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-rw-r--r--src/imports/particles/spriteparticle.cpp449
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diff --git a/src/imports/particles/spriteparticle.cpp b/src/imports/particles/spriteparticle.cpp
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--- a/src/imports/particles/spriteparticle.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the Declarative 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 "spriteparticle.h"
-#include "spritestate.h"
-#include "spriteengine.h"
-#include "particleemitter.h"
-#include <private/qsgcontext_p.h>
-#include <private/qsgadaptationlayer_p.h>
-#include <qsgnode.h>
-#include <qsgtexturematerial.h>
-#include <qsgengine.h>
-#include <qsgtexture.h>
-#include <QFile>
-#include <cmath>
-#include <qmath.h>
-#include <QDebug>
-
-QT_BEGIN_NAMESPACE
-
-class SpriteParticlesMaterial : public QSGMaterial
-{
-public:
- SpriteParticlesMaterial();
- virtual ~SpriteParticlesMaterial();
- 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 SpriteParticlesMaterial *>(other);
- }
-
- QSGTexture *texture;
-
- qreal timestamp;
- int framecount;
- int animcount;
-};
-
-SpriteParticlesMaterial::SpriteParticlesMaterial()
- : timestamp(0)
- , framecount(1)
- , animcount(1)
-{
- setFlag(Blending, true);
-}
-
-SpriteParticlesMaterial::~SpriteParticlesMaterial()
-{
- delete texture;
-}
-
-class SpriteParticlesMaterialData : public QSGMaterialShader
-{
-public:
- SpriteParticlesMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
- {
- QFile vf(vertexFile ? vertexFile : ":resources/spritevertex.shader");
- vf.open(QFile::ReadOnly);
- m_vertex_code = vf.readAll();
-
- QFile ff(fragmentFile ? fragmentFile : ":resources/spritefragment.shader");
- ff.open(QFile::ReadOnly);
- m_fragment_code = ff.readAll();
-
- Q_ASSERT(!m_vertex_code.isNull());
- 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 *)
- {
- SpriteParticlesMaterial *m = static_cast<SpriteParticlesMaterial *>(newEffect);
- 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);
-
- if (state.isMatrixDirty())
- program()->setUniformValue(m_matrix_id, state.combinedMatrix());
- }
-
- virtual void initialize() {
- m_matrix_id = program()->uniformLocation("matrix");
- m_opacity_id = program()->uniformLocation("opacity");
- 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",
- "vAnimData",
- 0
- };
- return attr;
- }
-
- virtual bool isColorTable() const { return false; }
-
- 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];
-};
-float SpriteParticlesMaterialData::chunkOfBytes[1024];
-
-QSGMaterialShader *SpriteParticlesMaterial::createShader() const
-{
- return new SpriteParticlesMaterialData;
-}
-
-struct SpriteParticleVertex {
- 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 animIdx;
- float frameDuration;
- float frameCount;
- float animT;
-};
-
-struct SpriteParticleVertices {
- SpriteParticleVertex v1;
- SpriteParticleVertex v2;
- SpriteParticleVertex v3;
- SpriteParticleVertex v4;
-};
-
-SpriteParticle::SpriteParticle(QSGItem *parent) :
- ParticleType(parent)
- , m_node(0)
- , m_material(0)
- , m_spriteEngine(0)
-{
- setFlag(ItemHasContents);
- }
-QDeclarativeListProperty<SpriteState> SpriteParticle::sprites()
-{
- return QDeclarativeListProperty<SpriteState>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
-}
-
-void SpriteParticle::createEngine()
-{
- if(m_spriteEngine)
- delete m_spriteEngine;
- if(m_sprites.count())
- m_spriteEngine = new SpriteEngine(m_sprites, this);
- else
- m_spriteEngine = 0;
- reset();//###this is probably out of updatePaintNode and shouldn't be
-}
-
-void SpriteParticle::setCount(int c)
-{
- ParticleType::setCount(c);
- m_pleaseReset = true;
-}
-
-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_FLOAT } // Colors
-};
-
-static QSGGeometry::AttributeSet SpriteParticle_AttributeSet =
-{
- 5, // Attribute Count
- (2 + 2 + 4 + 4 + 4) * sizeof(float),
- SpriteParticle_Attributes
-};
-
-
-
-QSGGeometryNode* SpriteParticle::buildParticleNode()
-{
- if (m_count * 4 > 0xffff) {
- qWarning() << "SpriteParticle: too many particles...";
- return 0;
- }
-
- if (m_count * 4 == 0) {
- qWarning() << "SpriteParticle: No particles...";
- return 0;
- }
-
- if (!m_spriteEngine) {
- qWarning() << "SpriteParticle: No sprite engine...";
- return 0;
- }
-
- if (m_material) {
- delete m_material;
- m_material = 0;
- }
-
- m_material = new SpriteParticlesMaterial();
-
- QImage image = m_spriteEngine->assembledImage();
- if(image.isNull())
- return 0;
- m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
- m_material->texture->setFiltering(QSGTexture::Linear);
- m_material->framecount = m_spriteEngine->maxFrames();
- m_spriteEngine->setCount(m_count);
-
- int vCount = m_count * 4;
- int iCount = m_count * 6;
- QSGGeometry *g = new QSGGeometry(SpriteParticle_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
-
- SpriteParticleVertex *vertices = (SpriteParticleVertex *) g->vertexData();
- for (int p=0; p<m_count; ++p) {
-
- for (int i=0; i<4; ++i) {
- vertices[i].x = 0;
- vertices[i].y = 0;
- vertices[i].t = -1;
- vertices[i].lifeSpan = -1;
- vertices[i].size = 0;
- vertices[i].endSize = 0;
- vertices[i].sx = 0;
- vertices[i].sy = 0;
- vertices[i].ax = 0;
- vertices[i].ay = 0;
- vertices[i].animIdx = 0;
- vertices[i].frameDuration = 1;
- vertices[i].frameCount = 1;
- vertices[i].animT = -1;
-
- }
-
- vertices[0].tx = 0;
- vertices[0].ty = 0;
-
- vertices[1].tx = 1.0;
- vertices[1].ty = 0;
-
- vertices[2].tx = 0;
- vertices[2].ty = 1.0;
-
- vertices[3].tx = 1.0;
- vertices[3].ty = 1.0;
-
- 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;
- }
-
-
- m_node = new QSGGeometryNode();
- m_node->setGeometry(g);
- m_node->setMaterial(m_material);
- m_last_particle = 0;
- return m_node;
-}
-
-void SpriteParticle::vertexCopy(SpriteParticleVertex &b,const ParticleVertex& a)
-{
- b.x = a.x + m_systemOffset.x();
- b.y = a.y + m_systemOffset.y();
- b.t = a.t;
- b.lifeSpan = a.lifeSpan;
- b.size = a.size;
- b.endSize = a.endSize;
- b.sx = a.sx;
- b.sy = a.sy;
- b.ax = a.ax;
- b.ay = a.ay;
-}
-
-void SpriteParticle::load(ParticleData *d)
-{
- if (m_node == 0) //error creating node
- return;
-
- SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData();
- int pos = particleTypeIndex(d);
- SpriteParticleVertices &p = particles[pos];
-
- // Initial Sprite State
- m_spriteEngine->startSprite(pos);
- p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = p.v1.t;
- p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = 0;
- p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(pos);
- p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(pos);
-
- vertexCopy(p.v1, d->pv);
- vertexCopy(p.v2, d->pv);
- vertexCopy(p.v3, d->pv);
- vertexCopy(p.v4, d->pv);
-
-}
-
-void SpriteParticle::reload(ParticleData *d)
-{
- if (m_node == 0) //error creating node
- return;
-
- SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData();
- int pos = particleTypeIndex(d);
- SpriteParticleVertices &p = particles[pos];
-
- vertexCopy(p.v1, d->pv);
- vertexCopy(p.v2, d->pv);
- vertexCopy(p.v3, d->pv);
- vertexCopy(p.v4, d->pv);
-}
-
-
-QSGNode *SpriteParticle::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
-{
- if(m_pleaseReset){
- if(m_node)
- delete m_node;
- if(m_material)
- delete m_material;
-
- m_node = 0;
- m_material = 0;
- m_pleaseReset = false;
- }
- if(m_system&& m_system->isRunning())
- prepareNextFrame();
- if (m_node){
- update();
- m_node->markDirty(QSGNode::DirtyMaterial);
- }
-
- return m_node;
-}
-
-void SpriteParticle::prepareNextFrame()
-{
- if (m_node == 0){ //TODO: Staggered loading (as emitted) (is it just moving this check to load()?)
- m_node = buildParticleNode();
- if(m_node == 0)
- return;
- }
- qint64 timeStamp = m_system->systemSync(this);
-
-
- qreal time = timeStamp / 1000.;
- m_material->timestamp = time;
- m_material->animcount = m_spriteEngine->spriteCount();
-
- //Advance State
- SpriteParticleVertices *particles = (SpriteParticleVertices *) m_node->geometry()->vertexData();
- m_spriteEngine->updateSprites(timeStamp);
- for(int i=0; i<m_count; i++){
- SpriteParticleVertices &p = particles[i];
- int curIdx = m_spriteEngine->spriteState(i);
- 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(i)/1000.0;
- p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(i);
- p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(i);
- }
- }
-}
-
-void SpriteParticle::reset()
-{
- ParticleType::reset();
- m_pleaseReset = true;
-}
-
-QT_END_NAMESPACE