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diff --git a/src/imports/particles/ultraparticle.cpp b/src/imports/particles/ultraparticle.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 <private/qsgcontext_p.h>
+#include <private/qsgadaptationlayer_p.h>
+#include <qsgnode.h>
+#include <qsgtexturematerial.h>
+#include <qsgtexture.h>
+#include <QFile>
+#include "ultraparticle.h"
+#include "particleemitter.h"
+#include "spritestate.h"
+#include "spriteengine.h"
+#include <QGLFunctions>
+#include <qsgengine.h>
+
+QT_BEGIN_NAMESPACE
+
+const float CONV = 0.017453292519943295;
+class UltraMaterial : public QSGMaterial
+{
+public:
+ UltraMaterial(bool withSprites=false)
+ : timestamp(0)
+ , framecount(1)
+ , animcount(1)
+ , usesSprites(withSprites)
+ {
+ setFlag(Blending, true);
+ }
+
+ ~UltraMaterial()
+ {
+ delete texture;
+ delete colortable;
+ delete sizetable;
+ delete opacitytable;
+ }
+
+ 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 UltraMaterial *>(other);
+ }
+
+ QSGTexture *texture;
+ QSGTexture *colortable;
+ QSGTexture *sizetable;
+ QSGTexture *opacitytable;
+
+ qreal timestamp;
+ int framecount;
+ int animcount;
+ bool usesSprites;
+};
+class UltraMaterialData : public QSGMaterialShader
+{
+public:
+ UltraMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+ {
+ QFile vf(vertexFile ? vertexFile : ":resources/ultravertex.shader");
+ vf.open(QFile::ReadOnly);
+ m_vertex_code = vf.readAll();
+
+ QFile ff(fragmentFile ? fragmentFile : ":resources/ultrafragment.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 *)
+ {
+ UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
+ state.context()->functions()->glActiveTexture(GL_TEXTURE1);
+ m->colortable->bind();
+ program()->setUniformValue(m_colortable_id, 1);
+
+ state.context()->functions()->glActiveTexture(GL_TEXTURE2);
+ m->sizetable->bind();
+ program()->setUniformValue(m_sizetable_id, 2);
+
+ state.context()->functions()->glActiveTexture(GL_TEXTURE3);
+ m->opacitytable->bind();
+ program()->setUniformValue(m_opacitytable_id, 3);
+
+ state.context()->functions()->glActiveTexture(GL_TEXTURE0);//Investigate why this screws up Text{} if placed before 1
+ 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_colortable_id = program()->uniformLocation("colortable");
+ m_sizetable_id = program()->uniformLocation("sizetable");
+ m_opacitytable_id = program()->uniformLocation("opacitytable");
+ 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",
+ "vColor",
+ "vDeformVec",
+ "vRotation",
+ "vAnimData",
+ 0
+ };
+ return attr;
+ }
+
+ virtual bool isColorTable() const { return false; }
+
+ int m_matrix_id;
+ int m_opacity_id;
+ int m_timestamp_id;
+ int m_colortable_id;
+ int m_sizetable_id;
+ int m_opacitytable_id;
+ int m_framecount_id;
+ int m_animcount_id;
+
+ QByteArray m_vertex_code;
+ QByteArray m_fragment_code;
+
+ static float chunkOfBytes[1024];
+};
+float UltraMaterialData::chunkOfBytes[1024];
+
+QSGMaterialShader *UltraMaterial::createShader() const
+{
+ if(usesSprites)//TODO: Perhaps just swap the shaders, and don't mind the extra vector?
+ return new UltraMaterialData;
+ else
+ return new UltraMaterialData;
+}
+
+
+class SimpleMaterial : public UltraMaterial
+{
+ virtual QSGMaterialShader *createShader() const;
+ virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
+};
+
+class SimpleMaterialData : public QSGMaterialShader
+{
+public:
+ SimpleMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
+ {
+ QFile vf(vertexFile ? vertexFile : ":resources/simplevertex.shader");
+ vf.open(QFile::ReadOnly);
+ m_vertex_code = vf.readAll();
+
+ QFile ff(fragmentFile ? fragmentFile : ":resources/simplefragment.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 *)
+ {
+ UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
+ state.context()->functions()->glActiveTexture(GL_TEXTURE0);
+ m->texture->bind();
+
+ program()->setUniformValue(m_opacity_id, state.opacity());
+ program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
+
+ 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");
+ }
+
+ 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",
+ 0
+ };
+ return attr;
+ }
+
+ virtual bool isColorTable() const { return false; }
+
+ int m_matrix_id;
+ int m_opacity_id;
+ int m_timestamp_id;
+
+ QByteArray m_vertex_code;
+ QByteArray m_fragment_code;
+
+ static float chunkOfBytes[1024];
+};
+float SimpleMaterialData::chunkOfBytes[1024];
+
+QSGMaterialShader *SimpleMaterial::createShader() const {
+ return new SimpleMaterialData;
+}
+
+UltraParticle::UltraParticle(QSGItem* parent)
+ : ParticleType(parent)
+ , m_do_reset(false)
+ , m_color_variation(0.0)
+ , m_node(0)
+ , m_material(0)
+ , m_alphaVariation(0.0)
+ , m_alpha(1.0)
+ , m_redVariation(0.0)
+ , m_greenVariation(0.0)
+ , m_blueVariation(0.0)
+ , m_rotation(0)
+ , m_autoRotation(false)
+ , m_xVector(0)
+ , m_yVector(0)
+ , m_rotationVariation(0)
+ , m_rotationSpeed(0)
+ , m_rotationSpeedVariation(0)
+ , m_spriteEngine(0)
+ , m_bloat(false)
+ , perfLevel(Unknown)
+ , m_lastLevel(Unknown)
+{
+ setFlag(ItemHasContents);
+}
+
+QDeclarativeListProperty<SpriteState> UltraParticle::sprites()
+{
+ return QDeclarativeListProperty<SpriteState>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
+}
+
+void UltraParticle::setImage(const QUrl &image)
+{
+ if (image == m_image_name)
+ return;
+ m_image_name = image;
+ emit imageChanged();
+ reset();
+}
+
+
+void UltraParticle::setColortable(const QUrl &table)
+{
+ if (table == m_colortable_name)
+ return;
+ m_colortable_name = table;
+ emit colortableChanged();
+ reset();
+}
+
+void UltraParticle::setSizetable(const QUrl &table)
+{
+ if (table == m_sizetable_name)
+ return;
+ m_sizetable_name = table;
+ emit sizetableChanged();
+ reset();
+}
+
+void UltraParticle::setOpacitytable(const QUrl &table)
+{
+ if (table == m_opacitytable_name)
+ return;
+ m_opacitytable_name = table;
+ emit opacitytableChanged();
+ reset();
+}
+
+void UltraParticle::setColor(const QColor &color)
+{
+ if (color == m_color)
+ return;
+ m_color = color;
+ emit colorChanged();
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setColorVariation(qreal var)
+{
+ if (var == m_color_variation)
+ return;
+ m_color_variation = var;
+ emit colorVariationChanged();
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setAlphaVariation(qreal arg)
+{
+ if (m_alphaVariation != arg) {
+ m_alphaVariation = arg;
+ emit alphaVariationChanged(arg);
+ }
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setAlpha(qreal arg)
+{
+ if (m_alpha != arg) {
+ m_alpha = arg;
+ emit alphaChanged(arg);
+ }
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setRedVariation(qreal arg)
+{
+ if (m_redVariation != arg) {
+ m_redVariation = arg;
+ emit redVariationChanged(arg);
+ }
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setGreenVariation(qreal arg)
+{
+ if (m_greenVariation != arg) {
+ m_greenVariation = arg;
+ emit greenVariationChanged(arg);
+ }
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setBlueVariation(qreal arg)
+{
+ if (m_blueVariation != arg) {
+ m_blueVariation = arg;
+ emit blueVariationChanged(arg);
+ }
+ if(perfLevel < Coloured)
+ reset();
+}
+
+void UltraParticle::setRotation(qreal arg)
+{
+ if (m_rotation != arg) {
+ m_rotation = arg;
+ emit rotationChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setRotationVariation(qreal arg)
+{
+ if (m_rotationVariation != arg) {
+ m_rotationVariation = arg;
+ emit rotationVariationChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setRotationSpeed(qreal arg)
+{
+ if (m_rotationSpeed != arg) {
+ m_rotationSpeed = arg;
+ emit rotationSpeedChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setRotationSpeedVariation(qreal arg)
+{
+ if (m_rotationSpeedVariation != arg) {
+ m_rotationSpeedVariation = arg;
+ emit rotationSpeedVariationChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setAutoRotation(bool arg)
+{
+ if (m_autoRotation != arg) {
+ m_autoRotation = arg;
+ emit autoRotationChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setXVector(VaryingVector* arg)
+{
+ if (m_xVector != arg) {
+ m_xVector = arg;
+ emit xVectorChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setYVector(VaryingVector* arg)
+{
+ if (m_yVector != arg) {
+ m_yVector = arg;
+ emit yVectorChanged(arg);
+ }
+ if(perfLevel < Deformable)
+ reset();
+}
+
+void UltraParticle::setBloat(bool arg)
+{
+ if (m_bloat != arg) {
+ m_bloat = arg;
+ emit bloatChanged(arg);
+ }
+ if(perfLevel < 9999)
+ reset();
+}
+void UltraParticle::setCount(int c)
+{
+ ParticleType::setCount(c);
+ m_pleaseReset = true;
+}
+
+void UltraParticle::reset()
+{
+ ParticleType::reset();
+ m_pleaseReset = true;
+}
+
+void UltraParticle::createEngine()
+{
+ if(m_spriteEngine)
+ delete m_spriteEngine;
+ if(m_sprites.count())
+ m_spriteEngine = new SpriteEngine(m_sprites, this);
+ else
+ m_spriteEngine = 0;
+ reset();
+}
+
+static QSGGeometry::Attribute SimpleParticle_Attributes[] = {
+ { 0, 2, GL_FLOAT }, // Position
+ { 1, 2, GL_FLOAT }, // TexCoord
+ { 2, 4, GL_FLOAT }, // Data
+ { 3, 4, GL_FLOAT } // Vectors
+};
+
+static QSGGeometry::AttributeSet SimpleParticle_AttributeSet =
+{
+ 4, // Attribute Count
+ (2 + 2 + 4 + 4 ) * sizeof(float),
+ SimpleParticle_Attributes
+};
+
+static QSGGeometry::Attribute UltraParticle_Attributes[] = {
+ { 0, 2, GL_FLOAT }, // Position
+ { 1, 2, GL_FLOAT }, // TexCoord
+ { 2, 4, GL_FLOAT }, // Data
+ { 3, 4, GL_FLOAT }, // Vectors
+ { 4, 4, GL_UNSIGNED_BYTE }, // Colors
+ { 5, 4, GL_FLOAT }, // DeformationVectors
+ { 6, 3, GL_FLOAT }, // Rotation
+ { 7, 4, GL_FLOAT } // Anim Data
+};
+
+static QSGGeometry::AttributeSet UltraParticle_AttributeSet =
+{
+ 8, // Attribute Count
+ (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
+ UltraParticle_Attributes
+};
+
+QSGGeometryNode* UltraParticle::buildSimpleParticleNode()
+{
+ perfLevel = Simple;//TODO: Intermediate levels
+ QImage image = QImage(m_image_name.toLocalFile());
+ if (image.isNull()) {
+ printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
+ return 0;
+ }
+ int vCount = m_count * 4;
+ int iCount = m_count * 6;
+ qDebug() << "Simple Case";
+
+ QSGGeometry *g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
+ g->setDrawingMode(GL_TRIANGLES);
+
+ SimpleVertex *vertices = (SimpleVertex *) 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 = 0;
+ 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[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;
+ }
+
+ if (m_material) {
+ delete m_material;
+ m_material = 0;
+ }
+
+ m_material = new SimpleMaterial();
+ m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
+ m_material->texture->setFiltering(QSGTexture::Linear);
+ m_material->framecount = 1;
+ m_node = new QSGGeometryNode();
+ m_node->setGeometry(g);
+ m_node->setMaterial(m_material);
+
+ m_last_particle = 0;
+
+ return m_node;
+}
+
+QSGGeometryNode* UltraParticle::buildParticleNode()
+{
+ if (m_count * 4 > 0xffff) {
+ printf("UltraParticle: Too many particles... \n");//####Why is this here?
+ return 0;
+ }
+
+ if(m_count <= 0) {
+ printf("UltraParticle: Too few particles... \n");
+ return 0;
+ }
+
+ if(!m_sprites.count() && !m_bloat
+ && m_colortable_name.isEmpty()
+ && m_sizetable_name.isEmpty()
+ && m_opacitytable_name.isEmpty()
+ && !m_autoRotation
+ && !m_rotation && !m_rotationVariation
+ && !m_rotationSpeed && !m_rotationSpeedVariation
+ && !m_alphaVariation && m_alpha == 1.0
+ && !m_redVariation && !m_blueVariation && !m_greenVariation
+ && !m_color.isValid()
+ )
+ return buildSimpleParticleNode();
+ perfLevel = Sprites;//TODO: intermediate levels
+ if(!m_color.isValid())//But we're in colored level (or higher)
+ m_color = QColor(Qt::white);
+ qDebug() << "Complex Case";
+
+ QImage image;
+ if(m_sprites.count()){
+ if (!m_spriteEngine) {
+ qWarning() << "UltraParticle: No sprite engine...";
+ return 0;
+ }
+ image = m_spriteEngine->assembledImage();
+ if(image.isNull())//Warning is printed in engine
+ return 0;
+ }else{
+ image = QImage(m_image_name.toLocalFile());
+ if (image.isNull()) {
+ printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
+ return 0;
+ }
+ }
+
+ int vCount = m_count * 4;
+ int iCount = m_count * 6;
+
+ QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
+ g->setDrawingMode(GL_TRIANGLES);
+
+ UltraVertex *vertices = (UltraVertex *) g->vertexData();
+ SimpleVertex *oldSimple = (SimpleVertex *) m_lastData;//TODO: Other levels
+ if(m_lastLevel == 1)
+ qDebug() << "Theta" << m_lastLevel << oldSimple[0].x << oldSimple[0].y << oldSimple[0].t;
+ for (int p=0; p<m_count; ++p) {
+
+ if (m_lastLevel == 1) {//Transplant/IntermediateVertices?
+ for (int i=0; i<4; ++i) {
+ vertices[i].x = oldSimple[i].x;
+ vertices[i].y = oldSimple[i].y;
+ vertices[i].t = oldSimple[i].t;
+ vertices[i].lifeSpan = oldSimple[i].lifeSpan;
+ vertices[i].size = oldSimple[i].size;
+ vertices[i].endSize = oldSimple[i].endSize;
+ vertices[i].sx = oldSimple[i].sx;
+ vertices[i].sy = oldSimple[i].sy;
+ vertices[i].ax = oldSimple[i].ax;
+ vertices[i].ay = oldSimple[i].ay;
+ vertices[i].xx = 1;
+ vertices[i].xy = 0;
+ vertices[i].yx = 0;
+ vertices[i].yy = 1;
+ vertices[i].rotation = 0;
+ vertices[i].rotationSpeed = 0;
+ vertices[i].autoRotate = 0;
+ vertices[i].animIdx = 0;
+ vertices[i].frameDuration = oldSimple[i].lifeSpan;
+ vertices[i].frameCount = 1;
+ vertices[i].animT = oldSimple[i].t;
+ vertices[i].color.r = 255;
+ vertices[i].color.g = 255;
+ vertices[i].color.b = 255;
+ vertices[i].color.a = 255;
+ }
+ } else {
+ for (int i=0; i<4; ++i) {
+ vertices[i].x = 0;
+ vertices[i].y = 0;
+ vertices[i].t = -1;
+ vertices[i].lifeSpan = 0;
+ 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].xx = 1;
+ vertices[i].xy = 0;
+ vertices[i].yx = 0;
+ vertices[i].yy = 1;
+ vertices[i].rotation = 0;
+ vertices[i].rotationSpeed = 0;
+ vertices[i].autoRotate = 0;
+ vertices[i].animIdx = -1;
+ vertices[i].frameDuration = 1;
+ vertices[i].frameCount = 0;
+ vertices[i].animT = -1;
+ vertices[i].color.r = 0;//TODO:Some things never get used uninitialized. Consider dropping them here?
+ vertices[i].color.g = 0;
+ vertices[i].color.b = 0;
+ vertices[i].color.a = 0;
+ }
+ }
+
+ 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;
+ oldSimple += 4;
+ }
+
+ quint16 *indices = g->indexDataAsUShort();//TODO: Speed gains by copying this over if count unchanged?
+ 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;
+ }
+
+ qFree(m_lastData);
+ if (m_material) {
+ delete m_material;
+ m_material = 0;
+ }
+
+ QImage colortable(m_colortable_name.toLocalFile());
+ QImage sizetable(m_sizetable_name.toLocalFile());
+ QImage opacitytable(m_opacitytable_name.toLocalFile());
+ m_material = new UltraMaterial();
+ if(colortable.isNull())
+ colortable = QImage(":resources/identitytable.png");
+ if(sizetable.isNull())
+ sizetable = QImage(":resources/identitytable.png");
+ if(opacitytable.isNull())
+ opacitytable = QImage(":resources/defaultFadeInOut.png");
+ Q_ASSERT(!colortable.isNull());
+ Q_ASSERT(!sizetable.isNull());
+ Q_ASSERT(!opacitytable.isNull());
+ m_material->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
+ m_material->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
+ m_material->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
+
+ m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
+ m_material->texture->setFiltering(QSGTexture::Linear);
+
+ m_material->framecount = 1;
+ if(m_spriteEngine){
+ m_material->framecount = m_spriteEngine->maxFrames();
+ m_spriteEngine->setCount(m_count);
+ }
+
+ m_node = new QSGGeometryNode();
+ m_node->setGeometry(g);
+ m_node->setMaterial(m_material);
+
+ m_last_particle = 0;
+
+ return m_node;
+}
+
+QSGNode *UltraParticle::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
+{
+ if(m_pleaseReset){
+ if(m_node){
+ if(perfLevel == 1){
+ qDebug() << "Beta";
+ m_lastData = qMalloc(m_count*sizeof(SimpleVertices));//TODO: Account for count_changed possibility
+ memcpy(m_lastData, m_node->geometry()->vertexData(), m_count * sizeof(SimpleVertices));//TODO: Multiple levels
+ }
+ m_lastLevel = perfLevel;
+ 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 UltraParticle::prepareNextFrame()
+{
+ if (m_node == 0){ //TODO: Staggered loading (as emitted)
+ m_node = buildParticleNode();
+ if(m_node == 0)
+ return;
+ qDebug() << "Feature level: " << perfLevel;
+ }
+ qint64 timeStamp = m_system->systemSync(this);
+
+ qreal time = timeStamp / 1000.;
+ m_material->timestamp = time;
+
+ //Advance State
+ if(m_spriteEngine){//perfLevel == Sprites?
+ m_material->animcount = m_spriteEngine->spriteCount();
+ UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData();
+ m_spriteEngine->updateSprites(timeStamp);
+ for(int i=0; i<m_count; i++){
+ UltraVertices &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);
+ }
+ }
+ }else{
+ m_material->animcount = 1;
+ }
+}
+
+template <typename VT>
+IntermediateVertices* transplant(IntermediateVertices* iv, VT &v)
+{//Deliberate typemangling cast
+ iv->v1 = (UltraVertex*)&(v.v1);
+ iv->v2 = (UltraVertex*)&(v.v2);
+ iv->v3 = (UltraVertex*)&(v.v3);
+ iv->v4 = (UltraVertex*)&(v.v4);
+ return iv;
+}
+
+IntermediateVertices* UltraParticle::fetchIntermediateVertices(int pos)
+{
+ //Note that this class ruins typesafety for you. Maybe even thread safety.
+ //TODO: Something better, possibly with templates or inheritance
+ static IntermediateVertices iv;
+ SimpleVertices *sv;
+ UltraVertices *uv;
+ switch(perfLevel){
+ case Simple:
+ sv = (SimpleVertices *) m_node->geometry()->vertexData();
+ return transplant(&iv, sv[pos]);
+ case Coloured:
+ case Deformable:
+ case Tabled:
+ case Sprites:
+ default:
+ uv = (UltraVertices *) m_node->geometry()->vertexData();
+ return transplant(&iv,uv[pos]);
+ }
+}
+
+void UltraParticle::reloadColor(const Color4ub &c, ParticleData* d)
+{
+ UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData();
+ int pos = particleTypeIndex(d);
+ UltraVertices &p = particles[pos];
+ p.v1.color = p.v2.color = p.v3.color = p.v4.color = c;
+}
+
+void UltraParticle::reload(ParticleData *d)
+{
+ if (m_node == 0)
+ return;
+
+ int pos = particleTypeIndex(d);
+ IntermediateVertices* p = fetchIntermediateVertices(pos);
+
+ //Perhaps we could be more efficient?
+ vertexCopy(*p->v1, d->pv);
+ vertexCopy(*p->v2, d->pv);
+ vertexCopy(*p->v3, d->pv);
+ vertexCopy(*p->v4, d->pv);
+}
+
+void UltraParticle::load(ParticleData *d)
+{
+ if (m_node == 0)
+ return;
+
+ int pos = particleTypeIndex(d);
+ IntermediateVertices* p = fetchIntermediateVertices(pos);//Remember this removes typesafety!
+ Color4ub color;
+ qreal redVariation = m_color_variation + m_redVariation;
+ qreal greenVariation = m_color_variation + m_greenVariation;
+ qreal blueVariation = m_color_variation + m_blueVariation;
+ switch(perfLevel){//Fall-through is intended on all of them
+ case Sprites:
+ // Initial Sprite State
+ 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;
+ if(m_spriteEngine){
+ m_spriteEngine->startSprite(pos);
+ 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);
+ }else{
+ p->v1->frameCount = p->v2->frameCount = p->v3->frameCount = p->v4->frameCount = 1;
+ p->v1->frameDuration = p->v2->frameDuration = p->v3->frameDuration = p->v4->frameDuration = 9999;
+ }
+ case Tabled:
+ case Deformable:
+ //Initial Rotation
+ if(m_xVector){
+ const QPointF &ret = m_xVector->sample(QPointF(d->pv.x, d->pv.y));
+ p->v1->xx = p->v2->xx = p->v3->xx = p->v4->xx = ret.x();
+ p->v1->xy = p->v2->xy = p->v3->xy = p->v4->xy = ret.y();
+ }
+ if(m_yVector){
+ const QPointF &ret = m_yVector->sample(QPointF(d->pv.x, d->pv.y));
+ p->v1->yx = p->v2->yx = p->v3->yx = p->v4->yx = ret.x();
+ p->v1->yy = p->v2->yy = p->v3->yy = p->v4->yy = ret.y();
+ }
+ p->v1->rotation = p->v2->rotation = p->v3->rotation = p->v4->rotation =
+ (m_rotation + (m_rotationVariation - 2*((qreal)rand()/RAND_MAX)*m_rotationVariation) ) * CONV;
+ p->v1->rotationSpeed = p->v2->rotationSpeed = p->v3->rotationSpeed = p->v4->rotationSpeed =
+ (m_rotationSpeed + (m_rotationSpeedVariation - 2*((qreal)rand()/RAND_MAX)*m_rotationSpeedVariation) ) * CONV;
+ p->v1->autoRotate = p->v2->autoRotate = p->v3->autoRotate = p->v4->autoRotate = m_autoRotation?1.0:0.0;
+ case Coloured:
+ //Color initialization
+ // Particle color
+ color.r = m_color.red() * (1 - redVariation) + rand() % 256 * redVariation;
+ color.g = m_color.green() * (1 - greenVariation) + rand() % 256 * greenVariation;
+ color.b = m_color.blue() * (1 - blueVariation) + rand() % 256 * blueVariation;
+ color.a = m_alpha * m_color.alpha() * (1 - m_alphaVariation) + rand() % 256 * m_alphaVariation;
+ p->v1->color = p->v2->color = p->v3->color = p->v4->color = color;
+ default:
+ break;
+ }
+
+ vertexCopy(*p->v1, d->pv);
+ vertexCopy(*p->v2, d->pv);
+ vertexCopy(*p->v3, d->pv);
+ vertexCopy(*p->v4, d->pv);
+}
+
+QT_END_NAMESPACE