/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 CUSTOM_PARTICLE_H #define CUSTOM_PARTICLE_H #include "qsgparticlepainter_p.h" #include #include QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(Declarative) class QSGNode; struct PlainVertices; //Genealogy: Hybrid of UltraParticle and ShaderEffect class QSGCustomParticle : public QSGParticlePainter { Q_OBJECT Q_PROPERTY(QByteArray fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged) Q_PROPERTY(QByteArray vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged) public: explicit QSGCustomParticle(QSGItem* parent=0); QByteArray fragmentShader() const { return m_source.fragmentCode; } void setFragmentShader(const QByteArray &code); QByteArray vertexShader() const { return m_source.vertexCode; } void setVertexShader(const QByteArray &code); public Q_SLOTS: void updateData(); void changeSource(int); Q_SIGNALS: void fragmentShaderChanged(); void vertexShaderChanged(); protected: virtual void initialize(int gIdx, int pIdx); virtual void commit(int gIdx, int pIdx); QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *); void prepareNextFrame(); void setSource(const QVariant &var, int index); void disconnectPropertySignals(); void connectPropertySignals(); void reset(); void resize(int oldCount, int newCount); void updateProperties(); void lookThroughShaderCode(const QByteArray &code); virtual void componentComplete(); QSGShaderEffectNode *buildCustomNodes(); void performPendingResize(); private: void buildData(); bool m_pleaseReset; bool m_dirtyData; QSGShaderEffectProgram m_source; struct SourceData { QSignalMapper *mapper; QPointer item; QByteArray name; }; QVector m_sources; QSGShaderEffectMaterial m_material; QSGShaderEffectNode* m_rootNode; QHash m_nodes; qreal m_lastTime; }; QT_END_NAMESPACE QT_END_HEADER #endif //HEADER_GUARD