/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, 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. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgcustomparticle_p.h" #include #include QT_BEGIN_NAMESPACE //TODO: Can we make the code such that you don't have to copy the whole vertex shader just to add one little calculation? //Includes comments because the code isn't self explanatory static const char qt_particles_default_vertex_code[] = "attribute highp vec2 vPos; \n" "attribute highp vec2 vTex; \n" "attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize \n" "attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration \n" "uniform highp mat4 qt_ModelViewProjectionMatrix; \n" "uniform highp float timestamp; \n" "varying highp vec2 fTex; \n" "void main() { \n" " fTex = vTex; \n" " highp float size = vData.z; \n" " highp float endSize = vData.w; \n" " highp float t = (timestamp - vData.x) / vData.y; \n" " highp float currentSize = mix(size, endSize, t * t); \n" " if (t < 0. || t > 1.) \n" " currentSize = 0.; \n" " highp vec2 pos = vPos \n" " - currentSize / 2. + currentSize * vTex // adjust size \n" " + vVec.xy * t * vData.y // apply speed vector.. \n" " + 0.5 * vVec.zw * pow(t * vData.y, 2.); \n" " gl_Position = qt_ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0, 1); \n" "}"; static const char qt_particles_default_fragment_code[] =//TODO: Default frag requires source? "uniform sampler2D source; \n" "varying highp vec2 fTex; \n" "uniform lowp float qt_Opacity; \n" "void main() { \n" " gl_FragColor = texture2D(source, fTex) * qt_Opacity; \n" "}"; static const char qt_position_attribute_name[] = "qt_Vertex"; static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0"; static QSGGeometry::Attribute PlainParticle_Attributes[] = { { 0, 2, GL_FLOAT }, // Position { 1, 2, GL_FLOAT }, // TexCoord { 2, 4, GL_FLOAT }, // Data { 3, 4, GL_FLOAT }, // Vectors { 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 sx; float sy; float ax; float ay; float r; }; struct PlainVertices { PlainVertex v1; PlainVertex v2; PlainVertex v3; PlainVertex v4; }; QSGCustomParticle::QSGCustomParticle(QSGItem* parent) : QSGParticlePainter(parent) , m_pleaseReset(true) , m_dirtyData(true) , m_resizePending(false) { setFlag(QSGItem::ItemHasContents); m_defaultVertices = new PlainVertices; PlainVertex* vertices = (PlainVertex*) m_defaultVertices; for (int i=0; i<4; ++i) { vertices[i].x = 0; vertices[i].y = 0; vertices[i].t = -1; vertices[i].lifeSpan = 0; vertices[i].size = 0; vertices[i].endSize = 0; vertices[i].sx = 0; vertices[i].sy = 0; vertices[i].ax = 0; vertices[i].ay = 0; vertices[i].r = 0; } 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; } void QSGCustomParticle::componentComplete() { reset(); QSGParticlePainter::componentComplete(); } //Trying to keep the shader conventions the same as in qsgshadereffectitem /*! \qmlproperty string CustomParticle::fragmentShader This property holds the fragment shader's GLSL source code. The default shader passes the texture coordinate along to the fragment shader as "varying highp vec2 qt_TexCoord0". */ void QSGCustomParticle::setFragmentShader(const QByteArray &code) { if (m_source.fragmentCode.constData() == code.constData()) return; m_source.fragmentCode = code; if (isComponentComplete()) { reset(); } emit fragmentShaderChanged(); } /*! \qmlproperty string CustomParticle::vertexShader This property holds the vertex 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 QSGCustomParticle::setVertexShader(const QByteArray &code) { if (m_source.vertexCode.constData() == code.constData()) return; m_source.vertexCode = code; if (isComponentComplete()) { reset(); } emit vertexShaderChanged(); } void QSGCustomParticle::resize(int oldCount, int newCount) { if(!m_node) return; if(!m_resizePending){ m_pendingResizeVector.resize(oldCount); PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData(); for(int i=0; iclassName(); 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(); QSGParticlePainter::reset(); m_pleaseReset = true; } void QSGCustomParticle::changeSource(int index) { Q_ASSERT(index >= 0 && index < m_sources.size()); QVariant v = property(m_sources.at(index).name.constData()); setSource(v, index); } void QSGCustomParticle::updateData() { m_dirtyData = true; update(); } void QSGCustomParticle::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(var)) { qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData()); return; } QObject *obj = qVariantValue(var); QSGTextureProvider *int3rface = QSGTextureProvider::from(obj); if (!int3rface) { qWarning("Could not assign property '%s', did not implement QSGTextureProvider.", source.name.constData()); } source.item = qobject_cast(obj); // TODO: Copy better solution in QSGShaderEffectItem 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 QSGCustomParticle::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 QSGCustomParticle::connectPropertySignals() { QSet::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("QSGShaderEffectItem: 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("QSGShaderEffectItem: '%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("QSGShaderEffectItem: '%s' does not have a matching source!", source.name.constData()); } } } void QSGCustomParticle::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; m_source.attributeNames.clear(); m_source.attributeNames << "vPos" << "vTex" << "vData" << "vVec" << "r"; lookThroughShaderCode(vertexCode); lookThroughShaderCode(fragmentCode); if (!m_source.attributeNames.contains(qt_position_attribute_name)) qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_position_attribute_name); if (!m_source.attributeNames.contains(qt_texcoord_attribute_name)) qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_texcoord_attribute_name); if (!m_source.respectsMatrix) qWarning("QSGShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'."); if (!m_source.respectsOpacity) qWarning("QSGShaderEffectItem: 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 QSGCustomParticle::lookThroughShaderCode(const QByteArray &code) { // Regexp for matching attributes and uniforms. // In human readable form: attribute|uniform [lowp|mediump|highp] 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))//TODO: Can they add custom attributes? qWarning() << "Custom Particle: Unknown attribute " << name; } else { Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert if (name == "qt_ModelViewProjectionMatrix") { m_source.respectsMatrix = true; } else if (name == "qt_Opacity") { m_source.respectsOpacity = true; } else if (name == "timestamp") { //TODO: Copy the whole thing just because I have one more uniform? } 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 *QSGCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) { if(m_pleaseReset){ if(m_node) delete m_node; //delete m_material;//Shader effect item doesn't regen material? m_node = 0; m_pleaseReset = false; m_dirtyData = false; } if(m_resizePending) performPendingResize(); if(m_system && m_system->isRunning()) prepareNextFrame(); if (m_node){ if(oldNode) Q_ASSERT(oldNode == m_node); update(); m_node->markDirty(QSGNode::DirtyMaterial); //done in buildData? } return m_node; } void QSGCustomParticle::prepareNextFrame(){ if(!m_node) m_node = buildCustomNode(); if(!m_node) return; m_lastTime = m_system->systemSync(this) / 1000.; if(m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive. buildData(); } void QSGCustomParticle::performPendingResize() { m_resizePending = false; if(!m_node) return; Q_ASSERT(m_pendingResizeVector.size() == m_count);//XXX PlainVertices tmp[m_count];//###More vast memcpys that will decrease performance for(int i=0; isetFlag(QSGNode::OwnsGeometry, false); m_node->geometry()->allocate(m_count*4, m_count*6); memcpy(m_node->geometry()->vertexData(), tmp, sizeof(PlainVertices) * m_count); quint16 *indices = m_node->geometry()->indexDataAsUShort(); for (int i=0; isetFlag(QSGNode::OwnsGeometry, true); } QSGShaderEffectNode* QSGCustomParticle::buildCustomNode() { if (m_count * 4 > 0xffff) { printf("CustomParticle: Too many particles... \n");//####Why is this here? return 0; } if(m_count <= 0) { printf("CustomParticle: Too few particles... \n"); return 0; } m_resizePending = false;//reset resizes as well. //Create Particle Geometry int vCount = m_count * 4; int iCount = m_count * 6; QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount); g->setDrawingMode(GL_TRIANGLES); PlainVertex *vertices = (PlainVertex *) g->vertexData(); for (int p=0; pindexDataAsUShort(); for (int i=0; isetGeometry(g); node->setMaterial(&m_material); QSGShaderEffectProgram 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; m_material.setProgramSource(s); node->markDirty(QSGNode::DirtyMaterial); node->markDirty(QSGNode::DirtyAll); return node; } static const QByteArray timestampName("timestamp"); void QSGCustomParticle::buildData() { if(!m_node)//Operates on m_node return; QVector > values; QVector > > textures; const QVector > > &oldTextures = m_material.textureProviders(); for (QSet::const_iterator it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) { values.append(qMakePair(*it, property(*it))); } for (int i = 0; i < oldTextures.size(); ++i) { QSGTextureProvider *oldSource = QSGTextureProvider::from(oldTextures.at(i).second); if (oldSource && oldSource->textureChangedSignal()) disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), m_node, SLOT(markDirtyTexture())); } for (int i = 0; i < m_sources.size(); ++i) { const SourceData &source = m_sources.at(i); textures.append(qMakePair(source.name, source.item)); QSGTextureProvider *t = QSGTextureProvider::from(source.item); if (t && t->textureChangedSignal()) connect(source.item, t->textureChangedSignal(), m_node, SLOT(markDirtyTexture()), Qt::DirectConnection); } values.append(qMakePair(timestampName, QVariant(m_lastTime))); m_material.setUniforms(values); m_material.setTextureProviders(textures); m_node->markDirty(QSGNode::DirtyMaterial); m_dirtyData = false; } void QSGCustomParticle::load(QSGParticleData *d) { reload(d);//We don't do anything special in C++ here. } void QSGCustomParticle::reload(QSGParticleData *d) { if (m_node == 0) return; PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData(); int pos = particleTypeIndex(d); PlainVertices &p = particles[pos]; //Perhaps we could be more efficient? vertexCopy(p.v1, d->pv); vertexCopy(p.v2, d->pv); vertexCopy(p.v3, d->pv); vertexCopy(p.v4, d->pv); } QT_END_NAMESPACE