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#ifndef QQUICKIMAGEPARTICLE_P_H
#define QQUICKIMAGEPARTICLE_P_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 "qquickdirection_p.h"
#include <private/qquickpixmapcache_p.h>
#include <QQmlListProperty>
#include <QtGui/qcolor.h>
#include <QtQuick/qsgmaterial.h>
QT_BEGIN_NAMESPACE
class ImageMaterialData;
class QSGGeometryNode;
class QSGMaterial;
class QQuickSprite;
class QQuickStochasticEngine;
class QRhi;
struct SimpleVertex {
float x;
float y;
float t;
float lifeSpan;
float size;
float endSize;
float vx;
float vy;
float ax;
float ay;
};
struct ColoredVertex {
float x;
float y;
float t;
float lifeSpan;
float size;
float endSize;
float vx;
float vy;
float ax;
float ay;
Color4ub color;
};
struct DeformableVertex {
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 rotationVelocity;
float autoRotate;//Assumed that GPUs prefer floats to bools
};
struct SpriteVertex {
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 rotationVelocity;
float autoRotate;//Assumed that GPUs prefer floats to bools
float animW;
float animH;
float animProgress;
float animX1;
float animY1;
float animX2;
float animY2;
};
template <typename Vertex>
struct Vertices {
Vertex v1;
Vertex v2;
Vertex v3;
Vertex v4;
};
class ImageMaterial : public QSGMaterial
{
public:
virtual ImageMaterialData *state() = 0;
};
class QQuickImageParticle : public QQuickParticlePainter
{
Q_OBJECT
Q_PROPERTY(QUrl source READ image WRITE setImage NOTIFY imageChanged)
Q_PROPERTY(QQmlListProperty<QQuickSprite> sprites READ sprites)
Q_PROPERTY(Status status READ status NOTIFY statusChanged)
//### Is it worth having progress like Image has?
//Q_PROPERTY(qreal progress READ progress NOTIFY progressChanged)
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 RESET resetColor)
//Stacks (added) with individual colorVariations
Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged RESET resetColor)
Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged RESET resetColor)
Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged RESET resetColor)
Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged RESET resetColor)
//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 RESET resetColor)
Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged RESET resetColor)
Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged RESET resetRotation)
Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged RESET resetRotation)
Q_PROPERTY(qreal rotationVelocity READ rotationVelocity WRITE setRotationVelocity NOTIFY rotationVelocityChanged RESET resetRotation)
Q_PROPERTY(qreal rotationVelocityVariation READ rotationVelocityVariation WRITE setRotationVelocityVariation NOTIFY rotationVelocityVariationChanged RESET resetRotation)
//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 RESET resetRotation)
//xVector is the vector from the top-left point to the top-right point, and is multiplied by current size
Q_PROPERTY(QQuickDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation)
//yVector is the same, but top-left to bottom-left. The particle is always a parallelogram.
Q_PROPERTY(QQuickDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation)
Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged)
Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged)
QML_NAMED_ELEMENT(ImageParticle)
public:
explicit QQuickImageParticle(QQuickItem *parent = 0);
virtual ~QQuickImageParticle();
enum Status { Null, Ready, Loading, Error };
Q_ENUM(Status)
QQmlListProperty<QQuickSprite> sprites();
QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;}
enum EntryEffect {
None = 0,
Fade = 1,
Scale = 2
};
Q_ENUM(EntryEffect)
enum PerformanceLevel{//TODO: Expose?
Unknown = 0,
Simple,
Colored,
Deformable,
Tabled,
Sprites
};
QUrl image() const { return m_image ? m_image->source : QUrl(); }
void setImage(const QUrl &image);
QUrl colortable() const { return m_colorTable ? m_colorTable->source : QUrl(); }
void setColortable(const QUrl &table);
QUrl sizetable() const { return m_sizeTable ? m_sizeTable->source : QUrl(); }
void setSizetable (const QUrl &table);
QUrl opacitytable() const { return m_opacityTable ? m_opacityTable->source : QUrl(); }
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 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 rotationVelocity() const { return m_rotationVelocity; }
qreal rotationVelocityVariation() const { return m_rotationVelocityVariation; }
bool autoRotation() const { return m_autoRotation; }
QQuickDirection* xVector() const { return m_xVector; }
QQuickDirection* yVector() const { return m_yVector; }
bool spritesInterpolate() const { return m_spritesInterpolate; }
bool bypassOptimizations() const { return m_bypassOptimizations; }
EntryEffect entryEffect() const { return m_entryEffect; }
Status status() const { return m_status; }
void resetColor();
void resetRotation();
void resetDeformation();
Q_SIGNALS:
void imageChanged();
void colortableChanged();
void sizetableChanged();
void opacitytableChanged();
void colorChanged();
void colorVariationChanged();
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 rotationVelocityChanged(qreal arg);
void rotationVelocityVariationChanged(qreal arg);
void autoRotationChanged(bool arg);
void xVectorChanged(QQuickDirection* arg);
void yVectorChanged(QQuickDirection* arg);
void spritesInterpolateChanged(bool arg);
void bypassOptimizationsChanged(bool arg);
void entryEffectChanged(EntryEffect arg);
void statusChanged(Status arg);
public Q_SLOTS:
void reloadColor(const Color4ub &c, QQuickParticleData* 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 setRotationVelocity(qreal arg);
void setRotationVelocityVariation(qreal arg);
void setAutoRotation(bool arg);
void setXVector(QQuickDirection* arg);
void setYVector(QQuickDirection* arg);
void setSpritesInterpolate(bool arg);
void setBypassOptimizations(bool arg);
void setEntryEffect(EntryEffect arg);
protected:
void reset() override;
void initialize(int gIdx, int pIdx) override;
void commit(int gIdx, int pIdx) override;
QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *) override;
void prepareNextFrame(QSGNode**);
void buildParticleNodes(QSGNode**);
void sceneGraphInvalidated() override;
private Q_SLOTS:
void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
void spriteAdvance(int spriteIndex);
void spritesUpdate(qreal time = 0 );
void mainThreadFetchImageData();
void finishBuildParticleNodes(QSGNode **n);
private:
struct ImageData {
QUrl source;
QQuickPixmap pix;
};
QScopedPointer<ImageData> m_image;
QScopedPointer<ImageData> m_colorTable;
QScopedPointer<ImageData> m_sizeTable;
QScopedPointer<ImageData> m_opacityTable;
bool loadingSomething();
QColor m_color;
qreal m_color_variation;
QSGNode *m_outgoingNode;
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?
QList<QPair<int, int> > m_startsIdx;//Same data, optimized for alternate retrieval
int m_lastIdxStart;
QSGMaterial *m_material;
// derived values...
qreal m_alphaVariation;
qreal m_alpha;
qreal m_redVariation;
qreal m_greenVariation;
qreal m_blueVariation;
qreal m_rotation;
qreal m_rotationVariation;
qreal m_rotationVelocity;
qreal m_rotationVelocityVariation;
bool m_autoRotation;
QQuickDirection* m_xVector;
QQuickDirection* m_yVector;
QList<QQuickSprite*> m_sprites;
QQuickSpriteEngine* m_spriteEngine;
bool m_spritesInterpolate;
bool m_explicitColor;
bool m_explicitRotation;
bool m_explicitDeformation;
bool m_explicitAnimation;
QHash<int, QVector<QQuickParticleData*> > m_shadowData;
void clearShadows();
QQuickParticleData* getShadowDatum(QQuickParticleData* datum);
bool m_bypassOptimizations;
PerformanceLevel perfLevel;
PerformanceLevel m_lastLevel;
bool m_debugMode;
template<class Vertex>
void initTexCoords(Vertex* v, int count){
Vertex* end = v + count;
while (v < end){
v[0].tx = 0;
v[0].ty = 0;
v[1].tx = 1;
v[1].ty = 0;
v[2].tx = 0;
v[2].ty = 1;
v[3].tx = 1;
v[3].ty = 1;
v += 4;
}
}
ImageMaterialData *getState(QSGMaterial *m) {
return static_cast<ImageMaterial *>(m)->state();
}
EntryEffect m_entryEffect;
Status m_status;
int m_startedImageLoading;
QRhi *m_rhi;
bool m_apiChecked;
};
QT_END_NAMESPACE
#endif // QQUICKIMAGEPARTICLE_P_H