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-rw-r--r--src/declarative/particles/defaultshaders/imagefragment.shader15
-rw-r--r--src/declarative/particles/defaultshaders/imagevertex.shader6
-rw-r--r--src/declarative/particles/qsgimageparticle.cpp73
-rw-r--r--src/declarative/particles/qsgpointattractor_p.h2
4 files changed, 48 insertions, 48 deletions
diff --git a/src/declarative/particles/defaultshaders/imagefragment.shader b/src/declarative/particles/defaultshaders/imagefragment.shader
index 5286c8519a..c2341fe6ff 100644
--- a/src/declarative/particles/defaultshaders/imagefragment.shader
+++ b/src/declarative/particles/defaultshaders/imagefragment.shader
@@ -16,8 +16,6 @@ varying lowp float fFade;
#ifdef TABLE
varying lowp vec2 tt;
uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-uniform sampler2D sizetable;
#endif
void main() {
@@ -25,20 +23,13 @@ void main() {
gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)
* fColor
* texture2D(colortable, tt)
- * (texture2D(opacitytable, tt).w * qt_Opacity);
+ * 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
+ gl_FragColor = texture2D(texture, fTex)
* fColor
* texture2D(colortable, tt)
- * (texture2D(opacitytable,tt).w * qt_Opacity);
+ * qt_Opacity;
#else
#ifdef DEFORM
gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
diff --git a/src/declarative/particles/defaultshaders/imagevertex.shader b/src/declarative/particles/defaultshaders/imagevertex.shader
index a572d73050..e1033c9165 100644
--- a/src/declarative/particles/defaultshaders/imagevertex.shader
+++ b/src/declarative/particles/defaultshaders/imagevertex.shader
@@ -20,6 +20,8 @@ uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
#ifdef TABLE
varying lowp vec2 tt;//y is progress if Sprite mode
+uniform highp float sizetable[64];
+uniform highp float opacitytable[64];
#endif
#ifdef SPRITE
varying highp vec4 fTexS;
@@ -69,6 +71,10 @@ void main() {
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
+#ifdef TABLE
+ currentSize = currentSize * sizetable[int(floor(t*64.))];
+ fade = fade * opacitytable[int(floor(t*64.))];
+#endif
if (entry == 1.)
fade = fadeIn * fadeOut;
else if(entry == 2.)
diff --git a/src/declarative/particles/qsgimageparticle.cpp b/src/declarative/particles/qsgimageparticle.cpp
index f2fb289ab5..3b58bfc208 100644
--- a/src/declarative/particles/qsgimageparticle.cpp
+++ b/src/declarative/particles/qsgimageparticle.cpp
@@ -62,25 +62,27 @@ DEFINE_BOOL_CONFIG_OPTION(qmlParticlesDebug, QML_PARTICLES_DEBUG)
#else
#define SHADER_DEFINES ""
#endif
+
+//TODO: Make it larger on desktop? Requires fixing up shader code with the same define
+#define UNIFORM_ARRAY_SIZE 64
+
const float CONV = 0.017453292519943295;
class ImageMaterialData
{
public:
ImageMaterialData()
- : texture(0), colortable(0), sizetable(0), opacitytable(0)
+ : texture(0), colorTable(0)
{}
~ImageMaterialData(){
delete texture;
- delete colortable;
- delete sizetable;
- delete opacitytable;
+ delete colorTable;
}
QSGTexture *texture;
- QSGTexture *colortable;
- QSGTexture *sizetable;
- QSGTexture *opacitytable;
+ QSGTexture *colorTable;
+ float sizeTable[UNIFORM_ARRAY_SIZE];
+ float opacityTable[UNIFORM_ARRAY_SIZE];
qreal timestamp;
qreal entry;
@@ -126,24 +128,17 @@ public:
program()->bind();
program()->setUniformValue("texture", 0);
program()->setUniformValue("colortable", 1);
- program()->setUniformValue("sizetable", 2);
- program()->setUniformValue("opacitytable", 3);
glFuncs = QGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_entry_id = program()->uniformLocation("entry");
+ m_sizetable_id = program()->uniformLocation("sizetable");
+ m_opacitytable_id = program()->uniformLocation("opacitytable");
}
void updateState(const TabledMaterialData* d, const TabledMaterialData*) {
glFuncs->glActiveTexture(GL_TEXTURE1);
- d->colortable->bind();
-
- glFuncs->glActiveTexture(GL_TEXTURE2);
- d->sizetable->bind();
+ d->colorTable->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();
@@ -151,10 +146,14 @@ public:
program()->setUniformValue("framecount", (float) 1);
program()->setUniformValue("animcount", (float) 1);
program()->setUniformValue(m_entry_id, (float) d->entry);
+ program()->setUniformValueArray(m_sizetable_id, (float*) d->sizeTable, UNIFORM_ARRAY_SIZE, 1);
+ program()->setUniformValueArray(m_opacitytable_id, (float*) d->opacityTable, UNIFORM_ARRAY_SIZE, 1);
}
int m_entry_id;
int m_timestamp_id;
+ int m_sizetable_id;
+ int m_opacitytable_id;
QByteArray m_vertex_code;
QByteArray m_fragment_code;
QGLFunctions* glFuncs;
@@ -253,24 +252,18 @@ public:
program()->bind();
program()->setUniformValue("texture", 0);
program()->setUniformValue("colortable", 1);
- program()->setUniformValue("sizetable", 2);
- program()->setUniformValue("opacitytable", 3);
glFuncs = QGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_framecount_id = program()->uniformLocation("framecount");
m_animcount_id = program()->uniformLocation("animcount");
m_entry_id = program()->uniformLocation("entry");
+ m_sizetable_id = program()->uniformLocation("sizetable");
+ m_opacitytable_id = program()->uniformLocation("sizetable");
}
void updateState(const SpriteMaterialData* d, const SpriteMaterialData*) {
glFuncs->glActiveTexture(GL_TEXTURE1);
- d->colortable->bind();
-
- glFuncs->glActiveTexture(GL_TEXTURE2);
- d->sizetable->bind();
-
- glFuncs->glActiveTexture(GL_TEXTURE3);
- d->opacitytable->bind();
+ d->colorTable->bind();
// make sure we end by setting GL_TEXTURE0 as active texture
glFuncs->glActiveTexture(GL_TEXTURE0);
@@ -280,12 +273,16 @@ public:
program()->setUniformValue(m_framecount_id, (float) d->framecount);
program()->setUniformValue(m_animcount_id, (float) d->animcount);
program()->setUniformValue(m_entry_id, (float) d->entry);
+ program()->setUniformValueArray(m_sizetable_id, (float*) d->sizeTable, 64, 1);
+ program()->setUniformValueArray(m_opacitytable_id, (float*) d->opacityTable, UNIFORM_ARRAY_SIZE, 1);
}
int m_timestamp_id;
int m_framecount_id;
int m_animcount_id;
int m_entry_id;
+ int m_sizetable_id;
+ int m_opacitytable_id;
QByteArray m_vertex_code;
QByteArray m_fragment_code;
QGLFunctions* glFuncs;
@@ -431,6 +428,18 @@ public:
QGLFunctions* glFuncs;
};
+void fillUniformArrayFromImage(float* array, const QImage& img, int size)
+{
+ if (img.isNull()){
+ for (int i=0; i<size; i++)
+ array[i] = 1;
+ return;
+ }
+ QImage scaled = img.scaled(size,1);
+ for (int i=0; i<size; i++)
+ array[i] = qAlpha(scaled.pixel(i,0))/255.0;
+}
+
/*!
\qmlclass ImageParticle QSGImageParticle
\inqmlmodule QtQuick.Particles 2
@@ -903,16 +912,10 @@ QSGGeometryNode* QSGImageParticle::buildParticleNodes()
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);
+ getState<ImageMaterialData>(m_material)->colorTable = sceneGraphEngine()->createTextureFromImage(colortable);
+ fillUniformArrayFromImage(getState<ImageMaterialData>(m_material)->sizeTable, sizetable, UNIFORM_ARRAY_SIZE);
+ fillUniformArrayFromImage(getState<ImageMaterialData>(m_material)->opacityTable, opacitytable, UNIFORM_ARRAY_SIZE);
case Deformable:
if (!m_material)
m_material = DeformableMaterial::createMaterial();
diff --git a/src/declarative/particles/qsgpointattractor_p.h b/src/declarative/particles/qsgpointattractor_p.h
index 932a3081d6..95716483ed 100644
--- a/src/declarative/particles/qsgpointattractor_p.h
+++ b/src/declarative/particles/qsgpointattractor_p.h
@@ -55,7 +55,7 @@ class QSGPointAttractorAffector : public QSGParticleAffector
//Like Gravitational singularity, but linear to distance instead of quadratic
//And affects ds/dt, not da/dt
Q_PROPERTY(qreal strength READ strength WRITE setStrength NOTIFY strengthChanged)
- Q_PROPERTY(qreal x READ x WRITE setX NOTIFY xChanged)
+ Q_PROPERTY(qreal x READ x WRITE setX NOTIFY xChanged)//TODO: Change to pointX, pointY
Q_PROPERTY(qreal y READ y WRITE setY NOTIFY yChanged)
Q_PROPERTY(PhysicsAffects physics READ physics WRITE setPhysics NOTIFY physicsChanged)
Q_PROPERTY(Proportion proportionalToDistance READ proportionalToDistance WRITE setProportionalToDistance NOTIFY proportionalToDistanceChanged)