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-rw-r--r--src/particles/qquickcustomparticle.cpp53
1 files changed, 12 insertions, 41 deletions
diff --git a/src/particles/qquickcustomparticle.cpp b/src/particles/qquickcustomparticle.cpp
index 9bba3ebb18..71d58ae391 100644
--- a/src/particles/qquickcustomparticle.cpp
+++ b/src/particles/qquickcustomparticle.cpp
@@ -41,47 +41,11 @@
#include "qquickcustomparticle_p.h"
#include <QtQuick/private/qquickshadereffectmesh_p.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include <cstdlib>
QT_BEGIN_NAMESPACE
-//Includes comments because the code isn't self explanatory
-static const char qt_particles_template_vertex_code[] =
- "attribute highp vec2 qt_ParticlePos;\n"
- "attribute highp vec2 qt_ParticleTex;\n"
- "attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize\n"
- "attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration\n"
- "attribute highp float qt_ParticleR;\n"
- "uniform highp mat4 qt_Matrix;\n"
- "uniform highp float qt_Timestamp;\n"
- "varying highp vec2 qt_TexCoord0;\n"
- "void defaultMain() {\n"
- " qt_TexCoord0 = qt_ParticleTex;\n"
- " highp float size = qt_ParticleData.z;\n"
- " highp float endSize = qt_ParticleData.w;\n"
- " highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;\n"
- " highp float currentSize = mix(size, endSize, t * t);\n"
- " if (t < 0. || t > 1.)\n"
- " currentSize = 0.;\n"
- " highp vec2 pos = qt_ParticlePos\n"
- " - currentSize / 2. + currentSize * qt_ParticleTex // adjust size\n"
- " + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..\n"
- " + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);\n"
- " gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);\n"
- "}";
-static const char qt_particles_default_vertex_code[] =
- "void main() { \n"
- " defaultMain(); \n"
- "}";
-
-static const char qt_particles_default_fragment_code[] =
- "uniform sampler2D source; \n"
- "varying highp vec2 qt_TexCoord0; \n"
- "uniform lowp float qt_Opacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
- "}";
-
static QSGGeometry::Attribute PlainParticle_Attributes[] = {
QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position
QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord
@@ -309,11 +273,18 @@ QQuickShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickShaderEffec
Q_ASSERT(material);
Key s = m_common.source;
- if (s.sourceCode[Key::FragmentShader].isEmpty())
- s.sourceCode[Key::FragmentShader] = qt_particles_default_fragment_code;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert"));
if (s.sourceCode[Key::VertexShader].isEmpty())
- s.sourceCode[Key::VertexShader] = qt_particles_default_vertex_code;
- s.sourceCode[Key::VertexShader] = qt_particles_template_vertex_code + s.sourceCode[Key::VertexShader];
+ builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader];
+
s.className = metaObject()->className();
material->setProgramSource(s);