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+/****************************************************************************
+**
+** 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