT(!m_fragment_code.isNull());
@@ -349,11 +357,11 @@ class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
public:
SimpleMaterial()
{
- QFile vf(":defaultshaders/simplevertex.shader");
+ QFile vf(":defaultshaders/imagevertex.shader");
vf.open(QFile::ReadOnly);
m_vertex_code = vf.readAll();
- QFile ff(":defaultshaders/simplefragment.shader");
+ QFile ff(":defaultshaders/imagefragment.shader");
ff.open(QFile::ReadOnly);
m_fragment_code = ff.readAll();