2011-06-07 05:12:53 +00:00
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/****************************************************************************
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**
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** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtDeclarative module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsgcustomparticle_p.h"
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#include <private/qsgshadereffectmesh_p.h>
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#include <cstdlib>
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QT_BEGIN_NAMESPACE
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2011-06-15 08:52:26 +00:00
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//TODO: Can we make the code such that you don't have to copy the whole vertex shader just to add one little calculation?
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2011-06-07 05:12:53 +00:00
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//Includes comments because the code isn't self explanatory
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static const char qt_particles_default_vertex_code[] =
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"attribute highp vec2 vPos; \n"
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"attribute highp vec2 vTex; \n"
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"attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize \n"
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"attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration \n"
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"uniform highp mat4 qt_ModelViewProjectionMatrix; \n"
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"uniform highp float timestamp; \n"
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"varying highp vec2 fTex; \n"
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"void main() { \n"
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" fTex = vTex; \n"
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" highp float size = vData.z; \n"
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" highp float endSize = vData.w; \n"
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" highp float t = (timestamp - vData.x) / vData.y; \n"
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" highp float currentSize = mix(size, endSize, t * t); \n"
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" if (t < 0. || t > 1.) \n"
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" currentSize = 0.; \n"
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" highp vec2 pos = vPos \n"
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" - currentSize / 2. + currentSize * vTex // adjust size \n"
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" + vVec.xy * t * vData.y // apply speed vector.. \n"
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" + 0.5 * vVec.zw * pow(t * vData.y, 2.); \n"
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" gl_Position = qt_ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0, 1); \n"
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"}";
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static const char qt_particles_default_fragment_code[] =//TODO: Default frag requires source?
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"uniform sampler2D source; \n"
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"varying highp vec2 fTex; \n"
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"uniform lowp float qt_Opacity; \n"
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"void main() { \n"
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" gl_FragColor = texture2D(source, fTex) * qt_Opacity; \n"
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"}";
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static const char qt_position_attribute_name[] = "qt_Vertex";
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static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
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static QSGGeometry::Attribute PlainParticle_Attributes[] = {
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{ 0, 2, GL_FLOAT }, // Position
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{ 1, 2, GL_FLOAT }, // TexCoord
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{ 2, 4, GL_FLOAT }, // Data
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{ 3, 4, GL_FLOAT }, // Vectors
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{ 4, 1, GL_FLOAT } // r
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};
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static QSGGeometry::AttributeSet PlainParticle_AttributeSet =
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{
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5, // Attribute Count
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(2 + 2 + 4 + 4 + 1) * sizeof(float),
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PlainParticle_Attributes
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};
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struct PlainVertex {
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float x;
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float y;
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float tx;
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float ty;
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float t;
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float lifeSpan;
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float size;
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float endSize;
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float sx;
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float sy;
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float ax;
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float ay;
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float r;
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};
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struct PlainVertices {
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PlainVertex v1;
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PlainVertex v2;
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PlainVertex v3;
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PlainVertex v4;
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};
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QSGCustomParticle::QSGCustomParticle(QSGItem* parent)
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: QSGParticlePainter(parent)
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, m_pleaseReset(true)
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, m_dirtyData(true)
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2011-06-15 08:52:26 +00:00
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, m_resizePending(false)
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2011-06-07 05:12:53 +00:00
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{
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setFlag(QSGItem::ItemHasContents);
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2011-06-15 08:52:26 +00:00
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m_defaultVertices = new PlainVertices;
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PlainVertex* vertices = (PlainVertex*) m_defaultVertices;
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for (int i=0; i<4; ++i) {
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vertices[i].x = 0;
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vertices[i].y = 0;
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vertices[i].t = -1;
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vertices[i].lifeSpan = 0;
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vertices[i].size = 0;
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vertices[i].endSize = 0;
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vertices[i].sx = 0;
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vertices[i].sy = 0;
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vertices[i].ax = 0;
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vertices[i].ay = 0;
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vertices[i].r = 0;
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}
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vertices[0].tx = 0;
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vertices[0].ty = 0;
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vertices[1].tx = 1;
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vertices[1].ty = 0;
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vertices[2].tx = 0;
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vertices[2].ty = 1;
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vertices[3].tx = 1;
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vertices[3].ty = 1;
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2011-06-07 05:12:53 +00:00
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}
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void QSGCustomParticle::componentComplete()
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{
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reset();
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QSGParticlePainter::componentComplete();
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}
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//Trying to keep the shader conventions the same as in qsgshadereffectitem
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/*!
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\qmlproperty string CustomParticle::fragmentShader
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This property holds the fragment shader's GLSL source code.
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The default shader passes the texture coordinate along to the fragment
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shader as "varying highp vec2 qt_TexCoord0".
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*/
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void QSGCustomParticle::setFragmentShader(const QByteArray &code)
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{
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if (m_source.fragmentCode.constData() == code.constData())
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return;
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m_source.fragmentCode = code;
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if (isComponentComplete()) {
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reset();
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}
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emit fragmentShaderChanged();
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}
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/*!
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\qmlproperty string CustomParticle::vertexShader
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This property holds the vertex shader's GLSL source code.
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The default shader expects the texture coordinate to be passed from the
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vertex shader as "varying highp vec2 qt_TexCoord0", and it samples from a
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sampler2D named "source".
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*/
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void QSGCustomParticle::setVertexShader(const QByteArray &code)
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{
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if (m_source.vertexCode.constData() == code.constData())
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return;
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m_source.vertexCode = code;
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if (isComponentComplete()) {
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reset();
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}
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emit vertexShaderChanged();
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}
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2011-06-15 08:52:26 +00:00
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void QSGCustomParticle::resize(int oldCount, int newCount)
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2011-06-07 05:12:53 +00:00
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{
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2011-06-15 08:52:26 +00:00
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if(!m_node)
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return;
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if(!m_resizePending){
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m_pendingResizeVector.resize(oldCount);
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PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData();
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for(int i=0; i<oldCount; i++)
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m_pendingResizeVector[i] = &particles[i];
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}
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groupShuffle(m_pendingResizeVector, m_defaultVertices);
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2011-06-07 05:12:53 +00:00
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}
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void QSGCustomParticle::reset()
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{
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disconnectPropertySignals();
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m_source.attributeNames.clear();
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m_source.uniformNames.clear();
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m_source.respectsOpacity = false;
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m_source.respectsMatrix = false;
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m_source.className = metaObject()->className();
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for (int i = 0; i < m_sources.size(); ++i) {
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const SourceData &source = m_sources.at(i);
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delete source.mapper;
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if (source.item && source.item->parentItem() == this)
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source.item->setParentItem(0);
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}
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m_sources.clear();
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QSGParticlePainter::reset();
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m_pleaseReset = true;
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}
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void QSGCustomParticle::changeSource(int index)
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{
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Q_ASSERT(index >= 0 && index < m_sources.size());
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QVariant v = property(m_sources.at(index).name.constData());
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setSource(v, index);
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}
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void QSGCustomParticle::updateData()
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{
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m_dirtyData = true;
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update();
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}
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void QSGCustomParticle::setSource(const QVariant &var, int index)
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{
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Q_ASSERT(index >= 0 && index < m_sources.size());
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SourceData &source = m_sources[index];
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source.item = 0;
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if (var.isNull()) {
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return;
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} else if (!qVariantCanConvert<QObject *>(var)) {
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qWarning("Could not assign source of type '%s' to property '%s'.", var.typeName(), source.name.constData());
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return;
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}
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QObject *obj = qVariantValue<QObject *>(var);
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QSGTextureProvider *int3rface = QSGTextureProvider::from(obj);
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if (!int3rface) {
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qWarning("Could not assign property '%s', did not implement QSGTextureProvider.", source.name.constData());
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}
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source.item = qobject_cast<QSGItem *>(obj);
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// TODO: Copy better solution in QSGShaderEffectItem when they find it.
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// 'source.item' needs a canvas to get a scenegraph node.
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// The easiest way to make sure it gets a canvas is to
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// make it a part of the same item tree as 'this'.
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if (source.item && source.item->parentItem() == 0) {
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source.item->setParentItem(this);
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source.item->setVisible(false);
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}
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}
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void QSGCustomParticle::disconnectPropertySignals()
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{
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disconnect(this, 0, this, SLOT(updateData()));
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for (int i = 0; i < m_sources.size(); ++i) {
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SourceData &source = m_sources[i];
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disconnect(this, 0, source.mapper, 0);
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disconnect(source.mapper, 0, this, 0);
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}
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}
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void QSGCustomParticle::connectPropertySignals()
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{
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QSet<QByteArray>::const_iterator it;
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for (it = m_source.uniformNames.begin(); it != m_source.uniformNames.end(); ++it) {
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int pi = metaObject()->indexOfProperty(it->constData());
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if (pi >= 0) {
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QMetaProperty mp = metaObject()->property(pi);
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if (!mp.hasNotifySignal())
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qWarning("QSGShaderEffectItem: property '%s' does not have notification method!", it->constData());
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QByteArray signalName("2");
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signalName.append(mp.notifySignal().signature());
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connect(this, signalName, this, SLOT(updateData()));
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} else {
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qWarning("QSGShaderEffectItem: '%s' does not have a matching property!", it->constData());
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}
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}
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for (int i = 0; i < m_sources.size(); ++i) {
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SourceData &source = m_sources[i];
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int pi = metaObject()->indexOfProperty(source.name.constData());
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if (pi >= 0) {
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QMetaProperty mp = metaObject()->property(pi);
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QByteArray signalName("2");
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signalName.append(mp.notifySignal().signature());
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connect(this, signalName, source.mapper, SLOT(map()));
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source.mapper->setMapping(this, i);
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connect(source.mapper, SIGNAL(mapped(int)), this, SLOT(changeSource(int)));
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} else {
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qWarning("QSGShaderEffectItem: '%s' does not have a matching source!", source.name.constData());
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}
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}
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}
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void QSGCustomParticle::updateProperties()
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{
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QByteArray vertexCode = m_source.vertexCode;
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QByteArray fragmentCode = m_source.fragmentCode;
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if (vertexCode.isEmpty())
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vertexCode = qt_particles_default_vertex_code;
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if (fragmentCode.isEmpty())
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fragmentCode = qt_particles_default_fragment_code;
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m_source.attributeNames.clear();
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m_source.attributeNames << "vPos" << "vTex" << "vData" << "vVec" << "r";
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lookThroughShaderCode(vertexCode);
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lookThroughShaderCode(fragmentCode);
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if (!m_source.attributeNames.contains(qt_position_attribute_name))
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qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_position_attribute_name);
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if (!m_source.attributeNames.contains(qt_texcoord_attribute_name))
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qWarning("QSGShaderEffectItem: Missing reference to \'%s\'.", qt_texcoord_attribute_name);
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if (!m_source.respectsMatrix)
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qWarning("QSGShaderEffectItem: Missing reference to \'qt_ModelViewProjectionMatrix\'.");
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if (!m_source.respectsOpacity)
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qWarning("QSGShaderEffectItem: Missing reference to \'qt_Opacity\'.");
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for (int i = 0; i < m_sources.size(); ++i) {
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QVariant v = property(m_sources.at(i).name);
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setSource(v, i);
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}
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|
|
|
connectPropertySignals();
|
|
|
|
}
|
|
|
|
|
|
|
|
void QSGCustomParticle::lookThroughShaderCode(const QByteArray &code)
|
|
|
|
{
|
|
|
|
// Regexp for matching attributes and uniforms.
|
|
|
|
// In human readable form: attribute|uniform [lowp|mediump|highp] <type> <name>
|
|
|
|
static QRegExp re(QLatin1String("\\b(attribute|uniform)\\b\\s*\\b(?:lowp|mediump|highp)?\\b\\s*\\b(\\w+)\\b\\s*\\b(\\w+)"));
|
|
|
|
Q_ASSERT(re.isValid());
|
|
|
|
|
|
|
|
int pos = -1;
|
|
|
|
|
|
|
|
QString wideCode = QString::fromLatin1(code.constData(), code.size());
|
|
|
|
|
|
|
|
while ((pos = re.indexIn(wideCode, pos + 1)) != -1) {
|
|
|
|
QByteArray decl = re.cap(1).toLatin1(); // uniform or attribute
|
|
|
|
QByteArray type = re.cap(2).toLatin1(); // type
|
|
|
|
QByteArray name = re.cap(3).toLatin1(); // variable name
|
|
|
|
|
|
|
|
if (decl == "attribute") {
|
|
|
|
if(!m_source.attributeNames.contains(name))//TODO: Can they add custom attributes?
|
|
|
|
qWarning() << "Custom Particle: Unknown attribute " << name;
|
|
|
|
} else {
|
|
|
|
Q_ASSERT(decl == "uniform");//TODO: Shouldn't assert
|
|
|
|
|
|
|
|
if (name == "qt_ModelViewProjectionMatrix") {
|
|
|
|
m_source.respectsMatrix = true;
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|
|
|
} else if (name == "qt_Opacity") {
|
|
|
|
m_source.respectsOpacity = true;
|
|
|
|
} else if (name == "timestamp") {
|
|
|
|
//TODO: Copy the whole thing just because I have one more uniform?
|
|
|
|
} else {
|
|
|
|
m_source.uniformNames.insert(name);
|
|
|
|
if (type == "sampler2D") {
|
|
|
|
SourceData d;
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|
|
|
d.mapper = new QSignalMapper;
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|
|
|
d.name = name;
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|
|
d.item = 0;
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|
|
|
m_sources.append(d);
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|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
QSGNode *QSGCustomParticle::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
|
|
|
|
{
|
|
|
|
if(m_pleaseReset){
|
|
|
|
if(m_node)
|
|
|
|
delete m_node;
|
|
|
|
//delete m_material;//Shader effect item doesn't regen material?
|
|
|
|
|
|
|
|
m_node = 0;
|
|
|
|
m_pleaseReset = false;
|
|
|
|
m_dirtyData = false;
|
|
|
|
}
|
2011-06-15 08:52:26 +00:00
|
|
|
if(m_resizePending)
|
|
|
|
performPendingResize();
|
2011-06-07 05:12:53 +00:00
|
|
|
|
|
|
|
if(m_system && m_system->isRunning())
|
|
|
|
prepareNextFrame();
|
|
|
|
if (m_node){
|
|
|
|
if(oldNode)
|
|
|
|
Q_ASSERT(oldNode == m_node);
|
|
|
|
update();
|
|
|
|
m_node->markDirty(QSGNode::DirtyMaterial); //done in buildData?
|
|
|
|
}
|
|
|
|
|
|
|
|
return m_node;
|
|
|
|
}
|
|
|
|
|
|
|
|
void QSGCustomParticle::prepareNextFrame(){
|
|
|
|
if(!m_node)
|
|
|
|
m_node = buildCustomNode();
|
|
|
|
if(!m_node)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_lastTime = m_system->systemSync(this) / 1000.;
|
|
|
|
if(m_dirtyData || true)//Currently this is how we update timestamp... potentially over expensive.
|
|
|
|
buildData();
|
|
|
|
}
|
|
|
|
|
2011-06-15 08:52:26 +00:00
|
|
|
void QSGCustomParticle::performPendingResize()
|
|
|
|
{
|
|
|
|
m_resizePending = false;
|
|
|
|
if(!m_node)
|
|
|
|
return;
|
|
|
|
Q_ASSERT(m_pendingResizeVector.size() == m_count);//XXX
|
|
|
|
PlainVertices tmp[m_count];//###More vast memcpys that will decrease performance
|
|
|
|
for(int i=0; i<m_count; i++)
|
|
|
|
tmp[i] = *m_pendingResizeVector[i];
|
|
|
|
m_node->setFlag(QSGNode::OwnsGeometry, false);
|
|
|
|
m_node->geometry()->allocate(m_count*4, m_count*6);
|
|
|
|
memcpy(m_node->geometry()->vertexData(), tmp, sizeof(PlainVertices) * m_count);
|
|
|
|
quint16 *indices = m_node->geometry()->indexDataAsUShort();
|
|
|
|
for (int i=0; i<m_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;
|
|
|
|
}
|
|
|
|
m_node->setFlag(QSGNode::OwnsGeometry, true);
|
|
|
|
}
|
|
|
|
|
2011-06-07 05:12:53 +00:00
|
|
|
QSGShaderEffectNode* QSGCustomParticle::buildCustomNode()
|
|
|
|
{
|
|
|
|
if (m_count * 4 > 0xffff) {
|
|
|
|
printf("CustomParticle: Too many particles... \n");//####Why is this here?
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(m_count <= 0) {
|
|
|
|
printf("CustomParticle: Too few particles... \n");
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2011-06-15 08:52:26 +00:00
|
|
|
m_resizePending = false;//reset resizes as well.
|
2011-06-07 05:12:53 +00:00
|
|
|
|
|
|
|
//Create Particle Geometry
|
|
|
|
int vCount = m_count * 4;
|
|
|
|
int iCount = m_count * 6;
|
|
|
|
QSGGeometry *g = new QSGGeometry(PlainParticle_AttributeSet, vCount, iCount);
|
|
|
|
g->setDrawingMode(GL_TRIANGLES);
|
|
|
|
PlainVertex *vertices = (PlainVertex *) g->vertexData();
|
|
|
|
for (int p=0; p<m_count; ++p) {
|
|
|
|
double r = rand()/(double)RAND_MAX;//TODO: Seed?
|
2011-06-15 08:52:26 +00:00
|
|
|
memcpy(vertices, m_defaultVertices, sizeof(PlainVertices));
|
|
|
|
for(int i=0; i<4; i++)
|
2011-06-07 05:12:53 +00:00
|
|
|
vertices[i].r = r;
|
|
|
|
vertices += 4;
|
|
|
|
}
|
|
|
|
quint16 *indices = g->indexDataAsUShort();
|
|
|
|
for (int i=0; i<m_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;
|
|
|
|
}
|
|
|
|
|
|
|
|
updateProperties();
|
|
|
|
QSGShaderEffectNode* node = new QSGShaderEffectNode();
|
|
|
|
|
|
|
|
|
|
|
|
node->setGeometry(g);
|
|
|
|
node->setMaterial(&m_material);
|
|
|
|
|
|
|
|
QSGShaderEffectProgram s = m_source;
|
|
|
|
if (s.fragmentCode.isEmpty())
|
|
|
|
s.fragmentCode = qt_particles_default_fragment_code;
|
|
|
|
if (s.vertexCode.isEmpty())
|
|
|
|
s.vertexCode = qt_particles_default_vertex_code;
|
|
|
|
m_material.setProgramSource(s);
|
|
|
|
node->markDirty(QSGNode::DirtyMaterial);
|
|
|
|
node->markDirty(QSGNode::DirtyAll);
|
|
|
|
return node;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const QByteArray timestampName("timestamp");
|
|
|
|
|
|
|
|
void QSGCustomParticle::buildData()
|
|
|
|
{
|
|
|
|
if(!m_node)//Operates on m_node
|
|
|
|
return;
|
|
|
|
QVector<QPair<QByteArray, QVariant> > values;
|
|
|
|
QVector<QPair<QByteArray, QPointer<QSGItem> > > textures;
|
|
|
|
const QVector<QPair<QByteArray, QPointer<QSGItem> > > &oldTextures = m_material.textureProviders();
|
|
|
|
|
|
|
|
for (QSet<QByteArray>::const_iterator it = m_source.uniformNames.begin();
|
|
|
|
it != m_source.uniformNames.end(); ++it) {
|
|
|
|
values.append(qMakePair(*it, property(*it)));
|
|
|
|
}
|
|
|
|
for (int i = 0; i < oldTextures.size(); ++i) {
|
|
|
|
QSGTextureProvider *oldSource = QSGTextureProvider::from(oldTextures.at(i).second);
|
|
|
|
if (oldSource && oldSource->textureChangedSignal())
|
|
|
|
disconnect(oldTextures.at(i).second, oldSource->textureChangedSignal(), m_node, SLOT(markDirtyTexture()));
|
|
|
|
}
|
|
|
|
for (int i = 0; i < m_sources.size(); ++i) {
|
|
|
|
const SourceData &source = m_sources.at(i);
|
|
|
|
textures.append(qMakePair(source.name, source.item));
|
|
|
|
QSGTextureProvider *t = QSGTextureProvider::from(source.item);
|
|
|
|
if (t && t->textureChangedSignal())
|
|
|
|
connect(source.item, t->textureChangedSignal(), m_node, SLOT(markDirtyTexture()), Qt::DirectConnection);
|
|
|
|
}
|
|
|
|
values.append(qMakePair(timestampName, QVariant(m_lastTime)));
|
|
|
|
m_material.setUniforms(values);
|
|
|
|
m_material.setTextureProviders(textures);
|
|
|
|
m_node->markDirty(QSGNode::DirtyMaterial);
|
|
|
|
m_dirtyData = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void QSGCustomParticle::load(QSGParticleData *d)
|
|
|
|
{
|
|
|
|
reload(d);//We don't do anything special in C++ here.
|
|
|
|
}
|
|
|
|
|
|
|
|
void QSGCustomParticle::reload(QSGParticleData *d)
|
|
|
|
{
|
|
|
|
if (m_node == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
PlainVertices *particles = (PlainVertices *) m_node->geometry()->vertexData();
|
|
|
|
|
|
|
|
int pos = particleTypeIndex(d);
|
|
|
|
|
|
|
|
PlainVertices &p = particles[pos];
|
|
|
|
|
|
|
|
//Perhaps we could be more efficient?
|
|
|
|
vertexCopy(p.v1, d->pv);
|
|
|
|
vertexCopy(p.v2, d->pv);
|
|
|
|
vertexCopy(p.v3, d->pv);
|
|
|
|
vertexCopy(p.v4, d->pv);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
QT_END_NAMESPACE
|