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diff --git a/src/declarative/particles/qquickcustomparticle.cpp b/src/declarative/particles/qquickcustomparticle.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the QtDeclarative module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qquickcustomparticle_p.h"
-#include <private/qquickshadereffectmesh_p.h>
-#include <cstdlib>
-
-QT_BEGIN_NAMESPACE
-
-//Includes comments because the code isn't self explanatory
-static const char qt_particles_template_vertex_code[] =
- "attribute highp vec2 qt_ParticlePos;\n"
- "attribute highp vec2 qt_ParticleTex;\n"
- "attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize\n"
- "attribute highp vec4 qt_ParticleVec; // x,y = constant speed, z,w = acceleration\n"
- "attribute highp float qt_ParticleR;\n"
- "uniform highp mat4 qt_Matrix;\n"
- "uniform highp float qt_Timestamp;\n"
- "varying highp vec2 qt_TexCoord0;\n"
- "void defaultMain() {\n"
- " qt_TexCoord0 = qt_ParticleTex;\n"
- " highp float size = qt_ParticleData.z;\n"
- " highp float endSize = qt_ParticleData.w;\n"
- " highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;\n"
- " highp float currentSize = mix(size, endSize, t * t);\n"
- " if (t < 0. || t > 1.)\n"
- " currentSize = 0.;\n"
- " highp vec2 pos = qt_ParticlePos\n"
- " - currentSize / 2. + currentSize * qt_ParticleTex // adjust size\n"
- " + qt_ParticleVec.xy * t * qt_ParticleData.y // apply speed vector..\n"
- " + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);\n"
- " gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
- "}";
-static const char qt_particles_default_vertex_code[] =
- "void main() { \n"
- " defaultMain(); \n"
- "}";
-
-static const char qt_particles_default_fragment_code[] =
- "uniform sampler2D source; \n"
- "varying highp vec2 qt_TexCoord0; \n"
- "uniform lowp float qt_Opacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
- "}";
-
-static QSGGeometry::Attribute PlainParticle_Attributes[] = {
- QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position
- QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord
- QSGGeometry::Attribute::create(2, 4, GL_FLOAT), // Data
- QSGGeometry::Attribute::create(3, 4, GL_FLOAT), // Vectors
- QSGGeometry::Attribute::create(4, 1, GL_FLOAT) // r
-};
-
-static QSGGeometry::AttributeSet PlainParticle_AttributeSet =
-{
- 5, // Attribute Count
- (2 + 2 + 4 + 4 + 1) * sizeof(float),
- PlainParticle_Attributes
-};
-
-struct PlainVertex {
- float x;
- float y;
- float tx;
- float ty;
- float t;
- float lifeSpan;
- float size;
- float endSize;
- float vx;
- float vy;
- float ax;
- float ay;
- float r;
-};
-
-struct PlainVertices {
- PlainVertex v1;
- PlainVertex v2;
- PlainVertex v3;
- PlainVertex v4;
-};
-
-/*!
- \qmlclass CustomParticle QQuickCustomParticle
- \inqmlmodule QtQuick.Particles 2
- \inherits ParticlePainter
- \brief The CustomParticle element allows you to specify your own shader to paint particles.
-
-*/
-
-QQuickCustomParticle::QQuickCustomParticle(QQuickItem* parent)
- : QQuickParticlePainter(parent)
- , m_dirtyData(true)
- , m_material(0)
- , m_rootNode(0)
-{
- setFlag(QQuickItem::ItemHasContents);
-}
-
-class QQuickShaderEffectMaterialObject : public QObject, public QQuickShaderEffectMaterial { };
-
-QQuickCustomParticle::~QQuickCustomParticle()
-{
- if (m_material)
- m_material->deleteLater();
-}
-
-void QQuickCustomParticle::componentComplete()
-{
- reset();
- QQuickParticlePainter::componentComplete();
-}
-
-
-//Trying to keep the shader conventions the same as in qsgshadereffectitem
-/*!
- \qmlproperty string QtQuick.Particles2::CustomParticle::fragmentShader
-
- This property holds the fragment shader's GLSL source code.
- The default shader expects the texture coordinate to be passed from the
- vertex shader as "varying highp vec2 qt_TexCoord0", and it samples from a
- sampler2D named "source".
-*/
-
-void QQuickCustomParticle::setFragmentShader(const QByteArray &code)
-{
- if (m_source.fragmentCode.constData() == code.constData())
- return;
- m_source.fragmentCode = code;
- if (isComponentComplete()) {
- reset();
- }
- emit fragmentShaderChanged();
-}
-
-/*!
- \qmlproperty string QtQuick.Particles2::CustomParticle::vertexShader
-
- This property holds the vertex shader's GLSL source code.
-
- The default shader passes the texture coordinate along to the fragment
- shader as "varying highp vec2 qt_TexCoord0".
-
- To aid writing a particle vertex shader, the following GLSL code is prepended
- to your vertex shader:
- \code
- attribute highp vec2 qt_ParticlePos;
- attribute highp vec2 qt_ParticleTex;
- attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize
- attribute highp vec4 qt_ParticleVec; // x,y = constant speed, z,w = acceleration
- attribute highp float qt_ParticleR;
- uniform highp mat4 qt_Matrix;
- uniform highp float qt_Timestamp;
- varying highp vec2 qt_TexCoord0;
- void defaultMain() {
- qt_TexCoord0 = qt_ParticleTex;
- highp float size = qt_ParticleData.z;
- highp float endSize = qt_ParticleData.w;
- highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
- highp float currentSize = mix(size, endSize, t * t);
- if (t < 0. || t > 1.)
- currentSize = 0.;
- highp vec2 pos = qt_ParticlePos
- - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
- + qt_ParticleVec.xy * t * qt_ParticleData.y // apply speed vector..
- + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
- gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
- }
- \endcode
-
- defaultMain() is the same code as in the default shader, you can call this for basic
- particle functions and then add additional variables for custom effects. Note that
- the vertex shader for particles is responsible for simulating the movement of particles
- over time, the particle data itself only has the starting position and spawn time.
-*/
-
-void QQuickCustomParticle::setVertexShader(const QByteArray &code)
-{
- if (m_source.vertexCode.constData() == code.constData())
- return;
- m_source.vertexCode = code;
- if (isComponentComplete()) {
- reset();
- }
- emit vertexShaderChanged();
-}
-
-void QQuickCustomParticle::reset()
-{
- disconnectPropertySignals();
-
- m_source.attributeNames.clear();
- m_source.uniformNames.clear();
- m_source.respectsOpacity = false;
- m_source.respectsMatrix = false;
- m_source.className = metaObject()->className();
-
- for (int i = 0; i < m_sources.size(); ++i) {
- const SourceData &source = m_sources.at(i);
- delete source.mapper;
- if (source.item && source.item->parentItem() == this)
- source.item->setParentItem(0);
- }
- m_sources.clear();
-
- QQuickParticlePainter::reset();
- m_pleaseReset = true;
- update();
-}
-
-
-void QQuickCustomParticle::changeSource(int index)
-{
- Q_ASSERT(index >= 0 && index < m_sources.size());
- QVariant v = property(m_sources.at(index).name.constData());
- setSource(v, index);
-}
-
-void QQuickCustomParticle::updateData()
-{
- m_dirtyData = true;
- update();
-}
-
-void QQuickCustomParticle::setSource(const QVariant &var, int index)
-{
- Q_ASSERT(index >= 0 && index < m_sources.size());
-
- SourceData &source = m_sources[index];
-
- source.item = 0;
- if (var.isNull()) {
- return;
- } else if (!qVariantCanConvert<QObject *>(var)) {
- qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData());
- return;
- }
-
- QObject *obj = qVariantValue<QObject *>(var);
- source.item = qobject_cast<QQuickItem *>(obj);
- if (!source.item || !source.item->isTextureProvider()) {
- qWarning("ShaderEffect: source uniform [%s] is not assigned a valid texture provider: %s [%s]",
- source.name.constData(), qPrintable(obj->objectName()), obj->metaObject()->className());
- return;
- }
-
- // TODO: Copy better solution in QQuickShaderEffect when they find it.
- // 'source.item' needs a canvas to get a scenegraph node.
- // The easiest way to make sure it gets a canvas is to
- // make it a part of the same item tree as 'this'.
- if (source.item && source.item->parentItem() == 0) {
- source.item->setParentItem(this);
- source.item->setVisible(false);
- }
-}
-
-void QQuickCustomParticle::disconnectPropertySignals()
-{
- disconnect(this, 0, this, SLOT(updateData()));
- for (int i = 0; i < m_sources.size(); ++i) {
- SourceData &source = m_sources[i];
- disconnect(this, 0, source.mapper, 0);
- disconnect(source.mapper, 0, this, 0);
- }
-}
-
-void QQuickCustomParticle::connectPropertySignals()
-{
- QSet<QByteArray>::const_iterator it;
- for (it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) {
- int pi = metaObject()->indexOfProperty(it->constData());
- if (pi >= 0) {
- QMetaProperty mp = metaObject()->property(pi);
- if (!mp.hasNotifySignal())
- qWarning("QQuickCustomParticle: property '%s' does not have notification method!", it->constData());
- QByteArray signalName("2");
- signalName.append(mp.notifySignal().signature());
- connect(this, signalName, this, SLOT(updateData()));
- } else {
- qWarning("QQuickCustomParticle: '%s' does not have a matching property!", it->constData());
- }
- }
- for (int i = 0; i < m_sources.size(); ++i) {
- SourceData &source = m_sources[i];
- int pi = metaObject()->indexOfProperty(source.name.constData());
- if (pi >= 0) {
- QMetaProperty mp = metaObject()->property(pi);
- QByteArray signalName("2");
- signalName.append(mp.notifySignal().signature());
- connect(this, signalName, source.mapper, SLOT(map()));
- source.mapper->setMapping(this, i);
- connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int)));
- } else {
- qWarning("QQuickCustomParticle: '%s' does not have a matching source!", source.name.constData());
- }
- }
-}
-
-void QQuickCustomParticle::updateProperties()
-{
- QByteArray vertexCode = m_source.vertexCode;
- QByteArray fragmentCode = m_source.fragmentCode;
- if (vertexCode.isEmpty())
- vertexCode = qt_particles_default_vertex_code;
- if (fragmentCode.isEmpty())
- fragmentCode = qt_particles_default_fragment_code;
- vertexCode = qt_particles_template_vertex_code + vertexCode;
-
- m_source.attributeNames.clear();
- m_source.attributeNames << "qt_ParticlePos"
- << "qt_ParticleTex"
- << "qt_ParticleData"
- << "qt_ParticleVec"
- << "qt_ParticleR";
-
- lookThroughShaderCode(vertexCode);
- lookThroughShaderCode(fragmentCode);
-
- if (!m_source.respectsMatrix)
- qWarning("QQuickCustomParticle: Missing reference to \'qt_Matrix\'.");
- if (!m_source.respectsOpacity)
- qWarning("QQuickCustomParticle: Missing reference to \'qt_Opacity\'.");
-
- for (int i = 0; i < m_sources.size(); ++i) {
- QVariant v = property(m_sources.at(i).name);
- setSource(v, i);
- }
-
- connectPropertySignals();
-}
-
-void QQuickCustomParticle::lookThroughShaderCode(const QByteArray &code)
-{
- // Regexp for matching attributes and uniforms.
- // In human readable form: attribute|uniform [lowp|mediump|highp] <type> <name>
- static QRegExp re(QLatin1String("\\b(attribute|uniform)\\b\\s*\\b(?:lowp|mediump|highp)?\\b\\s*\\b(\\w+)\\b\\s*\\b(\\w+)"));
- Q_ASSERT(re.isValid());
-
- int pos = -1;
-
- QString wideCode = QString::fromLatin1(code.constData(), code.size());
-
- while ((pos = re.indexIn(wideCode, pos + 1)) != -1) {
- QByteArray decl = re.cap(1).toLatin1(); // uniform or attribute
- QByteArray type = re.cap(2).toLatin1(); // type
- QByteArray name = re.cap(3).toLatin1(); // variable name
-
- if (decl == "attribute") {
- if (!m_source.attributeNames.contains(name))
- qWarning() << "Custom Particle: Unknown attribute " << name;
- } else {
- Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert
-
- if (name == "qt_Matrix") {
- m_source.respectsMatrix = true;
- } else if (name == "qt_Opacity") {
- m_source.respectsOpacity = true;
- } else if (name == "qt_Timestamp") {
- //Not strictly necessary
- } else {
- m_source.uniformNames.insert(name);
- if (type == "sampler2D") {
- SourceData d;
- d.mapper = new QSignalMapper;
- d.name = name;
- d.item = 0;
- m_sources.append(d);
- }
- }
- }
- }
-}
-
-QSGNode *QQuickCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
-{
- Q_UNUSED(oldNode);
- if (m_pleaseReset){
-
- //delete m_material;//Shader effect item doesn't regen material?
-
- delete m_rootNode;//Automatically deletes children
- m_rootNode = 0;
- m_nodes.clear();
- m_pleaseReset = false;
- m_dirtyData = false;
- }
-
- if (m_system && m_system->isRunning() && !m_system->isPaused()){
- prepareNextFrame();
- if (m_rootNode) {
- update();
- foreach (QSGGeometryNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyGeometry);//done in buildData?
- }
- }
-
- return m_rootNode;
-}
-
-void QQuickCustomParticle::prepareNextFrame(){
- 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.
- buildData();
-}
-
-QQuickShaderEffectNode* QQuickCustomParticle::buildCustomNodes()
-{
-#ifdef QT_OPENGL_ES_2
- if (m_count * 4 > 0xffff) {
- printf("CustomParticle: Too many particles... \n");
- return 0;
- }
-#endif
-
- if (m_count <= 0) {
- printf("CustomParticle: Too few particles... \n");
- return 0;
- }
-
- updateProperties();
-
- QQuickShaderEffectProgram s = m_source;
- if (s.fragmentCode.isEmpty())
- s.fragmentCode = qt_particles_default_fragment_code;
- if (s.vertexCode.isEmpty())
- s.vertexCode = qt_particles_default_vertex_code;
-
- if (!m_material) {
- m_material = new QQuickShaderEffectMaterialObject;
- }
-
- s.vertexCode = qt_particles_template_vertex_code + s.vertexCode;
- m_material->setProgramSource(s);
- foreach (const QString &str, m_groups){
- int gIdx = m_system->groupIds[str];
- int count = m_system->groupData[gIdx]->size();
-
- QQuickShaderEffectNode* node = new QQuickShaderEffectNode();
- m_nodes.insert(gIdx, node);
-
- node->setMaterial(m_material);
- node->markDirty(QSGNode::DirtyMaterial);
-
- //Create Particle Geometry
- int vCount = count * 4;
- int iCount = count * 6;
- QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
- node->setGeometry(g);
- 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;
- }
- }
- foreach (QQuickShaderEffectNode* node, m_nodes){
- if (node == *(m_nodes.begin()))
- continue;
- (*(m_nodes.begin()))->appendChildNode(node);
- }
-
- return *(m_nodes.begin());
-}
-
-
-void QQuickCustomParticle::buildData()
-{
- if (!m_rootNode)
- return;
- const QByteArray timestampName("qt_Timestamp");
- QVector<QPair<QByteArray, QVariant> > values;
- QVector<QPair<QByteArray, QSGTextureProvider *> > textures;
- const QVector<QPair<QByteArray, QSGTextureProvider *> > &oldTextures = m_material->textureProviders();
- for (int i = 0; i < oldTextures.size(); ++i) {
- QSGTextureProvider *t = oldTextures.at(i).second;
- if (t)
- foreach (QQuickShaderEffectNode* node, m_nodes)
- disconnect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
- }
- for (int i = 0; i < m_sources.size(); ++i) {
- const SourceData &source = m_sources.at(i);
- QSGTextureProvider *t = source.item->textureProvider();
- textures.append(qMakePair(source.name, t));
- if (t)
- foreach (QQuickShaderEffectNode* node, m_nodes)
- connect(t, SIGNAL(textureChanged()), 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_dirtyData = false;
- foreach (QQuickShaderEffectNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyMaterial);
-}
-
-void QQuickCustomParticle::initialize(int gIdx, int pIdx)
-{
- QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx];
- datum->r = rand()/(qreal)RAND_MAX;
-}
-
-void QQuickCustomParticle::commit(int gIdx, int pIdx)
-{
- if (m_nodes[gIdx] == 0)
- return;
-
- QQuickParticleData* datum = m_system->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 = 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].vx = datum->vx;
- vertices[i].vy = datum->vy;
- vertices[i].ax = datum->ax;
- vertices[i].ay = datum->ay;
- vertices[i].r = datum->r;
- }
-}
-
-QT_END_NAMESPACE