From 75a0d33d250a97d5ee0314f5b7aad876d9ee2fa8 Mon Sep 17 00:00:00 2001 From: Alan Alpert Date: Tue, 14 Feb 2012 18:16:21 +1000 Subject: Rename SpriteImage to SpriteSequence Also rename Sprite::frames->Sprite::frameCount Change-Id: I2e7a71adc37044fd696ffda2a5da4835725ba3a8 Reviewed-by: Alan Alpert --- src/quick/items/qquickspritesequence.cpp | 482 +++++++++++++++++++++++++++++++ 1 file changed, 482 insertions(+) create mode 100644 src/quick/items/qquickspritesequence.cpp (limited to 'src/quick/items/qquickspritesequence.cpp') diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp new file mode 100644 index 0000000000..a3a8a6ee8c --- /dev/null +++ b/src/quick/items/qquickspritesequence.cpp @@ -0,0 +1,482 @@ +/**************************************************************************** +** +** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). +** Contact: http://www.qt-project.org/ +** +** 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. +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qquickspritesequence_p.h" +#include "qquicksprite_p.h" +#include "qquickspriteengine_p.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +QT_BEGIN_NAMESPACE + +static const char vertexShaderCode[] = + "attribute highp vec2 vTex;\n" + "uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n" + "uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n" + "uniform highp vec2 size;//w,h of element\n" + "\n" + "uniform highp mat4 qt_Matrix;\n" + "\n" + "varying highp vec4 fTexS;\n" + "varying lowp float progress;\n" + "\n" + "\n" + "void main() {\n" + " progress = animData.z;\n" + " //Calculate frame location in texture\n" + " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n" + " //Next frame is also passed, for interpolation\n" + " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n" + "\n" + " gl_Position = qt_Matrix * vec4(size.x * vTex.x, size.y * vTex.y, 0, 1);\n" + "}\n"; + +static const char fragmentShaderCode[] = + "uniform sampler2D texture;\n" + "uniform lowp float qt_Opacity;\n" + "\n" + "varying highp vec4 fTexS;\n" + "varying lowp float progress;\n" + "\n" + "void main() {\n" + " gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n" + "}\n"; + +class QQuickSpriteSequenceMaterial : public QSGMaterial +{ +public: + QQuickSpriteSequenceMaterial(); + ~QQuickSpriteSequenceMaterial(); + virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; } + virtual QSGMaterialShader *createShader() const; + virtual int compare(const QSGMaterial *other) const + { + return this - static_cast(other); + } + + QSGTexture *texture; + + float animT; + float animX1; + float animY1; + float animX2; + float animY2; + float animW; + float animH; + float elementWidth; + float elementHeight; +}; + +QQuickSpriteSequenceMaterial::QQuickSpriteSequenceMaterial() + : animT(0.0f) + , animX1(0.0f) + , animY1(0.0f) + , animX2(0.0f) + , animY2(0.0f) + , animW(1.0f) + , animH(1.0f) + , elementWidth(1.0f) + , elementHeight(1.0f) +{ + setFlag(Blending, true); +} + +QQuickSpriteSequenceMaterial::~QQuickSpriteSequenceMaterial() +{ + delete texture; +} + +class SpriteSequenceMaterialData : public QSGMaterialShader +{ +public: + SpriteSequenceMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0) + { + } + + void deactivate() { + QSGMaterialShader::deactivate(); + + for (int i=0; i<8; ++i) { + program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0); + } + } + + virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) + { + QQuickSpriteSequenceMaterial *m = static_cast(newEffect); + m->texture->bind(); + + program()->setUniformValue(m_opacity_id, state.opacity()); + program()->setUniformValue(m_animData_id, m->animW, m->animH, m->animT); + program()->setUniformValue(m_animPos_id, m->animX1, m->animY1, m->animX2, m->animY2); + program()->setUniformValue(m_size_id, m->elementWidth, m->elementHeight); + + if (state.isMatrixDirty()) + program()->setUniformValue(m_matrix_id, state.combinedMatrix()); + } + + virtual void initialize() { + m_matrix_id = program()->uniformLocation("qt_Matrix"); + m_opacity_id = program()->uniformLocation("qt_Opacity"); + m_animData_id = program()->uniformLocation("animData"); + m_animPos_id = program()->uniformLocation("animPos"); + m_size_id = program()->uniformLocation("size"); + } + + virtual const char *vertexShader() const { return vertexShaderCode; } + virtual const char *fragmentShader() const { return fragmentShaderCode; } + + virtual char const *const *attributeNames() const { + static const char *attr[] = { + "vTex", + 0 + }; + return attr; + } + + int m_matrix_id; + int m_opacity_id; + int m_animData_id; + int m_animPos_id; + int m_size_id; + + static float chunkOfBytes[1024]; +}; + +float SpriteSequenceMaterialData::chunkOfBytes[1024]; + +QSGMaterialShader *QQuickSpriteSequenceMaterial::createShader() const +{ + return new SpriteSequenceMaterialData; +} + +struct SpriteVertex { + float tx; + float ty; +}; + +struct SpriteVertices { + SpriteVertex v1; + SpriteVertex v2; + SpriteVertex v3; + SpriteVertex v4; +}; + +/*! + \qmlclass SpriteSequence QQuickSpriteSequence + \inqmlmodule QtQuick 2 + \inherits Item + \brief The SpriteSequence element draws a sprite animation + +*/ +/*! + \qmlproperty bool QtQuick2::SpriteSequence::running + + Whether the sprite is animating or not. + + Default is true +*/ +/*! + \qmlproperty bool QtQuick2::SpriteSequence::interpolate + + If true, interpolation will occur between sprite frames to make the + animation appear smoother. + + Default is true. +*/ +/*! + \qmlproperty string QtQuick2::SpriteSequence::goalSprite + + The name of the Sprite which is currently animating. +*/ +/*! + \qmlproperty string QtQuick2::SpriteSequence::goalSprite + + The name of the Sprite which the animation should move to. + + Sprite states have defined durations and transitions between them, setting goalState + will cause it to disregard any path weightings (including 0) and head down the path + which will reach the goalState quickest (fewest animations). It will pass through + intermediate states on that path, and animate them for their duration. + + If it is possible to return to the goalState from the starting point of the goalState + it will continue to do so until goalState is set to "" or an unreachable state. +*/ +/*! \qmlmethod void QtQuick2::SpriteSequence::jumpTo(string sprite) + + This function causes the sprite to jump to the specified state immediately, intermediate + states are not played. +*/ +/*! + \qmlproperty list QtQuick2::SpriteSequence::sprites + + The sprite or sprites to draw. Sprites will be scaled to the size of this element. +*/ + +//TODO: Implicitly size element to size of first sprite? +QQuickSpriteSequence::QQuickSpriteSequence(QQuickItem *parent) : + QQuickItem(parent) + , m_node(0) + , m_material(0) + , m_spriteEngine(0) + , m_curFrame(0) + , m_pleaseReset(false) + , m_running(true) + , m_interpolate(true) + , m_curStateIdx(0) +{ + setFlag(ItemHasContents); + connect(this, SIGNAL(runningChanged(bool)), + this, SLOT(update())); +} + +void QQuickSpriteSequence::jumpTo(const QString &sprite) +{ + if (!m_spriteEngine) + return; + m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite), 0, true); +} + +void QQuickSpriteSequence::setGoalSprite(const QString &sprite) +{ + if (m_goalState != sprite){ + m_goalState = sprite; + emit goalSpriteChanged(sprite); + m_spriteEngine->setGoal(m_spriteEngine->stateIndex(sprite)); + } +} + +QDeclarativeListProperty QQuickSpriteSequence::sprites() +{ + return QDeclarativeListProperty(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear); +} + +void QQuickSpriteSequence::createEngine() +{ + //TODO: delay until component complete + if (m_spriteEngine) + delete m_spriteEngine; + if (m_sprites.count()) + m_spriteEngine = new QQuickSpriteEngine(m_sprites, this); + else + m_spriteEngine = 0; + reset(); +} + +static QSGGeometry::Attribute SpriteSequence_Attributes[] = { + QSGGeometry::Attribute::create(0, 2, GL_FLOAT), // tex +}; + +static QSGGeometry::AttributeSet SpriteSequence_AttributeSet = +{ + 1, // Attribute Count + 2 * sizeof(float), + SpriteSequence_Attributes +}; + +QSGGeometryNode* QQuickSpriteSequence::buildNode() +{ + if (!m_spriteEngine) { + qmlInfo(this) << "No sprite engine..."; + return 0; + } else if (m_spriteEngine->status() == QDeclarativePixmap::Null) { + m_spriteEngine->startAssemblingImage(); + update();//Schedule another update, where we will check again + return 0; + } else if (m_spriteEngine->status() == QDeclarativePixmap::Loading) { + update();//Schedule another update, where we will check again + return 0; + } + + m_material = new QQuickSpriteSequenceMaterial(); + + QImage image = m_spriteEngine->assembledImage(); + if (image.isNull()) + return 0; + m_sheetSize = QSizeF(image.size()); + m_material->texture = canvas()->createTextureFromImage(image); + m_material->texture->setFiltering(QSGTexture::Linear); + m_spriteEngine->start(0); + m_material->animT = 0; + m_material->animX1 = m_spriteEngine->spriteX() / m_sheetSize.width(); + m_material->animY1 = m_spriteEngine->spriteY() / m_sheetSize.height(); + m_material->animX2 = m_material->animX1; + m_material->animY2 = m_material->animY1; + m_material->animW = m_spriteEngine->spriteWidth() / m_sheetSize.width(); + m_material->animH = m_spriteEngine->spriteHeight() / m_sheetSize.height(); + m_material->elementWidth = width(); + m_material->elementHeight = height(); + m_curState = m_spriteEngine->state(m_spriteEngine->curState())->name(); + emit currentSpriteChanged(m_curState); + + int vCount = 4; + int iCount = 6; + QSGGeometry *g = new QSGGeometry(SpriteSequence_AttributeSet, vCount, iCount); + g->setDrawingMode(GL_TRIANGLES); + + SpriteVertices *p = (SpriteVertices *) g->vertexData(); + + p->v1.tx = 0; + p->v1.ty = 0; + + p->v2.tx = 1.0; + p->v2.ty = 0; + + p->v3.tx = 0; + p->v3.ty = 1.0; + + p->v4.tx = 1.0; + p->v4.ty = 1.0; + + quint16 *indices = g->indexDataAsUShort(); + indices[0] = 0; + indices[1] = 1; + indices[2] = 2; + indices[3] = 1; + indices[4] = 3; + indices[5] = 2; + + + m_timestamp.start(); + m_node = new QSGGeometryNode(); + m_node->setGeometry(g); + m_node->setMaterial(m_material); + m_node->setFlag(QSGGeometryNode::OwnsMaterial); + return m_node; +} + +void QQuickSpriteSequence::reset() +{ + m_pleaseReset = true; +} + +QSGNode *QQuickSpriteSequence::updatePaintNode(QSGNode *, UpdatePaintNodeData *) +{ + if (m_pleaseReset) { + delete m_node; + + m_node = 0; + m_material = 0; + m_pleaseReset = false; + } + + prepareNextFrame(); + + if (m_running) { + update(); + if (m_node) + m_node->markDirty(QSGNode::DirtyMaterial); + } + + return m_node; +} + +void QQuickSpriteSequence::prepareNextFrame() +{ + if (m_node == 0) + m_node = buildNode(); + if (m_node == 0) //error creating node + return; + + uint timeInt = m_timestamp.elapsed(); + qreal time = timeInt / 1000.; + m_material->elementHeight = height(); + m_material->elementWidth = width(); + + //Advance State + m_spriteEngine->updateSprites(timeInt); + if (m_curStateIdx != m_spriteEngine->curState()) { + m_curStateIdx = m_spriteEngine->curState(); + m_curState = m_spriteEngine->state(m_spriteEngine->curState())->name(); + emit currentSpriteChanged(m_curState); + m_curFrame= -1; + } + + //Advance Sprite + qreal animT = m_spriteEngine->spriteStart()/1000.0; + qreal frameCount = m_spriteEngine->spriteFrames(); + qreal frameDuration = m_spriteEngine->spriteDuration()/frameCount; + double frameAt; + qreal progress; + if (frameDuration > 0) { + qreal frame = (time - animT)/(frameDuration / 1000.0); + frame = qBound(qreal(0.0), frame, frameCount - qreal(1.0));//Stop at count-1 frames until we have between anim interpolation + progress = modf(frame,&frameAt); + } else { + m_curFrame++; + if (m_curFrame >= frameCount){ + m_curFrame = 0; + m_spriteEngine->advance(); + } + frameAt = m_curFrame; + progress = 0; + } + if (m_spriteEngine->sprite()->reverse()) + frameAt = (m_spriteEngine->spriteFrames() - 1) - frameAt; + qreal y = m_spriteEngine->spriteY() / m_sheetSize.height(); + qreal w = m_spriteEngine->spriteWidth() / m_sheetSize.width(); + qreal h = m_spriteEngine->spriteHeight() / m_sheetSize.height(); + qreal x1 = m_spriteEngine->spriteX() / m_sheetSize.width(); + x1 += frameAt * w; + qreal x2 = x1; + if (frameAt < (frameCount-1)) + x2 += w; + + m_material->animX1 = x1; + m_material->animY1 = y; + m_material->animX2 = x2; + m_material->animY2 = y; + m_material->animW = w; + m_material->animH = h; + m_material->animT = m_interpolate ? progress : 0.0; +} + +QT_END_NAMESPACE -- cgit v1.2.3