aboutsummaryrefslogtreecommitdiffstats
path: root/src/declarative/particles/qsgcustomparticle.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/declarative/particles/qsgcustomparticle.cpp')
-rw-r--r--src/declarative/particles/qsgcustomparticle.cpp518
1 files changed, 518 insertions, 0 deletions
diff --git a/src/declarative/particles/qsgcustomparticle.cpp b/src/declarative/particles/qsgcustomparticle.cpp
new file mode 100644
index 0000000000..46f160ddf4
--- /dev/null
+++ b/src/declarative/particles/qsgcustomparticle.cpp
@@ -0,0 +1,518 @@
+/****************************************************************************
+**
+** 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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgcustomparticle_p.h"
+#include <private/qsgshadereffectmesh_p.h>
+#include <cstdlib>
+
+QT_BEGIN_NAMESPACE
+
+//TODO: Can we make the code such that you don't have to copy the whole vertex shader just to add one little calculation?
+//Includes comments because the code isn't self explanatory
+static const char qt_particles_default_vertex_code[] =
+ "attribute highp vec2 vPos; \n"
+ "attribute highp vec2 vTex; \n"
+ "attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize \n"
+ "attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration \n"
+ "uniform highp mat4 qt_ModelViewProjectionMatrix; \n"
+ "uniform highp float timestamp; \n"
+ "varying highp vec2 fTex; \n"
+ "void main() { \n"
+ " fTex = vTex; \n"
+ " highp float size = vData.z; \n"
+ " highp float endSize = vData.w; \n"
+ " highp float t = (timestamp - vData.x) / vData.y; \n"
+ " highp float currentSize = mix(size, endSize, t * t); \n"
+ " if (t < 0. || t > 1.) \n"
+ " currentSize = 0.; \n"
+ " highp vec2 pos = vPos \n"
+ " - currentSize / 2. + currentSize * vTex // adjust size \n"
+ " + vVec.xy * t * vData.y // apply speed vector.. \n"
+ " + 0.5 * vVec.zw * pow(t * vData.y, 2.); \n"
+ " gl_Position = qt_ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0, 1); \n"
+ "}";
+
+static const char qt_particles_default_fragment_code[] =//TODO: Default frag requires source?
+ "uniform sampler2D source; \n"
+ "varying highp vec2 fTex; \n"
+ "uniform lowp float qt_Opacity; \n"
+ "void main() { \n"
+ " gl_FragColor = texture2D(source, fTex) * qt_Opacity; \n"
+ "}";
+
+static const char qt_position_attribute_name[] = "qt_Vertex";
+static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
+
+static QSGGeometry::Attribute PlainParticle_Attributes[] = {
+ { 0, 2, GL_FLOAT }, // Position
+ { 1, 2, GL_FLOAT }, // TexCoord
+ { 2, 4, GL_FLOAT }, // Data
+ { 3, 4, GL_FLOAT }, // Vectors
+ { 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 sx;
+ float sy;
+ float ax;
+ float ay;
+ float r;
+};
+
+struct PlainVertices {
+ PlainVertex v1;
+ PlainVertex v2;
+ PlainVertex v3;
+ PlainVertex v4;
+};
+
+QSGCustomParticle::QSGCustomParticle(QSGItem* parent)
+ : QSGParticlePainter(parent)
+ , m_pleaseReset(true)
+ , m_dirtyData(true)
+{
+ setFlag(QSGItem::ItemHasContents);
+}
+
+void QSGCustomParticle::componentComplete()
+{
+ reset();
+ QSGParticlePainter::componentComplete();
+}
+
+
+//Trying to keep the shader conventions the same as in qsgshadereffectitem
+/*!
+ \qmlproperty string CustomParticle::fragmentShader
+
+ This property holds the fragment shader's GLSL source code.
+ The default shader passes the texture coordinate along to the fragment
+ shader as "varying highp vec2 qt_TexCoord0".
+*/
+
+void QSGCustomParticle::setFragmentShader(const QByteArray &code)
+{
+ if (m_source.fragmentCode.constData() == code.constData())
+ return;
+ m_source.fragmentCode = code;
+ if (isComponentComplete()) {
+ reset();
+ }
+ emit fragmentShaderChanged();
+}
+
+/*!
+ \qmlproperty string CustomParticle::vertexShader
+
+ This property holds the vertex 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 QSGCustomParticle::setVertexShader(const QByteArray &code)
+{
+ if (m_source.vertexCode.constData() == code.constData())
+ return;
+ m_source.vertexCode = code;
+ if (isComponentComplete()) {
+ reset();
+ }
+ emit vertexShaderChanged();
+}
+
+void QSGCustomParticle::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();
+
+ QSGParticlePainter::reset();
+ m_pleaseReset = true;
+}
+
+
+void QSGCustomParticle::changeSource(int index)
+{
+ Q_ASSERT(index >= 0 && index < m_sources.size());
+ QVariant v = property(m_sources.at(index).name.constData());
+ setSource(v, index);
+}
+
+void QSGCustomParticle::updateData()
+{
+ m_dirtyData = true;
+ update();
+}
+
+void QSGCustomParticle::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);
+
+ QSGTextureProvider *int3rface = QSGTextureProvider::from(obj);
+ if (!int3rface) {
+ qWarning("Could not assign property '%s', did not implement QSGTextureProvider.", source.name.constData());
+ }
+
+ source.item = qobject_cast<QSGItem *>(obj);
+
+ // TODO: Copy better solution in QSGShaderEffectItem 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 QSGCustomParticle::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 QSGCustomParticle::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("QSGShaderEffectItem: 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("QSGShaderEffectItem: '%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("QSGShaderEffectItem: '%s' does not have a matching source!", source.name.constData());
+ }
+ }
+}
+
+void QSGCustomParticle::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;
+
+ m_source.attributeNames.clear();
+ m_source.attributeNames << "vPos" << "vTex" << "vData" << "vVec" << "r";
+
+ lookThroughShaderCode(vertexCode);
+ lookThroughShaderCode(fragmentCode);
+
+ if (!m_source.attributeNames.contains(qt_position_attribute_name))
+ qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_position_attribute_name);
+ if (!m_source.attributeNames.contains(qt_texcoord_attribute_name))
+ qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_texcoord_attribute_name);
+ if (!m_source.respectsMatrix)
+ qWarning("QSGShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
+ if (!m_source.respectsOpacity)
+ qWarning("QSGShaderEffectItem: 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 QSGCustomParticle::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))//TODO: Can they add custom attributes?
+ qWarning() << "Custom Particle: Unknown attribute " << name;
+ } else {
+ Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert
+
+ if (name == "qt_ModelViewProjectionMatrix") {
+ m_source.respectsMatrix = true;
+ } else if (name == "qt_Opacity") {
+ m_source.respectsOpacity = true;
+ } else if (name == "timestamp") {
+ //TODO: Copy the whole thing just because I have one more uniform?
+ } 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 *QSGCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
+{
+ if(m_pleaseReset){
+ if(m_node)
+ delete m_node;
+ //delete m_material;//Shader effect item doesn't regen material?
+
+ m_node = 0;
+ m_pleaseReset = false;
+ m_dirtyData = false;
+ }
+
+ if(m_system && m_system->isRunning())
+ prepareNextFrame();
+ if (m_node){
+ if(oldNode)
+ Q_ASSERT(oldNode == m_node);
+ update();
+ m_node->markDirty(QSGNode::DirtyMaterial); //done in buildData?
+ }
+
+ return m_node;
+}
+
+void QSGCustomParticle::prepareNextFrame(){
+ if(!m_node)
+ m_node = buildCustomNode();
+ if(!m_node)
+ return;
+
+ m_lastTime = m_system->systemSync(this) / 1000.;
+ if(m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive.
+ buildData();
+}
+
+QSGShaderEffectNode* QSGCustomParticle::buildCustomNode()
+{
+ if (m_count * 4 > 0xffff) {
+ printf("CustomParticle: Too many particles... \n");//####Why is this here?
+ return 0;
+ }
+
+ if(m_count <= 0) {
+ printf("CustomParticle: Too few particles... \n");
+ return 0;
+ }
+
+ //Create Particle Geometry
+ int vCount = m_count * 4;
+ int iCount = m_count * 6;
+ QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
+ g->setDrawingMode(GL_TRIANGLES);
+ PlainVertex *vertices = (PlainVertex *) g->vertexData();
+ for (int p=0; p<m_count; ++p) {
+ reload(p);
+ vertices[0].tx = 0;
+ vertices[0].ty = 0;
+
+ vertices[1].tx = 1;
+ vertices[1].ty = 0;
+
+ vertices[2].tx = 0;
+ vertices[2].ty = 1;
+
+ vertices[3].tx = 1;
+ vertices[3].ty = 1;
+ vertices += 4;
+ }
+ quint16 *indices = g->indexDataAsUShort();
+ for (int i=0; i<m_count; ++i) {
+ int o = i * 4;
+ indices[0] = o;
+ indices[1] = o + 1;
+ indices[2] = o + 2;
+ indices[3] = o + 1;
+ indices[4] = o + 3;
+ indices[5] = o + 2;
+ indices += 6;
+ }
+
+ updateProperties();
+ QSGShaderEffectNode* node = new QSGShaderEffectNode();
+
+
+ node->setGeometry(g);
+ node->setMaterial(&m_material);
+
+ QSGShaderEffectProgram s = m_source;
+ if (s.fragmentCode.isEmpty())
+ s.fragmentCode = qt_particles_default_fragment_code;
+ if (s.vertexCode.isEmpty())
+ s.vertexCode = qt_particles_default_vertex_code;
+ m_material.setProgramSource(s);
+ return node;
+}
+
+static const QByteArray timestampName("timestamp");
+
+void QSGCustomParticle::buildData()
+{
+ if(!m_node)//Operates on m_node
+ return;
+ QVector<QPair<QByteArray, QVariant> > values;
+ QVector<QPair<QByteArray, QPointer<QSGItem> > > textures;
+ const QVector<QPair<QByteArray, QPointer<QSGItem> > > &oldTextures = m_material.textureProviders();
+
+ for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin();
+ it != m_source.uniformNames.end(); ++it) {
+ values.append(qMakePair(*it, property(*it)));
+ }
+ for (int i = 0; i < oldTextures.size(); ++i) {
+ QSGTextureProvider *oldSource = QSGTextureProvider::from(oldTextures.at(i).second);
+ if (oldSource && oldSource->textureChangedSignal())
+ disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), m_node, SLOT(markDirtyTexture()));
+ }
+ for (int i = 0; i < m_sources.size(); ++i) {
+ const SourceData &source = m_sources.at(i);
+ textures.append(qMakePair(source.name, source.item));
+ QSGTextureProvider *t = QSGTextureProvider::from(source.item);
+ if (t && t->textureChangedSignal())
+ connect(source.item, t->textureChangedSignal(), m_node, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ }
+ values.append(qMakePair(timestampName, QVariant(m_lastTime)));
+ m_material.setUniforms(values);
+ m_material.setTextureProviders(textures);
+ m_node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyData = false;
+}
+
+void QSGCustomParticle::initialize(int idx)
+{
+ m_data[idx]->r = rand()/(qreal)RAND_MAX;
+}
+
+void QSGCustomParticle::reload(int idx)
+{
+ if (m_node == 0)
+ return;
+
+ PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData();
+ PlainVertex *vertices = (PlainVertex *)&particles[idx];
+ for (int i=0; i<4; ++i) {
+ vertices[i].x = m_data[idx]->x - m_systemOffset.x();
+ vertices[i].y = m_data[idx]->y - m_systemOffset.y();
+ vertices[i].t = m_data[idx]->t;
+ vertices[i].lifeSpan = m_data[idx]->lifeSpan;
+ vertices[i].size = m_data[idx]->size;
+ vertices[i].endSize = m_data[idx]->endSize;
+ vertices[i].sx = m_data[idx]->sx;
+ vertices[i].sy = m_data[idx]->sy;
+ vertices[i].ax = m_data[idx]->ax;
+ vertices[i].ay = m_data[idx]->ay;
+ vertices[i].r = m_data[idx]->r;
+ }
+}
+
+QT_END_NAMESPACE