aboutsummaryrefslogtreecommitdiffstats
path: root/src/declarative/particles/qsgimageparticle_p.h
blob: ae80434abbc2e20249650a1b37bd9498bacc5130 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Declarative 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 ULTRAPARTICLE_H
#define ULTRAPARTICLE_H
#include "qsgparticlepainter_p.h"
#include "qsgstochasticdirection_p.h"
#include <QDeclarativeListProperty>
#include <qsgsimplematerial.h>

QT_BEGIN_HEADER

QT_BEGIN_NAMESPACE

QT_MODULE(Declarative)

class UltraMaterial;
class TabledMaterialData;
class QSGGeometryNode;

class QSGSprite;
class QSGSpriteEngine;

struct SimpleVertex {
    float x;
    float y;
    float tx;
    float ty;
    float t;
    float lifeSpan;
    float size;
    float endSize;
    float vx;
    float vy;
    float ax;
    float ay;
};

struct SimpleVertices {
    SimpleVertex v1;
    SimpleVertex v2;
    SimpleVertex v3;
    SimpleVertex v4;
};

struct UltraVertex {
    float x;
    float y;
    float tx;
    float ty;
    float t;
    float lifeSpan;
    float size;
    float endSize;
    float vx;
    float vy;
    float ax;
    float ay;
    Color4ub color;
    float xx;
    float xy;
    float yx;
    float yy;
    float rotation;
    float rotationSpeed;
    float autoRotate;//Assume that GPUs prefer floats to bools
    float animIdx;
    float frameDuration;
    float frameCount;
    float animT;
};

struct UltraVertices {
    UltraVertex v1;
    UltraVertex v2;
    UltraVertex v3;
    UltraVertex v4;
};

struct IntermediateVertices {
    UltraVertex* v1;
    UltraVertex* v2;
    UltraVertex* v3;
    UltraVertex* v4;
};

class QSGImageParticle : public QSGParticlePainter
{
    Q_OBJECT
    Q_PROPERTY(QUrl source READ image WRITE setImage NOTIFY imageChanged)
    Q_PROPERTY(QUrl colorTable READ colortable WRITE setColortable NOTIFY colortableChanged)
    Q_PROPERTY(QUrl sizeTable READ sizetable WRITE setSizetable NOTIFY sizetableChanged)
    Q_PROPERTY(QUrl opacityTable READ opacitytable WRITE setOpacitytable NOTIFY opacitytableChanged)

    //###Now just colorize - add a flag for 'solid' color particles(where the img is just a mask?)?
    Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged)
    //Stacks (added) with individual colorVariations
    Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged)
    Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged)
    Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged)
    Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged)
    //Stacks (multiplies) with the Alpha in the color, mostly here so you can use svg color names (which have full alpha)
    Q_PROPERTY(qreal alpha READ alpha WRITE setAlpha NOTIFY alphaChanged)
    Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged)

    Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged)
    Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged)
    Q_PROPERTY(qreal rotationSpeed READ rotationSpeed WRITE setRotationSpeed NOTIFY rotationSpeedChanged)
    Q_PROPERTY(qreal rotationSpeedVariation READ rotationSpeedVariation WRITE setRotationSpeedVariation NOTIFY rotationSpeedVariationChanged)
    //If true, then will face the direction of motion. Stacks with rotation, e.g. setting rotation
    //to 180 will lead to facing away from the direction of motion
    Q_PROPERTY(bool autoRotation READ autoRotation WRITE setAutoRotation NOTIFY autoRotationChanged)

    //###Call i/j? Makes more sense to those with vector calculus experience, and I could even add the cirumflex in QML?
    //xVector is the vector from the top-left point to the top-right point, and is multiplied by current size
    Q_PROPERTY(QSGStochasticDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged)
    //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram.
    Q_PROPERTY(QSGStochasticDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged)
    Q_PROPERTY(QDeclarativeListProperty<QSGSprite> sprites READ sprites)
    Q_PROPERTY(bool bloat READ bloat WRITE setBloat NOTIFY bloatChanged)//Just a debugging property to bypass optimizations
public:
    explicit QSGImageParticle(QSGItem *parent = 0);
    virtual ~QSGImageParticle();


    QDeclarativeListProperty<QSGSprite> sprites();
    QSGSpriteEngine* spriteEngine() {return m_spriteEngine;}

    enum PerformanceLevel{//TODO: Expose?
        Unknown = 0,
        Simple,
        Colored,
        Deformable,
        Tabled,
        Sprites
    };

    QUrl image() const { return m_image_name; }
    void setImage(const QUrl &image);

    QUrl colortable() const { return m_colortable_name; }
    void setColortable(const QUrl &table);

    QUrl sizetable() const { return m_sizetable_name; }
    void setSizetable (const QUrl &table);

    QUrl opacitytable() const { return m_opacitytable_name; }
    void setOpacitytable(const QUrl &table);

    QColor color() const { return m_color; }
    void setColor(const QColor &color);

    qreal colorVariation() const { return m_color_variation; }
    void setColorVariation(qreal var);

    qreal renderOpacity() const { return m_render_opacity; }

    qreal alphaVariation() const { return m_alphaVariation; }

    qreal alpha() const { return m_alpha; }

    qreal redVariation() const { return m_redVariation; }

    qreal greenVariation() const { return m_greenVariation; }

    qreal blueVariation() const { return m_blueVariation; }

    qreal rotation() const { return m_rotation; }

    qreal rotationVariation() const { return m_rotationVariation; }

    qreal rotationSpeed() const { return m_rotationSpeed; }

    qreal rotationSpeedVariation() const { return m_rotationSpeedVariation; }

    bool autoRotation() const { return m_autoRotation; }

    QSGStochasticDirection* xVector() const { return m_xVector; }

    QSGStochasticDirection* yVector() const { return m_yVector; }

    bool bloat() const { return m_bloat; }

signals:

    void imageChanged();
    void colortableChanged();
    void sizetableChanged();
    void opacitytableChanged();

    void colorChanged();
    void colorVariationChanged();

    void particleDurationChanged();
    void alphaVariationChanged(qreal arg);

    void alphaChanged(qreal arg);

    void redVariationChanged(qreal arg);

    void greenVariationChanged(qreal arg);

    void blueVariationChanged(qreal arg);

    void rotationChanged(qreal arg);

    void rotationVariationChanged(qreal arg);

    void rotationSpeedChanged(qreal arg);

    void rotationSpeedVariationChanged(qreal arg);

    void autoRotationChanged(bool arg);

    void xVectorChanged(QSGStochasticDirection* arg);

    void yVectorChanged(QSGStochasticDirection* arg);

    void bloatChanged(bool arg);

public slots:
    void reloadColor(const Color4ub &c, QSGParticleData* d);
    void setAlphaVariation(qreal arg);

    void setAlpha(qreal arg);

    void setRedVariation(qreal arg);

    void setGreenVariation(qreal arg);

    void setBlueVariation(qreal arg);

    void setRotation(qreal arg);

    void setRotationVariation(qreal arg);

    void setRotationSpeed(qreal arg);

    void setRotationSpeedVariation(qreal arg);

    void setAutoRotation(bool arg);

    void setXVector(QSGStochasticDirection* arg);

    void setYVector(QSGStochasticDirection* arg);

    void setBloat(bool arg);

protected:
    void reset();
    virtual void initialize(int gIdx, int pIdx);
    virtual void commit(int gIdx, int pIdx);

    QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
    void prepareNextFrame();
    QSGGeometryNode* buildParticleNodes();
    QSGGeometryNode* buildSimpleParticleNodes();
    QSGGeometryNode* buildTabledParticleNodes();

private slots:
    void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty

private:
    bool m_do_reset;

    QUrl m_image_name;
    QUrl m_colortable_name;
    QUrl m_sizetable_name;
    QUrl m_opacitytable_name;


    QColor m_color;
    qreal m_color_variation;
    qreal m_particleDuration;

    QSGGeometryNode *m_rootNode;
    QHash<int, QSGGeometryNode *> m_nodes;
    QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing?
    int m_lastIdxStart;
    UltraMaterial *m_material;
    QSGSimpleMaterial<TabledMaterialData> *m_tabledMaterial;

    // derived values...

    qreal m_render_opacity;
    qreal m_alphaVariation;
    qreal m_alpha;
    qreal m_redVariation;
    qreal m_greenVariation;
    qreal m_blueVariation;
    qreal m_rotation;
    qreal m_rotationVariation;
    qreal m_rotationSpeed;
    qreal m_rotationSpeedVariation;
    bool m_autoRotation;
    QSGStochasticDirection* m_xVector;
    QSGStochasticDirection* m_yVector;

    QList<QSGSprite*> m_sprites;
    QSGSpriteEngine* m_spriteEngine;

    bool m_bloat;
    PerformanceLevel perfLevel;

    PerformanceLevel m_lastLevel;
    bool m_debugMode;
};

QT_END_NAMESPACE
QT_END_HEADER
#endif // ULTRAPARTICLE_H