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| |
| #include "qquickcustomparticle_p.h" |
| #include <QtCore/qrandom.h> |
| #include <QtGui/qopenglcontext.h> |
| #include <QtQuick/private/qquickshadereffectmesh_p.h> |
| #include <QtQuick/private/qsgshadersourcebuilder_p.h> |
| #include <QtQml/qqmlinfo.h> |
| |
| 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<QQuickOpenGLShaderEffectNode *>(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<QQuickOpenGLShaderEffectMaterial *>(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<int, QQuickOpenGLShaderEffectNode*>::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 = QVariant::fromValue(m_lastTime); |
| } |
| } |
| m_common.updateMaterial(rootNode, static_cast<QQuickOpenGLShaderEffectMaterial *>(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" |