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Diffstat (limited to 'src/quick/particles/qquickimageparticle_p.h')
-rw-r--r-- | src/quick/particles/qquickimageparticle_p.h | 427 |
1 files changed, 427 insertions, 0 deletions
diff --git a/src/quick/particles/qquickimageparticle_p.h b/src/quick/particles/qquickimageparticle_p.h new file mode 100644 index 0000000000..61c24ed836 --- /dev/null +++ b/src/quick/particles/qquickimageparticle_p.h @@ -0,0 +1,427 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** 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. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef ULTRAPARTICLE_H +#define ULTRAPARTICLE_H +#include "qquickparticlepainter_p.h" +#include "qquickdirection_p.h" +#include <QDeclarativeListProperty> +#include <QtQuick/qsgsimplematerial.h> +#include <QtGui/qcolor.h> + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +class ImageMaterialData; +class QSGGeometryNode; + +class QQuickSprite; +class QQuickStochasticEngine; + +struct SimpleVertex { + float x; + float y; + float t; + float lifeSpan; + float size; + float endSize; + float vx; + float vy; + float ax; + float ay; +}; + +struct ColoredVertex { + float x; + float y; + float t; + float lifeSpan; + float size; + float endSize; + float vx; + float vy; + float ax; + float ay; + Color4ub color; +}; + +struct DeformableVertex { + float x; + float y; + float tx; + float ty; + float t; + float lifeSpan; + float size; + float endSize; + float vx; + float vy; + float ax; + float ay; + Color4ub color; + float xx; + float xy; + float yx; + float yy; + float rotation; + float rotationSpeed; + float autoRotate;//Assumed that GPUs prefer floats to bools +}; + +struct SpriteVertex { + float x; + float y; + float tx; + float ty; + float t; + float lifeSpan; + float size; + float endSize; + float vx; + float vy; + float ax; + float ay; + Color4ub color; + float xx; + float xy; + float yx; + float yy; + float rotation; + float rotationSpeed; + float autoRotate;//Assumed that GPUs prefer floats to bools + float animInterpolate; + float frameDuration; + float frameCount; + float animT; + float animX; + float animY; + float animWidth; + float animHeight; +}; + +template <typename Vertex> +struct Vertices { + Vertex v1; + Vertex v2; + Vertex v3; + Vertex v4; +}; + +class QQuickImageParticle : public QQuickParticlePainter +{ + Q_OBJECT + Q_PROPERTY(QUrl source 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 RESET resetColor) + //Stacks (added) with individual colorVariations + Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged RESET resetColor) + Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged RESET resetColor) + Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged RESET resetColor) + Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged RESET resetColor) + //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 RESET resetColor) + Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged RESET resetColor) + + Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged RESET resetRotation) + Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged RESET resetRotation) + Q_PROPERTY(qreal rotationSpeed READ rotationSpeed WRITE setRotationSpeed NOTIFY rotationSpeedChanged RESET resetRotation) + Q_PROPERTY(qreal rotationSpeedVariation READ rotationSpeedVariation WRITE setRotationSpeedVariation NOTIFY rotationSpeedVariationChanged RESET resetRotation) + //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 RESET resetRotation) + + //###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(QQuickDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation) + //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram. + Q_PROPERTY(QQuickDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation) + Q_PROPERTY(QDeclarativeListProperty<QQuickSprite> sprites READ sprites) + Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged) + + Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged) + Q_PROPERTY(bool bloat READ bloat WRITE setBloat NOTIFY bloatChanged)//Just a debugging property to bypass optimizations + Q_ENUMS(EntryEffect) +public: + explicit QQuickImageParticle(QQuickItem *parent = 0); + virtual ~QQuickImageParticle(); + + + QDeclarativeListProperty<QQuickSprite> sprites(); + QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;} + + enum EntryEffect { + None = 0, + Fade = 1, + Scale = 2 + }; + + enum PerformanceLevel{//TODO: Expose? + Unknown = 0, + Simple, + Colored, + 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 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; } + + QQuickDirection* xVector() const { return m_xVector; } + + QQuickDirection* yVector() const { return m_yVector; } + + bool spritesInterpolate() const { return m_spritesInterpolate; } + + bool bloat() const { return m_bloat; } + + EntryEffect entryEffect() const { return m_entryEffect; } + + void resetColor(); + void resetRotation(); + void resetDeformation(); + +signals: + + void imageChanged(); + void colortableChanged(); + void sizetableChanged(); + void opacitytableChanged(); + + void colorChanged(); + void colorVariationChanged(); + + 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(QQuickDirection* arg); + + void yVectorChanged(QQuickDirection* arg); + + void spritesInterpolateChanged(bool arg); + + void bloatChanged(bool arg); + + void entryEffectChanged(EntryEffect arg); + +public slots: + void reloadColor(const Color4ub &c, QQuickParticleData* 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(QQuickDirection* arg); + + void setYVector(QQuickDirection* arg); + + void setSpritesInterpolate(bool arg); + + void setBloat(bool arg); + + void setEntryEffect(EntryEffect arg); + +protected: + void reset(); + virtual void initialize(int gIdx, int pIdx); + virtual void commit(int gIdx, int pIdx); + + QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); + void prepareNextFrame(); + QSGGeometryNode* buildParticleNodes(); + +private slots: + void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty + + void spriteAdvance(int spriteIndex); +private: + QUrl m_image_name; + QUrl m_colortable_name; + QUrl m_sizetable_name; + QUrl m_opacitytable_name; + + + QColor m_color; + qreal m_color_variation; + + QSGGeometryNode *m_rootNode; + QHash<int, QSGGeometryNode *> m_nodes; + QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing? + QList<QPair<int, int> > m_startsIdx;//Same data, optimized for alternate retrieval + + int m_lastIdxStart; + QSGMaterial *m_material; + + // derived values... + + 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; + QQuickDirection* m_xVector; + QQuickDirection* m_yVector; + + QList<QQuickSprite*> m_sprites; + QQuickSpriteEngine* m_spriteEngine; + bool m_spritesInterpolate; + + bool m_explicitColor; + bool m_explicitRotation; + bool m_explicitDeformation; + bool m_explicitAnimation; + QHash<int, QVector<QQuickParticleData*> > m_shadowData; + void clearShadows(); + QQuickParticleData* getShadowDatum(QQuickParticleData* datum); + + bool m_bloat; + PerformanceLevel perfLevel; + + PerformanceLevel m_lastLevel; + bool m_debugMode; + + template<class Vertex> + void initTexCoords(Vertex* v, int count){ + Vertex* end = v + count; + while (v < end){ + v[0].tx = 0; + v[0].ty = 0; + + v[1].tx = 1; + v[1].ty = 0; + + v[2].tx = 0; + v[2].ty = 1; + + v[3].tx = 1; + v[3].ty = 1; + + v += 4; + } + } + + template<class MaterialData> + MaterialData* getState(QSGMaterial* m){ + return static_cast<QSGSimpleMaterial<MaterialData> *>(m)->state(); + } + EntryEffect m_entryEffect; +}; + +QT_END_NAMESPACE +QT_END_HEADER +#endif // ULTRAPARTICLE_H |