/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtQml module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** As a special exception, The Qt Company gives you certain additional ** rights. These rights are described in The Qt Company LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef CUSTOM_PARTICLE_H #define CUSTOM_PARTICLE_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include "qquickparticlepainter_p.h" #include #include #include QT_BEGIN_NAMESPACE class QSGNode; struct PlainVertices; class QQuickShaderEffectMaterialObject; //Genealogy: Hybrid of UltraParticle and ShaderEffect class QQuickCustomParticle : public QQuickParticlePainter { Q_OBJECT Q_PROPERTY(QByteArray fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged) Q_PROPERTY(QByteArray vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged) public: explicit QQuickCustomParticle(QQuickItem* parent=0); ~QQuickCustomParticle(); QByteArray fragmentShader() const { return m_common.source.sourceCode[Key::FragmentShader]; } void setFragmentShader(const QByteArray &code); QByteArray vertexShader() const { return m_common.source.sourceCode[Key::VertexShader]; } void setVertexShader(const QByteArray &code); 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 *); QQuickShaderEffectNode *prepareNextFrame(QQuickShaderEffectNode *rootNode); void reset(); void resize(int oldCount, int newCount); virtual void componentComplete(); QQuickShaderEffectNode *buildCustomNodes(); void sceneGraphInvalidated(); void itemChange(ItemChange change, const ItemChangeData &value); private Q_SLOTS: void sourceDestroyed(QObject *object); void propertyChanged(int mappedId); private: typedef QQuickShaderEffectMaterialKey Key; typedef QQuickShaderEffectMaterial::UniformData UniformData; void buildData(QQuickShaderEffectNode *rootNode); void updateVertexShader(); QQuickShaderEffectCommon m_common; QHash m_nodes; qreal m_lastTime; uint m_dirtyUniforms : 1; uint m_dirtyUniformValues : 1; uint m_dirtyTextureProviders : 1; uint m_dirtyProgram : 1; }; QT_END_NAMESPACE #endif //HEADER_GUARD