/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQml module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickcustomparticle_p.h" #include #include #include #include QT_BEGIN_NAMESPACE static QSGGeometry::Attribute PlainParticle_Attributes[] = { QSGGeometry::Attribute::create(0, 2, GL_FLOAT, true), // Position QSGGeometry::Attribute::create(1, 2, GL_FLOAT), // TexCoord QSGGeometry::Attribute::create(2, 4, GL_FLOAT), // Data QSGGeometry::Attribute::create(3, 4, GL_FLOAT), // Vectors QSGGeometry::Attribute::create(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 vx; float vy; float ax; float ay; float r; }; struct PlainVertices { PlainVertex v1; PlainVertex v2; PlainVertex v3; PlainVertex v4; }; /*! \qmltype CustomParticle \instantiates QQuickCustomParticle \inqmlmodule QtQuick.Particles \inherits ParticlePainter \brief For specifying shaders to paint particles \ingroup qtquick-particles \note The maximum number of custom particles is limited to 16383. */ QQuickCustomParticle::QQuickCustomParticle(QQuickItem* parent) : QQuickParticlePainter(parent) , m_common(this, [this](int mappedId){this->propertyChanged(mappedId);}) , m_myMetaObject(nullptr) , m_dirtyUniforms(true) , m_dirtyUniformValues(true) , m_dirtyTextureProviders(true) , m_dirtyProgram(true) { setFlag(QQuickItem::ItemHasContents); } void QQuickCustomParticle::sceneGraphInvalidated() { m_nodes.clear(); } QQuickCustomParticle::~QQuickCustomParticle() { } void QQuickCustomParticle::componentComplete() { if (!m_myMetaObject) m_myMetaObject = metaObject(); m_common.updateShader(this, m_myMetaObject, Key::FragmentShader); updateVertexShader(); reset(); QQuickParticlePainter::componentComplete(); } //Trying to keep the shader conventions the same as in qsgshadereffectitem /*! \qmlproperty string QtQuick.Particles::CustomParticle::fragmentShader This property holds the fragment 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 QQuickCustomParticle::setFragmentShader(const QByteArray &code) { if (m_common.source.sourceCode[Key::FragmentShader].constData() == code.constData()) return; m_common.source.sourceCode[Key::FragmentShader] = code; m_dirtyProgram = true; if (isComponentComplete()) { m_common.updateShader(this, m_myMetaObject, Key::FragmentShader); reset(); } emit fragmentShaderChanged(); } /*! \qmlproperty string QtQuick.Particles::CustomParticle::vertexShader This property holds the vertex shader's GLSL source code. The default shader passes the texture coordinate along to the fragment shader as "varying highp vec2 qt_TexCoord0". To aid writing a particle vertex shader, the following GLSL code is prepended to your vertex shader: \code attribute highp vec2 qt_ParticlePos; attribute highp vec2 qt_ParticleTex; attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration attribute highp float qt_ParticleR; uniform highp mat4 qt_Matrix; uniform highp float qt_Timestamp; varying highp vec2 qt_TexCoord0; void defaultMain() { qt_TexCoord0 = qt_ParticleTex; highp float size = qt_ParticleData.z; highp float endSize = qt_ParticleData.w; highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y; highp float currentSize = mix(size, endSize, t * t); if (t < 0. || t > 1.) currentSize = 0.; highp vec2 pos = qt_ParticlePos - currentSize / 2. + currentSize * qt_ParticleTex // adjust size + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector.. + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.); gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); } \endcode defaultMain() is the same code as in the default shader, you can call this for basic particle functions and then add additional variables for custom effects. Note that the vertex shader for particles is responsible for simulating the movement of particles over time, the particle data itself only has the starting position and spawn time. */ void QQuickCustomParticle::setVertexShader(const QByteArray &code) { if (m_common.source.sourceCode[Key::VertexShader].constData() == code.constData()) return; m_common.source.sourceCode[Key::VertexShader] = code; m_dirtyProgram = true; if (isComponentComplete()) { updateVertexShader(); reset(); } emit vertexShaderChanged(); } void QQuickCustomParticle::updateVertexShader() { m_common.disconnectPropertySignals(this, Key::VertexShader); m_common.uniformData[Key::VertexShader].clear(); m_common.clearSignalMappers(Key::VertexShader); m_common.attributes.clear(); m_common.attributes.append("qt_ParticlePos"); m_common.attributes.append("qt_ParticleTex"); m_common.attributes.append("qt_ParticleData"); m_common.attributes.append("qt_ParticleVec"); m_common.attributes.append("qt_ParticleR"); UniformData d; d.name = "qt_Matrix"; d.specialType = UniformData::Matrix; m_common.uniformData[Key::VertexShader].append(d); m_common.signalMappers[Key::VertexShader].append(0); d.name = "qt_Timestamp"; d.specialType = UniformData::None; m_common.uniformData[Key::VertexShader].append(d); m_common.signalMappers[Key::VertexShader].append(0); const QByteArray &code = m_common.source.sourceCode[Key::VertexShader]; if (!code.isEmpty()) m_common.lookThroughShaderCode(this, m_myMetaObject, Key::VertexShader, code); m_common.connectPropertySignals(this, m_myMetaObject, Key::VertexShader); } void QQuickCustomParticle::reset() { QQuickParticlePainter::reset(); update(); } QSGNode *QQuickCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) { QQuickOpenGLShaderEffectNode *rootNode = static_cast(oldNode); if (m_pleaseReset){ delete rootNode;//Automatically deletes children rootNode = nullptr; m_nodes.clear(); m_pleaseReset = false; m_dirtyProgram = true; } if (m_system && m_system->isRunning() && !m_system->isPaused()){ rootNode = prepareNextFrame(rootNode); if (rootNode) { foreach (QSGGeometryNode* node, m_nodes) node->markDirty(QSGNode::DirtyGeometry); update(); } } return rootNode; } QQuickOpenGLShaderEffectNode *QQuickCustomParticle::prepareNextFrame(QQuickOpenGLShaderEffectNode *rootNode) { if (!rootNode) rootNode = buildCustomNodes(); if (!rootNode) return nullptr; if (m_dirtyProgram) { const bool isES = QOpenGLContext::currentContext()->isOpenGLES(); QQuickOpenGLShaderEffectMaterial *material = static_cast(rootNode->material()); Q_ASSERT(material); Key s = m_common.source; QSGShaderSourceBuilder builder; if (s.sourceCode[Key::FragmentShader].isEmpty()) { builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.frag")); if (isES) builder.removeVersion(); s.sourceCode[Key::FragmentShader] = builder.source(); builder.clear(); } builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticletemplate.vert")); if (isES) builder.removeVersion(); if (s.sourceCode[Key::VertexShader].isEmpty()) builder.appendSourceFile(QStringLiteral(":/particles/shaders/customparticle.vert")); s.sourceCode[Key::VertexShader] = builder.source() + s.sourceCode[Key::VertexShader]; material->setProgramSource(s); material->attributes = m_common.attributes; foreach (QQuickOpenGLShaderEffectNode* node, m_nodes) node->markDirty(QSGNode::DirtyMaterial); m_dirtyProgram = false; m_dirtyUniforms = true; } m_lastTime = m_system->systemSync(this) / 1000.; if (true) //Currently this is how we update timestamp... potentially over expensive. buildData(rootNode); return rootNode; } QQuickOpenGLShaderEffectNode* QQuickCustomParticle::buildCustomNodes() { typedef QHash::const_iterator NodeHashConstIt; if (!QOpenGLContext::currentContext()) return nullptr; if (m_count * 4 > 0xffff) { // Index data is ushort. qmlInfo(this) << "CustomParticle: Too many particles - maximum 16383 per CustomParticle"; return nullptr; } if (m_count <= 0) { qmlInfo(this) << "CustomParticle: Too few particles"; return nullptr; } if (groups().isEmpty()) return nullptr; QQuickOpenGLShaderEffectNode *rootNode = nullptr; QQuickOpenGLShaderEffectMaterial *material = new QQuickOpenGLShaderEffectMaterial; m_dirtyProgram = true; for (auto groupId : groupIds()) { int count = m_system->groupData[groupId]->size(); QQuickOpenGLShaderEffectNode* node = new QQuickOpenGLShaderEffectNode(); m_nodes.insert(groupId, node); node->setMaterial(material); //Create Particle Geometry int vCount = count * 4; int iCount = count * 6; QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount); g->setDrawingMode(GL_TRIANGLES); node->setGeometry(g); node->setFlag(QSGNode::OwnsGeometry, true); PlainVertex *vertices = (PlainVertex *) g->vertexData(); for (int p=0; p < count; ++p) { commit(groupId, p); 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; vertices += 4; } quint16 *indices = g->indexDataAsUShort(); for (int i=0; i < count; ++i) { int o = i * 4; indices[0] = o; indices[1] = o + 1; indices[2] = o + 2; indices[3] = o + 1; indices[4] = o + 3; indices[5] = o + 2; indices += 6; } } NodeHashConstIt it = m_nodes.cbegin(); rootNode = it.value(); rootNode->setFlag(QSGNode::OwnsMaterial, true); NodeHashConstIt cend = m_nodes.cend(); for (++it; it != cend; ++it) rootNode->appendChildNode(it.value()); return rootNode; } void QQuickCustomParticle::sourceDestroyed(QObject *object) { m_common.sourceDestroyed(object); } void QQuickCustomParticle::propertyChanged(int mappedId) { bool textureProviderChanged; m_common.propertyChanged(this, m_myMetaObject, mappedId, &textureProviderChanged); m_dirtyTextureProviders |= textureProviderChanged; m_dirtyUniformValues = true; update(); } void QQuickCustomParticle::buildData(QQuickOpenGLShaderEffectNode *rootNode) { if (!rootNode) return; for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) { for (int i = 0; i < m_common.uniformData[shaderType].size(); ++i) { if (m_common.uniformData[shaderType].at(i).name == "qt_Timestamp") m_common.uniformData[shaderType][i].value = qVariantFromValue(m_lastTime); } } m_common.updateMaterial(rootNode, static_cast(rootNode->material()), m_dirtyUniforms, true, m_dirtyTextureProviders); foreach (QQuickOpenGLShaderEffectNode* node, m_nodes) node->markDirty(QSGNode::DirtyMaterial); m_dirtyUniforms = m_dirtyUniformValues = m_dirtyTextureProviders = false; } void QQuickCustomParticle::initialize(int gIdx, int pIdx) { QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx]; datum->r = QRandomGenerator::global()->generateDouble(); } void QQuickCustomParticle::commit(int gIdx, int pIdx) { if (m_nodes[gIdx] == 0) return; QQuickParticleData* datum = m_system->groupData[gIdx]->data[pIdx]; PlainVertices *particles = (PlainVertices *) m_nodes[gIdx]->geometry()->vertexData(); PlainVertex *vertices = (PlainVertex *)&particles[pIdx]; for (int i=0; i<4; ++i) { vertices[i].x = datum->x - m_systemOffset.x(); vertices[i].y = datum->y - m_systemOffset.y(); vertices[i].t = datum->t; vertices[i].lifeSpan = datum->lifeSpan; vertices[i].size = datum->size; vertices[i].endSize = datum->endSize; vertices[i].vx = datum->vx; vertices[i].vy = datum->vy; vertices[i].ax = datum->ax; vertices[i].ay = datum->ay; vertices[i].r = datum->r; } } void QQuickCustomParticle::itemChange(ItemChange change, const ItemChangeData &value) { if (change == QQuickItem::ItemSceneChange) m_common.updateWindow(value.window); QQuickParticlePainter::itemChange(change, value); } QT_END_NAMESPACE #include "moc_qquickcustomparticle_p.cpp"