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42 #include <private/qsgcontext_p.h>
43 #include <private/qsgadaptationlayer_p.h>
45 #include <qsgtexturematerial.h>
46 #include <qsgtexture.h>
48 #include "qsgimageparticle_p.h"
49 #include "qsgparticleemitter_p.h"
50 #include "qsgsprite_p.h"
51 #include "qsgspriteengine_p.h"
52 #include <QGLFunctions>
53 #include <qsgengine.h>
57 const float CONV = 0.017453292519943295;
58 class UltraMaterial : public QSGMaterial
61 UltraMaterial(bool withSprites=false)
65 , usesSprites(withSprites)
67 setFlag(Blending, true);
78 virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
79 virtual QSGMaterialShader *createShader() const;
80 virtual int compare(const QSGMaterial *other) const
82 return this - static_cast<const UltraMaterial *>(other);
86 QSGTexture *colortable;
87 QSGTexture *sizetable;
88 QSGTexture *opacitytable;
95 class UltraMaterialData : public QSGMaterialShader
98 UltraMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
100 QFile vf(vertexFile ? vertexFile : ":defaultshaders/ultravertex.shader");
101 vf.open(QFile::ReadOnly);
102 m_vertex_code = vf.readAll();
104 QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/ultrafragment.shader");
105 ff.open(QFile::ReadOnly);
106 m_fragment_code = ff.readAll();
108 Q_ASSERT(!m_vertex_code.isNull());
109 Q_ASSERT(!m_fragment_code.isNull());
113 QSGMaterialShader::deactivate();
115 for (int i=0; i<8; ++i) {
116 program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
120 virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
122 UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
123 state.context()->functions()->glActiveTexture(GL_TEXTURE1);
124 m->colortable->bind();
125 program()->setUniformValue(m_colortable_id, 1);
127 state.context()->functions()->glActiveTexture(GL_TEXTURE2);
128 m->sizetable->bind();
129 program()->setUniformValue(m_sizetable_id, 2);
131 state.context()->functions()->glActiveTexture(GL_TEXTURE3);
132 m->opacitytable->bind();
133 program()->setUniformValue(m_opacitytable_id, 3);
135 state.context()->functions()->glActiveTexture(GL_TEXTURE0);//Investigate why this screws up Text{} if placed before 1
138 program()->setUniformValue(m_opacity_id, state.opacity());
139 program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
140 program()->setUniformValue(m_framecount_id, (float) m->framecount);
141 program()->setUniformValue(m_animcount_id, (float) m->animcount);
143 if (state.isMatrixDirty())
144 program()->setUniformValue(m_matrix_id, state.combinedMatrix());
147 virtual void initialize() {
148 m_colortable_id = program()->uniformLocation("colortable");
149 m_sizetable_id = program()->uniformLocation("sizetable");
150 m_opacitytable_id = program()->uniformLocation("opacitytable");
151 m_matrix_id = program()->uniformLocation("matrix");
152 m_opacity_id = program()->uniformLocation("opacity");
153 m_timestamp_id = program()->uniformLocation("timestamp");
154 m_framecount_id = program()->uniformLocation("framecount");
155 m_animcount_id = program()->uniformLocation("animcount");
158 virtual const char *vertexShader() const { return m_vertex_code.constData(); }
159 virtual const char *fragmentShader() const { return m_fragment_code.constData(); }
161 virtual char const *const *attributeNames() const {
162 static const char *attr[] = {
176 virtual bool isColorTable() const { return false; }
183 int m_opacitytable_id;
187 QByteArray m_vertex_code;
188 QByteArray m_fragment_code;
190 static float chunkOfBytes[1024];
192 float UltraMaterialData::chunkOfBytes[1024];
194 QSGMaterialShader *UltraMaterial::createShader() const
196 if(usesSprites)//TODO: Perhaps just swap the shaders, and don't mind the extra vector?
197 return new UltraMaterialData;
199 return new UltraMaterialData;
203 class SimpleMaterial : public UltraMaterial
205 virtual QSGMaterialShader *createShader() const;
206 virtual QSGMaterialType *type() const { static QSGMaterialType type; return &type; }
209 class SimpleMaterialData : public QSGMaterialShader
212 SimpleMaterialData(const char *vertexFile = 0, const char *fragmentFile = 0)
214 QFile vf(vertexFile ? vertexFile : ":defaultshaders/simplevertex.shader");
215 vf.open(QFile::ReadOnly);
216 m_vertex_code = vf.readAll();
218 QFile ff(fragmentFile ? fragmentFile : ":defaultshaders/simplefragment.shader");
219 ff.open(QFile::ReadOnly);
220 m_fragment_code = ff.readAll();
222 Q_ASSERT(!m_vertex_code.isNull());
223 Q_ASSERT(!m_fragment_code.isNull());
227 QSGMaterialShader::deactivate();
229 for (int i=0; i<8; ++i) {
230 program()->setAttributeArray(i, GL_FLOAT, chunkOfBytes, 1, 0);
234 virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *)
236 UltraMaterial *m = static_cast<UltraMaterial *>(newEffect);
237 state.context()->functions()->glActiveTexture(GL_TEXTURE0);
240 program()->setUniformValue(m_opacity_id, state.opacity());
241 program()->setUniformValue(m_timestamp_id, (float) m->timestamp);
243 if (state.isMatrixDirty())
244 program()->setUniformValue(m_matrix_id, state.combinedMatrix());
247 virtual void initialize() {
248 m_matrix_id = program()->uniformLocation("matrix");
249 m_opacity_id = program()->uniformLocation("opacity");
250 m_timestamp_id = program()->uniformLocation("timestamp");
253 virtual const char *vertexShader() const { return m_vertex_code.constData(); }
254 virtual const char *fragmentShader() const { return m_fragment_code.constData(); }
256 virtual char const *const *attributeNames() const {
257 static const char *attr[] = {
267 virtual bool isColorTable() const { return false; }
273 QByteArray m_vertex_code;
274 QByteArray m_fragment_code;
276 static float chunkOfBytes[1024];
278 float SimpleMaterialData::chunkOfBytes[1024];
280 QSGMaterialShader *SimpleMaterial::createShader() const {
281 return new SimpleMaterialData;
284 QSGImageParticle::QSGImageParticle(QSGItem* parent)
285 : QSGParticlePainter(parent)
287 , m_color_variation(0.0)
290 , m_alphaVariation(0.0)
292 , m_redVariation(0.0)
293 , m_greenVariation(0.0)
294 , m_blueVariation(0.0)
296 , m_autoRotation(false)
299 , m_rotationVariation(0)
301 , m_rotationSpeedVariation(0)
305 , m_lastLevel(Unknown)
307 setFlag(ItemHasContents);
310 QDeclarativeListProperty<QSGSprite> QSGImageParticle::sprites()
312 return QDeclarativeListProperty<QSGSprite>(this, &m_sprites, spriteAppend, spriteCount, spriteAt, spriteClear);
315 void QSGImageParticle::setImage(const QUrl &image)
317 if (image == m_image_name)
319 m_image_name = image;
325 void QSGImageParticle::setColortable(const QUrl &table)
327 if (table == m_colortable_name)
329 m_colortable_name = table;
330 emit colortableChanged();
334 void QSGImageParticle::setSizetable(const QUrl &table)
336 if (table == m_sizetable_name)
338 m_sizetable_name = table;
339 emit sizetableChanged();
343 void QSGImageParticle::setOpacitytable(const QUrl &table)
345 if (table == m_opacitytable_name)
347 m_opacitytable_name = table;
348 emit opacitytableChanged();
352 void QSGImageParticle::setColor(const QColor &color)
354 if (color == m_color)
358 if(perfLevel < Coloured)
362 void QSGImageParticle::setColorVariation(qreal var)
364 if (var == m_color_variation)
366 m_color_variation = var;
367 emit colorVariationChanged();
368 if(perfLevel < Coloured)
372 void QSGImageParticle::setAlphaVariation(qreal arg)
374 if (m_alphaVariation != arg) {
375 m_alphaVariation = arg;
376 emit alphaVariationChanged(arg);
378 if(perfLevel < Coloured)
382 void QSGImageParticle::setAlpha(qreal arg)
384 if (m_alpha != arg) {
386 emit alphaChanged(arg);
388 if(perfLevel < Coloured)
392 void QSGImageParticle::setRedVariation(qreal arg)
394 if (m_redVariation != arg) {
395 m_redVariation = arg;
396 emit redVariationChanged(arg);
398 if(perfLevel < Coloured)
402 void QSGImageParticle::setGreenVariation(qreal arg)
404 if (m_greenVariation != arg) {
405 m_greenVariation = arg;
406 emit greenVariationChanged(arg);
408 if(perfLevel < Coloured)
412 void QSGImageParticle::setBlueVariation(qreal arg)
414 if (m_blueVariation != arg) {
415 m_blueVariation = arg;
416 emit blueVariationChanged(arg);
418 if(perfLevel < Coloured)
422 void QSGImageParticle::setRotation(qreal arg)
424 if (m_rotation != arg) {
426 emit rotationChanged(arg);
428 if(perfLevel < Deformable)
432 void QSGImageParticle::setRotationVariation(qreal arg)
434 if (m_rotationVariation != arg) {
435 m_rotationVariation = arg;
436 emit rotationVariationChanged(arg);
438 if(perfLevel < Deformable)
442 void QSGImageParticle::setRotationSpeed(qreal arg)
444 if (m_rotationSpeed != arg) {
445 m_rotationSpeed = arg;
446 emit rotationSpeedChanged(arg);
448 if(perfLevel < Deformable)
452 void QSGImageParticle::setRotationSpeedVariation(qreal arg)
454 if (m_rotationSpeedVariation != arg) {
455 m_rotationSpeedVariation = arg;
456 emit rotationSpeedVariationChanged(arg);
458 if(perfLevel < Deformable)
462 void QSGImageParticle::setAutoRotation(bool arg)
464 if (m_autoRotation != arg) {
465 m_autoRotation = arg;
466 emit autoRotationChanged(arg);
468 if(perfLevel < Deformable)
472 void QSGImageParticle::setXVector(QSGStochasticDirection* arg)
474 if (m_xVector != arg) {
476 emit xVectorChanged(arg);
478 if(perfLevel < Deformable)
482 void QSGImageParticle::setYVector(QSGStochasticDirection* arg)
484 if (m_yVector != arg) {
486 emit yVectorChanged(arg);
488 if(perfLevel < Deformable)
492 void QSGImageParticle::setBloat(bool arg)
494 if (m_bloat != arg) {
496 emit bloatChanged(arg);
501 void QSGImageParticle::setCount(int c)
503 QSGParticlePainter::setCount(c);
504 m_pleaseReset = true;
507 void QSGImageParticle::reset()
509 QSGParticlePainter::reset();
510 m_pleaseReset = true;
513 void QSGImageParticle::createEngine()
516 delete m_spriteEngine;
517 if(m_sprites.count())
518 m_spriteEngine = new QSGSpriteEngine(m_sprites, this);
524 static QSGGeometry::Attribute SimpleParticle_Attributes[] = {
525 { 0, 2, GL_FLOAT }, // Position
526 { 1, 2, GL_FLOAT }, // TexCoord
527 { 2, 4, GL_FLOAT }, // Data
528 { 3, 4, GL_FLOAT } // Vectors
531 static QSGGeometry::AttributeSet SimpleParticle_AttributeSet =
533 4, // Attribute Count
534 (2 + 2 + 4 + 4 ) * sizeof(float),
535 SimpleParticle_Attributes
538 static QSGGeometry::Attribute UltraParticle_Attributes[] = {
539 { 0, 2, GL_FLOAT }, // Position
540 { 1, 2, GL_FLOAT }, // TexCoord
541 { 2, 4, GL_FLOAT }, // Data
542 { 3, 4, GL_FLOAT }, // Vectors
543 { 4, 4, GL_UNSIGNED_BYTE }, // Colors
544 { 5, 4, GL_FLOAT }, // DeformationVectors
545 { 6, 3, GL_FLOAT }, // Rotation
546 { 7, 4, GL_FLOAT } // Anim Data
549 static QSGGeometry::AttributeSet UltraParticle_AttributeSet =
551 8, // Attribute Count
552 (2 + 2 + 4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
553 UltraParticle_Attributes
556 QSGGeometryNode* QSGImageParticle::buildSimpleParticleNode()
558 perfLevel = Simple;//TODO: Intermediate levels
559 QImage image = QImage(m_image_name.toLocalFile());
560 if (image.isNull()) {
561 printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
564 int vCount = m_count * 4;
565 int iCount = m_count * 6;
566 qDebug() << "Simple Case";
568 QSGGeometry *g = new QSGGeometry(SimpleParticle_AttributeSet, vCount, iCount);
569 g->setDrawingMode(GL_TRIANGLES);
571 SimpleVertex *vertices = (SimpleVertex *) g->vertexData();
572 for (int p=0; p<m_count; ++p) {
573 for (int i=0; i<4; ++i) {
577 vertices[i].lifeSpan = 0;
578 vertices[i].size = 0;
579 vertices[i].endSize = 0;
601 quint16 *indices = g->indexDataAsUShort();
602 for (int i=0; i<m_count; ++i) {
618 m_material = new SimpleMaterial();
619 m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
620 m_material->texture->setFiltering(QSGTexture::Linear);
621 m_material->framecount = 1;
622 m_node = new QSGGeometryNode();
623 m_node->setGeometry(g);
624 m_node->setMaterial(m_material);
631 QSGGeometryNode* QSGImageParticle::buildParticleNode()
633 if (m_count * 4 > 0xffff) {
634 printf("UltraParticle: Too many particles... \n");//####Why is this here?
639 printf("UltraParticle: Too few particles... \n");
643 if(!m_sprites.count() && !m_bloat
644 && m_colortable_name.isEmpty()
645 && m_sizetable_name.isEmpty()
646 && m_opacitytable_name.isEmpty()
648 && !m_rotation && !m_rotationVariation
649 && !m_rotationSpeed && !m_rotationSpeedVariation
650 && !m_alphaVariation && m_alpha == 1.0
651 && !m_redVariation && !m_blueVariation && !m_greenVariation
652 && !m_color.isValid()
654 return buildSimpleParticleNode();
655 perfLevel = Sprites;//TODO: intermediate levels
656 if(!m_color.isValid())//But we're in colored level (or higher)
657 m_color = QColor(Qt::white);
658 qDebug() << "Complex Case";
661 if(m_sprites.count()){
662 if (!m_spriteEngine) {
663 qWarning() << "UltraParticle: No sprite engine...";
666 image = m_spriteEngine->assembledImage();
667 if(image.isNull())//Warning is printed in engine
670 image = QImage(m_image_name.toLocalFile());
671 if (image.isNull()) {
672 printf("UltraParticle: loading image failed... '%s'\n", qPrintable(m_image_name.toLocalFile()));
677 int vCount = m_count * 4;
678 int iCount = m_count * 6;
680 QSGGeometry *g = new QSGGeometry(UltraParticle_AttributeSet, vCount, iCount);
681 g->setDrawingMode(GL_TRIANGLES);
683 UltraVertex *vertices = (UltraVertex *) g->vertexData();
684 SimpleVertex *oldSimple = (SimpleVertex *) m_lastData;//TODO: Other levels
686 qDebug() << "Theta" << m_lastLevel << oldSimple[0].x << oldSimple[0].y << oldSimple[0].t;
687 for (int p=0; p<m_count; ++p) {
689 if (m_lastLevel == 1) {//Transplant/IntermediateVertices?
690 for (int i=0; i<4; ++i) {
691 vertices[i].x = oldSimple[i].x;
692 vertices[i].y = oldSimple[i].y;
693 vertices[i].t = oldSimple[i].t;
694 vertices[i].lifeSpan = oldSimple[i].lifeSpan;
695 vertices[i].size = oldSimple[i].size;
696 vertices[i].endSize = oldSimple[i].endSize;
697 vertices[i].sx = oldSimple[i].sx;
698 vertices[i].sy = oldSimple[i].sy;
699 vertices[i].ax = oldSimple[i].ax;
700 vertices[i].ay = oldSimple[i].ay;
705 vertices[i].rotation = 0;
706 vertices[i].rotationSpeed = 0;
707 vertices[i].autoRotate = 0;
708 vertices[i].animIdx = 0;
709 vertices[i].frameDuration = oldSimple[i].lifeSpan;
710 vertices[i].frameCount = 1;
711 vertices[i].animT = oldSimple[i].t;
712 vertices[i].color.r = 255;
713 vertices[i].color.g = 255;
714 vertices[i].color.b = 255;
715 vertices[i].color.a = 255;
718 for (int i=0; i<4; ++i) {
722 vertices[i].lifeSpan = 0;
723 vertices[i].size = 0;
724 vertices[i].endSize = 0;
733 vertices[i].rotation = 0;
734 vertices[i].rotationSpeed = 0;
735 vertices[i].autoRotate = 0;
736 vertices[i].animIdx = -1;
737 vertices[i].frameDuration = 1;
738 vertices[i].frameCount = 0;
739 vertices[i].animT = -1;
740 vertices[i].color.r = 0;//TODO:Some things never get used uninitialized. Consider dropping them here?
741 vertices[i].color.g = 0;
742 vertices[i].color.b = 0;
743 vertices[i].color.a = 0;
763 quint16 *indices = g->indexDataAsUShort();//TODO: Speed gains by copying this over if count unchanged?
764 for (int i=0; i<m_count; ++i) {
781 QImage colortable(m_colortable_name.toLocalFile());
782 QImage sizetable(m_sizetable_name.toLocalFile());
783 QImage opacitytable(m_opacitytable_name.toLocalFile());
784 m_material = new UltraMaterial();
785 if(colortable.isNull())
786 colortable = QImage(":defaultshaders/identitytable.png");
787 if(sizetable.isNull())
788 sizetable = QImage(":defaultshaders/identitytable.png");
789 if(opacitytable.isNull())
790 opacitytable = QImage(":defaultshaders/defaultFadeInOut.png");
791 Q_ASSERT(!colortable.isNull());
792 Q_ASSERT(!sizetable.isNull());
793 Q_ASSERT(!opacitytable.isNull());
794 m_material->colortable = sceneGraphEngine()->createTextureFromImage(colortable);
795 m_material->sizetable = sceneGraphEngine()->createTextureFromImage(sizetable);
796 m_material->opacitytable = sceneGraphEngine()->createTextureFromImage(opacitytable);
798 m_material->texture = sceneGraphEngine()->createTextureFromImage(image);
799 m_material->texture->setFiltering(QSGTexture::Linear);
801 m_material->framecount = 1;
803 m_material->framecount = m_spriteEngine->maxFrames();
804 m_spriteEngine->setCount(m_count);
807 m_node = new QSGGeometryNode();
808 m_node->setGeometry(g);
809 m_node->setMaterial(m_material);
816 QSGNode *QSGImageParticle::updatePaintNode(QSGNode *, UpdatePaintNodeData *)
822 m_lastData = qMalloc(m_count*sizeof(SimpleVertices));//TODO: Account for count_changed possibility
823 memcpy(m_lastData, m_node->geometry()->vertexData(), m_count * sizeof(SimpleVertices));//TODO: Multiple levels
825 m_lastLevel = perfLevel;
833 m_pleaseReset = false;
836 if(m_system && m_system->isRunning())
840 m_node->markDirty(QSGNode::DirtyMaterial);
846 void QSGImageParticle::prepareNextFrame()
848 if (m_node == 0){ //TODO: Staggered loading (as emitted)
849 m_node = buildParticleNode();
852 qDebug() << "Feature level: " << perfLevel;
854 qint64 timeStamp = m_system->systemSync(this);
856 qreal time = timeStamp / 1000.;
857 m_material->timestamp = time;
860 if(m_spriteEngine){//perfLevel == Sprites?
861 m_material->animcount = m_spriteEngine->spriteCount();
862 UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData();
863 m_spriteEngine->updateSprites(timeStamp);
864 for(int i=0; i<m_count; i++){
865 UltraVertices &p = particles[i];
866 int curIdx = m_spriteEngine->spriteState(i);
867 if(curIdx != p.v1.animIdx){
868 p.v1.animIdx = p.v2.animIdx = p.v3.animIdx = p.v4.animIdx = curIdx;
869 p.v1.animT = p.v2.animT = p.v3.animT = p.v4.animT = m_spriteEngine->spriteStart(i)/1000.0;
870 p.v1.frameCount = p.v2.frameCount = p.v3.frameCount = p.v4.frameCount = m_spriteEngine->spriteFrames(i);
871 p.v1.frameDuration = p.v2.frameDuration = p.v3.frameDuration = p.v4.frameDuration = m_spriteEngine->spriteDuration(i);
875 m_material->animcount = 1;
879 template <typename VT>
880 IntermediateVertices* transplant(IntermediateVertices* iv, VT &v)
881 {//Deliberate typemangling cast
882 iv->v1 = (UltraVertex*)&(v.v1);
883 iv->v2 = (UltraVertex*)&(v.v2);
884 iv->v3 = (UltraVertex*)&(v.v3);
885 iv->v4 = (UltraVertex*)&(v.v4);
889 IntermediateVertices* QSGImageParticle::fetchIntermediateVertices(int pos)
891 //Note that this class ruins typesafety for you. Maybe even thread safety.
892 //TODO: Something better, possibly with templates or inheritance
893 static IntermediateVertices iv;
898 sv = (SimpleVertices *) m_node->geometry()->vertexData();
899 return transplant(&iv, sv[pos]);
905 uv = (UltraVertices *) m_node->geometry()->vertexData();
906 return transplant(&iv,uv[pos]);
910 void QSGImageParticle::reloadColor(const Color4ub &c, QSGParticleData* d)
912 UltraVertices *particles = (UltraVertices *) m_node->geometry()->vertexData();
913 int pos = particleTypeIndex(d);
914 UltraVertices &p = particles[pos];
915 p.v1.color = p.v2.color = p.v3.color = p.v4.color = c;
918 void QSGImageParticle::reload(QSGParticleData *d)
923 int pos = particleTypeIndex(d);
924 IntermediateVertices* p = fetchIntermediateVertices(pos);
926 //Perhaps we could be more efficient?
927 vertexCopy(*p->v1, d->pv);
928 vertexCopy(*p->v2, d->pv);
929 vertexCopy(*p->v3, d->pv);
930 vertexCopy(*p->v4, d->pv);
933 void QSGImageParticle::load(QSGParticleData *d)
938 int pos = particleTypeIndex(d);
939 IntermediateVertices* p = fetchIntermediateVertices(pos);//Remember this removes typesafety!
941 qreal redVariation = m_color_variation + m_redVariation;
942 qreal greenVariation = m_color_variation + m_greenVariation;
943 qreal blueVariation = m_color_variation + m_blueVariation;
944 switch(perfLevel){//Fall-through is intended on all of them
946 // Initial Sprite State
947 p->v1->animT = p->v2->animT = p->v3->animT = p->v4->animT = p->v1->t;
948 p->v1->animIdx = p->v2->animIdx = p->v3->animIdx = p->v4->animIdx = 0;
950 m_spriteEngine->startSprite(pos);
951 p->v1->frameCount = p->v2->frameCount = p->v3->frameCount = p->v4->frameCount = m_spriteEngine->spriteFrames(pos);
952 p->v1->frameDuration = p->v2->frameDuration = p->v3->frameDuration = p->v4->frameDuration = m_spriteEngine->spriteDuration(pos);
954 p->v1->frameCount = p->v2->frameCount = p->v3->frameCount = p->v4->frameCount = 1;
955 p->v1->frameDuration = p->v2->frameDuration = p->v3->frameDuration = p->v4->frameDuration = 9999;
961 const QPointF &ret = m_xVector->sample(QPointF(d->pv.x, d->pv.y));
962 p->v1->xx = p->v2->xx = p->v3->xx = p->v4->xx = ret.x();
963 p->v1->xy = p->v2->xy = p->v3->xy = p->v4->xy = ret.y();
966 const QPointF &ret = m_yVector->sample(QPointF(d->pv.x, d->pv.y));
967 p->v1->yx = p->v2->yx = p->v3->yx = p->v4->yx = ret.x();
968 p->v1->yy = p->v2->yy = p->v3->yy = p->v4->yy = ret.y();
970 p->v1->rotation = p->v2->rotation = p->v3->rotation = p->v4->rotation =
971 (m_rotation + (m_rotationVariation - 2*((qreal)rand()/RAND_MAX)*m_rotationVariation) ) * CONV;
972 p->v1->rotationSpeed = p->v2->rotationSpeed = p->v3->rotationSpeed = p->v4->rotationSpeed =
973 (m_rotationSpeed + (m_rotationSpeedVariation - 2*((qreal)rand()/RAND_MAX)*m_rotationSpeedVariation) ) * CONV;
974 p->v1->autoRotate = p->v2->autoRotate = p->v3->autoRotate = p->v4->autoRotate = m_autoRotation?1.0:0.0;
976 //Color initialization
978 color.r = m_color.red() * (1 - redVariation) + rand() % 256 * redVariation;
979 color.g = m_color.green() * (1 - greenVariation) + rand() % 256 * greenVariation;
980 color.b = m_color.blue() * (1 - blueVariation) + rand() % 256 * blueVariation;
981 color.a = m_alpha * m_color.alpha() * (1 - m_alphaVariation) + rand() % 256 * m_alphaVariation;
982 p->v1->color = p->v2->color = p->v3->color = p->v4->color = color;
987 vertexCopy(*p->v1, d->pv);
988 vertexCopy(*p->v2, d->pv);
989 vertexCopy(*p->v3, d->pv);
990 vertexCopy(*p->v4, d->pv);