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