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/****************************************************************************
**
** Copyright (C) 2021 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQml module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
**
****************************************************************************/
#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 <private/qquickopenglshadereffectnode_p.h>
#include <private/qquickopenglshadereffect_p.h>
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)
QML_NAMED_ELEMENT(CustomParticle)
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:
void initialize(int gIdx, int pIdx) override;
void commit(int gIdx, int pIdx) override;
QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *) override;
QQuickOpenGLShaderEffectNode *prepareNextFrame(QQuickOpenGLShaderEffectNode *rootNode);
void reset() override;
void resize(int oldCount, int newCount);
void componentComplete() override;
QQuickOpenGLShaderEffectNode *buildCustomNodes();
void sceneGraphInvalidated() override;
void itemChange(ItemChange change, const ItemChangeData &value) override;
private Q_SLOTS:
void sourceDestroyed(QObject *object);
private:
void propertyChanged(int mappedId);
typedef QQuickOpenGLShaderEffectMaterialKey Key;
typedef QQuickOpenGLShaderEffectMaterial::UniformData UniformData;
void buildData(QQuickOpenGLShaderEffectNode *rootNode);
void updateVertexShader();
QQuickOpenGLShaderEffectCommon m_common;
const QMetaObject *m_myMetaObject;
QHash<int, QQuickOpenGLShaderEffectNode*> 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
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