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42 #ifndef ULTRAPARTICLE_H
43 #define ULTRAPARTICLE_H
44 #include "qquickparticlepainter_p.h"
45 #include "qquickdirection_p.h"
46 #include <QDeclarativeListProperty>
47 #include <QtQuick/qsgsimplematerial.h>
48 #include <QtGui/qcolor.h>
54 class ImageMaterialData;
55 class QSGGeometryNode;
58 class QQuickStochasticEngine;
73 struct ColoredVertex {
87 struct DeformableVertex {
107 float autoRotate;//Assumed that GPUs prefer floats to bools
110 struct SpriteVertex {
130 float autoRotate;//Assumed that GPUs prefer floats to bools
140 template <typename Vertex>
148 class QQuickImageParticle : public QQuickParticlePainter
151 Q_PROPERTY(QUrl source READ image WRITE setImage NOTIFY imageChanged)
152 Q_PROPERTY(QUrl colorTable READ colortable WRITE setColortable NOTIFY colortableChanged)
153 Q_PROPERTY(QUrl sizeTable READ sizetable WRITE setSizetable NOTIFY sizetableChanged)
154 Q_PROPERTY(QUrl opacityTable READ opacitytable WRITE setOpacitytable NOTIFY opacitytableChanged)
156 //###Now just colorize - add a flag for 'solid' color particles(where the img is just a mask?)?
157 Q_PROPERTY(QColor color READ color WRITE setColor NOTIFY colorChanged RESET resetColor)
158 //Stacks (added) with individual colorVariations
159 Q_PROPERTY(qreal colorVariation READ colorVariation WRITE setColorVariation NOTIFY colorVariationChanged RESET resetColor)
160 Q_PROPERTY(qreal redVariation READ redVariation WRITE setRedVariation NOTIFY redVariationChanged RESET resetColor)
161 Q_PROPERTY(qreal greenVariation READ greenVariation WRITE setGreenVariation NOTIFY greenVariationChanged RESET resetColor)
162 Q_PROPERTY(qreal blueVariation READ blueVariation WRITE setBlueVariation NOTIFY blueVariationChanged RESET resetColor)
163 //Stacks (multiplies) with the Alpha in the color, mostly here so you can use svg color names (which have full alpha)
164 Q_PROPERTY(qreal alpha READ alpha WRITE setAlpha NOTIFY alphaChanged RESET resetColor)
165 Q_PROPERTY(qreal alphaVariation READ alphaVariation WRITE setAlphaVariation NOTIFY alphaVariationChanged RESET resetColor)
167 Q_PROPERTY(qreal rotation READ rotation WRITE setRotation NOTIFY rotationChanged RESET resetRotation)
168 Q_PROPERTY(qreal rotationVariation READ rotationVariation WRITE setRotationVariation NOTIFY rotationVariationChanged RESET resetRotation)
169 Q_PROPERTY(qreal rotationSpeed READ rotationSpeed WRITE setRotationSpeed NOTIFY rotationSpeedChanged RESET resetRotation)
170 Q_PROPERTY(qreal rotationSpeedVariation READ rotationSpeedVariation WRITE setRotationSpeedVariation NOTIFY rotationSpeedVariationChanged RESET resetRotation)
171 //If true, then will face the direction of motion. Stacks with rotation, e.g. setting rotation
172 //to 180 will lead to facing away from the direction of motion
173 Q_PROPERTY(bool autoRotation READ autoRotation WRITE setAutoRotation NOTIFY autoRotationChanged RESET resetRotation)
175 //###Call i/j? Makes more sense to those with vector calculus experience, and I could even add the cirumflex in QML?
176 //xVector is the vector from the top-left point to the top-right point, and is multiplied by current size
177 Q_PROPERTY(QQuickDirection* xVector READ xVector WRITE setXVector NOTIFY xVectorChanged RESET resetDeformation)
178 //yVector is the same, but top-left to bottom-left. The particle is always a parallelogram.
179 Q_PROPERTY(QQuickDirection* yVector READ yVector WRITE setYVector NOTIFY yVectorChanged RESET resetDeformation)
180 Q_PROPERTY(QDeclarativeListProperty<QQuickSprite> sprites READ sprites)
181 Q_PROPERTY(bool spritesInterpolate READ spritesInterpolate WRITE setSpritesInterpolate NOTIFY spritesInterpolateChanged)
183 Q_PROPERTY(EntryEffect entryEffect READ entryEffect WRITE setEntryEffect NOTIFY entryEffectChanged)
186 explicit QQuickImageParticle(QQuickItem *parent = 0);
187 virtual ~QQuickImageParticle();
190 QDeclarativeListProperty<QQuickSprite> sprites();
191 QQuickStochasticEngine* spriteEngine() {return m_spriteEngine;}
199 enum PerformanceLevel{//TODO: Expose?
208 QUrl image() const { return m_image_name; }
209 void setImage(const QUrl &image);
211 QUrl colortable() const { return m_colortable_name; }
212 void setColortable(const QUrl &table);
214 QUrl sizetable() const { return m_sizetable_name; }
215 void setSizetable (const QUrl &table);
217 QUrl opacitytable() const { return m_opacitytable_name; }
218 void setOpacitytable(const QUrl &table);
220 QColor color() const { return m_color; }
221 void setColor(const QColor &color);
223 qreal colorVariation() const { return m_color_variation; }
224 void setColorVariation(qreal var);
226 qreal alphaVariation() const { return m_alphaVariation; }
228 qreal alpha() const { return m_alpha; }
230 qreal redVariation() const { return m_redVariation; }
232 qreal greenVariation() const { return m_greenVariation; }
234 qreal blueVariation() const { return m_blueVariation; }
236 qreal rotation() const { return m_rotation; }
238 qreal rotationVariation() const { return m_rotationVariation; }
240 qreal rotationSpeed() const { return m_rotationSpeed; }
242 qreal rotationSpeedVariation() const { return m_rotationSpeedVariation; }
244 bool autoRotation() const { return m_autoRotation; }
246 QQuickDirection* xVector() const { return m_xVector; }
248 QQuickDirection* yVector() const { return m_yVector; }
250 bool spritesInterpolate() const { return m_spritesInterpolate; }
252 bool bypassOptimizations() const { return m_bypassOptimizations; }
254 EntryEffect entryEffect() const { return m_entryEffect; }
257 void resetRotation();
258 void resetDeformation();
263 void colortableChanged();
264 void sizetableChanged();
265 void opacitytableChanged();
268 void colorVariationChanged();
270 void alphaVariationChanged(qreal arg);
272 void alphaChanged(qreal arg);
274 void redVariationChanged(qreal arg);
276 void greenVariationChanged(qreal arg);
278 void blueVariationChanged(qreal arg);
280 void rotationChanged(qreal arg);
282 void rotationVariationChanged(qreal arg);
284 void rotationSpeedChanged(qreal arg);
286 void rotationSpeedVariationChanged(qreal arg);
288 void autoRotationChanged(bool arg);
290 void xVectorChanged(QQuickDirection* arg);
292 void yVectorChanged(QQuickDirection* arg);
294 void spritesInterpolateChanged(bool arg);
296 void bypassOptimizationsChanged(bool arg);
298 void entryEffectChanged(EntryEffect arg);
301 void reloadColor(const Color4ub &c, QQuickParticleData* d);
302 void setAlphaVariation(qreal arg);
304 void setAlpha(qreal arg);
306 void setRedVariation(qreal arg);
308 void setGreenVariation(qreal arg);
310 void setBlueVariation(qreal arg);
312 void setRotation(qreal arg);
314 void setRotationVariation(qreal arg);
316 void setRotationSpeed(qreal arg);
318 void setRotationSpeedVariation(qreal arg);
320 void setAutoRotation(bool arg);
322 void setXVector(QQuickDirection* arg);
324 void setYVector(QQuickDirection* arg);
326 void setSpritesInterpolate(bool arg);
328 void setBypassOptimizations(bool arg);
330 void setEntryEffect(EntryEffect arg);
334 virtual void initialize(int gIdx, int pIdx);
335 virtual void commit(int gIdx, int pIdx);
337 QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
338 void prepareNextFrame();
339 QSGGeometryNode* buildParticleNodes();
342 void createEngine(); //### method invoked by sprite list changing (in engine.h) - pretty nasty
344 void spriteAdvance(int spriteIndex);
345 void spritesUpdate(qreal time = 0 );
348 QUrl m_colortable_name;
349 QUrl m_sizetable_name;
350 QUrl m_opacitytable_name;
354 qreal m_color_variation;
356 QSGGeometryNode *m_rootNode;
357 QHash<int, QSGGeometryNode *> m_nodes;
358 QHash<int, int> m_idxStarts;//TODO: Proper resizing will lead to needing a spriteEngine per particle - do this after sprite engine gains transparent sharing?
359 QList<QPair<int, int> > m_startsIdx;//Same data, optimized for alternate retrieval
362 QSGMaterial *m_material;
366 qreal m_alphaVariation;
368 qreal m_redVariation;
369 qreal m_greenVariation;
370 qreal m_blueVariation;
372 qreal m_rotationVariation;
373 qreal m_rotationSpeed;
374 qreal m_rotationSpeedVariation;
376 QQuickDirection* m_xVector;
377 QQuickDirection* m_yVector;
379 QList<QQuickSprite*> m_sprites;
380 QQuickSpriteEngine* m_spriteEngine;
381 bool m_spritesInterpolate;
383 bool m_explicitColor;
384 bool m_explicitRotation;
385 bool m_explicitDeformation;
386 bool m_explicitAnimation;
387 QHash<int, QVector<QQuickParticleData*> > m_shadowData;
389 QQuickParticleData* getShadowDatum(QQuickParticleData* datum);
391 bool m_bypassOptimizations;
392 PerformanceLevel perfLevel;
394 PerformanceLevel m_lastLevel;
397 template<class Vertex>
398 void initTexCoords(Vertex* v, int count){
399 Vertex* end = v + count;
417 template<class MaterialData>
418 MaterialData* getState(QSGMaterial* m){
419 return static_cast<QSGSimpleMaterial<MaterialData> *>(m)->state();
421 EntryEffect m_entryEffect;
426 #endif // ULTRAPARTICLE_H