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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtQml module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL3 included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or (at your option) the GNU General
-** Public license version 3 or any later version approved by the KDE Free
-** Qt Foundation. The licenses are as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-2.0.html and
-** https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qquickcustomparticle_p.h"
-#include <QtCore/qrandom.h>
-#include <qopenglcontext.h>
-#include <QtQuick/private/qquickshadereffectmesh_p.h>
-#include <QtQuick/private/qsgshadersourcebuilder_p.h>
-#include <QtQml/qqmlinfo.h>
-
-QT_BEGIN_NAMESPACE
-
-static QSGGeometry::Attribute PlainParticle_Attributes[] = {
- QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position
- QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord
- QSGGeometry::Attribute::create(2, 4, GL_FLOAT), // Data
- QSGGeometry::Attribute::create(3, 4, GL_FLOAT), // Vectors
- QSGGeometry::Attribute::create(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 vx;
- float vy;
- float ax;
- float ay;
- float r;
-};
-
-struct PlainVertices {
- PlainVertex v1;
- PlainVertex v2;
- PlainVertex v3;
- PlainVertex v4;
-};
-
-/*!
- \qmltype CustomParticle
- \instantiates QQuickCustomParticle
- \inqmlmodule QtQuick.Particles
- \inherits ParticlePainter
- \brief For specifying shaders to paint particles.
- \ingroup qtquick-particles
-
- \note The maximum number of custom particles is limited to 16383.
-*/
-
-QQuickCustomParticle::QQuickCustomParticle(QQuickItem* parent)
- : QQuickParticlePainter(parent)
- , m_common(this, [this](int mappedId){this->propertyChanged(mappedId);})
- , m_myMetaObject(nullptr)
- , m_dirtyUniforms(true)
- , m_dirtyUniformValues(true)
- , m_dirtyTextureProviders(true)
- , m_dirtyProgram(true)
-{
- setFlag(QQuickItem::ItemHasContents);
-}
-
-void QQuickCustomParticle::sceneGraphInvalidated()
-{
- m_nodes.clear();
-}
-
-QQuickCustomParticle::~QQuickCustomParticle()
-{
-}
-
-void QQuickCustomParticle::componentComplete()
-{
- if (!m_myMetaObject)
- m_myMetaObject = metaObject();
-
- m_common.updateShader(this, m_myMetaObject, Key::FragmentShader);
- updateVertexShader();
- reset();
- QQuickParticlePainter::componentComplete();
-}
-
-
-//Trying to keep the shader conventions the same as in qsgshadereffectitem
-/*!
- \qmlproperty string QtQuick.Particles::CustomParticle::fragmentShader
-
- This property holds the fragment 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 QQuickCustomParticle::setFragmentShader(const QByteArray &code)
-{
- if (m_common.source.sourceCode[Key::FragmentShader].constData() == code.constData())
- return;
- m_common.source.sourceCode[Key::FragmentShader] = code;
- m_dirtyProgram = true;
- if (isComponentComplete()) {
- m_common.updateShader(this, m_myMetaObject, Key::FragmentShader);
- reset();
- }
- emit fragmentShaderChanged();
-}
-
-/*!
- \qmlproperty string QtQuick.Particles::CustomParticle::vertexShader
-
- This property holds the vertex shader's GLSL source code.
-
- The default shader passes the texture coordinate along to the fragment
- shader as "varying highp vec2 qt_TexCoord0".
-
- To aid writing a particle vertex shader, the following GLSL code is prepended
- to your vertex shader:
- \code
- attribute highp vec2 qt_ParticlePos;
- attribute highp vec2 qt_ParticleTex;
- attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize
- attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration
- attribute highp float qt_ParticleR;
- uniform highp mat4 qt_Matrix;
- uniform highp float qt_Timestamp;
- varying highp vec2 qt_TexCoord0;
- void defaultMain() {
- qt_TexCoord0 = qt_ParticleTex;
- highp float size = qt_ParticleData.z;
- highp float endSize = qt_ParticleData.w;
- highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
- highp float currentSize = mix(size, endSize, t * t);
- if (t < 0. || t > 1.)
- currentSize = 0.;
- highp vec2 pos = qt_ParticlePos
- - currentSize / 2. + currentSize * qt_ParticleTex // adjust size
- + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
- + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
- gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
- }
- \endcode
-
- defaultMain() is the same code as in the default shader, you can call this for basic
- particle functions and then add additional variables for custom effects. Note that
- the vertex shader for particles is responsible for simulating the movement of particles
- over time, the particle data itself only has the starting position and spawn time.
-*/
-
-void QQuickCustomParticle::setVertexShader(const QByteArray &code)
-{
- if (m_common.source.sourceCode[Key::VertexShader].constData() == code.constData())
- return;
- m_common.source.sourceCode[Key::VertexShader] = code;
-
- m_dirtyProgram = true;
- if (isComponentComplete()) {
- updateVertexShader();
- reset();
- }
- emit vertexShaderChanged();
-}
-
-void QQuickCustomParticle::updateVertexShader()
-{
- m_common.disconnectPropertySignals(this, Key::VertexShader);
- m_common.uniformData[Key::VertexShader].clear();
- m_common.clearSignalMappers(Key::VertexShader);
- m_common.attributes.clear();
- m_common.attributes.append("qt_ParticlePos");
- m_common.attributes.append("qt_ParticleTex");
- m_common.attributes.append("qt_ParticleData");
- m_common.attributes.append("qt_ParticleVec");
- m_common.attributes.append("qt_ParticleR");
-
- UniformData d;
- d.name = "qt_Matrix";
- d.specialType = UniformData::Matrix;
- m_common.uniformData[Key::VertexShader].append(d);
- m_common.signalMappers[Key::VertexShader].append(0);
-
- d.name = "qt_Timestamp";
- d.specialType = UniformData::None;
- m_common.uniformData[Key::VertexShader].append(d);
- m_common.signalMappers[Key::VertexShader].append(0);
-
- const QByteArray &code = m_common.source.sourceCode[Key::VertexShader];
- if (!code.isEmpty())
- m_common.lookThroughShaderCode(this, m_myMetaObject, Key::VertexShader, code);
-
- m_common.connectPropertySignals(this, m_myMetaObject, Key::VertexShader);
-}
-
-void QQuickCustomParticle::reset()
-{
- QQuickParticlePainter::reset();
- update();
-}
-
-QSGNode *QQuickCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
-{
- QQuickOpenGLShaderEffectNode *rootNode = static_cast<QQuickOpenGLShaderEffectNode *>(oldNode);
- if (m_pleaseReset){
- delete rootNode;//Automatically deletes children
- rootNode = nullptr;
- m_nodes.clear();
- m_pleaseReset = false;
- m_dirtyProgram = true;
- }
-
- if (m_system && m_system->isRunning() && !m_system->isPaused()){
- rootNode = prepareNextFrame(rootNode);
- if (rootNode) {
- foreach (QSGGeometryNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyGeometry);
- update();
- }
- }
-
- return rootNode;
-}
-
-QQuickOpenGLShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickOpenGLShaderEffectNode *rootNode)
-{
- if (!rootNode)
- rootNode = buildCustomNodes();
-
- if (!rootNode)
- return nullptr;
-
- if (m_dirtyProgram) {
- const bool isES = QOpenGLContext::currentContext()->isOpenGLES();
-
- QQuickOpenGLShaderEffectMaterial *material = static_cast<QQuickOpenGLShaderEffectMaterial *>(rootNode->material());
- Q_ASSERT(material);
-
- Key s = m_common.source;
- QSGShaderSourceBuilder builder;
- if (s.sourceCode[Key::FragmentShader].isEmpty()) {
- builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag"));
- if (isES)
- builder.removeVersion();
- s.sourceCode[Key::FragmentShader] = builder.source();
- builder.clear();
- }
-
- builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert"));
- if (isES)
- builder.removeVersion();
-
- if (s.sourceCode[Key::VertexShader].isEmpty())
- builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert"));
- s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader];
-
- material->setProgramSource(s);
- material->attributes = m_common.attributes;
- foreach (QQuickOpenGLShaderEffectNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyMaterial);
-
- m_dirtyProgram = false;
- m_dirtyUniforms = true;
- }
-
- m_lastTime = m_system->systemSync(this) / 1000.;
- if (true) //Currently this is how we update timestamp... potentially over expensive.
- buildData(rootNode);
- return rootNode;
-}
-
-QQuickOpenGLShaderEffectNode* QQuickCustomParticle::buildCustomNodes()
-{
- typedef QHash<int, QQuickOpenGLShaderEffectNode*>::const_iterator NodeHashConstIt;
-
- if (!QOpenGLContext::currentContext())
- return nullptr;
-
- if (m_count * 4 > 0xffff) {
- // Index data is ushort.
- qmlInfo(this) << "CustomParticle: Too many particles - maximum 16383 per CustomParticle";
- return nullptr;
- }
-
- if (m_count <= 0) {
- qmlInfo(this) << "CustomParticle: Too few particles";
- return nullptr;
- }
-
- if (groups().isEmpty())
- return nullptr;
-
- QQuickOpenGLShaderEffectNode *rootNode = nullptr;
- QQuickOpenGLShaderEffectMaterial *material = new QQuickOpenGLShaderEffectMaterial;
- m_dirtyProgram = true;
-
- for (auto groupId : groupIds()) {
- int count = m_system->groupData[groupId]->size();
-
- QQuickOpenGLShaderEffectNode* node = new QQuickOpenGLShaderEffectNode();
- m_nodes.insert(groupId, node);
-
- node->setMaterial(material);
-
- //Create Particle Geometry
- int vCount = count * 4;
- int iCount = count * 6;
- QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
- g->setDrawingMode(GL_TRIANGLES);
- node->setGeometry(g);
- node->setFlag(QSGNode::OwnsGeometry, true);
- PlainVertex *vertices = (PlainVertex *) g->vertexData();
- for (int p=0; p < count; ++p) {
- commit(groupId, 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 < 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;
- }
- }
-
- NodeHashConstIt it = m_nodes.cbegin();
- rootNode = it.value();
- rootNode->setFlag(QSGNode::OwnsMaterial, true);
- NodeHashConstIt cend = m_nodes.cend();
- for (++it; it != cend; ++it)
- rootNode->appendChildNode(it.value());
-
- return rootNode;
-}
-
-void QQuickCustomParticle::sourceDestroyed(QObject *object)
-{
- m_common.sourceDestroyed(object);
-}
-
-void QQuickCustomParticle::propertyChanged(int mappedId)
-{
- bool textureProviderChanged;
- m_common.propertyChanged(this, m_myMetaObject, mappedId, &textureProviderChanged);
- m_dirtyTextureProviders |= textureProviderChanged;
- m_dirtyUniformValues = true;
- update();
-}
-
-
-void QQuickCustomParticle::buildData(QQuickOpenGLShaderEffectNode *rootNode)
-{
- if (!rootNode)
- return;
- for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
- for (int i = 0; i < m_common.uniformData[shaderType].size(); ++i) {
- if (m_common.uniformData[shaderType].at(i).name == "qt_Timestamp")
- m_common.uniformData[shaderType][i].value = QVariant::fromValue(m_lastTime);
- }
- }
- m_common.updateMaterial(rootNode, static_cast<QQuickOpenGLShaderEffectMaterial *>(rootNode->material()),
- m_dirtyUniforms, true, m_dirtyTextureProviders);
- foreach (QQuickOpenGLShaderEffectNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyMaterial);
- m_dirtyUniforms = m_dirtyUniformValues = m_dirtyTextureProviders = false;
-}
-
-void QQuickCustomParticle::initialize(int gIdx, int pIdx)
-{
- QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx];
- datum->r = QRandomGenerator::global()->generateDouble();
-}
-
-void QQuickCustomParticle::commit(int gIdx, int pIdx)
-{
- if (m_nodes[gIdx] == 0)
- return;
-
- QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx];
- PlainVertices *particles = (PlainVertices *) m_nodes[gIdx]->geometry()->vertexData();
- PlainVertex *vertices = (PlainVertex *)&particles[pIdx];
- for (int i=0; i<4; ++i) {
- vertices[i].x = datum->x - m_systemOffset.x();
- vertices[i].y = datum->y - m_systemOffset.y();
- vertices[i].t = datum->t;
- vertices[i].lifeSpan = datum->lifeSpan;
- vertices[i].size = datum->size;
- vertices[i].endSize = datum->endSize;
- vertices[i].vx = datum->vx;
- vertices[i].vy = datum->vy;
- vertices[i].ax = datum->ax;
- vertices[i].ay = datum->ay;
- vertices[i].r = datum->r;
- }
-}
-
-void QQuickCustomParticle::itemChange(ItemChange change, const ItemChangeData &value)
-{
- if (change == QQuickItem::ItemSceneChange)
- m_common.updateWindow(value.window);
- QQuickParticlePainter::itemChange(change, value);
-}
-
-
-QT_END_NAMESPACE
-
-#include "moc_qquickcustomparticle_p.cpp"