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Diffstat (limited to 'src/declarative/particles/qsgcustomparticle.cpp')
-rw-r--r-- | src/declarative/particles/qsgcustomparticle.cpp | 518 |
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 |