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42 #ifndef ULTRAPARTICLE_H
43 #define ULTRAPARTICLE_H
44 #include "qsgparticlepainter_p.h"
45 #include "qsgdirection_p.h"
46 #include <QDeclarativeListProperty>
47 #include <qsgsimplematerial.h>
48 #include <QtGui/qcolor.h>
54 QT_MODULE(Declarative)
56 class ImageMaterialData;
57 class QSGGeometryNode;
60 class QQuickStochasticEngine;
75 struct ColoredVertex {
89 struct DeformableVertex {
109 float autoRotate;//Assumed that GPUs prefer floats to bools
112 struct SpriteVertex {
132 float autoRotate;//Assumed that GPUs prefer floats to bools
133 float animInterpolate;
143 template <typename Vertex>
151 class QSGImageParticle : public QSGParticlePainter
154 Q_PROPERTY(QUrl source READ image WRITE setImage NOTIFY imageChanged)
155 Q_PROPERTY(QUrl colorTable READ colortable WRITE setColortable NOTIFY colortableChanged)
156 Q_PROPERTY(QUrl sizeTable READ sizetable WRITE setSizetable NOTIFY sizetableChanged)
157 Q_PROPERTY(QUrl opacityTable READ opacitytable WRITE setOpacitytable NOTIFY opacitytableChanged)
159 //###Now just colorize - add a flag for 'solid' color particles(where the img is just a mask?)?
160 Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged RESET resetColor)
161 //Stacks (added) with individual colorVariations
162 Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged RESET resetColor)
163 Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged RESET resetColor)
164 Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged RESET resetColor)
165 Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged RESET resetColor)
166 //Stacks (multiplies) with the Alpha in the color, mostly here so you can use svg color names (which have full alpha)
167 Q_PROPERTY(qreal alpha READ alpha WRITE setAlpha NOTIFY alphaChanged RESET resetColor)
168 Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged RESET resetColor)
170 Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged RESET resetRotation)
171 Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged RESET resetRotation)
172 Q_PROPERTY(qreal rotationSpeed READ rotationSpeed WRITE setRotationSpeed NOTIFY rotationSpeedChanged RESET resetRotation)
173 Q_PROPERTY(qreal rotationSpeedVariation READ rotationSpeedVariation WRITE setRotationSpeedVariation NOTIFY rotationSpeedVariationChanged RESET resetRotation)
174 //If true, then will face the direction of motion. Stacks with rotation, e.g. setting rotation
175 //to 180 will lead to facing away from the direction of motion
176 Q_PROPERTY(bool autoRotation READ autoRotation WRITE setAutoRotation NOTIFY autoRotationChanged RESET resetRotation)
178 //###Call i/j? Makes more sense to those with vector calculus experience, and I could even add the cirumflex in QML?
179 //xVector is the vector from the top-left point to the top-right point, and is multiplied by current size
180 Q_PROPERTY(QSGDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation)
181 //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram.
182 Q_PROPERTY(QSGDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation)
183 Q_PROPERTY(QDeclarativeListProperty<QQuickSprite> sprites READ sprites)
184 Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged)
186 Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged)
187 Q_PROPERTY(bool bloat READ bloat WRITE setBloat NOTIFY bloatChanged)//Just a debugging property to bypass optimizations
190 explicit QSGImageParticle(QQuickItem *parent = 0);
191 virtual ~QSGImageParticle();
194 QDeclarativeListProperty<QQuickSprite> sprites();
195 QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;}
203 enum PerformanceLevel{//TODO: Expose?
212 QUrl image() const { return m_image_name; }
213 void setImage(const QUrl &image);
215 QUrl colortable() const { return m_colortable_name; }
216 void setColortable(const QUrl &table);
218 QUrl sizetable() const { return m_sizetable_name; }
219 void setSizetable (const QUrl &table);
221 QUrl opacitytable() const { return m_opacitytable_name; }
222 void setOpacitytable(const QUrl &table);
224 QColor color() const { return m_color; }
225 void setColor(const QColor &color);
227 qreal colorVariation() const { return m_color_variation; }
228 void setColorVariation(qreal var);
230 qreal renderOpacity() const { return m_render_opacity; }
232 qreal alphaVariation() const { return m_alphaVariation; }
234 qreal alpha() const { return m_alpha; }
236 qreal redVariation() const { return m_redVariation; }
238 qreal greenVariation() const { return m_greenVariation; }
240 qreal blueVariation() const { return m_blueVariation; }
242 qreal rotation() const { return m_rotation; }
244 qreal rotationVariation() const { return m_rotationVariation; }
246 qreal rotationSpeed() const { return m_rotationSpeed; }
248 qreal rotationSpeedVariation() const { return m_rotationSpeedVariation; }
250 bool autoRotation() const { return m_autoRotation; }
252 QSGDirection* xVector() const { return m_xVector; }
254 QSGDirection* yVector() const { return m_yVector; }
256 bool spritesInterpolate() const { return m_spritesInterpolate; }
258 bool bloat() const { return m_bloat; }
260 EntryEffect entryEffect() const { return m_entryEffect; }
263 void resetRotation();
264 void resetDeformation();
269 void colortableChanged();
270 void sizetableChanged();
271 void opacitytableChanged();
274 void colorVariationChanged();
276 void particleDurationChanged();
277 void alphaVariationChanged(qreal arg);
279 void alphaChanged(qreal arg);
281 void redVariationChanged(qreal arg);
283 void greenVariationChanged(qreal arg);
285 void blueVariationChanged(qreal arg);
287 void rotationChanged(qreal arg);
289 void rotationVariationChanged(qreal arg);
291 void rotationSpeedChanged(qreal arg);
293 void rotationSpeedVariationChanged(qreal arg);
295 void autoRotationChanged(bool arg);
297 void xVectorChanged(QSGDirection* arg);
299 void yVectorChanged(QSGDirection* arg);
301 void spritesInterpolateChanged(bool arg);
303 void bloatChanged(bool arg);
305 void entryEffectChanged(EntryEffect arg);
308 void reloadColor(const Color4ub &c, QSGParticleData* d);
309 void setAlphaVariation(qreal arg);
311 void setAlpha(qreal arg);
313 void setRedVariation(qreal arg);
315 void setGreenVariation(qreal arg);
317 void setBlueVariation(qreal arg);
319 void setRotation(qreal arg);
321 void setRotationVariation(qreal arg);
323 void setRotationSpeed(qreal arg);
325 void setRotationSpeedVariation(qreal arg);
327 void setAutoRotation(bool arg);
329 void setXVector(QSGDirection* arg);
331 void setYVector(QSGDirection* arg);
333 void setSpritesInterpolate(bool arg);
335 void setBloat(bool arg);
337 void setEntryEffect(EntryEffect arg);
341 virtual void initialize(int gIdx, int pIdx);
342 virtual void commit(int gIdx, int pIdx);
344 QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
345 void prepareNextFrame();
346 QSGGeometryNode* buildParticleNodes();
349 void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
353 QUrl m_colortable_name;
354 QUrl m_sizetable_name;
355 QUrl m_opacitytable_name;
359 qreal m_color_variation;
360 qreal m_particleDuration;
362 QSGGeometryNode *m_rootNode;
363 QHash<int, QSGGeometryNode *> m_nodes;
364 QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing?
366 QSGMaterial *m_material;
370 qreal m_render_opacity;
371 qreal m_alphaVariation;
373 qreal m_redVariation;
374 qreal m_greenVariation;
375 qreal m_blueVariation;
377 qreal m_rotationVariation;
378 qreal m_rotationSpeed;
379 qreal m_rotationSpeedVariation;
381 QSGDirection* m_xVector;
382 QSGDirection* m_yVector;
384 QList<QQuickSprite*> m_sprites;
385 QQuickSpriteEngine* m_spriteEngine;
386 bool m_spritesInterpolate;
388 bool m_explicitColor;
389 bool m_explicitRotation;
390 bool m_explicitDeformation;
391 bool m_explicitAnimation;
392 QHash<int, QVector<QSGParticleData*> > m_shadowData;
395 QSGParticleData* getShadowDatum(QSGParticleData* datum);
398 PerformanceLevel perfLevel;
400 PerformanceLevel m_lastLevel;
403 template<class Vertex>
404 void initTexCoords(Vertex* v, int count){
405 Vertex* end = v + count;
423 template<class MaterialData>
424 MaterialData* getState(QSGMaterial* m){
425 return static_cast<QSGSimpleMaterial<MaterialData> *>(m)->state();
427 EntryEffect m_entryEffect;
432 #endif // ULTRAPARTICLE_H