diff options
author | Qt by Nokia <qt-info@nokia.com> | 2011-04-27 14:13:26 +0200 |
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committer | axis <qt-info@nokia.com> | 2011-04-27 14:40:44 +0200 |
commit | a129444bb0156c936900dbd2f12bd9f427ff366c (patch) | |
tree | e2e8e77f185d5a5ac32ea0a96cd9945c742e8663 /src/imports/particles/spriteparticle.cpp | |
parent | 885735d011472bcfbb96e688d9e64553d7fe9d4b (diff) |
Initial import from qtquick2.
Branched from the monolithic repo, Qt qtquick2 branch, at commit
a4a585d2ee907746682846ae6e8a48e19deef469
Diffstat (limited to 'src/imports/particles/spriteparticle.cpp')
-rw-r--r-- | src/imports/particles/spriteparticle.cpp | 450 |
1 files changed, 450 insertions, 0 deletions
diff --git a/src/imports/particles/spriteparticle.cpp b/src/imports/particles/spriteparticle.cpp new file mode 100644 index 0000000000..dcd8f4a89b --- /dev/null +++ b/src/imports/particles/spriteparticle.cpp @@ -0,0 +1,450 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the Declarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "spriteparticle.h" +#include "spritestate.h" +#include "spriteengine.h" +#include "particleemitter.h" +#include <private/qsgcontext_p.h> +#include <private/qsgadaptationlayer_p.h> +#include <qsgnode.h> +#include <qsgtexturematerial.h> +#include <qsgengine.h> +#include <qsgtexture.h> +#include <QFile> +#include <cmath> +#include <qmath.h> +#include <QDebug> + +QT_BEGIN_NAMESPACE + +class SpriteParticlesMaterial : public QSGMaterial +{ +public: + SpriteParticlesMaterial(); + virtual ~SpriteParticlesMaterial(); + virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; } + virtual QSGMaterialShader *createShader() const; + virtual int compare(const QSGMaterial *other) const + { + return this - static_cast<const SpriteParticlesMaterial *>(other); + } + + QSGTexture *texture; + + qreal timestamp; + int framecount; + int animcount; +}; + +SpriteParticlesMaterial::SpriteParticlesMaterial() + : timestamp(0) + , framecount(1) + , animcount(1) +{ + setFlag(Blending, true); +} + +SpriteParticlesMaterial::~SpriteParticlesMaterial() +{ + delete texture; +} + +class SpriteParticlesMaterialData : public QSGMaterialShader +{ +public: + SpriteParticlesMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0) + { + QFile vf(vertexFile ? vertexFile : ":resources/spritevertex.shader"); + vf.open(QFile::ReadOnly); + m_vertex_code = vf.readAll(); + + QFile ff(fragmentFile ? fragmentFile : ":resources/spritefragment.shader"); + ff.open(QFile::ReadOnly); + m_fragment_code = ff.readAll(); + + Q_ASSERT(!m_vertex_code.isNull()); + Q_ASSERT(!m_fragment_code.isNull()); + } + + void deactivate() { + QSGMaterialShader::deactivate(); + + for (int i=0; i<8; ++i) { + m_program.setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0); + } + } + + virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) + { + SpriteParticlesMaterial *m = static_cast<SpriteParticlesMaterial *>(newEffect); + m->texture->bind(); + + m_program.setUniformValue(m_opacity_id, state.opacity()); + m_program.setUniformValue(m_timestamp_id, (float) m->timestamp); + m_program.setUniformValue(m_framecount_id, (float) m->framecount); + m_program.setUniformValue(m_animcount_id, (float) m->animcount); + + if (state.isMatrixDirty()) + m_program.setUniformValue(m_matrix_id, state.combinedMatrix()); + } + + virtual void initialize() { + m_matrix_id = m_program.uniformLocation("matrix"); + m_opacity_id = m_program.uniformLocation("opacity"); + m_timestamp_id = m_program.uniformLocation("timestamp"); + m_framecount_id = m_program.uniformLocation("framecount"); + m_animcount_id = m_program.uniformLocation("animcount"); + } + + virtual const char *vertexShader() const { return m_vertex_code.constData(); } + virtual const char *fragmentShader() const { return m_fragment_code.constData(); } + + virtual char const *const *attributeNames() const { + static const char *attr[] = { + "vPos", + "vTex", + "vData", + "vVec", + "vAnimData", + 0 + }; + return attr; + } + + virtual bool isColorTable() const { return false; } + + int m_matrix_id; + int m_opacity_id; + int m_timestamp_id; + int m_framecount_id; + int m_animcount_id; + + QByteArray m_vertex_code; + QByteArray m_fragment_code; + + static float chunkOfBytes[1024]; +}; +float SpriteParticlesMaterialData::chunkOfBytes[1024]; + +QSGMaterialShader *SpriteParticlesMaterial::createShader() const +{ + return new SpriteParticlesMaterialData; +} + +struct SpriteParticleVertex { + float x; + float y; + float tx; + float ty; + float t; + float lifeSpan; + float size; + float endSize; + float sx; + float sy; + float ax; + float ay; + float animIdx; + float frameDuration; + float frameCount; + float animT; +}; + +struct SpriteParticleVertices { + SpriteParticleVertex v1; + SpriteParticleVertex v2; + SpriteParticleVertex v3; + SpriteParticleVertex v4; +}; + +SpriteParticle::SpriteParticle(QSGItem *parent) : + ParticleType(parent) + , m_node(0) + , m_material(0) + , m_spriteEngine(0) +{ + setFlag(ItemHasContents); + } +QDeclarativeListProperty<SpriteState> SpriteParticle::sprites() +{ + return QDeclarativeListProperty<SpriteState>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear); +} + +void SpriteParticle::createEngine() +{ + if(m_spriteEngine) + delete m_spriteEngine; + if(m_sprites.count()) + m_spriteEngine = new SpriteEngine(m_sprites, this); + else + m_spriteEngine = 0; + reset();//###this is probably out of updatePaintNode and shouldn't be +} + +void SpriteParticle::setCount(int c) +{ + ParticleType::setCount(c); + m_pleaseReset = true; +} + +static QSGGeometry::Attribute SpriteParticle_Attributes[] = { + { 0, 2, GL_FLOAT }, // Position + { 1, 2, GL_FLOAT }, // TexCoord + { 2, 4, GL_FLOAT }, // Data + { 3, 4, GL_FLOAT }, // Vectors + { 4, 4, GL_FLOAT } // Colors +}; + +static QSGGeometry::AttributeSet SpriteParticle_AttributeSet = +{ + 5, // Attribute Count + (2 + 2 + 4 + 4 + 4) * sizeof(float), + SpriteParticle_Attributes +}; + + + +QSGGeometryNode* SpriteParticle::buildParticleNode() +{ + if (m_count * 4 > 0xffff) { + qWarning() << "SpriteParticle: too many particles..."; + return 0; + } + + if (m_count * 4 == 0) { + qWarning() << "SpriteParticle: No particles..."; + return 0; + } + + if (!m_spriteEngine) { + qWarning() << "SpriteParticle: No sprite engine..."; + return 0; + } + + if (m_material) { + delete m_material; + m_material = 0; + } + + m_material = new SpriteParticlesMaterial(); + + QImage image = m_spriteEngine->assembledImage(); + if(image.isNull()) + return 0; + m_material->texture = sceneGraphEngine()->createTextureFromImage(image); + m_material->texture->setFiltering(QSGTexture::Linear); + m_material->framecount = m_spriteEngine->maxFrames(); + m_spriteEngine->setCount(m_count); + + int vCount = m_count * 4; + int iCount = m_count * 6; + QSGGeometry *g = new QSGGeometry(SpriteParticle_AttributeSet, vCount, iCount); + g->setDrawingMode(GL_TRIANGLES); + + SpriteParticleVertex *vertices = (SpriteParticleVertex *) g->vertexData(); + for (int p=0; p<m_count; ++p) { + + for (int i=0; i<4; ++i) { + vertices[i].x = 0; + vertices[i].y = 0; + vertices[i].t = -1; + vertices[i].lifeSpan = -1; + vertices[i].size = 0; + vertices[i].endSize = 0; + vertices[i].sx = 0; + vertices[i].sy = 0; + vertices[i].ax = 0; + vertices[i].ay = 0; + vertices[i].animIdx = 0; + vertices[i].frameDuration = 1; + vertices[i].frameCount = 1; + vertices[i].animT = -1; + + } + + vertices[0].tx = 0; + vertices[0].ty = 0; + + vertices[1].tx = 1.0; + vertices[1].ty = 0; + + vertices[2].tx = 0; + vertices[2].ty = 1.0; + + vertices[3].tx = 1.0; + vertices[3].ty = 1.0; + + 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; + } + + + m_node = new QSGGeometryNode(); + m_node->setGeometry(g); + m_node->setMaterial(m_material); + m_last_particle = 0; + return m_node; +} + +void SpriteParticle::vertexCopy(SpriteParticleVertex &b,const ParticleVertex& a) +{ + b.x = a.x + m_systemOffset.x(); + b.y = a.y + m_systemOffset.y(); + b.t = a.t; + b.lifeSpan = a.lifeSpan; + b.size = a.size; + b.endSize = a.endSize; + b.sx = a.sx; + b.sy = a.sy; + b.ax = a.ax; + b.ay = a.ay; +} + +void SpriteParticle::load(ParticleData *d) +{ + if (m_node == 0) //error creating node + return; + + SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData(); + int pos = particleTypeIndex(d); + SpriteParticleVertices &p = particles[pos]; + + // Initial Sprite State + p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = p.v1.t; + p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = 0; + SpriteState* state = m_spriteEngine->state(0); + p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = state->frames(); + p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = state->duration(); + m_spriteEngine->startSprite(pos); + + vertexCopy(p.v1, d->pv); + vertexCopy(p.v2, d->pv); + vertexCopy(p.v3, d->pv); + vertexCopy(p.v4, d->pv); + +} + +void SpriteParticle::reload(ParticleData *d) +{ + if (m_node == 0) //error creating node + return; + + SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData(); + int pos = particleTypeIndex(d); + SpriteParticleVertices &p = particles[pos]; + + vertexCopy(p.v1, d->pv); + vertexCopy(p.v2, d->pv); + vertexCopy(p.v3, d->pv); + vertexCopy(p.v4, d->pv); +} + + +QSGNode *SpriteParticle::updatePaintNode(QSGNode *, UpdatePaintNodeData *) +{ + if(m_pleaseReset){ + if(m_node) + delete m_node; + if(m_material) + delete m_material; + + m_node = 0; + m_material = 0; + m_pleaseReset = false; + } + if(m_system&& m_system->isRunning()) + prepareNextFrame(); + if (m_node){ + update(); + m_node->markDirty(QSGNode::DirtyMaterial); + } + + return m_node; +} + +void SpriteParticle::prepareNextFrame() +{ + if (m_node == 0){ //TODO: Staggered loading (as emitted) (is it just moving this check to load()?) + m_node = buildParticleNode(); + if(m_node == 0) + return; + } + uint timeStamp = m_system->systemSync(this); + + + qreal time = timeStamp / 1000.; + m_material->timestamp = time; + m_material->animcount = m_spriteEngine->stateCount(); + + //Advance State + SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData(); + m_spriteEngine->updateSprites(timeStamp); + for(int i=0; i<m_count; i++){ + SpriteParticleVertices &p = particles[i]; + int curIdx = m_spriteEngine->spriteState(i); + if(curIdx != p.v1.animIdx){ + p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = curIdx; + p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = m_spriteEngine->spriteStart(i)/1000.0; + p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->state(curIdx)->frames(); + p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->state(curIdx)->duration(); + } + } +} + +void SpriteParticle::reset() +{ + ParticleType::reset(); + m_pleaseReset = true; +} + +QT_END_NAMESPACE |