diff options
Diffstat (limited to 'src/quick/particles/qquickcustomparticle.cpp')
-rw-r--r-- | src/quick/particles/qquickcustomparticle.cpp | 596 |
1 files changed, 596 insertions, 0 deletions
diff --git a/src/quick/particles/qquickcustomparticle.cpp b/src/quick/particles/qquickcustomparticle.cpp new file mode 100644 index 0000000000..e6f50c0ff6 --- /dev/null +++ b/src/quick/particles/qquickcustomparticle.cpp @@ -0,0 +1,596 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtDeclarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** GNU Lesser General Public License Usage +** 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. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU General +** Public License version 3.0 as published by the Free Software Foundation +** and appearing in the file LICENSE.GPL included in the packaging of this +** file. Please review the following information to ensure the GNU General +** Public License version 3.0 requirements will be met: +** http://www.gnu.org/copyleft/gpl.html. +** +** Other Usage +** Alternatively, this file may be used in accordance with the terms and +** conditions contained in a signed written agreement between you and Nokia. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qquickcustomparticle_p.h" +#include <QtQuick/private/qquickshadereffectmesh_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 speed, 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 speed 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 + 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; +}; + +/*! + \qmlclass CustomParticle QQuickCustomParticle + \inqmlmodule QtQuick.Particles 2 + \inherits ParticlePainter + \brief The CustomParticle element allows you to specify your own shader to paint particles. + +*/ + +QQuickCustomParticle::QQuickCustomParticle(QQuickItem* parent) + : QQuickParticlePainter(parent) + , m_dirtyData(true) + , m_material(0) + , m_rootNode(0) +{ + setFlag(QQuickItem::ItemHasContents); +} + +class QQuickShaderEffectMaterialObject : public QObject, public QQuickShaderEffectMaterial { }; + +QQuickCustomParticle::~QQuickCustomParticle() +{ + if (m_material) + m_material->deleteLater(); +} + +void QQuickCustomParticle::componentComplete() +{ + reset(); + QQuickParticlePainter::componentComplete(); +} + + +//Trying to keep the shader conventions the same as in qsgshadereffectitem +/*! + \qmlproperty string QtQuick.Particles2::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_source.fragmentCode.constData() == code.constData()) + return; + m_source.fragmentCode = code; + if (isComponentComplete()) { + reset(); + } + emit fragmentShaderChanged(); +} + +/*! + \qmlproperty string QtQuick.Particles2::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 speed, 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 speed 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_source.vertexCode.constData() == code.constData()) + return; + m_source.vertexCode = code; + if (isComponentComplete()) { + reset(); + } + emit vertexShaderChanged(); +} + +void QQuickCustomParticle::reset() +{ + disconnectPropertySignals(); + + m_source.attributeNames.clear(); + m_source.uniformNames.clear(); + m_source.respectsOpacity = false; + m_source.respectsMatrix = false; + m_source.className = metaObject()->className(); + + for (int i = 0; i < m_sources.size(); ++i) { + const SourceData &source = m_sources.at(i); + delete source.mapper; + if (source.item && source.item->parentItem() == this) + source.item->setParentItem(0); + } + m_sources.clear(); + + QQuickParticlePainter::reset(); + m_pleaseReset = true; + update(); +} + + +void QQuickCustomParticle::changeSource(int index) +{ + Q_ASSERT(index >= 0 && index < m_sources.size()); + QVariant v = property(m_sources.at(index).name.constData()); + setSource(v, index); +} + +void QQuickCustomParticle::updateData() +{ + m_dirtyData = true; + update(); +} + +void QQuickCustomParticle::setSource(const QVariant &var, int index) +{ + Q_ASSERT(index >= 0 && index < m_sources.size()); + + SourceData &source = m_sources[index]; + + source.item = 0; + if (var.isNull()) { + return; + } else if (!qVariantCanConvert<QObject *>(var)) { + qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData()); + return; + } + + QObject *obj = qVariantValue<QObject *>(var); + source.item = qobject_cast<QQuickItem *>(obj); + if (!source.item || !source.item->isTextureProvider()) { + qWarning("ShaderEffect: source uniform [%s] is not assigned a valid texture provider: %s [%s]", + source.name.constData(), qPrintable(obj->objectName()), obj->metaObject()->className()); + return; + } + + // TODO: Copy better solution in QQuickShaderEffect when they find it. + // 'source.item' needs a canvas to get a scenegraph node. + // The easiest way to make sure it gets a canvas is to + // make it a part of the same item tree as 'this'. + if (source.item && source.item->parentItem() == 0) { + source.item->setParentItem(this); + source.item->setVisible(false); + } +} + +void QQuickCustomParticle::disconnectPropertySignals() +{ + disconnect(this, 0, this, SLOT(updateData())); + for (int i = 0; i < m_sources.size(); ++i) { + SourceData &source = m_sources[i]; + disconnect(this, 0, source.mapper, 0); + disconnect(source.mapper, 0, this, 0); + } +} + +void QQuickCustomParticle::connectPropertySignals() +{ + QSet<QByteArray>::const_iterator it; + for (it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) { + int pi = metaObject()->indexOfProperty(it->constData()); + if (pi >= 0) { + QMetaProperty mp = metaObject()->property(pi); + if (!mp.hasNotifySignal()) + qWarning("QQuickCustomParticle: property '%s' does not have notification method!", it->constData()); + QByteArray signalName("2"); + signalName.append(mp.notifySignal().signature()); + connect(this, signalName, this, SLOT(updateData())); + } else { + qWarning("QQuickCustomParticle: '%s' does not have a matching property!", it->constData()); + } + } + for (int i = 0; i < m_sources.size(); ++i) { + SourceData &source = m_sources[i]; + int pi = metaObject()->indexOfProperty(source.name.constData()); + if (pi >= 0) { + QMetaProperty mp = metaObject()->property(pi); + QByteArray signalName("2"); + signalName.append(mp.notifySignal().signature()); + connect(this, signalName, source.mapper, SLOT(map())); + source.mapper->setMapping(this, i); + connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int))); + } else { + qWarning("QQuickCustomParticle: '%s' does not have a matching source!", source.name.constData()); + } + } +} + +void QQuickCustomParticle::updateProperties() +{ + QByteArray vertexCode = m_source.vertexCode; + QByteArray fragmentCode = m_source.fragmentCode; + if (vertexCode.isEmpty()) + vertexCode = qt_particles_default_vertex_code; + if (fragmentCode.isEmpty()) + fragmentCode = qt_particles_default_fragment_code; + vertexCode = qt_particles_template_vertex_code + vertexCode; + + m_source.attributeNames.clear(); + m_source.attributeNames << "qt_ParticlePos" + << "qt_ParticleTex" + << "qt_ParticleData" + << "qt_ParticleVec" + << "qt_ParticleR"; + + lookThroughShaderCode(vertexCode); + lookThroughShaderCode(fragmentCode); + + if (!m_source.respectsMatrix) + qWarning("QQuickCustomParticle: Missing reference to \'qt_Matrix\'."); + if (!m_source.respectsOpacity) + qWarning("QQuickCustomParticle: Missing reference to \'qt_Opacity\'."); + + for (int i = 0; i < m_sources.size(); ++i) { + QVariant v = property(m_sources.at(i).name); + setSource(v, i); + } + + connectPropertySignals(); +} + +void QQuickCustomParticle::lookThroughShaderCode(const QByteArray &code) +{ + // Regexp for matching attributes and uniforms. + // In human readable form: attribute|uniform [lowp|mediump|highp] <type> <name> + static QRegExp re(QLatin1String("\\b(attribute|uniform)\\b\\s*\\b(?:lowp|mediump|highp)?\\b\\s*\\b(\\w+)\\b\\s*\\b(\\w+)")); + Q_ASSERT(re.isValid()); + + int pos = -1; + + QString wideCode = QString::fromLatin1(code.constData(), code.size()); + + while ((pos = re.indexIn(wideCode, pos + 1)) != -1) { + QByteArray decl = re.cap(1).toLatin1(); // uniform or attribute + QByteArray type = re.cap(2).toLatin1(); // type + QByteArray name = re.cap(3).toLatin1(); // variable name + + if (decl == "attribute") { + if (!m_source.attributeNames.contains(name)) + qWarning() << "Custom Particle: Unknown attribute " << name; + } else { + Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert + + if (name == "qt_Matrix") { + m_source.respectsMatrix = true; + } else if (name == "qt_Opacity") { + m_source.respectsOpacity = true; + } else if (name == "qt_Timestamp") { + //Not strictly necessary + } else { + m_source.uniformNames.insert(name); + if (type == "sampler2D") { + SourceData d; + d.mapper = new QSignalMapper; + d.name = name; + d.item = 0; + m_sources.append(d); + } + } + } + } +} + +QSGNode *QQuickCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) +{ + Q_UNUSED(oldNode); + if (m_pleaseReset){ + + //delete m_material;//Shader effect item doesn't regen material? + + delete m_rootNode;//Automatically deletes children + m_rootNode = 0; + m_nodes.clear(); + m_pleaseReset = false; + m_dirtyData = false; + } + + if (m_system && m_system->isRunning() && !m_system->isPaused()){ + prepareNextFrame(); + if (m_rootNode) { + update(); + foreach (QSGGeometryNode* node, m_nodes) + node->markDirty(QSGNode::DirtyGeometry);//done in buildData? + } + } + + return m_rootNode; +} + +void QQuickCustomParticle::prepareNextFrame(){ + if (!m_rootNode) + m_rootNode = buildCustomNodes(); + if (!m_rootNode) + return; + + m_lastTime = m_system->systemSync(this) / 1000.; + if (m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive. + buildData(); +} + +QQuickShaderEffectNode* QQuickCustomParticle::buildCustomNodes() +{ +#ifdef QT_OPENGL_ES_2 + if (m_count * 4 > 0xffff) { + printf("CustomParticle: Too many particles... \n"); + return 0; + } +#endif + + if (m_count <= 0) { + printf("CustomParticle: Too few particles... \n"); + return 0; + } + + updateProperties(); + + QQuickShaderEffectProgram s = m_source; + if (s.fragmentCode.isEmpty()) + s.fragmentCode = qt_particles_default_fragment_code; + if (s.vertexCode.isEmpty()) + s.vertexCode = qt_particles_default_vertex_code; + + if (!m_material) { + m_material = new QQuickShaderEffectMaterialObject; + } + + s.vertexCode = qt_particles_template_vertex_code + s.vertexCode; + m_material->setProgramSource(s); + foreach (const QString &str, m_groups){ + int gIdx = m_system->groupIds[str]; + int count = m_system->groupData[gIdx]->size(); + + QQuickShaderEffectNode* node = new QQuickShaderEffectNode(); + m_nodes.insert(gIdx, node); + + node->setMaterial(m_material); + node->markDirty(QSGNode::DirtyMaterial); + + //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); + PlainVertex *vertices = (PlainVertex *) g->vertexData(); + for (int p=0; p < count; ++p) { + commit(gIdx, 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; + } + } + foreach (QQuickShaderEffectNode* node, m_nodes){ + if (node == *(m_nodes.begin())) + continue; + (*(m_nodes.begin()))->appendChildNode(node); + } + + return *(m_nodes.begin()); +} + + +void QQuickCustomParticle::buildData() +{ + if (!m_rootNode) + return; + const QByteArray timestampName("qt_Timestamp"); + QVector<QPair<QByteArray, QVariant> > values; + QVector<QPair<QByteArray, QSGTextureProvider *> > textures; + const QVector<QPair<QByteArray, QSGTextureProvider *> > &oldTextures = m_material->textureProviders(); + for (int i = 0; i < oldTextures.size(); ++i) { + QSGTextureProvider *t = oldTextures.at(i).second; + if (t) + foreach (QQuickShaderEffectNode* node, m_nodes) + disconnect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture())); + } + for (int i = 0; i < m_sources.size(); ++i) { + const SourceData &source = m_sources.at(i); + QSGTextureProvider *t = source.item->textureProvider(); + textures.append(qMakePair(source.name, t)); + if (t) + foreach (QQuickShaderEffectNode* node, m_nodes) + connect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()), Qt::DirectConnection); + } + for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin(); + it != m_source.uniformNames.end(); ++it) { + values.append(qMakePair(*it, property(*it))); + } + values.append(qMakePair(timestampName, QVariant(m_lastTime))); + m_material->setUniforms(values); + m_material->setTextureProviders(textures); + m_dirtyData = false; + foreach (QQuickShaderEffectNode* node, m_nodes) + node->markDirty(QSGNode::DirtyMaterial); +} + +void QQuickCustomParticle::initialize(int gIdx, int pIdx) +{ + QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx]; + datum->r = rand()/(qreal)RAND_MAX; +} + +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; + } +} + +QT_END_NAMESPACE |