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Diffstat (limited to 'src/imports/particles/ultraparticle.h')
-rw-r--r-- | src/imports/particles/ultraparticle.h | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/src/imports/particles/ultraparticle.h b/src/imports/particles/ultraparticle.h new file mode 100644 index 0000000000..cb120f9273 --- /dev/null +++ b/src/imports/particles/ultraparticle.h @@ -0,0 +1,354 @@ +/**************************************************************************** +** +** 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. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef ULTRAPARTICLE_H +#define ULTRAPARTICLE_H +#include "particle.h" +#include "varyingvector.h" +#include <QDeclarativeListProperty> + +#include "coloredparticle.h" + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +QT_MODULE(Declarative) + +class UltraMaterial; +class QSGGeometryNode; + +class SpriteState; +class SpriteEngine; + +/*struct Color4ub {//in coloredparticle + uchar r; + uchar g; + uchar b; + uchar a; +};*/ + +struct SimpleVertex { + float x; + float y; + float tx; + float ty; + float t; + float lifeSpan; + float size; + float endSize; + float sx; + float sy; + float ax; + float ay; +}; + +struct SimpleVertices { + SimpleVertex v1; + SimpleVertex v2; + SimpleVertex v3; + SimpleVertex v4; +}; + +struct UltraVertex { + float x; + float y; + float tx; + float ty; + float t; + float lifeSpan; + float size; + float endSize; + float sx; + float sy; + float ax; + float ay; + Color4ub color; + float xx; + float xy; + float yx; + float yy; + float rotation; + float rotationSpeed; + float autoRotate;//Assume that GPUs prefer floats to bools + float animIdx; + float frameDuration; + float frameCount; + float animT; +}; + +struct UltraVertices { + UltraVertex v1; + UltraVertex v2; + UltraVertex v3; + UltraVertex v4; +}; + +struct IntermediateVertices { + UltraVertex* v1; + UltraVertex* v2; + UltraVertex* v3; + UltraVertex* v4; +}; + +class UltraParticle : public ParticleType +{ + Q_OBJECT + Q_PROPERTY(QUrl image READ image WRITE setImage NOTIFY imageChanged) + Q_PROPERTY(QUrl colorTable READ colortable WRITE setColortable NOTIFY colortableChanged) + Q_PROPERTY(QUrl sizeTable READ sizetable WRITE setSizetable NOTIFY sizetableChanged) + Q_PROPERTY(QUrl opacityTable READ opacitytable WRITE setOpacitytable NOTIFY opacitytableChanged) + + //###Now just colorize - add a flag for 'solid' color particles(where the img is just a mask?)? + Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged) + //Stacks (added) with individual colorVariations + Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged) + Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged) + Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged) + Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged) + //Stacks (multiplies) with the Alpha in the color, mostly here so you can use svg color names (which have full alpha) + Q_PROPERTY(qreal alpha READ alpha WRITE setAlpha NOTIFY alphaChanged) + Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged) + + Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged) + Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged) + Q_PROPERTY(qreal rotationSpeed READ rotationSpeed WRITE setRotationSpeed NOTIFY rotationSpeedChanged) + Q_PROPERTY(qreal rotationSpeedVariation READ rotationSpeedVariation WRITE setRotationSpeedVariation NOTIFY rotationSpeedVariationChanged) + //If true, then will face the direction of motion. Stacks with rotation, e.g. setting rotation + //to 180 will lead to facing away from the direction of motion + Q_PROPERTY(bool autoRotation READ autoRotation WRITE setAutoRotation NOTIFY autoRotationChanged) + + //###Call i/j? Makes more sense to those with vector calculus experience, and I could even add the cirumflex in QML? + //xVector is the vector from the top-left point to the top-right point, and is multiplied by current size + Q_PROPERTY(VaryingVector* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged) + //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram. + Q_PROPERTY(VaryingVector* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged) + Q_PROPERTY(QDeclarativeListProperty<SpriteState> sprites READ sprites) + Q_PROPERTY(bool bloat READ bloat WRITE setBloat NOTIFY bloatChanged)//Just a debugging property to bypass optimizations +public: + explicit UltraParticle(QSGItem *parent = 0); + virtual ~UltraParticle(){} + + virtual void load(ParticleData*); + virtual void reload(ParticleData*); + virtual void setCount(int c); + + QDeclarativeListProperty<SpriteState> sprites(); + SpriteEngine* spriteEngine() {return m_spriteEngine;} + + enum PerformanceLevel{//TODO: Expose? + Unknown = 0, + Simple, + Coloured, + Deformable, + Tabled, + Sprites + }; + + QUrl image() const { return m_image_name; } + void setImage(const QUrl &image); + + QUrl colortable() const { return m_colortable_name; } + void setColortable(const QUrl &table); + + QUrl sizetable() const { return m_sizetable_name; } + void setSizetable (const QUrl &table); + + QUrl opacitytable() const { return m_opacitytable_name; } + void setOpacitytable(const QUrl &table); + + QColor color() const { return m_color; } + void setColor(const QColor &color); + + qreal colorVariation() const { return m_color_variation; } + void setColorVariation(qreal var); + + qreal renderOpacity() const { return m_render_opacity; } + + qreal alphaVariation() const { return m_alphaVariation; } + + qreal alpha() const { return m_alpha; } + + qreal redVariation() const { return m_redVariation; } + + qreal greenVariation() const { return m_greenVariation; } + + qreal blueVariation() const { return m_blueVariation; } + + qreal rotation() const { return m_rotation; } + + qreal rotationVariation() const { return m_rotationVariation; } + + qreal rotationSpeed() const { return m_rotationSpeed; } + + qreal rotationSpeedVariation() const { return m_rotationSpeedVariation; } + + bool autoRotation() const { return m_autoRotation; } + + VaryingVector* xVector() const { return m_xVector; } + + VaryingVector* yVector() const { return m_yVector; } + + bool bloat() const { return m_bloat; } + +signals: + + void imageChanged(); + void colortableChanged(); + void sizetableChanged(); + void opacitytableChanged(); + + void colorChanged(); + void colorVariationChanged(); + + void particleDurationChanged(); + void alphaVariationChanged(qreal arg); + + void alphaChanged(qreal arg); + + void redVariationChanged(qreal arg); + + void greenVariationChanged(qreal arg); + + void blueVariationChanged(qreal arg); + + void rotationChanged(qreal arg); + + void rotationVariationChanged(qreal arg); + + void rotationSpeedChanged(qreal arg); + + void rotationSpeedVariationChanged(qreal arg); + + void autoRotationChanged(bool arg); + + void xVectorChanged(VaryingVector* arg); + + void yVectorChanged(VaryingVector* arg); + + void bloatChanged(bool arg); + +public slots: + void reloadColor(const Color4ub &c, ParticleData* d); + void setAlphaVariation(qreal arg); + + void setAlpha(qreal arg); + + void setRedVariation(qreal arg); + + void setGreenVariation(qreal arg); + + void setBlueVariation(qreal arg); + + void setRotation(qreal arg); + + void setRotationVariation(qreal arg); + + void setRotationSpeed(qreal arg); + + void setRotationSpeedVariation(qreal arg); + + void setAutoRotation(bool arg); + + void setXVector(VaryingVector* arg); + + void setYVector(VaryingVector* arg); + + void setBloat(bool arg); + +protected: + QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); + void reset(); + void prepareNextFrame(); + QSGGeometryNode* buildParticleNode(); + QSGGeometryNode* buildSimpleParticleNode(); + +private slots: + void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty + +private: + //void vertexCopy(UltraVertex &b,const ParticleVertex& a); + IntermediateVertices* fetchIntermediateVertices(int pos); + bool m_do_reset; + + QUrl m_image_name; + QUrl m_colortable_name; + QUrl m_sizetable_name; + QUrl m_opacitytable_name; + + + QColor m_color; + qreal m_color_variation; + qreal m_particleDuration; + + QSGGeometryNode *m_node; + UltraMaterial *m_material; + + // derived values... + int m_last_particle; + + qreal m_render_opacity; + qreal m_alphaVariation; + qreal m_alpha; + qreal m_redVariation; + qreal m_greenVariation; + qreal m_blueVariation; + qreal m_rotation; + qreal m_rotationVariation; + qreal m_rotationSpeed; + qreal m_rotationSpeedVariation; + bool m_autoRotation; + VaryingVector* m_xVector; + VaryingVector* m_yVector; + + QList<SpriteState*> m_sprites; + SpriteEngine* m_spriteEngine; + + bool m_bloat; + PerformanceLevel perfLevel; + + PerformanceLevel m_lastLevel; + void* m_lastData; +}; + +QT_END_NAMESPACE +QT_END_HEADER +#endif // ULTRAPARTICLE_H |