diff options
Diffstat (limited to 'src/imports/particles/ultraparticle.cpp')
-rw-r--r-- | src/imports/particles/ultraparticle.cpp | 347 |
1 files changed, 286 insertions, 61 deletions
diff --git a/src/imports/particles/ultraparticle.cpp b/src/imports/particles/ultraparticle.cpp index 6dd05aa597..d516f9952d 100644 --- a/src/imports/particles/ultraparticle.cpp +++ b/src/imports/particles/ultraparticle.cpp @@ -58,10 +58,11 @@ const float CONV = 0.017453292519943295; class UltraMaterial : public QSGMaterial { public: - UltraMaterial() + UltraMaterial(bool withSprites=false) : timestamp(0) , framecount(1) , animcount(1) + , usesSprites(withSprites) { setFlag(Blending, true); } @@ -89,9 +90,8 @@ public: qreal timestamp; int framecount; int animcount; + bool usesSprites; }; - - class UltraMaterialData : public QSGMaterialShader { public: @@ -191,17 +191,99 @@ public: }; float UltraMaterialData::chunkOfBytes[1024]; - QSGMaterialShader *UltraMaterial::createShader() const { - return new UltraMaterialData; + 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; +}; + +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(Qt::white) - , m_color_variation(0.5) + , m_color_variation(0.0) , m_node(0) , m_material(0) , m_alphaVariation(0.0) @@ -217,6 +299,8 @@ UltraParticle::UltraParticle(QSGItem* parent) , m_rotationSpeed(0) , m_rotationSpeedVariation(0) , m_spriteEngine(0) + , m_bloat(false) + , perfLevel(Unknown) { setFlag(ItemHasContents); } @@ -269,7 +353,6 @@ void UltraParticle::setColor(const QColor &color) return; m_color = color; emit colorChanged(); - //m_system->pleaseReset();//XXX } void UltraParticle::setColorVariation(qreal var) @@ -278,7 +361,6 @@ void UltraParticle::setColorVariation(qreal var) return; m_color_variation = var; emit colorVariationChanged(); - //m_system->pleaseReset();//XXX } void UltraParticle::setCount(int c) @@ -301,9 +383,23 @@ void UltraParticle::createEngine() m_spriteEngine = new SpriteEngine(m_sprites, this); else m_spriteEngine = 0; - reset();//###this is probably out of updatePaintNode and shouldn't be + 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 @@ -322,10 +418,85 @@ static QSGGeometry::AttributeSet UltraParticle_AttributeSet = 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"); + printf("UltraParticle: Too many particles... \n");//####Why is this here? return 0; } @@ -334,6 +505,21 @@ QSGGeometryNode* UltraParticle::buildParticleNode() return 0; } + qDebug() << m_colortable_name.isEmpty() << !m_color.isValid(); + if(!m_sprites.count() && !m_bloat + && m_colortable_name.isEmpty() + && m_sizetable_name.isEmpty() + && m_opacitytable_name.isEmpty() + && !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 + qDebug() << "Complex Case"; + QImage image; if(m_sprites.count()){ if (!m_spriteEngine) { @@ -480,6 +666,7 @@ void UltraParticle::prepareNextFrame() m_node = buildParticleNode(); if(m_node == 0) return; + qDebug() << "Feature level: " << perfLevel; } qint64 timeStamp = m_system->systemSync(this); @@ -487,7 +674,7 @@ void UltraParticle::prepareNextFrame() m_material->timestamp = time; //Advance State - if(m_spriteEngine){ + if(m_spriteEngine){//perfLevel == Sprites? m_material->animcount = m_spriteEngine->stateCount(); UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData(); m_spriteEngine->updateSprites(timeStamp); @@ -506,6 +693,37 @@ void UltraParticle::prepareNextFrame() } } +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(); @@ -514,6 +732,7 @@ void UltraParticle::reloadColor(const Color4ub &c, ParticleData* d) p.v1.color = p.v2.color = p.v3.color = p.v4.color = c; } +/*Repalced by superclass templated function void UltraParticle::vertexCopy(UltraVertex &b,const ParticleVertex& a) { b.x = a.x - m_systemOffset.x(); @@ -527,23 +746,22 @@ void UltraParticle::vertexCopy(UltraVertex &b,const ParticleVertex& a) b.ax = a.ax; b.ay = a.ay; } +*/ + void UltraParticle::reload(ParticleData *d) { if (m_node == 0) return; - UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData(); - int pos = particleTypeIndex(d); - - UltraVertices &p = particles[pos]; + 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); + 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) @@ -551,53 +769,60 @@ void UltraParticle::load(ParticleData *d) if (m_node == 0) return; - //Color initialization - // Particle color + 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; - 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; - UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData(); - UltraVertices &p = particles[particleTypeIndex(d)]; - p.v1.color = p.v2.color = p.v3.color = p.v4.color = color; - //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; - // 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){ - SpriteState* state = m_spriteEngine->state(0); - p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = state->frames(); - p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = state->duration(); - m_spriteEngine->startSprite(particleTypeIndex(d)); - }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; + 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){ + SpriteState* state = m_spriteEngine->state(0); + p->v1->frameCount = p->v2->frameCount = p->v3->frameCount = p->v4->frameCount = state->frames(); + p->v1->frameDuration = p->v2->frameDuration = p->v3->frameDuration = p->v4->frameDuration = state->duration(); + m_spriteEngine->startSprite(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); + vertexCopy(*p->v1, d->pv); + vertexCopy(*p->v2, d->pv); + vertexCopy(*p->v3, d->pv); + vertexCopy(*p->v4, d->pv); } QT_END_NAMESPACE |