From 608c2a8afde4d0247457c186b8b95f671c4ab997 Mon Sep 17 00:00:00 2001 From: Alan Alpert Date: Mon, 16 Jan 2012 15:34:52 +1000 Subject: Per-frame Sprites patch two Implements CPU sprite advancement in SpriteImage, and covers the manual sprite advancement codepath in an autotest. Task-number: QTBUG-22236 Change-Id: I52a8ca3f923e88232238f9e158863b1ba7c0441b Reviewed-by: Alan Alpert --- src/quick/items/qquickspriteimage.cpp | 137 +++++++++++++++------------- src/quick/items/qquickspriteimage_p.h | 4 +- src/quick/particles/qquickimageparticle.cpp | 2 +- 3 files changed, 77 insertions(+), 66 deletions(-) (limited to 'src') diff --git a/src/quick/items/qquickspriteimage.cpp b/src/quick/items/qquickspriteimage.cpp index acde623a0e..692e6820d3 100644 --- a/src/quick/items/qquickspriteimage.cpp +++ b/src/quick/items/qquickspriteimage.cpp @@ -58,32 +58,24 @@ QT_BEGIN_NAMESPACE static const char vertexShaderCode[] = "attribute highp vec2 vTex;\n" - "uniform highp vec4 animData;// interpolate(bool), duration, frameCount (this anim), timestamp (this anim)\n" - "uniform highp vec4 animPos;//sheet x,y, width/height of this anim\n" - "uniform highp vec4 animSheetSize; //width/height of whole sheet, width/height of element\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" - "uniform highp float timestamp;\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" - " highp float frameIndex = mod((((timestamp - animData.w)*1000.)/animData.y),animData.z);\n" - " progress = mod((timestamp - animData.w)*1000., animData.y) / animData.y;\n" - "\n" - " frameIndex = floor(frameIndex);\n" - " fTexS.xy = vec2(((frameIndex + vTex.x) * animPos.z / animSheetSize.x), ((animPos.y + vTex.y * animPos.w) / animSheetSize.y));\n" - "\n" + " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n" " //Next frame is also passed, for interpolation\n" - " //### Should the next anim be precalculated to allow for interpolation there?\n" - " if (animData.x == 1.0 && frameIndex != animData.z - 1.)//Can't do it for the last frame though, this anim may not loop\n" - " frameIndex = mod(frameIndex+1., animData.z);\n" - " fTexS.zw = vec2(((frameIndex + vTex.x) * animPos.z / animSheetSize.x), ((animPos.y + vTex.y * animPos.w) / animSheetSize.y));\n" + " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n" "\n" - " gl_Position = qt_Matrix * vec4(animSheetSize.z * vTex.x, animSheetSize.w * vTex.y, 0, 1);\n" + " gl_Position = qt_Matrix * vec4(size.x * vTex.x, size.y * vTex.y, 0, 1);\n" "}\n"; static const char fragmentShaderCode[] = @@ -111,33 +103,25 @@ public: QSGTexture *texture; - qreal timestamp; - float interpolate; - float frameDuration; - float frameCount; float animT; - float animX; - float animY; - float animWidth; - float animHeight; - float sheetWidth; - float sheetHeight; + float animX1; + float animY1; + float animX2; + float animY2; + float animW; + float animH; float elementWidth; float elementHeight; }; QQuickSpriteMaterial::QQuickSpriteMaterial() - : timestamp(0) - , interpolate(1.0f) - , frameDuration(1.0f) - , frameCount(1.0f) - , animT(0.0f) - , animX(0.0f) - , animY(0.0f) - , animWidth(1.0f) - , animHeight(1.0f) - , sheetWidth(1.0f) - , sheetHeight(1.0f) + : 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) { @@ -170,10 +154,9 @@ public: m->texture->bind(); program()->setUniformValue(m_opacity_id, state.opacity()); - program()->setUniformValue(m_timestamp_id, (float) m->timestamp); - program()->setUniformValue(m_animData_id, m->interpolate, m->frameDuration, m->frameCount, m->animT); - program()->setUniformValue(m_animPos_id, m->animX, m->animY, m->animWidth, m->animHeight); - program()->setUniformValue(m_animSheetSize_id, m->sheetWidth, m->sheetHeight, m->elementWidth, m->elementHeight); + 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()); @@ -182,10 +165,9 @@ public: virtual void initialize() { m_matrix_id = program()->uniformLocation("qt_Matrix"); m_opacity_id = program()->uniformLocation("qt_Opacity"); - m_timestamp_id = program()->uniformLocation("timestamp"); m_animData_id = program()->uniformLocation("animData"); m_animPos_id = program()->uniformLocation("animPos"); - m_animSheetSize_id = program()->uniformLocation("animSheetSize"); + m_size_id = program()->uniformLocation("size"); } virtual const char *vertexShader() const { return vertexShaderCode; } @@ -201,10 +183,9 @@ public: int m_matrix_id; int m_opacity_id; - int m_timestamp_id; int m_animData_id; int m_animPos_id; - int m_animSheetSize_id; + int m_size_id; static float chunkOfBytes[1024]; }; @@ -285,9 +266,11 @@ QQuickSpriteImage::QQuickSpriteImage(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)), @@ -350,19 +333,17 @@ QSGGeometryNode* QQuickSpriteImage::buildNode() 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->interpolate = m_interpolate ? 1.0 : 0.0; - m_material->frameCount = m_spriteEngine->spriteFrames(); - m_material->frameDuration = m_spriteEngine->spriteDuration(); m_material->animT = 0; - m_material->animX = m_spriteEngine->spriteX(); - m_material->animY = m_spriteEngine->spriteY(); - m_material->animWidth = m_spriteEngine->spriteWidth(); - m_material->animHeight = m_spriteEngine->spriteHeight(); - m_material->sheetWidth = image.width(); - m_material->sheetHeight = image.height(); + 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(); @@ -440,25 +421,53 @@ void QQuickSpriteImage::prepareNextFrame() uint timeInt = m_timestamp.elapsed(); qreal time = timeInt / 1000.; - m_material->timestamp = time; m_material->elementHeight = height(); m_material->elementWidth = width(); - m_material->interpolate = m_interpolate; //Advance State m_spriteEngine->updateSprites(timeInt); - int curY = m_spriteEngine->spriteY(); - if (curY != m_material->animY){ - m_material->animT = m_spriteEngine->spriteStart()/1000.0; - m_material->frameCount = m_spriteEngine->spriteFrames(); - m_material->frameDuration = m_spriteEngine->spriteDuration(); - m_material->animX = m_spriteEngine->spriteX(); - m_material->animY = m_spriteEngine->spriteY(); - m_material->animWidth = m_spriteEngine->spriteWidth(); - m_material->animHeight = m_spriteEngine->spriteHeight(); + 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 frameDuration = m_spriteEngine->spriteDuration(); + qreal frameCount = m_spriteEngine->spriteFrames(); + 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; } + 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 = progress; } QT_END_NAMESPACE diff --git a/src/quick/items/qquickspriteimage_p.h b/src/quick/items/qquickspriteimage_p.h index 178eba1b67..cd0796be1a 100644 --- a/src/quick/items/qquickspriteimage_p.h +++ b/src/quick/items/qquickspriteimage_p.h @@ -131,12 +131,14 @@ private: QList m_sprites; QQuickSpriteEngine* m_spriteEngine; QTime m_timestamp; - int m_maxFrames; + int m_curFrame; bool m_pleaseReset; bool m_running; bool m_interpolate; QString m_goalState; QString m_curState; + int m_curStateIdx; + QSizeF m_sheetSize; }; QT_END_NAMESPACE diff --git a/src/quick/particles/qquickimageparticle.cpp b/src/quick/particles/qquickimageparticle.cpp index e8aa0367b4..9d75c4bb22 100644 --- a/src/quick/particles/qquickimageparticle.cpp +++ b/src/quick/particles/qquickimageparticle.cpp @@ -1478,7 +1478,7 @@ void QQuickImageParticle::spritesUpdate(qreal time) qreal progress; if (datum->frameDuration > 0) { qreal frame = (time - datum->animT)/(datum->frameDuration / 1000.0); - frame = qBound(0.0, frame, (qreal)datum->frameCount - 1.0);//Stop at count-1 frames until we have between anim interpolation + frame = qBound((qreal)0.0, frame, (qreal)((qreal)datum->frameCount - 1.0));//Stop at count-1 frames until we have between anim interpolation progress = modf(frame,&frameAt); } else { datum->frameAt++; -- cgit v1.2.3