aboutsummaryrefslogtreecommitdiffstats
path: root/src/declarative/particles/qsgcustomparticle.cpp
diff options
context:
space:
mode:
authorAlan Alpert <alan.alpert@nokia.com>2011-07-04 18:15:28 +1000
committerQt by Nokia <qt-info@nokia.com>2011-07-06 10:09:09 +0200
commit29c4b643272a43022081cce063394bac823ab529 (patch)
tree10e4fe15bdf68dec90edac0d67b949a92d9204d5 /src/declarative/particles/qsgcustomparticle.cpp
parent87822d24df32311a50dc87ded55ad4d17e8226f0 (diff)
Squashed Particle System Stateful Rewrite
Add TargetAffector Fix for ParticlePainter offsets Adds a particleStates property to ParticleSystem Augment SpriteGoal to change system states as well Also add 'collidingParticles' list to affector. Particle Stochastic States Now actually working, and you can put emitters, affectors and painters inside their targeted state. Fireworks example uses states instead of delegates. Replaced the delegate example with a text thing. The examples launcher now also contains all the custom examples. Adds CumulativeDirection and working null Affector (for affected signal). Add spaces after all flow control keywords. Change-Id: I77b7e3044a9800dbfff6db833914d63127602cf5 Reviewed-on: http://codereview.qt.nokia.com/968 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'src/declarative/particles/qsgcustomparticle.cpp')
-rw-r--r--src/declarative/particles/qsgcustomparticle.cpp183
1 files changed, 101 insertions, 82 deletions
diff --git a/src/declarative/particles/qsgcustomparticle.cpp b/src/declarative/particles/qsgcustomparticle.cpp
index 46f160ddf4..ba6bf2951c 100644
--- a/src/declarative/particles/qsgcustomparticle.cpp
+++ b/src/declarative/particles/qsgcustomparticle.cpp
@@ -123,6 +123,7 @@ QSGCustomParticle::QSGCustomParticle(QSGItem* parent)
: QSGParticlePainter(parent)
, m_pleaseReset(true)
, m_dirtyData(true)
+ , m_rootNode(0)
{
setFlag(QSGItem::ItemHasContents);
}
@@ -194,6 +195,7 @@ void QSGCustomParticle::reset()
QSGParticlePainter::reset();
m_pleaseReset = true;
+ update();
}
@@ -334,7 +336,7 @@ void QSGCustomParticle::lookThroughShaderCode(const QByteArray &code)
QByteArray name = re.cap(3).toLatin1(); // variable name
if (decl == "attribute") {
- if(!m_source.attributeNames.contains(name))//TODO: Can they add custom attributes?
+ if (!m_source.attributeNames.contains(name))//TODO: Can they add custom attributes?
qWarning() << "Custom Particle: Unknown attribute " << name;
} else {
Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert
@@ -361,90 +363,53 @@ void QSGCustomParticle::lookThroughShaderCode(const QByteArray &code)
QSGNode *QSGCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
- if(m_pleaseReset){
- if(m_node)
- delete m_node;
+ if (m_pleaseReset){
+
//delete m_material;//Shader effect item doesn't regen material?
- m_node = 0;
+ delete m_rootNode;//Automatically deletes children
+ m_rootNode = 0;
+ m_nodes.clear();
m_pleaseReset = false;
m_dirtyData = false;
}
- if(m_system && m_system->isRunning())
+ if (m_system && m_system->isRunning())
prepareNextFrame();
- if (m_node){
- if(oldNode)
- Q_ASSERT(oldNode == m_node);
+ if (m_rootNode){
update();
- m_node->markDirty(QSGNode::DirtyMaterial); //done in buildData?
+ //### Should I be using dirty geometry too/instead?
+ foreach (QSGShaderEffectNode* node, m_nodes)
+ node->markDirty(QSGNode::DirtyMaterial); //done in buildData?
}
- return m_node;
+ return m_rootNode;
}
void QSGCustomParticle::prepareNextFrame(){
- if(!m_node)
- m_node = buildCustomNode();
- if(!m_node)
+ if (!m_rootNode)
+ m_rootNode = buildCustomNodes();
+ if (!m_rootNode)
return;
m_lastTime = m_system->systemSync(this) / 1000.;
- if(m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive.
+ if (m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive.
buildData();
}
-QSGShaderEffectNode* QSGCustomParticle::buildCustomNode()
+QSGShaderEffectNode* QSGCustomParticle::buildCustomNodes()
{
if (m_count * 4 > 0xffff) {
printf("CustomParticle: Too many particles... \n");//####Why is this here?
return 0;
}
- if(m_count <= 0) {
+ if (m_count <= 0) {
printf("CustomParticle: Too few particles... \n");
return 0;
}
- //Create Particle Geometry
- int vCount = m_count * 4;
- int iCount = m_count * 6;
- QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
- PlainVertex *vertices = (PlainVertex *) g->vertexData();
- for (int p=0; p<m_count; ++p) {
- reload(p);
- vertices[0].tx = 0;
- vertices[0].ty = 0;
-
- vertices[1].tx = 1;
- vertices[1].ty = 0;
-
- vertices[2].tx = 0;
- vertices[2].ty = 1;
-
- vertices[3].tx = 1;
- vertices[3].ty = 1;
- vertices += 4;
- }
- quint16 *indices = g->indexDataAsUShort();
- for (int i=0; i<m_count; ++i) {
- int o = i * 4;
- indices[0] = o;
- indices[1] = o + 1;
- indices[2] = o + 2;
- indices[3] = o + 1;
- indices[4] = o + 3;
- indices[5] = o + 2;
- indices += 6;
- }
-
updateProperties();
- QSGShaderEffectNode* node = new QSGShaderEffectNode();
-
-
- node->setGeometry(g);
- node->setMaterial(&m_material);
QSGShaderEffectProgram s = m_source;
if (s.fragmentCode.isEmpty())
@@ -452,66 +417,120 @@ QSGShaderEffectNode* QSGCustomParticle::buildCustomNode()
if (s.vertexCode.isEmpty())
s.vertexCode = qt_particles_default_vertex_code;
m_material.setProgramSource(s);
- return node;
+ foreach (const QString &str, m_particles){
+ int gIdx = m_system->m_groupIds[str];
+ int count = m_system->m_groupData[gIdx]->size();
+ //Create Particle Geometry
+ int vCount = count * 4;
+ int iCount = count * 6;
+ QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
+ g->setDrawingMode(GL_TRIANGLES);
+ PlainVertex *vertices = (PlainVertex *) g->vertexData();
+ for (int p=0; p < count; ++p) {
+ commit(gIdx, p);
+ vertices[0].tx = 0;
+ vertices[0].ty = 0;
+
+ vertices[1].tx = 1;
+ vertices[1].ty = 0;
+
+ vertices[2].tx = 0;
+ vertices[2].ty = 1;
+
+ vertices[3].tx = 1;
+ vertices[3].ty = 1;
+ vertices += 4;
+ }
+ quint16 *indices = g->indexDataAsUShort();
+ for (int i=0; i < count; ++i) {
+ int o = i * 4;
+ indices[0] = o;
+ indices[1] = o + 1;
+ indices[2] = o + 2;
+ indices[3] = o + 1;
+ indices[4] = o + 3;
+ indices[5] = o + 2;
+ indices += 6;
+ }
+
+ QSGShaderEffectNode* node = new QSGShaderEffectNode();
+
+ node->setGeometry(g);
+ node->setMaterial(&m_material);
+ node->markDirty(QSGNode::DirtyMaterial);
+
+ m_nodes.insert(gIdx, node);
+ }
+ foreach (QSGShaderEffectNode* node, m_nodes){
+ if (node == *(m_nodes.begin()))
+ continue;
+ (*(m_nodes.begin()))->appendChildNode(node);
+ }
+
+ return *(m_nodes.begin());
}
static const QByteArray timestampName("timestamp");
void QSGCustomParticle::buildData()
{
- if(!m_node)//Operates on m_node
+ if (!m_rootNode)
return;
QVector<QPair<QByteArray, QVariant> > values;
QVector<QPair<QByteArray, QPointer<QSGItem> > > textures;
const QVector<QPair<QByteArray, QPointer<QSGItem> > > &oldTextures = m_material.textureProviders();
-
- for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin();
- it != m_source.uniformNames.end(); ++it) {
- values.append(qMakePair(*it, property(*it)));
- }
for (int i = 0; i < oldTextures.size(); ++i) {
QSGTextureProvider *oldSource = QSGTextureProvider::from(oldTextures.at(i).second);
if (oldSource && oldSource->textureChangedSignal())
- disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), m_node, SLOT(markDirtyTexture()));
+ foreach (QSGShaderEffectNode* node, m_nodes)
+ disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), node, SLOT(markDirtyTexture()));
}
for (int i = 0; i < m_sources.size(); ++i) {
const SourceData &source = m_sources.at(i);
textures.append(qMakePair(source.name, source.item));
QSGTextureProvider *t = QSGTextureProvider::from(source.item);
if (t && t->textureChangedSignal())
- connect(source.item, t->textureChangedSignal(), m_node, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ foreach (QSGShaderEffectNode* node, m_nodes)
+ connect(source.item, t->textureChangedSignal(), node, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ }
+ for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin();
+ it != m_source.uniformNames.end(); ++it) {
+ values.append(qMakePair(*it, property(*it)));
}
values.append(qMakePair(timestampName, QVariant(m_lastTime)));
m_material.setUniforms(values);
m_material.setTextureProviders(textures);
- m_node->markDirty(QSGNode::DirtyMaterial);
m_dirtyData = false;
+ foreach (QSGShaderEffectNode* node, m_nodes)
+ node->markDirty(QSGNode::DirtyMaterial);
}
-void QSGCustomParticle::initialize(int idx)
+void QSGCustomParticle::initialize(int gIdx, int pIdx)
{
- m_data[idx]->r = rand()/(qreal)RAND_MAX;
+ QSGParticleData* datum = m_system->m_groupData[gIdx]->data[pIdx];
+ datum->r = rand()/(qreal)RAND_MAX;
}
-void QSGCustomParticle::reload(int idx)
+void QSGCustomParticle::commit(int gIdx, int pIdx)
{
- if (m_node == 0)
+ if (m_nodes[gIdx] == 0)
return;
- PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData();
- PlainVertex *vertices = (PlainVertex *)&particles[idx];
+ QSGParticleData* datum = m_system->m_groupData[gIdx]->data[pIdx];
+ PlainVertices *particles = (PlainVertices *) m_nodes[gIdx]->geometry()->vertexData();
+ PlainVertex *vertices = (PlainVertex *)&particles[pIdx];
for (int i=0; i<4; ++i) {
- vertices[i].x = m_data[idx]->x - m_systemOffset.x();
- vertices[i].y = m_data[idx]->y - m_systemOffset.y();
- vertices[i].t = m_data[idx]->t;
- vertices[i].lifeSpan = m_data[idx]->lifeSpan;
- vertices[i].size = m_data[idx]->size;
- vertices[i].endSize = m_data[idx]->endSize;
- vertices[i].sx = m_data[idx]->sx;
- vertices[i].sy = m_data[idx]->sy;
- vertices[i].ax = m_data[idx]->ax;
- vertices[i].ay = m_data[idx]->ay;
- vertices[i].r = m_data[idx]->r;
+ vertices[i].x = datum->x - m_systemOffset.x();
+ vertices[i].y = datum->y - m_systemOffset.y();
+ vertices[i].t = datum->t;
+ vertices[i].lifeSpan = datum->lifeSpan;
+ vertices[i].size = datum->size;
+ vertices[i].endSize = datum->endSize;
+ vertices[i].sx = datum->sx;
+ vertices[i].sy = datum->sy;
+ vertices[i].ax = datum->ax;
+ vertices[i].ay = datum->ay;
+ vertices[i].r = datum->r;
}
}