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authorAlan Alpert <alan.alpert@nokia.com>2011-08-18 20:47:23 +1000
committerQt by Nokia <qt-info@nokia.com>2011-08-23 07:31:41 +0200
commit4ce1af458c67d824fd2412c1a2f847af39b04902 (patch)
treef786222aa56ae69beb50544da991c8b6e4c10bf1 /src
parente30f56ee23b62eb5cd33505b544e7d1fa2766211 (diff)
Add the rest of the tiered shaders to QSGImageParticle
Also simplifies the use of multiple shaders. Change-Id: Ib4e16406865407626e4e736e7daeba4855dc0574 Reviewed-on: http://codereview.qt.nokia.com/3174 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'src')
-rw-r--r--src/declarative/particles/defaultshaders/coloredfragment.shader10
-rw-r--r--src/declarative/particles/defaultshaders/coloredvertex.shader (renamed from src/declarative/particles/defaultshaders/trailsvertex.shader)13
-rw-r--r--src/declarative/particles/defaultshaders/ctfragment.shader11
-rw-r--r--src/declarative/particles/defaultshaders/ctvertex.shader38
-rw-r--r--src/declarative/particles/defaultshaders/deformablefragment.shader5
-rw-r--r--src/declarative/particles/defaultshaders/deformablevertex.shader58
-rw-r--r--src/declarative/particles/defaultshaders/simplefragment.shader3
-rw-r--r--src/declarative/particles/defaultshaders/simplevertex.shader7
-rw-r--r--src/declarative/particles/defaultshaders/spritefragment.shader9
-rw-r--r--src/declarative/particles/defaultshaders/spritevertex.shader54
-rw-r--r--src/declarative/particles/defaultshaders/superfragment.shader11
-rw-r--r--src/declarative/particles/defaultshaders/supervertex.shader57
-rw-r--r--src/declarative/particles/defaultshaders/tabledvertex.shader3
-rw-r--r--src/declarative/particles/defaultshaders/trailsfragment.shader8
-rw-r--r--src/declarative/particles/defaultshaders/ultrafragment.shader16
-rw-r--r--src/declarative/particles/defaultshaders/ultravertex.shader94
-rw-r--r--src/declarative/particles/particles.qrc16
-rw-r--r--src/declarative/particles/qsgimageparticle.cpp835
-rw-r--r--src/declarative/particles/qsgimageparticle_p.h97
19 files changed, 531 insertions, 814 deletions
diff --git a/src/declarative/particles/defaultshaders/coloredfragment.shader b/src/declarative/particles/defaultshaders/coloredfragment.shader
new file mode 100644
index 0000000000..383888b5c7
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/coloredfragment.shader
@@ -0,0 +1,10 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+varying highp vec2 fTex;
+varying lowp vec4 fColor;
+
+void main() {
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+}
+
diff --git a/src/declarative/particles/defaultshaders/trailsvertex.shader b/src/declarative/particles/defaultshaders/coloredvertex.shader
index 7bc1d66b71..d6498f277f 100644
--- a/src/declarative/particles/defaultshaders/trailsvertex.shader
+++ b/src/declarative/particles/defaultshaders/coloredvertex.shader
@@ -4,15 +4,14 @@ attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
attribute lowp vec4 vColor;
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
-varying highp vec2 fTex;
+varying highp vec2 fTex;
varying lowp vec4 fColor;
-void main() {
- fTex = vTex;
+void main() {
+ fTex = vTex;
highp float size = vData.z;
highp float endSize = vData.w;
@@ -28,10 +27,10 @@ void main() {
+ vVec.xy * t * vData.y // apply speed vector..
+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fColor = vColor * fadeIn * fadeOut * opacity;
+ fColor = vColor * (fadeIn * fadeOut);
}
diff --git a/src/declarative/particles/defaultshaders/ctfragment.shader b/src/declarative/particles/defaultshaders/ctfragment.shader
deleted file mode 100644
index a17f5841ca..0000000000
--- a/src/declarative/particles/defaultshaders/ctfragment.shader
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/ctvertex.shader b/src/declarative/particles/defaultshaders/ctvertex.shader
deleted file mode 100644
index b20676cc49..0000000000
--- a/src/declarative/particles/defaultshaders/ctvertex.shader
+++ /dev/null
@@ -1,38 +0,0 @@
-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
-attribute lowp vec4 vColor;
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform sampler2D sizetable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- fTex = vTex;
- highp float size = vData.z;
- highp float endSize = vData.w;
-
- highp float t = (timestamp - vData.x) / vData.y;
-
- highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- highp vec2 pos = vPos
- - currentSize / 2. + currentSize * vTex // adjust size
- + vVec.xy * t * vData.y // apply speed vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
- fColor = vColor;
- tt = t;
-
-}
diff --git a/src/declarative/particles/defaultshaders/deformablefragment.shader b/src/declarative/particles/defaultshaders/deformablefragment.shader
index 494053e319..1ac25ba208 100644
--- a/src/declarative/particles/defaultshaders/deformablefragment.shader
+++ b/src/declarative/particles/defaultshaders/deformablefragment.shader
@@ -1,8 +1,9 @@
uniform sampler2D texture;
+uniform lowp float qt_Opacity;
varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
void main() {
- gl_FragColor = (texture2D(texture, fTex)) * fFade;
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
}
diff --git a/src/declarative/particles/defaultshaders/deformablevertex.shader b/src/declarative/particles/defaultshaders/deformablevertex.shader
index 01570950b1..001998435f 100644
--- a/src/declarative/particles/defaultshaders/deformablevertex.shader
+++ b/src/declarative/particles/defaultshaders/deformablevertex.shader
@@ -4,13 +4,13 @@ attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
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
+attribute lowp vec4 vColor;
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
void main() {
fTex = vTex;
@@ -21,37 +21,35 @@ void main() {
highp float currentSize = mix(size, endSize, t * t);
- highp vec2 pos;
- if (t < 0. || t > 1.){
+ if (t < 0. || t > 1.)
currentSize = 0.;
- pos = vPos;
- }else{
- 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 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
- + xRotatedDeform
- + yRotatedDeform
- //- 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
- }
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+ highp vec2 pos;
+ 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 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
+ + xRotatedDeform
+ + yRotatedDeform
+ //- 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
+
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fFade = fadeIn * fadeOut * opacity;
+ fColor = vColor * (fadeIn * fadeOut);
}
diff --git a/src/declarative/particles/defaultshaders/simplefragment.shader b/src/declarative/particles/defaultshaders/simplefragment.shader
index 494053e319..0b0adaa32b 100644
--- a/src/declarative/particles/defaultshaders/simplefragment.shader
+++ b/src/declarative/particles/defaultshaders/simplefragment.shader
@@ -1,8 +1,9 @@
uniform sampler2D texture;
+uniform lowp float qt_Opacity;
varying highp vec2 fTex;
varying lowp float fFade;
void main() {
- gl_FragColor = (texture2D(texture, fTex)) * fFade;
+ gl_FragColor = texture2D(texture, fTex) * (fFade * qt_Opacity);
}
diff --git a/src/declarative/particles/defaultshaders/simplevertex.shader b/src/declarative/particles/defaultshaders/simplevertex.shader
index f185ef0700..b7542e660e 100644
--- a/src/declarative/particles/defaultshaders/simplevertex.shader
+++ b/src/declarative/particles/defaultshaders/simplevertex.shader
@@ -3,9 +3,8 @@ 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
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
varying highp vec2 fTex;
varying lowp float fFade;
@@ -27,10 +26,10 @@ void main() {
+ vVec.xy * t * vData.y // apply speed vector..
+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fFade = fadeIn * fadeOut * opacity;
+ fFade = fadeIn * fadeOut;
}
diff --git a/src/declarative/particles/defaultshaders/spritefragment.shader b/src/declarative/particles/defaultshaders/spritefragment.shader
index 4d89d69c6a..86002f03fb 100644
--- a/src/declarative/particles/defaultshaders/spritefragment.shader
+++ b/src/declarative/particles/defaultshaders/spritefragment.shader
@@ -1,10 +1,17 @@
uniform sampler2D texture;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform lowp float qt_Opacity;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
varying lowp float progress;
varying lowp vec4 fColor;
+varying lowp float tt;
void main() {
- gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress) * fColor.w;
+ gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
+ * fColor
+ * texture2D(colortable, vec2(tt, 0.5))
+ * (texture2D(opacitytable, vec2(tt, 0.5)).w * qt_Opacity);
}
diff --git a/src/declarative/particles/defaultshaders/spritevertex.shader b/src/declarative/particles/defaultshaders/spritevertex.shader
index 78b8e36b3b..7d89726fc2 100644
--- a/src/declarative/particles/defaultshaders/spritevertex.shader
+++ b/src/declarative/particles/defaultshaders/spritevertex.shader
@@ -1,21 +1,25 @@
attribute highp vec2 vPos;
-attribute highp vec2 vTex;
+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
+attribute lowp vec4 vColor;
+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
attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform lowp float opacity;
+uniform highp mat4 qt_Matrix;
+uniform highp float timestamp;
uniform highp float framecount; //maximum of all anims
uniform highp float animcount;
+varying lowp float tt;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
varying lowp float progress;
varying lowp vec4 fColor;
-void main() {
+
+void main() {
highp float size = vData.z;
highp float endSize = vData.w;
@@ -54,24 +58,36 @@ void main() {
frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
fTexB = frameTex;
- //Applying Size here seems to screw with RockingAffector?
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
- //If affector is mananging pos, they don't set speed?
- highp vec2 pos = vPos
- - currentSize / 2. + currentSize * vTex // adjust size
- + vVec.xy * t * vData.y // apply speed vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
- // calculate opacity
- highp float fadeIn = min(t * 10., 1.);
- highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
+ highp vec2 pos;
+ 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 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
+ + xRotatedDeform
+ + yRotatedDeform
+ //- 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
+
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
+
+ fColor = vColor;
+ tt = t;
- lowp vec4 white = vec4(1.);
- fColor = white * fadeIn * fadeOut * opacity;
}
diff --git a/src/declarative/particles/defaultshaders/superfragment.shader b/src/declarative/particles/defaultshaders/superfragment.shader
deleted file mode 100644
index a17f5841ca..0000000000
--- a/src/declarative/particles/defaultshaders/superfragment.shader
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/supervertex.shader b/src/declarative/particles/defaultshaders/supervertex.shader
deleted file mode 100644
index 432a23ce05..0000000000
--- a/src/declarative/particles/defaultshaders/supervertex.shader
+++ /dev/null
@@ -1,57 +0,0 @@
-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
-attribute lowp vec4 vColor;
-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
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform sampler2D sizetable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- fTex = vTex;
- highp float size = vData.z;
- highp float endSize = vData.w;
-
- highp float t = (timestamp - vData.x) / vData.y;
-
- highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- highp vec2 pos;
- 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 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
- + xRotatedDeform
- + yRotatedDeform
- //- 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
-
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
- fColor = vColor;
- tt = t;
-
-}
diff --git a/src/declarative/particles/defaultshaders/tabledvertex.shader b/src/declarative/particles/defaultshaders/tabledvertex.shader
index d09abbd040..ef3c35da82 100644
--- a/src/declarative/particles/defaultshaders/tabledvertex.shader
+++ b/src/declarative/particles/defaultshaders/tabledvertex.shader
@@ -5,7 +5,6 @@ attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
attribute lowp vec4 vColor;
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
-attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
@@ -17,12 +16,12 @@ varying lowp vec4 fColor;
void main() {
+ fTex = vTex;
highp float size = vData.z;
highp float endSize = vData.w;
highp float t = (timestamp - vData.x) / vData.y;
- fTex = vTex;
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
diff --git a/src/declarative/particles/defaultshaders/trailsfragment.shader b/src/declarative/particles/defaultshaders/trailsfragment.shader
deleted file mode 100644
index d3db87fa30..0000000000
--- a/src/declarative/particles/defaultshaders/trailsfragment.shader
+++ /dev/null
@@ -1,8 +0,0 @@
-uniform sampler2D texture;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor;
-}
diff --git a/src/declarative/particles/defaultshaders/ultrafragment.shader b/src/declarative/particles/defaultshaders/ultrafragment.shader
deleted file mode 100644
index 0627d0f1e8..0000000000
--- a/src/declarative/particles/defaultshaders/ultrafragment.shader
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
- * fColor
- * texture2D(colortable, vec2(tt, 0.5))
- *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/ultravertex.shader b/src/declarative/particles/defaultshaders/ultravertex.shader
deleted file mode 100644
index 65a1a3077a..0000000000
--- a/src/declarative/particles/defaultshaders/ultravertex.shader
+++ /dev/null
@@ -1,94 +0,0 @@
-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
-attribute lowp vec4 vColor;
-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
-attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform highp float framecount; //maximum of all anims
-uniform highp float animcount;
-uniform sampler2D sizetable;
-
-varying lowp float tt;
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-varying lowp vec4 fColor;
-
-
-void main() {
- highp float size = vData.z;
- highp float endSize = vData.w;
-
- highp float t = (timestamp - vData.x) / vData.y;
-
- //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;
-
- frameIndex = floor(frameIndex);
- highp vec2 frameTex = vTex;
- if(vTex.x == 0.)
- frameTex.x = (frameIndex/framecount);
- else
- frameTex.x = 1. * ((frameIndex + 1.)/framecount);
-
- if(vTex.y == 0.)
- frameTex.y = (vAnimData.x/animcount);
- else
- frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
-
- fTexA = frameTex;
- //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);
-
- if(vTex.x == 0.)
- frameTex.x = (frameIndex/framecount);
- else
- frameTex.x = 1. * ((frameIndex + 1.)/framecount);
-
- if(vTex.y == 0.)
- frameTex.y = (vAnimData.x/animcount);
- else
- frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
- fTexB = frameTex;
-
- highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- highp vec2 pos;
- 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 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
- + xRotatedDeform
- + yRotatedDeform
- //- 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
-
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
- fColor = vColor;
- tt = t;
-
-}
diff --git a/src/declarative/particles/particles.qrc b/src/declarative/particles/particles.qrc
index 0f2325f196..b9dc3227e0 100644
--- a/src/declarative/particles/particles.qrc
+++ b/src/declarative/particles/particles.qrc
@@ -1,18 +1,18 @@
<RCC>
<qresource prefix="/">
- <file>defaultshaders/spritefragment.shader</file>
- <file>defaultshaders/spritevertex.shader</file>
<file>defaultshaders/spriteimagefragment.shader</file>
<file>defaultshaders/spriteimagevertex.shader</file>
- <file>defaultshaders/identitytable.png</file>
- <file>defaultshaders/defaultFadeInOut.png</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/ultravertex.shader</file>
- <file>defaultshaders/ultrafragment.shader</file>
+ <file>defaultshaders/coloredvertex.shader</file>
+ <file>defaultshaders/coloredfragment.shader</file>
<file>defaultshaders/simplevertex.shader</file>
<file>defaultshaders/simplefragment.shader</file>
- <file>defaultshaders/tabledvertex.shader</file>
- <file>defaultshaders/tabledfragment.shader</file>
+ <file>defaultshaders/identitytable.png</file>
+ <file>defaultshaders/defaultFadeInOut.png</file>
</qresource>
</RCC>
diff --git a/src/declarative/particles/qsgimageparticle.cpp b/src/declarative/particles/qsgimageparticle.cpp
index 43e44e2afb..08d78af5ac 100644
--- a/src/declarative/particles/qsgimageparticle.cpp
+++ b/src/declarative/particles/qsgimageparticle.cpp
@@ -58,14 +58,14 @@ QT_BEGIN_NAMESPACE
DEFINE_BOOL_CONFIG_OPTION(qmlParticlesDebug, QML_PARTICLES_DEBUG)
const float CONV = 0.017453292519943295;
-class TabledMaterialData
+class ImageMaterialData
{
public:
- TabledMaterialData()
+ ImageMaterialData()
: texture(0), colortable(0), sizetable(0), opacitytable(0)
{}
- ~TabledMaterialData(){
+ ~ImageMaterialData(){
delete texture;
delete colortable;
delete sizetable;
@@ -78,8 +78,12 @@ class TabledMaterialData
QSGTexture *opacitytable;
qreal timestamp;
+ qreal framecount;
+ qreal animcount;
};
+//TODO: Move shaders inline once they've stablilized
+class TabledMaterialData : public ImageMaterialData {};
class TabledMaterial : public QSGSimpleMaterialShader<TabledMaterialData>
{
QSG_DECLARE_SIMPLE_SHADER(TabledMaterial, TabledMaterialData)
@@ -104,7 +108,7 @@ public:
QList<QByteArray> attributes() const {
return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
- << "vColor" << "vDeformVec" << "vRotation" << "vAnimData";
+ << "vColor" << "vDeformVec" << "vRotation";
};
void initialize() {
@@ -143,58 +147,68 @@ public:
QGLFunctions* glFuncs;
};
-class UltraMaterial : public QSGMaterial
+class DeformableMaterialData : public ImageMaterialData {};
+class DeformableMaterial : public QSGSimpleMaterialShader<DeformableMaterialData>
{
+ QSG_DECLARE_SIMPLE_SHADER(DeformableMaterial, DeformableMaterialData)
+
public:
- UltraMaterial(bool withSprites=false)
- : texture(0)
- , colortable(0)
- , sizetable(0)
- , opacitytable(0)
- , timestamp(0)
- , framecount(1)
- , animcount(1)
- , usesSprites(withSprites)
+ DeformableMaterial()
{
- setFlag(Blending, true);
- }
+ QFile vf(":defaultshaders/deformablevertex.shader");
+ vf.open(QFile::ReadOnly);
+ m_vertex_code = vf.readAll();
- ~UltraMaterial()
- {
- delete texture;
- delete colortable;
- delete sizetable;
- delete opacitytable;
+ QFile ff(":defaultshaders/deformablefragment.shader");
+ ff.open(QFile::ReadOnly);
+ m_fragment_code = ff.readAll();
+
+ Q_ASSERT(!m_vertex_code.isNull());
+ Q_ASSERT(!m_fragment_code.isNull());
}
- 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 UltraMaterial *>(other);
+ const char *vertexShader() const { return m_vertex_code.constData(); }
+ const char *fragmentShader() const { return m_fragment_code.constData(); }
+
+ QList<QByteArray> attributes() const {
+ return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+ << "vColor" << "vDeformVec" << "vRotation";
+ };
+
+ void initialize() {
+ QSGSimpleMaterialShader<DeformableMaterialData>::initialize();
+ program()->bind();
+ program()->setUniformValue("texture", 0);
+ glFuncs = QGLContext::currentContext()->functions();
+ m_timestamp_id = program()->uniformLocation("timestamp");
}
- QSGTexture *texture;
- QSGTexture *colortable;
- QSGTexture *sizetable;
- QSGTexture *opacitytable;
+ void updateState(const DeformableMaterialData* d, const DeformableMaterialData*) {
+ glFuncs->glActiveTexture(GL_TEXTURE0);
+ d->texture->bind();
- qreal timestamp;
- int framecount;
- int animcount;
- bool usesSprites;
+ program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+ }
+ int m_timestamp_id;
+ QByteArray m_vertex_code;
+ QByteArray m_fragment_code;
+ QGLFunctions* glFuncs;
};
-class UltraMaterialData : public QSGMaterialShader
+
+class SpriteMaterialData : public ImageMaterialData {};
+class SpriteMaterial : public QSGSimpleMaterialShader<SpriteMaterialData>
{
+ QSG_DECLARE_SIMPLE_SHADER(SpriteMaterial, SpriteMaterialData)
+
public:
- UltraMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+ SpriteMaterial()
{
- QFile vf(vertexFile ? vertexFile : ":defaultshaders/ultravertex.shader");
+ QFile vf(":defaultshaders/spritevertex.shader");
vf.open(QFile::ReadOnly);
m_vertex_code = vf.readAll();
- QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/ultrafragment.shader");
+ QFile ff(":defaultshaders/spritefragment.shader");
ff.open(QFile::ReadOnly);
m_fragment_code = ff.readAll();
@@ -202,110 +216,67 @@ public:
Q_ASSERT(!m_fragment_code.isNull());
}
- void deactivate() {
- QSGMaterialShader::deactivate();
-
- for (int i=0; i<8; ++i) {
- program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
- }
- }
-
- virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
- {
- UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
- state.context()->functions()->glActiveTexture(GL_TEXTURE1);
- m->colortable->bind();
-
- state.context()->functions()->glActiveTexture(GL_TEXTURE2);
- m->sizetable->bind();
-
- state.context()->functions()->glActiveTexture(GL_TEXTURE3);
- m->opacitytable->bind();
-
- // make sure we end by setting GL_TEXTURE0 as active texture
- state.context()->functions()->glActiveTexture(GL_TEXTURE0);
- m->texture->bind();
-
- program()->setUniformValue(m_opacity_id, state.opacity());
- program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
- program()->setUniformValue(m_framecount_id, (float) m->framecount);
- program()->setUniformValue(m_animcount_id, (float) m->animcount);
+ const char *vertexShader() const { return m_vertex_code.constData(); }
+ const char *fragmentShader() const { return m_fragment_code.constData(); }
- if (state.isMatrixDirty())
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
- }
+ QList<QByteArray> attributes() const {
+ return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+ << "vColor" << "vDeformVec" << "vRotation" << "vAnimData";
+ };
- virtual void initialize() {
+ void initialize() {
+ QSGSimpleMaterialShader<SpriteMaterialData>::initialize();
program()->bind();
program()->setUniformValue("texture", 0);
program()->setUniformValue("colortable", 1);
program()->setUniformValue("sizetable", 2);
program()->setUniformValue("opacitytable", 3);
- m_matrix_id = program()->uniformLocation("matrix");
- m_opacity_id = program()->uniformLocation("opacity");
+ glFuncs = QGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_framecount_id = program()->uniformLocation("framecount");
m_animcount_id = 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",
- "vColor",
- "vDeformVec",
- "vRotation",
- "vAnimData",
- 0
- };
- return attr;
- }
+ void updateState(const SpriteMaterialData* d, const SpriteMaterialData*) {
+ glFuncs->glActiveTexture(GL_TEXTURE1);
+ d->colortable->bind();
- virtual bool isColorTable() const { return false; }
+ glFuncs->glActiveTexture(GL_TEXTURE2);
+ d->sizetable->bind();
+
+ glFuncs->glActiveTexture(GL_TEXTURE3);
+ d->opacitytable->bind();
+
+ // make sure we end by setting GL_TEXTURE0 as active texture
+ glFuncs->glActiveTexture(GL_TEXTURE0);
+ d->texture->bind();
+
+ program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+ program()->setUniformValue(m_framecount_id, (float) d->framecount);
+ program()->setUniformValue(m_animcount_id, (float) d->animcount);
+ }
- 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];
+ QGLFunctions* glFuncs;
};
-float UltraMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *UltraMaterial::createShader() const
-{
- if (usesSprites)//TODO: Perhaps just swap the shaders, and don't mind the extra vector?
- return new UltraMaterialData;
- else
- return new UltraMaterialData;
-}
-
-class SimpleMaterial : public UltraMaterial
+class ColoredMaterialData : public ImageMaterialData {};
+class ColoredMaterial : public QSGSimpleMaterialShader<ColoredMaterialData>
{
- virtual QSGMaterialShader *createShader() const;
- virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
-};
+ QSG_DECLARE_SIMPLE_SHADER(ColoredMaterial, ColoredMaterialData)
-class SimpleMaterialData : public QSGMaterialShader
-{
public:
- SimpleMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+ ColoredMaterial()
{
- QFile vf(vertexFile ? vertexFile : ":defaultshaders/simplevertex.shader");
+ QFile vf(":defaultshaders/coloredvertex.shader");
vf.open(QFile::ReadOnly);
m_vertex_code = vf.readAll();
- QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/simplefragment.shader");
+ QFile ff(":defaultshaders/coloredfragment.shader");
ff.open(QFile::ReadOnly);
m_fragment_code = ff.readAll();
@@ -313,63 +284,82 @@ public:
Q_ASSERT(!m_fragment_code.isNull());
}
- void deactivate() {
- QSGMaterialShader::deactivate();
+ const char *vertexShader() const { return m_vertex_code.constData(); }
+ const char *fragmentShader() const { return m_fragment_code.constData(); }
- for (int i=0; i<8; ++i) {
- program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
- }
+ QList<QByteArray> attributes() const {
+ return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec"
+ << "vColor";
+ }
+
+ void initialize() {
+ QSGSimpleMaterialShader<ColoredMaterialData>::initialize();
+ program()->bind();
+ program()->setUniformValue("texture", 0);
+ glFuncs = QGLContext::currentContext()->functions();
+ m_timestamp_id = program()->uniformLocation("timestamp");
+ }
+
+ void updateState(const ColoredMaterialData* d, const ColoredMaterialData*) {
+ glFuncs->glActiveTexture(GL_TEXTURE0);
+ d->texture->bind();
+
+ program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
}
- virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
+ int m_timestamp_id;
+ QByteArray m_vertex_code;
+ QByteArray m_fragment_code;
+ QGLFunctions* glFuncs;
+};
+
+class SimpleMaterialData : public ImageMaterialData {};
+class SimpleMaterial : public QSGSimpleMaterialShader<SimpleMaterialData>
+{
+ QSG_DECLARE_SIMPLE_SHADER(SimpleMaterial, SimpleMaterialData)
+
+public:
+ SimpleMaterial()
{
- UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
- state.context()->functions()->glActiveTexture(GL_TEXTURE0);
- m->texture->bind();
+ QFile vf(":defaultshaders/simplevertex.shader");
+ vf.open(QFile::ReadOnly);
+ m_vertex_code = vf.readAll();
- program()->setUniformValue(m_opacity_id, state.opacity());
- program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
+ QFile ff(":defaultshaders/simplefragment.shader");
+ ff.open(QFile::ReadOnly);
+ m_fragment_code = ff.readAll();
- if (state.isMatrixDirty())
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
+ Q_ASSERT(!m_vertex_code.isNull());
+ Q_ASSERT(!m_fragment_code.isNull());
}
- virtual void initialize() {
- m_matrix_id = program()->uniformLocation("matrix");
- m_opacity_id = program()->uniformLocation("opacity");
- m_timestamp_id = program()->uniformLocation("timestamp");
+ const char *vertexShader() const { return m_vertex_code.constData(); }
+ const char *fragmentShader() const { return m_fragment_code.constData(); }
+
+ QList<QByteArray> attributes() const {
+ return QList<QByteArray>() << "vPos" << "vTex" << "vData" << "vVec";
}
- 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",
- 0
- };
- return attr;
+ void initialize() {
+ QSGSimpleMaterialShader<SimpleMaterialData>::initialize();
+ program()->bind();
+ program()->setUniformValue("texture", 0);
+ glFuncs = QGLContext::currentContext()->functions();
+ m_timestamp_id = program()->uniformLocation("timestamp");
}
- virtual bool isColorTable() const { return false; }
+ void updateState(const SimpleMaterialData* d, const SimpleMaterialData*) {
+ glFuncs->glActiveTexture(GL_TEXTURE0);
+ d->texture->bind();
- int m_matrix_id;
- int m_opacity_id;
- int m_timestamp_id;
+ program()->setUniformValue(m_timestamp_id, (float) d->timestamp);
+ }
+ int m_timestamp_id;
QByteArray m_vertex_code;
QByteArray m_fragment_code;
-
- static float chunkOfBytes[1024];
+ QGLFunctions* glFuncs;
};
-float SimpleMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *SimpleMaterial::createShader() const {
- return new SimpleMaterialData;
-}
/*!
\qmlclass ImageParticle QSGImageParticle
@@ -450,7 +440,6 @@ QSGImageParticle::QSGImageParticle(QSGItem* parent)
, m_color_variation(0.0)
, m_rootNode(0)
, m_material(0)
- , m_tabledMaterial(0)
, m_alphaVariation(0.0)
, m_alpha(1.0)
, m_redVariation(0.0)
@@ -476,7 +465,6 @@ QSGImageParticle::QSGImageParticle(QSGItem* parent)
QSGImageParticle::~QSGImageParticle()
{
delete m_material;
- delete m_tabledMaterial;
}
QDeclarativeListProperty<QSGSprite> QSGImageParticle::sprites()
@@ -703,276 +691,146 @@ static QSGGeometry::AttributeSet SimpleParticle_AttributeSet =
SimpleParticle_Attributes
};
-static QSGGeometry::Attribute UltraParticle_Attributes[] = {
+static QSGGeometry::Attribute ColoredParticle_Attributes[] = {
{ 0, 2, GL_FLOAT }, // Position
{ 1, 2, GL_FLOAT }, // TexCoord
{ 2, 4, GL_FLOAT }, // Data
{ 3, 4, GL_FLOAT }, // Vectors
{ 4, 4, GL_UNSIGNED_BYTE }, // Colors
- { 5, 4, GL_FLOAT }, // DeformationVectors
- { 6, 3, GL_FLOAT }, // Rotation
- { 7, 4, GL_FLOAT } // Anim Data
};
-static QSGGeometry::AttributeSet UltraParticle_AttributeSet =
+static QSGGeometry::AttributeSet ColoredParticle_AttributeSet =
{
- 8, // Attribute Count
- (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
- UltraParticle_Attributes
+ 5, // Attribute Count
+ (2 + 2 + 4 + 4) * sizeof(float) + 4 * sizeof(uchar),
+ ColoredParticle_Attributes
};
-QSGGeometryNode* QSGImageParticle::buildSimpleParticleNodes()
-{
- perfLevel = Simple;//TODO: Intermediate levels
- QImage image = QImage(m_image_name.toLocalFile());
- if (image.isNull()) {
- printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
- return 0;
- }
-
- if (m_material) {
- delete m_material;
- m_material = 0;
- }
-
- m_material = new SimpleMaterial();
- m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
- m_material->texture->setFiltering(QSGTexture::Linear);
- m_material->framecount = 1;
-
- foreach (const QString &str, m_particles){
- int gIdx = m_system->m_groupIds[str];
- int count = m_system->m_groupData[gIdx]->size();
-
- QSGGeometryNode* node = new QSGGeometryNode();
- m_nodes.insert(gIdx, node);
- node->setMaterial(m_material);
-
- int vCount = count * 4;
- int iCount = count * 6;
-
- QSGGeometry *g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
- node->setGeometry(g);
- g->setDrawingMode(GL_TRIANGLES);
-
- SimpleVertex *vertices = (SimpleVertex *) 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;
- }
- }
-
- foreach (QSGGeometryNode* node, m_nodes){
- if (node == *(m_nodes.begin()))
- continue;
- (*(m_nodes.begin()))->appendChildNode(node);
- }
-
- return *(m_nodes.begin());
-}
+static QSGGeometry::Attribute DeformableParticle_Attributes[] = {
+ { 0, 2, GL_FLOAT }, // Position
+ { 1, 2, GL_FLOAT }, // TexCoord
+ { 2, 4, GL_FLOAT }, // Data
+ { 3, 4, GL_FLOAT }, // Vectors
+ { 4, 4, GL_UNSIGNED_BYTE }, // Colors
+ { 5, 4, GL_FLOAT }, // DeformationVectors
+ { 6, 3, GL_FLOAT }, // Rotation
+};
-QSGGeometryNode* QSGImageParticle::buildTabledParticleNodes()//TODO: TabledParticle so as to not have the unused anim attributes
+static QSGGeometry::AttributeSet DeformableParticle_AttributeSet =
{
- perfLevel = Tabled;//TODO: More Intermediate levels
- if (!m_color.isValid())//But we're in colored level (or higher)
- m_color = QColor(Qt::white);
- QImage image = QImage(m_image_name.toLocalFile());
- if (image.isNull()) {
- printf("ImageParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
- return 0;
- }
-
- if (m_material) {
- delete m_material;
- m_material = 0;
- }
-
- m_tabledMaterial = TabledMaterial::createMaterial();
- m_tabledMaterial->setFlag(QSGMaterial::Blending, true);
- QImage colortable(m_colortable_name.toLocalFile());
- QImage sizetable(m_sizetable_name.toLocalFile());
- QImage opacitytable(m_opacitytable_name.toLocalFile());
- if (colortable.isNull())
- colortable = QImage(":defaultshaders/identitytable.png");
- if (sizetable.isNull())
- sizetable = QImage(":defaultshaders/identitytable.png");
- if (opacitytable.isNull())
- opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
- Q_ASSERT(!colortable.isNull());
- Q_ASSERT(!sizetable.isNull());
- Q_ASSERT(!opacitytable.isNull());
- m_tabledMaterial->state()->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
- m_tabledMaterial->state()->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
- m_tabledMaterial->state()->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
- m_tabledMaterial->state()->texture = sceneGraphEngine()->createTextureFromImage(image);
- m_tabledMaterial->state()->texture->setFiltering(QSGTexture::Linear);
-
- foreach (const QString &str, m_particles){
- int gIdx = m_system->m_groupIds[str];
- int count = m_system->m_groupData[gIdx]->size();
- QSGGeometryNode* node = new QSGGeometryNode();
- node->setMaterial(m_tabledMaterial);
-
- m_nodes.insert(gIdx, node);
- m_idxStarts.insert(gIdx, m_lastIdxStart);
- m_lastIdxStart += count;
-
- //Create Particle Geometry
- int vCount = count * 4;
- int iCount = count * 6;
-
- QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
- node->setGeometry(g);
- g->setDrawingMode(GL_TRIANGLES);
-
- UltraVertex *vertices = (UltraVertex *) g->vertexData();
- for (int p=0; p < count; ++p) {
- commit(gIdx, p);//commit sets geometry for the node
-
- 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;
- }
-
- }
-
-
+ 7, // Attribute Count
+ (2 + 2 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
+ DeformableParticle_Attributes
+};
- foreach (QSGGeometryNode* node, m_nodes){
- if (node == *(m_nodes.begin()))
- continue;
- (*(m_nodes.begin()))->appendChildNode(node);
- }
+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_UNSIGNED_BYTE }, // Colors
+ { 5, 4, GL_FLOAT }, // DeformationVectors
+ { 6, 3, GL_FLOAT }, // Rotation
+ { 7, 4, GL_FLOAT } // Anim Data
+};
- return *(m_nodes.begin());
-}
+static QSGGeometry::AttributeSet SpriteParticle_AttributeSet =
+{
+ 8, // Attribute Count
+ (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
+ SpriteParticle_Attributes
+};
QSGGeometryNode* QSGImageParticle::buildParticleNodes()
{
- if (m_count * 4 > 0xffff) {
- printf("UltraParticle: Too many particles... \n");//### Why is this here?
+ if (m_count * 4 > 0xffff) {//TODO: Lift this limit for desktop?
+ printf("ImageParticle: Too many particles - maximum 16,000 per ImageParticle.\n");//ES 2 vertex count limit is ushort
return 0;
}
if (count() <= 0)
return 0;
- if (!m_sprites.count() && !m_bloat) {
- if (m_colortable_name.isEmpty()
- && m_sizetable_name.isEmpty()
- && m_opacitytable_name.isEmpty()
- && !m_autoRotation
- && !m_rotation && !m_rotationVariation
- && !m_rotationSpeed && !m_rotationSpeedVariation
- && !m_alphaVariation && m_alpha == 1.0
- && !m_redVariation && !m_blueVariation && !m_greenVariation
- && !m_color.isValid()
- )
- return buildSimpleParticleNodes();
- else
- return buildTabledParticleNodes();
- }
- if (m_tabledMaterial) {
- delete m_tabledMaterial;
- m_tabledMaterial = 0;
+ if (m_sprites.count() || m_bloat) {
+ perfLevel = Sprites;
+ } else if (!m_colortable_name.isEmpty() || !m_sizetable_name.isEmpty()
+ || !m_opacitytable_name.isEmpty()) {
+ perfLevel = Tabled;
+ } else if (m_autoRotation || m_rotation || m_rotationVariation
+ || m_rotationSpeed || m_rotationSpeedVariation) {
+ perfLevel = Deformable;
+ } else if (m_alphaVariation || m_alpha != 1.0 || m_color.isValid()
+ || m_redVariation || m_blueVariation || m_greenVariation) {
+ perfLevel = Colored;
+ } else {
+ perfLevel = Simple;
}
- perfLevel = Sprites;//TODO: intermediate levels
- if (!m_color.isValid())//But we're in colored level (or higher)
- m_color = QColor(Qt::white);
+ if (perfLevel >= Colored && !m_color.isValid())
+ m_color = QColor(Qt::white);//Hidden default, but different from unset
QImage image;
- if (m_sprites.count()){
+ if (perfLevel >= Sprites){
if (!m_spriteEngine) {
- qWarning() << "UltraParticle: No sprite engine...";
+ qWarning() << "ImageParticle: No sprite engine...";
return 0;
}
image = m_spriteEngine->assembledImage();
if (image.isNull())//Warning is printed in engine
return 0;
- }else{
+ } else {
image = QImage(m_image_name.toLocalFile());
if (image.isNull()) {
- printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
+ printf("ImageParticle: loading image failed '%s'\n", qPrintable(m_image_name.toLocalFile()));
return 0;
}
}
+
if (m_material) {
delete m_material;
m_material = 0;
}
- QImage colortable(m_colortable_name.toLocalFile());
- QImage sizetable(m_sizetable_name.toLocalFile());
- QImage opacitytable(m_opacitytable_name.toLocalFile());
- m_material = new UltraMaterial();
- if (colortable.isNull())
- colortable = QImage(":defaultshaders/identitytable.png");
- if (sizetable.isNull())
- sizetable = QImage(":defaultshaders/identitytable.png");
- if (opacitytable.isNull())
- opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
- Q_ASSERT(!colortable.isNull());
- Q_ASSERT(!sizetable.isNull());
- Q_ASSERT(!opacitytable.isNull());
- m_material->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
- m_material->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
- m_material->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
-
- m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
- m_material->texture->setFiltering(QSGTexture::Linear);
-
- m_material->framecount = 1;
- if (m_spriteEngine){
- m_material->framecount = m_spriteEngine->maxFrames();
+ //Setup material
+ QImage colortable;
+ QImage sizetable;
+ QImage opacitytable;
+ switch (perfLevel) {//Fallthrough intended
+ case Sprites:
+ m_material = SpriteMaterial::createMaterial();
+ getState<ImageMaterialData>(m_material)->framecount = m_spriteEngine->maxFrames();
m_spriteEngine->setCount(m_count);
+ case Tabled:
+ if (!m_material)
+ m_material = TabledMaterial::createMaterial();
+ colortable = QImage(m_colortable_name.toLocalFile());
+ sizetable = QImage(m_sizetable_name.toLocalFile());
+ opacitytable = QImage(m_opacitytable_name.toLocalFile());
+ if (colortable.isNull())
+ colortable = QImage(":defaultshaders/identitytable.png");
+ if (sizetable.isNull())
+ sizetable = QImage(":defaultshaders/identitytable.png");
+ if (opacitytable.isNull())
+ opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
+ Q_ASSERT(!colortable.isNull());
+ Q_ASSERT(!sizetable.isNull());
+ Q_ASSERT(!opacitytable.isNull());
+ getState<ImageMaterialData>(m_material)->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
+ getState<ImageMaterialData>(m_material)->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
+ getState<ImageMaterialData>(m_material)->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
+ case Deformable:
+ if (!m_material)
+ m_material = DeformableMaterial::createMaterial();
+ case Colored:
+ if (!m_material)
+ m_material = ColoredMaterial::createMaterial();
+ default://Also Simple
+ if (!m_material)
+ m_material = SimpleMaterial::createMaterial();
+ getState<ImageMaterialData>(m_material)->texture = sceneGraphEngine()->createTextureFromImage(image);
+ getState<ImageMaterialData>(m_material)->texture->setFiltering(QSGTexture::Linear);
+ m_material->setFlag(QSGMaterial::Blending);
}
foreach (const QString &str, m_particles){
@@ -989,28 +847,34 @@ QSGGeometryNode* QSGImageParticle::buildParticleNodes()
int vCount = count * 4;
int iCount = count * 6;
- QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
+ QSGGeometry *g;
+ if (perfLevel == Sprites)
+ g = new QSGGeometry(SpriteParticle_AttributeSet, vCount, iCount);
+ else if (perfLevel == Tabled)
+ g = new QSGGeometry(DeformableParticle_AttributeSet, vCount, iCount);
+ else if (perfLevel == Deformable)
+ g = new QSGGeometry(DeformableParticle_AttributeSet, vCount, iCount);
+ else if (perfLevel == Colored)
+ g = new QSGGeometry(ColoredParticle_AttributeSet, vCount, iCount);
+ else //Simple
+ g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
+
node->setGeometry(g);
g->setDrawingMode(GL_TRIANGLES);
- UltraVertex *vertices = (UltraVertex *) g->vertexData();
- for (int p=0; p < count; ++p) {
- commit(gIdx, p);//commit sets geometry for the node
-
- 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;
+ for (int p=0; p < count; ++p)
+ commit(gIdx, p);//commit sets geometry for the node, has its own perfLevel switch
- vertices += 4;
- }
+ if (perfLevel == Sprites)
+ initTexCoords<SpriteVertex>((SpriteVertex*)g->vertexData(), vCount);
+ else if (perfLevel == Tabled)
+ initTexCoords<DeformableVertex>((DeformableVertex*)g->vertexData(), vCount);
+ else if (perfLevel == Deformable)
+ initTexCoords<DeformableVertex>((DeformableVertex*)g->vertexData(), vCount);
+ else if (perfLevel == Colored)
+ initTexCoords<ColoredVertex>((ColoredVertex*)g->vertexData(), vCount);
+ else //Simple
+ initTexCoords<SimpleVertex>((SimpleVertex*)g->vertexData(), vCount);
quint16 *indices = g->indexDataAsUShort();
for (int i=0; i < count; ++i) {
@@ -1087,42 +951,34 @@ void QSGImageParticle::prepareNextFrame()
qreal time = timeStamp / 1000.;
- switch (perfLevel){//Fall-through intended... eventually //TODO: solve m_material/m_namedMaterial!
+ switch (perfLevel){//Fall-through intended
case Sprites:
- m_material->timestamp = time;
//Advance State
- if (m_spriteEngine){//perfLevel == Sprites?//TODO: use signals?
-
- m_material->animcount = m_spriteEngine->spriteCount();
- m_spriteEngine->updateSprites(timeStamp);
- foreach (const QString &str, m_particles){
- int gIdx = m_system->m_groupIds[str];
- int count = m_system->m_groupData[gIdx]->size();
-
- UltraVertices *particles = (UltraVertices *) m_nodes[gIdx]->geometry()->vertexData();
- for (int i=0; i < count; i++){
- int spriteIdx = m_idxStarts[gIdx] + i;
- UltraVertices &p = particles[i];
- int curIdx = m_spriteEngine->spriteState(spriteIdx);
- 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(spriteIdx)/1000.0;
- p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(spriteIdx);
- p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
- }
+ getState<ImageMaterialData>(m_material)->animcount = m_spriteEngine->spriteCount();
+ m_spriteEngine->updateSprites(timeStamp);
+ foreach (const QString &str, m_particles){
+ int gIdx = m_system->m_groupIds[str];
+ int count = m_system->m_groupData[gIdx]->size();
+
+ Vertices<SpriteVertex>* particles = (Vertices<SpriteVertex> *) m_nodes[gIdx]->geometry()->vertexData();
+ for (int i=0; i < count; i++){
+ int spriteIdx = m_idxStarts[gIdx] + i;
+ Vertices<SpriteVertex> &p = particles[i];
+ int curIdx = m_spriteEngine->spriteState(spriteIdx);
+ 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(spriteIdx)/1000.0;
+ p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(spriteIdx);
+ p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(spriteIdx);
}
}
- }else{
- m_material->animcount = 1;
}
- break;
case Tabled:
case Deformable:
case Colored:
- m_tabledMaterial->state()->timestamp = time; break;
case Simple:
- m_material->timestamp = time; break;
- default:
+ default: //Also Simple
+ getState<ImageMaterialData>(m_material)->timestamp = time;
break;
}
@@ -1194,69 +1050,88 @@ void QSGImageParticle::commit(int gIdx, int pIdx)
if (!node)
return;
QSGParticleData* datum = m_system->m_groupData[gIdx]->data[pIdx];
-
node->setFlag(QSGNode::OwnsGeometry, false);
- UltraVertex *ultraVertices = (UltraVertex *) node->geometry()->vertexData();
+ SpriteVertex *spriteVertices = (SpriteVertex *) node->geometry()->vertexData();
+ DeformableVertex *deformableVertices = (DeformableVertex *) node->geometry()->vertexData();
+ ColoredVertex *coloredVertices = (ColoredVertex *) node->geometry()->vertexData();
SimpleVertex *simpleVertices = (SimpleVertex *) node->geometry()->vertexData();
- switch (perfLevel){
+ switch (perfLevel){//No automatic fall through intended on this one
case Sprites:
- ultraVertices += pIdx*4;
+ spriteVertices += pIdx*4;
for (int i=0; i<4; i++){
- ultraVertices[i].x = datum->x - m_systemOffset.x();
- ultraVertices[i].y = datum->y - m_systemOffset.y();
- ultraVertices[i].t = datum->t;
- ultraVertices[i].lifeSpan = datum->lifeSpan;
- ultraVertices[i].size = datum->size;
- ultraVertices[i].endSize = datum->endSize;
- ultraVertices[i].vx = datum->vx;
- ultraVertices[i].vy = datum->vy;
- ultraVertices[i].ax = datum->ax;
- ultraVertices[i].ay = datum->ay;
- ultraVertices[i].xx = datum->xx;
- ultraVertices[i].xy = datum->xy;
- ultraVertices[i].yx = datum->yx;
- ultraVertices[i].yy = datum->yy;
- ultraVertices[i].rotation = datum->rotation;
- ultraVertices[i].rotationSpeed = datum->rotationSpeed;
- ultraVertices[i].autoRotate = datum->autoRotate;
- ultraVertices[i].animIdx = datum->animIdx;
- ultraVertices[i].frameDuration = datum->frameDuration;
- ultraVertices[i].frameCount = datum->frameCount;
- ultraVertices[i].animT = datum->animT;
- ultraVertices[i].color.r = datum->color.r;
- ultraVertices[i].color.g = datum->color.g;
- ultraVertices[i].color.b = datum->color.b;
- ultraVertices[i].color.a = datum->color.a;
+ spriteVertices[i].x = datum->x - m_systemOffset.x();
+ spriteVertices[i].y = datum->y - m_systemOffset.y();
+ spriteVertices[i].t = datum->t;
+ spriteVertices[i].lifeSpan = datum->lifeSpan;
+ spriteVertices[i].size = datum->size;
+ spriteVertices[i].endSize = datum->endSize;
+ spriteVertices[i].vx = datum->vx;
+ spriteVertices[i].vy = datum->vy;
+ spriteVertices[i].ax = datum->ax;
+ spriteVertices[i].ay = datum->ay;
+ spriteVertices[i].xx = datum->xx;
+ spriteVertices[i].xy = datum->xy;
+ spriteVertices[i].yx = datum->yx;
+ spriteVertices[i].yy = datum->yy;
+ spriteVertices[i].rotation = datum->rotation;
+ spriteVertices[i].rotationSpeed = datum->rotationSpeed;
+ spriteVertices[i].autoRotate = datum->autoRotate;
+ spriteVertices[i].animIdx = datum->animIdx;
+ spriteVertices[i].frameDuration = datum->frameDuration;
+ spriteVertices[i].frameCount = datum->frameCount;
+ spriteVertices[i].animT = datum->animT;
+ spriteVertices[i].color.r = datum->color.r;
+ spriteVertices[i].color.g = datum->color.g;
+ spriteVertices[i].color.b = datum->color.b;
+ spriteVertices[i].color.a = datum->color.a;
}
break;
- case Tabled:
- ultraVertices += pIdx*4;
+ case Tabled: //Fall through until it has its own vertex class
+ case Deformable:
+ deformableVertices += pIdx*4;
for (int i=0; i<4; i++){
- ultraVertices[i].x = datum->x - m_systemOffset.x();
- ultraVertices[i].y = datum->y - m_systemOffset.y();
- ultraVertices[i].t = datum->t;
- ultraVertices[i].lifeSpan = datum->lifeSpan;
- ultraVertices[i].size = datum->size;
- ultraVertices[i].endSize = datum->endSize;
- ultraVertices[i].vx = datum->vx;
- ultraVertices[i].vy = datum->vy;
- ultraVertices[i].ax = datum->ax;
- ultraVertices[i].ay = datum->ay;
- ultraVertices[i].xx = datum->xx;
- ultraVertices[i].xy = datum->xy;
- ultraVertices[i].yx = datum->yx;
- ultraVertices[i].yy = datum->yy;
- ultraVertices[i].rotation = datum->rotation;
- ultraVertices[i].rotationSpeed = datum->rotationSpeed;
- ultraVertices[i].autoRotate = datum->autoRotate;
- ultraVertices[i].color.r = datum->color.r;
- ultraVertices[i].color.g = datum->color.g;
- ultraVertices[i].color.b = datum->color.b;
- ultraVertices[i].color.a = datum->color.a;
+ deformableVertices[i].x = datum->x - m_systemOffset.x();
+ deformableVertices[i].y = datum->y - m_systemOffset.y();
+ deformableVertices[i].t = datum->t;
+ deformableVertices[i].lifeSpan = datum->lifeSpan;
+ deformableVertices[i].size = datum->size;
+ deformableVertices[i].endSize = datum->endSize;
+ deformableVertices[i].vx = datum->vx;
+ deformableVertices[i].vy = datum->vy;
+ deformableVertices[i].ax = datum->ax;
+ deformableVertices[i].ay = datum->ay;
+ deformableVertices[i].xx = datum->xx;
+ deformableVertices[i].xy = datum->xy;
+ deformableVertices[i].yx = datum->yx;
+ deformableVertices[i].yy = datum->yy;
+ deformableVertices[i].rotation = datum->rotation;
+ deformableVertices[i].rotationSpeed = datum->rotationSpeed;
+ deformableVertices[i].autoRotate = datum->autoRotate;
+ deformableVertices[i].color.r = datum->color.r;
+ deformableVertices[i].color.g = datum->color.g;
+ deformableVertices[i].color.b = datum->color.b;
+ deformableVertices[i].color.a = datum->color.a;
}
break;
- case Deformable: //TODO: Us
case Colored:
+ coloredVertices += pIdx*4;
+ for (int i=0; i<4; i++){
+ coloredVertices[i].x = datum->x - m_systemOffset.x();
+ coloredVertices[i].y = datum->y - m_systemOffset.y();
+ coloredVertices[i].t = datum->t;
+ coloredVertices[i].lifeSpan = datum->lifeSpan;
+ coloredVertices[i].size = datum->size;
+ coloredVertices[i].endSize = datum->endSize;
+ coloredVertices[i].vx = datum->vx;
+ coloredVertices[i].vy = datum->vy;
+ coloredVertices[i].ax = datum->ax;
+ coloredVertices[i].ay = datum->ay;
+ coloredVertices[i].color.r = datum->color.r;
+ coloredVertices[i].color.g = datum->color.g;
+ coloredVertices[i].color.b = datum->color.b;
+ coloredVertices[i].color.a = datum->color.a;
+ }
+ break;
case Simple:
simpleVertices += pIdx*4;
for (int i=0; i<4; i++){
diff --git a/src/declarative/particles/qsgimageparticle_p.h b/src/declarative/particles/qsgimageparticle_p.h
index ae80434abb..f8a57a51b3 100644
--- a/src/declarative/particles/qsgimageparticle_p.h
+++ b/src/declarative/particles/qsgimageparticle_p.h
@@ -52,8 +52,7 @@ QT_BEGIN_NAMESPACE
QT_MODULE(Declarative)
-class UltraMaterial;
-class TabledMaterialData;
+class ImageMaterialData;
class QSGGeometryNode;
class QSGSprite;
@@ -74,14 +73,46 @@ struct SimpleVertex {
float ay;
};
-struct SimpleVertices {
- SimpleVertex v1;
- SimpleVertex v2;
- SimpleVertex v3;
- SimpleVertex v4;
+struct ColoredVertex {
+ float x;
+ float y;
+ float tx;
+ float ty;
+ float t;
+ float lifeSpan;
+ float size;
+ float endSize;
+ float vx;
+ float vy;
+ float ax;
+ float ay;
+ Color4ub color;
+};
+
+struct DeformableVertex {
+ float x;
+ float y;
+ float tx;
+ float ty;
+ float t;
+ float lifeSpan;
+ float size;
+ float endSize;
+ float vx;
+ float vy;
+ float ax;
+ float ay;
+ Color4ub color;
+ float xx;
+ float xy;
+ float yx;
+ float yy;
+ float rotation;
+ float rotationSpeed;
+ float autoRotate;//Assumed that GPUs prefer floats to bools
};
-struct UltraVertex {
+struct SpriteVertex {
float x;
float y;
float tx;
@@ -101,25 +132,19 @@ struct UltraVertex {
float yy;
float rotation;
float rotationSpeed;
- float autoRotate;//Assume that GPUs prefer floats to bools
+ float autoRotate;//Assumed that GPUs prefer floats to bools
float animIdx;
float frameDuration;
float frameCount;
float animT;
};
-struct UltraVertices {
- UltraVertex v1;
- UltraVertex v2;
- UltraVertex v3;
- UltraVertex v4;
-};
-
-struct IntermediateVertices {
- UltraVertex* v1;
- UltraVertex* v2;
- UltraVertex* v3;
- UltraVertex* v4;
+template <typename Vertex>
+struct Vertices {
+ Vertex v1;
+ Vertex v2;
+ Vertex v3;
+ Vertex v4;
};
class QSGImageParticle : public QSGParticlePainter
@@ -292,8 +317,6 @@ protected:
QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
void prepareNextFrame();
QSGGeometryNode* buildParticleNodes();
- QSGGeometryNode* buildSimpleParticleNodes();
- QSGGeometryNode* buildTabledParticleNodes();
private slots:
void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
@@ -315,8 +338,7 @@ private:
QHash<int, QSGGeometryNode *> m_nodes;
QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing?
int m_lastIdxStart;
- UltraMaterial *m_material;
- QSGSimpleMaterial<TabledMaterialData> *m_tabledMaterial;
+ QSGMaterial *m_material;
// derived values...
@@ -342,6 +364,31 @@ private:
PerformanceLevel m_lastLevel;
bool m_debugMode;
+
+ template<class Vertex>
+ void initTexCoords(Vertex* v, int count){
+ Vertex* end = v + count;
+ while (v < end){
+ v[0].tx = 0;
+ v[0].ty = 0;
+
+ v[1].tx = 1;
+ v[1].ty = 0;
+
+ v[2].tx = 0;
+ v[2].ty = 1;
+
+ v[3].tx = 1;
+ v[3].ty = 1;
+
+ v += 4;
+ }
+ }
+
+ template<class MaterialData>
+ MaterialData* getState(QSGMaterial* m){
+ return static_cast<QSGSimpleMaterial<MaterialData> *>(m)->state();
+ }
};
QT_END_NAMESPACE